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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR7-01 
   
   
   
   
   
   
   
   
   
  Wrath of the Tomb of Horrors 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™ Core Adventure 
  Version 2 
   
  by Pierre van Rooden 
  Circle Reviewer: Creighton Broadhurst  
  Reviewer: Chris Chesher 
  Playtesters: Jani Kekkonen, Gerald Colliou, Nick Barnes, Sampo Haarla, Koos Gadellaa, Krishna Simonse, Nenad 
  Petrovic, Pete Dixon, Jukka Särkijärvi, Hannu Haavisto, Pasi Riita, Mikko Laine, Jonas Lehtonen 
   
  The Bleak Academy has long been quiet. But now the spawn of Acererak have lent their support to the Wastrian armies 
  that threaten to overrun the south of the Kingdom of Sunndi. It is time to put a stop to this… but will you stoop to 
  murder to achieve your goal? A one-round Core adventure set in the Vast Swamp for characters level 9-15 (APLs 10-16). 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete Warrior 
  [Andy Collins, David Noonan, Ed Stark], COR5-02 The Voice of Reason [Pierre van Rooden], Libris Mortis [Andy Collins & 
  Bruce R. Cordell], Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], Return To The 
  Tomb of Horrors [Bruce R. Cordell], SND3-02 Murky Waters [Pieter Sleijpen], SND6-02 Collateral [Pierre van Rooden], 
  TSS5-01 Ten Minutes [Pierre van Rooden], S1 - Tomb of Horrors [Gary Gygax], and Spell Compendium [Matthew Sernett, Jeff 
  Grubb and Mike McArtor].
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
   
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 2 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Vast Swamp. Characters pay 2 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. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  Approximately 16 years ago, a group of adventurers set 
  out to locate the final resting place of the powerful 
  demilich, Acererak the Devourer. This foul undead 
  creature had built himself a tomb in the Vast Swamp. The 
  place was not merely to rest his bones, but also to forge a 
  masterful plan to attain godhood. Many had perished in 
  Acererak’s tomb. It became known as the Tomb of 
  Horrors. 
   
  At the time of these adventurers, a dreadful aura 
  known as the dark intrusion emanated from this tomb, a 
  negative field that spread over the neighboring country 
  of Sunndi, spontaneously animating undead and causing 
  a dreadful plague. 
   
  The adventurers were surprised to find, not a 
  desolate hill, but an entire city, called Skull City, had 
  sprung up around the tomb in the past decades. The city 
  was home to all kinds of evil folk - both undead and 
  living - who venerated Acererak. 
   
  Central to this place was a large building, the Black 
  Academy. The adventurers infiltrated the city, broke 
  through the Academy into the tomb, and faced the 
  demilich, apparently destroying him. 
   
  But even the best of deeds leave their mark. During 
  their quest, the adventurers slew headmistress Ferranir, a 
  powerful vampire scion. This left the academy in 
  disarray; the remaining necromancers scrambling to fill 
  the sudden power vacuum.  
   
  Eventually, the surviving members of the academy 
  board selected a new headmaster. The academician Drake 
  was not the most popular candidate, but as one of the 
  senior instructors the leadership still fell to him. Under 
  his guidance, the academy was slowly rebuilt. Its evil 
  luster, however, was gone, and while many would still 
  come to find tutelage, and to research the tomb itself, the 
  Academy became known as the Bleak Academy. A fitting 
  name for a place where passion was stamped out, and 
  only cold and calculated research remained. 
   
  This period also saw the first resistances from 
  within. Drake’s cold-hearted rule was far different from 
  Ferranir’s, and for the first time, some of the more 
  neutral-aligned students began to reconsider the path 
  they had taken.  
   
  Rumors of the dark experiments and the horrid 
  results thereof Drake sanctioned and ran –– and above all 
  the repercussions of the dark intrusion, turned a group of 
  students away. The few that openly voiced their doubts 
  were branded traitors, and quickly found themselves on 
  the academy’s dissection tables. Others, much wiser, fled 
  the city, to seek redemption. Over time, these people, 
  from their hiding places, formed their own organization, 
  the Shroud, whose aim was to fight the academy’s evil, so 
  that in its destruction they could find redemption for 
  their own deeds. 
   
  Still, the Sunndi government deemed the academy a 
  lesser threat compared to the other forces in the region, 
  and so any serious attempts to destroy it were postponed. 
  Hence, the Shroud sank into the shadows to watch and 
  wait. 
   
  Two years ago, this all changed. 
   
  It was customary for the Vast Swamp bullywugs, 
  boosted in morale by the priests of Wastri, to make 
  periodic raids into the lands of Sunndi. Once in a few 
  decades, they’d make an attempt to invade the lands to 
  the north. This year, though, the invasion met with far 
  more success than normal. 
   
  The creatures managed to pass through the bogs of 
  Aestophatus - a generally impassable morass rife with 
  lizardfolk – without too much trouble. And when the 
  town of Corul was attacked, with the amphibian army 
  marched a host of undead, too large and too advanced to 
  have been created by Wastrian divine magic alone. It 
  soon became clear that the Wastrians had gained support 
  - the Bleak Academy. 
   
  Why this was done is unknown. Shroud spies 
  learned that many of the academicians were at odds with 
  this move, but that Headmaster Drake had personally 
  directed it. The Academy board of advisors was divided, 
  and hence with only minimal support, the Academy had 
  gone to war. 
   
  For the Shroud, this was the opportunity to gain the 
  support they needed to strike – and strike hard. All they 
  need now are people capable to perform the deed: to 
  infiltrate the Bleak Academy and assassinate Drake. 
   
  What they don’t know, is that his demise may in 
  turn, leave its marks. Darker forces move behind the 
  scenes, and an old enemy, trapped and sleeping for over a 
  decade, is waiting the moment to resurface. For mistress 
  Ferranir is not dead – and with Drake’s assassination, she 
  may be set free again. 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 3 
  ADVENTURE SUMMARY 
  The PCs arrive in the town of Bren in the county of 
  Brennathar in Sunndi, where they are to meet with 
  Count Kestor of Corul, a necromancer, and member of 
  the Shroud. He seeks adventurers to eliminate the threat 
  of the Bleak Academy by assassinating its Headmaster, 
  Drake. 
   
  Some PCs may have moral issues to be hired for such 
  a dubious job, but Kestor tries to persuade them to at least 
  seek out the Academy and investigate – convinced that a 
  confrontation with Drake will change the PC’s heart.  
   
  Encounter 1: The Vast Swamp: The PCs journey 
  through the Vast Swamp. The PCs should, at this level, 
  not have much difficulty getting there. 
   
  Encounter 2: Skull City: To enter Skull City the 
  PCs have to pass the bone gate. The PCs have been given 
  a password for access, but if they are too late or forgot it, 
  they have to fight the gate’s guardians. 
   
  In the city, they meet Compex, the familiar of 
  Repulghast, the Shroud spy the PCs were to meet. 
  Repulghast was captured, and Compex hopes the PCs 
  will help find his master. 
   
  Encounter 3: The Bleak Academy: This encounter 
  lists the common effects, wards, and guards of the 
  academy. 
   
  Encounter 4: The Petitioner Halls: This building 
  offers basic classes, a library, and the petitioners’ hall, 
  where one can be considered for academy membership. 
   
  The PCs may find info on the Academy, the board, 
  and Drake. They may also learn of the comings and 
  goings of a strange elven woman referred to as “the Grey 
  Lady”. 
   
  A negative energy screen wards the colleges. To 
  enter unharmed, the PCs need to be disable the screen or 
  be with members of the Academy. 
   
  Encounter 5: The College: PCs forcing their way in 
  here must battle the guard nagas. 
  Inside 
  the 
  halls, 
  they can find Repulghast, a victim of terrible 
  experiments. He advises them to enter the Inner 
  Sanctum through a secret tunnel. 
   
  Encounter 6: The Inner Sanctum: The Inner 
  Sanctum is warded, but someone has prepared the way 
  for the PCs and disabled some traps. 
   
  Here, the PCs also happen on board member 
  Maelanee, Ferranir’s adopted daughter. She offers the PC 
  an alliance.  
   
  Darkle’s office is warded by a puzzle trap. Maelanee 
  can provide the PCs with the key to the trap, if the PCs 
  promise to find her mother’s necklace (now in Drake’s 
  possession). 
    
  Encounter 7: The Headmaster’s Offices: Inside 
  the offices, in a trapped vice, the PCs find the necklace 
  that Maelanee asked for. The necklace contains the spirit 
  of former headmistress Ferranir. From her prison, 
  Ferranir awaits for Drake’s death and her freedom. 
   
  The PCs find Drake in his private quarters, awaiting 
  the assassins he knows his former ally – the Grey Lady – 
  has sent. The PCs choose whether to kill Drake, and do 
  the bidding of an unknown evil power, or let a despicable 
  man live.  
   
  Encounter 8: The Job Done: If the PCs kill Drake, 
  this releases Ferranir. A high-level necromancer vampire, 
  Ferranir is not an opponent the PCs should desire to 
  fight, but she is grateful enough to let the PCs go…  
   
  After the confrontation with Drake, the PCs have to 
  leave the city. They are confronted by Maelanee, who 
  desires to obtain the amulet. They also run into old wards 
  that they may have bypassed earlier – the guards and 
  nagas, and the city gate guardians. 
   
  Encounter 9: The Tomb of Horrors: This section 
  details how the Tomb fits in with the Academy. The 
  Tomb is not part of this adventure and cannot be run as 
  part of the Living Greyhawk campaign.  
   
  Conclusion: If the PCs freed Ferranir, she 
  guarantees no repercussions of the academy. If the PCs 
  freed Ferranir or gave the dagger to Maelanee, they earn 
  Maelanee’s favor. While PCs do not retain any 
  membership of the Academy that they might have 
  gained, their brief foray may have lasting effects. 
   
  The Shroud rewards the PCs if they killed Drake – 
  even if Ferranir was set free. Not killing Drake earns the 
  disfavor of the Shroud. 
   
  PREPARATION FOR PLAY 
  If you own it, Return to the Tomb of Horrors contains maps 
  and information on the tomb, Skull City, and the Bleak 
  Academy as it was ten years go. While things changed – a 
  lot, in fact – this information may help you set the mood. 
   
  You may also desire to download The Tomb of Horrors 
  from 
  the 
  wizard’s 
  website, 
  at 
  http://www.wizards.com/default.asp?x=dnd/oa/2005103
  1a, for background information. 
   
  Finally, note if anyone has played COR5-02 The Voice 
  of Reason, and especially if anyone bought the Thrall 
  Medallion. 
   
  Important: Ensure that the players realize that their 
  mission needs some subtlety to succeed. Trying to 
  ‘cleanse’ Skull city from its evil is doomed to fail, even at 
  APL 16. Open fighting draws all forces to them, and these 
  would overbear the PCs even at APL 16. There is no 
  encounter set up for that situation: if open fighting 
  breaks out (other than the few skirmishes noted in the 
  adventure), give the PCs a few rounds to flee before the 
  forces of the city overwhelm them. 
   
  PCs captured by the Bleak Academy manage to 
  escape after 10 TU. They do not gain access or gold from 
  equipment found in this adventure but retain all their 
  own possessions. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 4 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. All the information required to run these 
  characters is presented in this adventure. The DM should 
  double-check that he fully understands any new rule 
  items presented in this adventure before play begins. 
   
  INTRODUCTION 
   
  A few weeks ago, you had a dream. A large, bearded 
  man appeared to you, asking you to come to the 
  village of Bren, to the aid of the Kingdom of Sunndi. 
  You were asked to be discrete, and to come to the 
  Phantom Player Inn, where rooms would be 
  available. 
   
  Now you approach the village, and its small – 
  and only – inn.  
   
  Bren is a small village in the center of the Kingdom of 
  Sunndi. 
   
  The Phantom Player is a small inn, with moderate 
  fare. The PCs find that rooms are booked for them. The 
  crowd is busy but amiable and includes villagers and 
  soldiers from the large military encampment just outside 
  the village. 
   
   Nobody here knows anything of a summons. From 
  the bearded man’s description (from the PCs’ dreams), 
  people recognize him as Count Kestor of Corul. Corul 
  was overrun by bullywugs during the war, and Kestor 
  and his people now reside in Bren. PCs can find out the 
  following about the war: 
  • 
  The bullywugs of the Vast Swamp have invaded 
  Sunndi. They are aided by the Wastrians, who seek 
  to destroy the non-humans in the kingdom, 
  • 
  Currently, Corul is occupied, and the bullywugs 
  march north. The town of Eyedrinn and the fortress 
  of Nondrinn are now the only settlements behind 
  enemy lines. 
  • 
  Count Nolin Bren opened his town to the refugees 
  of Corul. Kestor, with the aid of Bren’s men and the 
  Sunndi Army, set up a new headquarters here. 
  • 
  The Bleak Academy is involved in the war. They give 
  undead and magic aid to the bullywug invaders.  
   
  Midnight calls when the last of the rousers have 
  gone. 
   
  The innkeeper is about to shut the door, when it 
  is suddenly pushed open again. A large man with a 
  full beard enters. The dark black coat around him 
  serves to emphasize his size. You instantly recognize 
  him. 
   
  “Good evening. My name is Kestor. I asked you 
  for aid, and I am thankful that you have indeed 
  come.” 
   
   
  �Count 
  Kestor: 
  male 
  human 
  (Oeridian) 
  necromancer 13; AL NG. 
   
  Any PCs that have gone to sleep are summoned. Once 
  everyone is present, Kestor explains: 
   
  “I am sorry that I could not tell you more when I 
  called you here, but this is an issue that needs to be 
  kept between us. I hope that I can trust you to keep 
  whatever we speak about here, to yourself.” 
   
  Kestor awaits the PCs to confirm that they will keep the 
  meeting secret, before continuing. PCs who refuse are 
  asked to leave. He then continues: 
   
  “A week’s travel south of us is the Vast Swamp. In its 
  center is a tomb, the last resting place of the evil 
  monster, Acererak. 
   
  Over the years, around this tomb, a city– nay – a 
  necropolis – arose. Skull City. Here gathered the 
  foulest of all magic wielders – necromancers - who 
  formed the Bleak Academy.” 
   
  A DC 15 bardic lore, Knowledge (history) or Knowledge 
  (arcana) check makes a PC recall the tale of a demilich, 
  named Acererak, who long ago resided in a tomb in the 
  Vast Swamp. Many adventurers went there, and many 
  perished. Over time, the tomb became known as a death 
  trap, being named the Tomb of Horrors. 
   
  After gauging the PCs reaction, he continues: 
   
  “For years, I have sought the destruction of the 
  Bleak Academy, and they sought mine in return. 
   
  Once, I was a member. I have made my mistakes 
  in the past, delved in magic forbidden. A terrible 
  mistake. Fortunately I saw the light, the right path, 
  in time, and turned away. I joined with other like-
  minded individuals – forming the Shroud - and we 
  have been fighting the Academy and their undead 
  ever since.  
   
  Some PCs may actually be members of the Shroud, a 
  Sunndi meta-organization of necromancers. They, and 
  anyone making a DC 20 Knowledge (religion) or 
  Knowledge (local: the Splintered Suns) check, know of 
  this organization of redeemed necromancers, who now 
  work towards the Bleak Academy’s destruction. Kestor 
  continues: 
   
  Finally, the Academy showed its true face. It allied 
  with the Wastrians, providing them with undead 
  and magic. The cause of this is the man who heads 
  the Academy, a man named Drake. We know, from a 
  spy in their midst, that it is his insistence that 
  drives them towards war. 
   
  This is our time to strike, but we need experts 
  like you to help. We need you to go into Skull city, 
  into the Bleak Academy, to seek Drake, and to kill 
  him.” 
   
  Some PCs may at this point ask questions or object. 
  Paladins and good clerics of peaceful gods are expected to 
  raise some objections – if they don’t, point out that their 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 5 
  gods would not look kindly on a mission that involves 
  cold-blooded murder. 
   
  Kestor does realize that some PCs may raise 
  objections. He has anticipated this, and if the PC object 
  (prompted by the DM or not), he has an answer ready: 
   
   
  “I understand your hesitation. This is not easy. And I 
  cannot ask you to sacrifice your own faiths for it. 
   
  But I am confident that, once you see the evil of 
  this man, you will come to the same conclusion: that 
  he must die. 
   
  Go to Skull City. See for yourself. At the least, 
  find out what drives the Academy to war. But I have 
  little doubt that your mind will be set once you see 
  the threat this man poses. 
   
  Kestor has little time to talk specifics of the quest. 
  Instead, he hands the PCs a bundle of notes, snippets of 
  information on the Bleak Academy (Player Handout 1 
  and the player map of the Bleak Academy). 
   
  The information came from a man named 
  Repulghast, a Shroud member who infiltrated the 
  Academy. The PCs are to meet Repulghast in Skull city. 
  He is an older balding man, with grey eyes and bad teeth, 
  and a rook familiar. 
   
  Kestor has a list of passwords that are to be used for 
  the city gate in the coming seven days, provided by 
  Repulghast. The note lists the passwords for each day. 
  Hand the players Player Handout II. 
   
  If the PCs hurry, they can use the passwords to enter 
  the city without alerting the guardians. Most PCs at these 
  levels should have means to travel with some speed. 
   
  If they don’t, Kestor can arrange for the PCs to be 
  teleported by a Wayfarer to Hobrand Castle, to the south. 
  From there, if the PCs march without delay, they should 
  be able to reach Skull City in five days. 
   
  If PCs worry on how to keep Drake dead, Kestor says: 
   
  We believe Drake has currently no means in place to 
  return from the dead. We also don’t expect his 
  fellows to aid him in this. They are more likely to 
  fight over his power. 
   
  PCs are likely to ask for a reward. If they don’t, Kestor 
  brings it up at the end of the briefing. 
   
  “The Shroud has waited for this opportunity for a 
  long time. Our funds are pooled for just this 
  occasion. If you kill Drake, and bring us proof of his 
  demise, we will pay [100 gp x APL], for each person 
  to participate in the mission.” 
   
  The reward is substantial, leaving little doubt that the 
  Shroud considers the PCs anything else but hired killers.  
   
  Once the PCs accept the mission, Kestor bids them 
  farewell. 
   
  “We’ll meet again when you return. Be careful. If 
  anyone learns of this mission, it is certain to fail. 
  Travel quickly. The fate of the kingdom depends on 
  you.” 
   
  With that, he strides out the door, and it slams 
  shut behind him. 
   
  1: THE VAST SWAMP 
  The player map of Sunndi shows the location of Bren and 
  the Bleak Academy. 
   
  While the swamp is a hostile environment, high-
  level PCs should pass through relatively easily.  
   
  Travel time: Note how many days it takes the PCs 
  to reach Skull City. Traveling through the swamp on foot 
  from Hobrand Castle takes almost a week – assuming on 
  delays. It is likely most PCs find a quicker way. 
  Teleportation can bring the PCs close to the city in a day, 
  flight might take 2-3 days, depending on how fast the PCs 
  go. 
   
  2: SKULL CITY 
  If the PCs paid attention to what was told, they know that 
  flying or teleporting into town is a bad idea (and using 
  the ethereal plane doubly so). See the troubleshooting 
  section if the PCs choose to ignore the warnings. 
   
  Assuming the PCs are wise enough to land a bit away 
  from town, they see the following as they get nearer: 
   
  A large obsidian wall, at least ten foot high, 
  surrounds what must be Skull City. Several ruins lay 
  in front of it. Everywhere you look are gravestones. 
   
  A strange darkness lies about the place. It blocks 
  out the sun placing the entire town in perpetual 
  shadow.  
   
  The most obvious entrance into the city is a 
  large gate adorned with a giant skull of an obscure 
  creature. There are no guards, and through the gate 
  you can see an avenue that leads straight towards a 
  building, whose domed roof resembles a giant skull.  
   
  Appendix 2 contains a description of Skull City1. Use 
  this to flesh out Skull City (if required). 
   
   
  If any PCs are invisible, they become visible as they 
  enter the invisibility purge covering the area. 
   
  Note: Summoned non-evil creatures cannot enter 
  (or be summoned into) the area. 
   
  Read the following once the PCs approach the gate. 
   
  Numerous tombstones are strewn about the place – 
  the gate is set on top of a graveyard. 
   
  The eyes in the skull above the gate glow briefly 
  and a whispering voice, like the grating of 
  sandpaper, issues: “Speak” 
   
  This is the Bone Gate. The voice is an effect similar to the 
  magic mouth spell. To pass safely, the PCs have to provide 
  the password. The answer is dependent on the day that 
  they arrived. 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  Counted from the morning after Kestor briefed them 
  (Earthday), the correct passwords are: 
   
   
  Within the day (Earthday): Devourer 
   
  1 day (Freeday): Avasculate 
   
  2 days (Starday): Withering 
   
  3 days (Sunday): Nerull 
   
  4 days (Moonday): Fiendblood 
   
  5 days (Godsday): Anatomy 
   
  6 days (Waterday): Death 
  If the PCs took too long, no password suffices. 
   
  The PCs are free to step back a moment and discuss 
  what to answer, but they only have one chance to actually 
  speak the password. 
   
  If the PCs provide the correct answer, the gate 
  answers: 
   
  “Pass.” 
   
  The PCs are free to continue inside the city – see 
  development below. 
   
  If they don’t provide a password, they can still retreat 
  without being attacked. If they provide the wrong 
  password, or try to continue without saying anything, the 
  guardian attacks. 
   
  The grounds trembles… from the earth rises a 
  monstrosity, formed from the surrounding graves. 
  Roughly human-shaped, the dark pits where its eyes 
  might be shed a dull red light. 
   
  Around its shadow, wispy forms rise up, and 
  join the moving graveyard in its assault. 
   
  Creatures: The grave dirt golem is formed from the 
  graves under the gate’s foundation. The shadows 
  normally are powerless in daylight, but the strange 
  darkened conditions around the tomb allows them to 
  attack during the day. 
   
  Note that in the city, all undead have an additional 
  +4 turn resistance. 
   
  Note: The skull at the top of the gate functions as a 
  darkskull (DMG 254, and the unhallow spell, PH 297), 
  except that it is fixed in place and the area affected is an 
  80-by-80 foot area in front of the gate (covering the 
  graveyard from which the undead rise).  
   
  The spell effect tied to the unhallow is invisibility 
  purge, which occupies the same area. 
   
  APL 10 (EL 9) 
   
  �Grave Dirt Golem: hp 90; Appendix 1. 
   
  �Shadows (6): hp 6; MM 221. 
   
  APL 12 (EL 11) 
   
  �Grave Dirt Golem: hp 90; Appendix 1. 
   
  �Greater Shadows (3): hp 58; MM 221. 
   
  APL 14 (EL 13) 
   
  �Grave Dirt Golem: hp 90; Appendix 1. 
   
  �Greater Shadows (4): hp 58; MM 221. 
   
  APL 16 (EL 15) 
   
  �Grave Dirt Golem: hp 90; Appendix 1. 
   
  �Dread Wraiths (4): hp 104; MM 257. 
   
   
  Tactics: The golem is straightforward, a melee combatant 
  that attacks with brute force. The other undead, focus on 
  any flying targets. Otherwise, they swarm possible 
  spellcasters (especially arcane casters). They are relentless 
  in their attacks, fighting until destroyed. If the PCs flee 
  into the swamp, the guardians don’t pursue, but instead 
  sink back into the soil, where the enhanced necrotic 
  energies rejuvenate them. Should PCs return after more 
  than one hour, both the spirits and the golem are back at 
  full strength. 
   
  While the PCs fight, a number of citizens approach 
  to call encouragements to the guardians, enticing them to 
  kill. They know better than to interfere though – they 
  won’t approach to close nor aid, as in the past the 
  guardians would mistake them for additional targets. 
  Once the PCs succeed in defeating the guardian, they flee 
  for the moment – not eager to deal with anyone tough 
  enough to fight the guardians.  
    
  Treasure: There is no treasure in this encounter. While 
  the darkskull is magical it ceases functioning and becomes 
  worthless when removed from the gate.  
   
  Development: If the PCs fought their way inside, most 
  people avoid them. They need to move quickly and away 
  from the scene, before more powerful opponents 
  investigate. If they don’t, the city is likely to soon catch 
  up. The resulting fighting force includes Leon and eight 
  hexblade guards, a number of powerful necromancers, 
  undead, summoned fiends, and more – enough to 
  overwhelm the party. 
   
  If they move along, though, they can run their 
  mission before their actions are fully disclosed. 
   
  PCs have little difficulty to approach the Academy 
  building, but by the time they arrive most of the students 
  have heard about a fight, and all people encountered 
  (save Maelanee) are suspicious of strangers and 
  unfriendly and extremely unhelpful. 
   
  If the PCs used the password to enter the city (or 
  snuck in with aid of the nagas), few people pay them any 
  attention. Odd races (which includes elves and halflings) 
  may draw a glance, but most people have learned to not 
  judge by looks - and to mind their own business.  
   
  Their contact, Repulghast, is nowhere to be found. 
  Instead, his familiar Compex approaches the PCs.  
   
  A shadow falls over you, and moments later a rook 
  lands on a large tombstone near you. He eyes you for 
  several long moments, a glare that makes you realize 
  he is far more intelligent than others of his kin. 
   
  “Krah!” It utters “Are you the ones they sent? 
  Ack! My master must have been duped. You can’t 
  seriously be competent?” 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  The rook is Compex, the familiar of Repulghast, the 
  Shroud spy the PCs were to meet. 
   
   
  �Compex, Rook Familiar: hp 7; Appendix 1. 
   
  Repulghast was discovered a few days ago, when Leon’s 
  guards suddenly burst in the shack where he lives, and 
  took him prisoner. There were no explanations given, no 
  charges – none of such is necessary in Skull City. Till this 
  moment, Compex is still not sure if the Academy were on 
  to Repulghast, if he just annoyed someone higher up, or 
  is he just turned out to have the right blood type for some 
  bizarre experiment. 
   
  Repulghast was taken to the Academy for 
  ‘examination’ – a euphemism for people that are to be 
  victims in Drake’s gruesome experimentation. Compex 
  was caught, but managed to escape. 
   
  He is the only one who knows of the PCs coming, 
  and now has his hope set on them – for if his master dies, 
  Compex becomes a common bird again – a most 
  unwelcome prospect. 
   
  Compex knows approximately where his master is, 
  due to his empathic link, but other than that he is in pain 
  and alive, he doesn’t know anything. 
   
  Compex has spent quite some time amongst high-
  level wizards, so whatever snippy comments the PCs may 
  have is not likely to impress him. Unless they attack him 
  (which causes him to flee), he gives an impression of 
  absolute disinterest. 
   
  At some point, unless the PCs point it out 
  themselves, he adds: 
   
  ”Ack. Let’s talk somewhere more private?” 
   
  He motions with his beak towards the ruins of a 
  desolate house. 
   
  “Over there.” 
   
  Compex flies up and towards the house, seeking a place 
  away from the bustle of the city. Assuming the PCs 
  follow, he states his business: 
   
  “Krah! You look like a bunch of fools, but I have to 
  settle with you. Krah! My master was caught. I need 
  someone to help me find him. And you need a guide. 
  Krah! Without me you’ll never get inside.” 
   
  Compex is haughty, but he is also aware he needs the 
  PCs. He tries to play up that they need him, but a Sense 
  Motive opposed by his Bluff check shows that he really 
  isn’t very secure. 
   
  He is, however, right that his knowledge of the city 
  and Academy is valuable, Compex knows a lot of what 
  goes on (everything about Skull City described in 
  Appendix 3): 
  • 
  The history of the Bleak Academy and the Tomb of 
  Horrors (which he never saw).  
  • 
  The rough layout of the Petitioners halls (see the 
  Petitioners map, but minus the secret doors) 
  • 
  All the common information about the Board (see 
  the information Kestor has in encounter 1) 
  • 
  The procedure of attaining Academy membership 
  (see encounter 4- 3). 
  • 
  Various tidbits of specific information. Throughout 
  the scenario, whatever Compex knows about a 
  specific location (if any), is mentioned in the room’s 
  description. 
   
  Compex knows about the PCs mission. He can give the 
  name of his master and describe him if the PCs ask.  
   
  He explains that his master was captured, and he 
  narrowly escaped. 
   
  Once the PCs are convinced, he urges them towards 
  the Academy. Only with extreme reluctance does he 
  follow the PCs if they decide to tour the town (see 
  Appendix 3). 
   
  Should the PCs refuse to put their trust in him, he 
  becomes frustrated, and flies off. 
   
  Troubleshooting: Should the PCs try to fly or 
  teleport into town or travel through the ethereal, instead 
  of using the gates, one or more fiends, triggered by the 
  tomb’s defenses, instantly teleports in and attack. 
  Invisibility does not help to avoid them being noticed 
  (though individual demons may still have to deal with 
  miss chances). 
   
  APL 10 (EL 9) 
   
  �Vrock (1): hp 115; MM 48. 
   
  APL 12 (EL 11) 
   
  �Vrock (2): hp 115; MM 48. 
   
   
  APL 14 (EL 13) 
   
  �Hezrou (2): hp 138; MM 44. 
   
   
  APL 16 (EL 15) 
   
  �Nalfashnee (1): hp 175; MM 45. 
   
  �Hezrou (1): hp 138; MM 44. 
   
  The fiends attack with abandon and fight to the death. 
  Note, they are not summoned and so can attempt to 
  summon other demons to aid them. 
   
  Climbing the walls or investigating the ruins: 
  The ruins and walls around Skull City are infested with a 
  nest of nagas living in tunnels that burrow under and 
  into the wall. The tunnels are too small for Small or larger 
  creatures, but can easily accommodate the nagas (due to 
  their thin bodies). Should a PC try to climb the walls, the 
  nagas wait until he is halfway up, and then attack, using 
  the cover (+4) from attacking from inside the wall to their 
  advantage. Their attack also alerts the normal guardians, 
  who join the battle a round later, rising up from the soil. 
   
  The corrupted guardian nagas in this encounter are 
  evil, but otherwise similar to normal guardian nagas. 
   
   
  APL 10 (EL 9) 
   
  �Spirit Naga (1): hp 76; MM 192. 
  
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  APL 12 (EL 11) 
   
  �Spirit Naga (2): hp 76; MM 192. 
   
  APL 14 (EL 13) 
   
  �Shessariss, naga matriarch: hp 238; Appendix 1. 
   
  APL 16 (EL 15) 
   
  �Shessariss, naga matriarch: hp 238; Appendix 1. 
   
  �Spirit Naga (3): hp 76; MM 192. 
   
  Talking ones way over the wall: If the PCs are aware of 
  the nagas, or if they investigate the ruins, they can try to 
  negotiate a meeting with Shessariss, the naga matriarch, 
  to let them through. 
   
  It requires a DC 25 Diplomacy check to even talk to 
  her (otherwise the nagas simply attack). Once she grants 
  an audience (casting detect thoughts prior to showing 
  herself), an opposed Diplomacy (+31 for Shessariss) is 
  needed to convince her to let them through – provided 
  the PCs can find the right arguments. Flattery counts 
  (Shessariss is incredibly vain) but bribery works too – a 
  magic item or gold worth at least 1,000 gp is a convincing 
  argument and grants a +4 circumstance modifier.  
   
  Finally, Shessariss dislikes Drake, who she blames 
  for enslaving her kin (as bone nagas) in the Academy 
  halls. She has a particular hatred for Morrow, a dark naga 
  who was the nagas’ matriarch before her. During the 
  period of chaos after head mistress Ferranir disappeared, 
  the nagas fell to squabbling. Shessariss, who had been 
  working secretly at her own power, deposed Morrow as 
  the matriarch, using the dark naga’s practice to turn her 
  own kin to bone nagas against her. Morrow sought 
  shelter in the city, and is yet in the employ of the 
  Academy.  
   
  Under Shessariss rule, the nagas became estranged 
  from the city’s inhabitants. The original wall of Skull 
  City, which functioned as the nagas’ habitat, originally 
  encircled the large graves around the town, enclosing the 
  graves with the town itself. Drake had the wall moved – 
  effectively banning the nagas to the graveyards, though 
  they dug themselves back in soon enough. 
   
  Shessariss and her kin still guard the perimeter of 
  the city in exchange for food and magic, but the relation 
  is now tense, as Shessariss makes ever greater demands to 
  keep her and her nagas vigilant.  
   
  The reason for Shessariss attitude is that Morrow is 
  still alive – and, from her shelter in the academy, 
  undermines the new matriarch’s authority. With Morrow 
  out of the way, her power base would be secured, and 
  relations could get normalized. But Shessariss is far too 
  proud – and Drake far to alien and detached – to have the 
  necromancers do the kill. 
   
  The PCs are another matter though. Shessariss may 
  be a coerced if the PCs offer to do her a favor, or if she 
  gleans their intent (through detect thoughts) to kill Drake. 
  In that case, she offers to grant the PCs free passage in 
  and out of the city, if they kill Morrow for her. 
   
  If negotiations fail, the PCs are ordered to leave 
  immediately. They can leave safely, but if they stay, the 
  nagas attack. 
   
  If the PCs manage to get over the wall in this way, 
  they miss the initial encounter with Compex, but you can 
  have the rook track them after they have wandered the 
  city or entered the Academy. 
   
  3: THE BLEAK ACADEMY 
  The Bleak Academy is the largest building in Skull City. 
  It has been build at the side of the hill in which the 
  original Tomb was built. A large amount of compacted 
  earth, now overgrown with weeds, makes it look as if the 
  colleges are part of the hill itself. 
   
  In front of the skull-shaped dome of the academy, a 
  large stage, hewn from dark stone, rises up. In front 
  of it, a wide round stair case descends into the 
  depth, to dark wooden doors, which stand open – 
  though their rough exterior and the darkness 
  beneath does not look too inviting. 
   
  The Bleak Academy is what Skull City is all about, and as 
  such it is the city’s largest and most impressive building. 
  A few years ago, the halls were thriving – even after 
  Ferranir’s demise and the cold rule of Drake, those 
  curious to learn would come. Most were people from the 
  margins of life, low-level necromancers, but there are a 
  few exceptional people included in the Academy 
  makeup. 
   
  Since Drake’s decision to meddle in the war, the 
  population of the city has dwindled significantly. Where 
  there once were days that the Academy was crowded 
  with people, now only a handful remain. Still, quite a 
  number of dark hearted spell casters still call themselves 
  member, and should the war be over or the Academy 
  renounce its alliance to the Wastrians, the popularity and 
  power of the Academy would recover. 
   
  Originally, the Academy colleges were freely 
  accessible to all, but as the Tomb drew more people that 
  sought to merely plunder its riches, the college halls are 
  now only strictly accessible to members. 
   
  For those who come to get initial tutoring before 
  they can possibly qualify to apply, a new college was 
  built. This ’hall of petitioners’ is build largely 
  underground. The flat roof of these halls serves as a 
  podium, stage of some sort, reserved for use by the 
  Academy for public demonstrations of new magic 
  advancements, important Academy announcements, and 
  the annual graduation ceremonies. 
   
  Features: Being mostly underground, no sunlight 
  enters the Academy. Instead, the entire complex is 
  illuminated with continual flame spells, placed on candles 
  set in niches and (in case of the library and auditorium) 
  chandeliers throughout the complex. The candles loose 
  their enchantment if taken outside the Academy. 
  
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  The light is rather pale and gloomy. Only the library 
  lights are bright, and the lamps in the reading rooms can 
  be adjusted to provide sharper illumination. 
   
  All walls in the Academy are lined with lead, woven 
  between the stones, blocking detect spells and rendering 
  most spells that pass through walls or manipulate stone, 
  such as passwall, stone shape, or soften earth and stone useless. 
  Note that blink opens the caster up to attacks from the 
  demons on the ethereal plane. 
   
  Unless specified otherwise, all the doors in the 
  complex are heavy wooden doors and unlocked.  
   
  Wards and Guards: The Academy is well protected. 
  Years of having to deal with mischievous students keeps 
  the guards alert and caused a number of protective spells 
  to be put in place. 
   
  First, the entire academy is protected by an effect 
  similar to the anticipate teleportation spell. Anyone who 
  attempts to teleport inside the building, no matter what 
  his desired destination, is instead brought to appear in 
  room 21. In addition, his arrival is delayed for three 
  rounds, and the academy guards are alerted to his arrival. 
  Anyone who tries to teleport in is therefore automatically 
  surprised by the guards, as they are ready to strike down 
  the intruders. This is always the full contingent of guards 
  – the APL 16 version of encounter 5-21. 
   
  To prevent easy escape for perpetrators from the 
  guards, the entire halls are also under the effect of a 
  dimensional anchor spell. So even if PCs manage to teleport 
  in and survive, they won’t be able to teleport out again. 
   
  Undead: Besides the magical affect of the darkskulls 
  (see below) in certain areas, all undead in the Bleak 
  Academy are bolstered by the profane area itself, and 
  receive a +4 bonus on their turn resistance.  
   
  Darkskulls: Several darkskulls have been placed 
  throughout the academy. Unlike the one on the Skull 
  City gate, these skulls are mobile and can move about on 
  instructions of the staff. They generally are stationary, 
  making sure all the public areas are affected by their 
  unhallow effect. The secondary spell tied to the skulls is 
  invisibility purge. The maps show the normal locations of 
  the skulls (though they can change of circumstances 
  dictate it). 
   
  Note that the Academy itself does not count as 
  unhallowed grounds (but it has its own effect on undead, 
  see above). 
   
  Due to the obvious origin of the Academy darkskulls, 
  they cannot be sold – if the PCs think to loot the place, 
  they won’t find people willing to pay cash for them. 
   
  Students’ Attitude: Most students in the academy 
  are not initially hostile to strangers – even odd ones. In 
  general, unless specified otherwise, students make the 
  assumption that PCs are petitioners. They start out 
  indifferent to human PCs, and unfriendly (suspicious 
  and/or biased) to non-human PCs. If PCs actually manage 
  to become members (see encounter 4-3), their attitude 
  improves one step. If, on the other hand, PCs manage to 
  draw unwanted attention (they attacked the city 
  guardians in encounter 2, or are caught fighting in the 
  halls), the attitude worsens one step. If this means that 
  students become hostile, they refuse to talk to the PCs. 
  Any confrontation likely leads to a fight (see below). 
   
  Student and Staff Equipment: Most college 
  students and staff carry specific items that mark their 
  status in the Bleak Academy. The PCs may encounter 
  these token items, allowing them to identify the more 
  advanced students: a shadowy cloak known as a 
  blackcloak, and a fang-like dagger, known as a deathtooth. 
   
  Both are created through foul necromantic rites and 
  then often further enchanted into cloaks of resistance or the 
  like.  
   
  For students and common staff, no treasure lists are 
  provided – should it matter, use table 4-23 to calculate a 
  students’ treasure value, but divide values by half as most 
  gold is spent in research and academy dues. 
   
  Troubleshooting: when all hell breaks loose. The 
  PCs are here presumably to succeed in their mission. 
  However, sometimes the PCs may decide to go on a 
  rampage instead. The deeper they are inside the building 
  when they start their fights, the smaller the chance of the 
  alarm being raised. 
   
  If the PCs start fights in the city, they draw the 
  attention of the guards there. If they move quickly, 
  though, (as noted when fighting the gate guardians), they 
  can stay ahead of the guards as long as they are quick to 
  enter the Academy grounds, and stay unobtrusive while 
  there. All attitudes towards the PCs are worsened by one, 
  and the PCs may face opposition when they leave (see 
  encounter 8). 
   
  If the PCs get involved in a fight in the Petitioner 
  Halls or College (with students or staff) at any time, the 
  guards at area 21 are called. They raise the alarm for 
  backup and then go take a look. 
   
  If the PCs dispatched the guards earlier, they may 
  have a better time as long as they don’t let anyone get 
  away to raise the alarm at the House of Arms. 
   
  It takes 5 rounds for a number of guards to teleport 
  from the House of Arms to room 21, as a reaction on an 
  alarm. These are always two guards (regardless of APL), 
  and at APL 16 Leon.  
   
  All APLs 
   
  �Academy Guards (2): male/female human 
  hexblade 9; hp 68; Appendix 1. 
   
  �Leon: male human fighter 14; hp 105; Appendix 1. 
   
  Morrow (if still alive) is ordered to dispatch extra bone 
  nagas to guard the College (run encounter 5-21 at one 
  higher APL, or add 2 extra bone nagas at APL 16). Note 
  that subterfuge is unlikely to work once fighting breaks 
  out. Give the PCs every opportunity to flee. 
   
  If fighting continues, or the guards do not report in 
  five minutes, four additional guards investigate. See 
  encounter 5-21 for tactics. See encounter 5-21 for tactics. 
   
  Any students and staff in the halls also involve 
  themselves in the fight. Some of these may not be much 
  of challenge, but others such as Ngise and especially 
  Lygia (who doesn’t leave the library but fights if attacked 
  there) can be an encounter all on their own. PCs do not 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  earn XP for confrontations with students or staff, because 
  that is not what helps them achieve their goal. 
   
  Again, PCs may face opposition when they leave the 
  Academy, as described in encounter 8. 
   
  Note: The PCs may not gain XP from fighting more 
  than the adventure’s APL cap for their table. If they 
  manage to defeat this number of villains simply tell them 
  that sheer weight of numbers has driven them from the 
  halls. At this point, a successful conclusion to their 
  mission is impossible. 
   
  4: THE PETITIONER HALLS 
  The Petitioners Halls are easy to access. The main 
  problem for the PCs is finding a way to enter the 
  Colleges, as normally only members are allowed to enter. 
   
  This encounter offers information on the Academy, 
  and provides a few means for the PCs to enter the 
  Colleges without drawing attention. 
   
  This level of the Academy contains several untiered 
  encounters. These are not intended to be fought, but 
  statistics have been provided should the PCs be foolish 
  enough to do so anyway. 
   
  1: STAIRS 
  A flight of stairs, set in a half-circle, descend down to 
  two double doors that are wide open. A number of 
  students sit on the stone steps, discussing their last 
  lessons.  
   
  Two young men stand on either side of the 
  entrance. Each is dressed in dark robes, with a 
  midnight black cloak, and an ornamental dagger on 
  their belt. They have the mark of a skull burned into 
  his forehead. 
    
  Creatures: Two students stand at guard at each side of 
  the entrance. It’s a tradition to assign the newest 
  Academy members for watch duty on the steps. 
   
  Their function is mostly ceremonial, and they hardly 
  ever stop anyone. Unless the PCs cause a disturbance, act 
  suspicious, or attempt to bring a large animal inside, they 
  can continue on. 
   
   
  �Gouyle and Reyvac – Students (2): male human 
  necromancer 5; hp 19; DMG 126. 
   
  Tactics: The students on the stairs flee as soon as a fight 
  breaks out, which raises the alarm. 
   
  The two guarding students fight till the death. 
   
  Development: Compex can tell the PCs that large 
  animals are not allowed inside. If the PCs try to bring 
  along a large animal anyway (or if the PC party contains a 
  centaur), they are stopped.  
   
  One of the young men steps forwards. 
   
  “No large animals taken inside. If you want to 
  stable your animals, you can do at Beven’s, up the 
  stairs, left of the square.” 
   
  He points theatrically up to the square. A 
  student girl sniggers at him, but he ignores her. 
   
  “Academy policy.” 
   
  The student, Reyvac, is not planning to let the PCs inside 
  with their animals. He is quite willing to show he is 
  serious by casting a simple spell (such as chill touch) to 
  ‘teach them a lesson’. 
   
  If the PCs do not wish to draw the attention of the 
  Academy guards, they should probably not get into an 
  actual fight. 
   
  They need to shift Reyvac attitude to friendly or 
  better to let any centaurs inside. Both Diplomacy and 
  Intimidate skills can be used (as long as no actual fight 
  breaks out). Diplomacy or Intimidate does not allow the 
  PCs to bring in other large creatures, though. If the PCs 
  push that idea, the students call for the guards. 
   
  2: ENTRANCE HALL 
  A gloomy light illuminates a cold tiled hall.  
   
  To the right side of the board hangs a long, dark 
  red curtain. In front of it floats an ebony skull, 
  wrapped in a dark halo of flame. 
   
  The skull is a darkskull. The curtain leads to the 
  petitioners test. Since the test is a private matter, it is 
  shielded off with a curtain, but otherwise PCs are 
  welcome to enter. 
   
  3: PETITIONER TEST  
  A giant skeleton stands against the far wall. A large 
  red curtain hangs behind it, candles on the left and 
  right illuminate it in a red glow. 
   
  The skeleton stands erect, but its hands are hold 
  out, as if offering them. 
   
  A soft voice rings through your ears, a whisper 
  almost. 
   
  “To enter the halls and be judged, place your 
  hands in mine.” 
   
  The skeleton is in reality as statue carved from ivory – 
  and the PC may notice it if he steps close. It is part of the 
  Academy test. It radiates strong necromantic magic. 
   
  Behind the statue is a secret door, but to access it the 
  statue, which weighs over 600 lb., must be moved. Only 
  then can it be found with a DC 20 Search check. 
   
  Anyone who desires to join the Academy – and enter 
  the colleges – needs to pass this test. It is a simple test – 
  but only the worthy may pass – worthy in the eyes of the 
  Academy, that is. 
   
  Trap: To enter the test, a PC must place his hands 
  into the hands of the statue. The moment they do so, the 
  hands close, holding a vice-like grip on the character’s 
  hands. It requires a DC 24 Strength check to break loose 
  from the hands – the PC can try this only once before the 
  test is completed. 
   
  While the PC’s hands are held, the statue screens 
  him or her for suitability. If they are still holding the PC 
  after the next round, judgment is passed. 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  ‘Suitable’ means that the PC needs to be non good, 
  and fulfill at least one of the following requirements: 
  • 
  Know at least one arcane necromantic spell 
  • 
  Have the Spell Focus (necromancy) feat 
  • 
  Have access to the Death domain 
   
  If these requirements are met, the following happens: 
   
  The eyes of the skeleton burst in a fiery light. A ray 
  strikes from the eyes and hits your forehead, 
  burning into your skin.  
   
  “Welcome to the halls,” the voice whispers, “you 
  passed. Report to mistress Esanya for your schedule 
  and college dues.” 
   
  The hands let go, and you are free. 
   
  The ray automatically hits. The PC takes 1d10 points of 
  damage and is now branded in his forehead by a skull, 
  which cannot be removed by anything short of a heal 
  spell or similar. The brand makes the PC recognizable as a 
  member. It is a magic brand (effectively a wizard mark). It 
  is impossible to replicate it with a Disguise skill or 
  normal magic – while PCs can fool students, the 
  guardians of the place as well as the staff recognize a false 
  mark as soon as they see it. 
   
  If the PC is unsuitable, the repercussions are dire: 
   
  The skeleton is suddenly enveloped by a dark wispy 
  shadow, and a dreadful cold comes over you. 
   
  “The academy deems you unfit… yet” the cold 
  voice whispers, “try again, once you have learned.” 
   
  The hands let go, and you are free. 
   
  The PC immediately gains 1d4 negative levels as if 
  subjected to an enervation spell (no save, but some spells, 
  such as deathward, protect against this effect). The 
  negative levels last for 24 hours, after which they go away 
  (a PC does not need to make Fortitude saves to loose the 
  negative levels). If a PC has less hit dice than he gets 
  negative levels, he dies. 
   
  All APLs 
   
  �Petitioner’s Statue (Energy Drain Trap): CR 10; 
  magic device; touch trigger and special; automatic reset; 
  spell effect (energy drain, 17th-level wizard, 1d4 negative 
  levels for 24 hours, no save); Search DC 34; Disable 
  Device DC 34. Cost: 124,000 gp, 7,920 XP. 
   
  Compex knows the basic procedure, but not the exact 
  requirements. Repulghast managed to pass. 
   
  If any PC enters this test and passes, he gains the 
  Former Member of the Bleak Academy entry at the 
  end of the adventure. 
   
  4: STUDENT WARDROBES 
  This room contains student robes and luggage. A few 
  familiars guard their master’s equipment. 
   
  5 – 6: READING ROOM 1 AND 2 
  At any time of day these room may contain one or more 
  initiates or students, reading up on a thesis or doing their 
  homework.  
   
  7: STUDENT ADMINISTRATION 
  This thin hall is dark. One candle near the door 
  sheds light on a bare counter with single bell. 
  Behind it rows and rows of shelves with scrolls, 
  most of them thick with dust. 
   
  The administration of the students is done here. Mistress 
  Esanya, a spectre, keeps the records.  
   
  Nothing happens unless the PCs ring the bell or try 
  to move past the counter. 
   
  There is an uncomfortable chill, and a spectral 
  image appears before you out of thin air. It is an old 
  woman, her hair tied in a knot, her eyes squinting at 
  you behind thin glasses. Her lips are pursed in a 
  disapproving way. 
   
  “Tuttut!” she says, “What impatience. I knew you 
  were here, you know.” 
   
   
  Creatures: Esanya appears quite friendly, but can be very 
  strict and unforgiving.  
   
  All APLs 
   
  �Esanya: female spectre; hp 45; MM 232. 
   
  Tactics: Esanya does not fight – if she is attacked, she 
  screams for the guards and then escapes to the ethereal 
  plane. 
   
  Development: Esanya knows when people have passed 
  the test, so she is ready for them when they arrive. 
   
  If any PC qualified for membership, she turns to 
  them and says. 
   
  “I guess you are here to see me for your 
  membership? Here is your certificate, dear. The due 
  is 150 gold pieces a year, to be paid in person as soon 
  as possible. Please sign here.” 
   
  She presents a scroll, and a feather quill. 
   
  The 150 gp a year cover basic expenses (students have to 
  take care of more stuff like books and material 
  components if they follow lessons). 
   
  If none of the PCs has gained membership, Esanya 
  shoos them out. She doesn’t answer questions and 
  threatens to call the guards if the PC continue to 
  ‘intrude‘. 
   
  8: GREAT HALL 
  This large chamber is dominated by an enormous 
  pool in the center of the room. The room is lit by 
  numerous black candles. Spaced around the hall are 
  seven floating skulls, each wrapped in dark flames.. 
  
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  9 – 10: PETITIONER CLASS ROOM A AND 
  B 
  These classrooms are empty except for benches, a desks 
  and a blackboard. 
    
  11 – 12: PRACTICAL LABORATORIES A 
  AND B 
  Room 11 is empty. Room 12 contains two students 
  working on making corpse candles. 
   
  All APLs 
   
  �Abaran and Thelin, Initiates (2): male human 
  necromancer 3; hp 12; DMG 126. 
   
  13: CLASS ROOM: BIOLOGY 
  Eight tables surround a raised platform, on which 
  four people are clustered around a large stone basin 
  on wheels. 
   
  “’ere,” you hear a female voice say, “let’s see how 
  it reacts to Smee’s toad!” 
   
  There is wail from a fat boy as he frantically 
  grabs at a young girl with dark hair, who steps back, 
  a struggling amphibian in hand. 
   
  The others laugh as the fat boy bawls, but then 
  hastily step back from the basin – several green-
  purple tentacles lash out at them. 
   
  Creatures: The four students here – all actual members 
  as can be shown by the skull mark in their forehead – 
  examine a number of strange plants for their botany class. 
  The plant they are currently examining is a violet fungus, 
  which is flailing around for food. 
   
  All APLs 
   
  �Volet, Armee and Nokt – Students (3): 
  male/female human necromancer 5; hp 21; DMG 126. 
   
  �Smee - Initiate: male human necromancer 3; hp 
  13; DMG 126. 
   
  �Violet Fungus: hp 15; MM 112 
   
  Tactics: Like most students, these are not likely a threat 
  on their own, but they are not initially aware of this. If 
  attacked, they defend themselves with spells while 
  yelling for the guards. Smee surrenders if cornered, but 
  the rest stubbornly fight on – to the death of need be. 
   
  Development: The students keep threatening to toss the 
  toad in the fungus – they don’t actually do so, but Smee is 
  not persecptive enough to realize this. 
   
  If the PCs step in to aid Smee, and chastise the other 
  students, they earn Smee’s gratitude. A successful 
  Intimidate or Diplomacy check (DC attitude dependant) 
  drives the students off. Intimidating them doesn’t lead to 
  a fight. 
   
  Smee is very grateful when helped. With a likeable 
  excuse and a DC 15 Bluff check, the PCs can convince 
  the student to guide them into the College grounds, past 
  the screen and the guards. Smee can be found easily 
  enough should they realize this later. 
   
  14: CLASS ROOM: PRIMARY 
  NECROMANCY 
  This empty classroom is used to teach the principles 
  behind simple necromantic magic.  
    
  15: CLASS ROOM: ANATOMY 
  Several people sit on uncomfortable looking 
  benches, looking attentively at an old man in front 
  of the class, who is bent over a corpse, slicing with 
  surgical precision, into the dead man’s skin.  
   
  “The bone structure of the chest,” the man says, 
  as he carefully cuts, “is like a protective box, quite 
  exquisite in its design, flexible yet sturdy enough to 
  protect the heart, as a closer look here can show…” 
   
  Creatures: Instructor Ngise teaches basic anatomy to a 
  number of starting students.  
   
  All APLs 
   
  �Instructor Ngise: male human necromancer 
  7/loremaster 6; hp 61; Appendix 1 – All APLs. 
   
  �Leyd, Amus, Cas, Yodelle, Felice and Mara – 
  Petitioners (6): male/female human necromancer 1; hp 
  4; DMG 126. 
   
  Tactics: Violence is not likely to erupt in this classroom, 
  but if the PCs manage to push it, Ngise is ready to use all 
  his spells at his disposal (while his hearing is impaired he 
  does not suffer any penalties while spellcasting). The new 
  petitioners do their best to support. 
   
  Any fighting draws the guards from room 21. 
   
  Treasure: Ngise carries the following loot:  
   
  All APLs: Loot – 25 gp, Magic -- ring of protection +1 
  (167 gp), cloak of resistance +1 (83 gp), amulet of natural 
  armor +1 (167 gp) 
   
  Detect Magic Results: ring of protection +1 (faint 
  abjuration), cloak of resistance +1 (faint abjuration), amulet 
  of natural armor +1 (faint transmutation) 
   
  Development: Ngise is farsighted and nearly deaf, so he 
  doesn’t even notice the PCs entering. Students turn to 
  the PCs and hush them down if they are noisy. 
   
  Ngise drones on about the corpse’s skeleton. If the 
  PCs desire to speak to him, they have to sit through a full 
  lecture during which the dead man on the table is slowly 
  deboned. 
   
  Compex whispers to the PCs that the tutor is Ngise, 
  one of the oldest instructors and member of the board. 
  Despite his old age, he is well respected and a popular 
  teacher. 
   
  Ngise is a man who cares only for his macabre 
  studies, and has no interest in politics. Persistent 
  
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  questioning may prompt him to part with the following 
  (if PCs ask for these specific subjects): 
  • 
  About himself: He is instructor in elementary 
  necromancy, anatomy, and animation. He is also a 
  member of the board, but he hardly concerns 
  himself with politics. 
  • 
  About the war: He doesn’t know much about the 
  Academy’s involvement in a war. In fact, come to 
  think of it, he doesn’t know much of a war, either…  
  • 
  About who voted in favor of the war: This takes a 
  bit of digging, but in the end Ngise recalls some 
  proposal about Academy politics. He recalls that 
  Lygia and Nessefir voted in favor, and that Maelanee 
  voted against. Leon and he abstained from voting (as 
  usual). 
  • 
  About recent events: The most exciting thing 
  happening was an experiment a few years ago, where 
  a former student of his managed to create a new kind 
  of hungry undead. To his regret, it was destroyed on 
  the insistence of Maelanee. 
  • 
  About the board: He has respect for Leon even 
  though he does not know any arcane magic. He 
  thinks Maelanee is just a kid and unfit for board 
  duty. He gets along well with Nessefir, who shares 
  his interests, but unfortunately spends too much 
  time out on all kinds of missions. He doesn’t like to 
  discuss Lygia – he is severely annoyed that a 
  sorceress was chosen to lead the library.  
  • 
  About Drake: He doesn’t speak much with Drake, 
  except professionally. Drake knows quite a lot but it 
  annoys Ngise that he keeps his own secrets.  
  • 
  About Repulghast: <pause> Bald man? Bad breath? 
  Mm. Not much of a student. Too much talk, too little 
  practice. Will never make it. Haven’t seen him for 
  while. 
  • 
  About the Grey Lady: She is a woman who 
  sponsors some of the Academy’s more expensive and 
  daring research projects [including the one 
  mentioned above]. He recalls she is a grey elf – but 
  he only met her once. She is not a member. He 
  doesn’t recall her name. 
   
  It should not take long for Ngise to get bored with the 
  discussion unless PCs actually bring up topics on arcane 
  matters, specifically necromantic magic. He is interested 
  to discuss new magic (any Limited spells a PC may 
  know), and can tell about the necromantic wards around 
  the place, part of which he helped design (such as the 
  darkskulls and the corpse light candles in the library). 
   
  When he gets impatient, he orders the PCs out. If 
  they refuse, he uses offensive magic to hammer the point 
  home that he desires to be left alone. 
   
  16: CLASS ROOM: SOCIAL STUDIES 
  This empty classroom is used for the study of the social 
  habits and psychology of the undead, necromantic magic 
  that can affect the mind, and for the honing of one’s skills 
  at rebuking undead.  
   
  17: LIBRARY 
  The entrance of this room brings you on a platform 
  from where two stairs lead down to the room below. 
  Along the walls are glass – or at least it seems glass – 
  shelves, stacked with books and scrolls in pristine 
  condition.  
   
  Six chandeliers float near the ceiling. A flaming 
  skull drifts amongst them. Strange transparent 
  shapes also drift about. 
   
  Below, several people sit on a set of seven black 
  marble stables, arranged in a star pattern. Alone on 
  one table sits a Baklunish man dressed in rich robes, 
  studying an ancient scroll. 
   
  In the center of the star is a round desk in the 
  same black marble. A stunningly beautiful woman 
  with long black hair sits behind the desk, examining 
  a stack of books. 
   
  The entire hall is silent, and after a few seconds 
  you realize that all sound here is muffled – you can 
  hardly hear yourself breathe. 
   
  This marvel of architecture has cost a fair amount of 
  effort, and is one of the reasons that Skull City, despite its 
  remote location and the war, kept drawing enough 
  students to warrant existence. 
   
  The candles in the chandeliers are augmented 
  continual flame spells. The library is therefore much 
  brighter than the rest of the academy. The chandeliers 
  are also enchanted with a variation of the corpse candle 
  spell (see Appendix 2), which affects the entire library. 
  The shapes the PCs occasionally think they see are not 
  undead spirits but glimpses from the fiends enslaved by 
  Acererak to patrol the ethereal. A DC 26 Spot check 
  reveals the monstrous nature of the lightly outlined 
  creatures. The fiends do not enter the Prime Material 
  Plane, even if combat breaks out. 
   
  The glass shelves on which the books and scrolls are 
  resting are shielded from the room by a wall of force, 
  which protects the books from destructive magic. 
   
  To get a book, a student orders one of several unseen 
  servants to use a secret passage to reach the warded area.  
   
  Creatures: The students present are recent 
  members whose class got dismissed today. If the PCs 
  chased off the students in room 16, or waited for the class 
  in room 15 to finish, some of those students are also here. 
   
  The woman behind the desk is Lygia Farell, a 
  powerful mystic theurge. She worships Vecna, but few 
  people know this – and she prefers it that way. 
   
  The Bakluni in noble clothing is a disguised rakshasa 
  named Amanajari, a long and respected member of the 
  Bleak Academy. Amanajari studies an ancient scroll 
  written in an alien and encrypted tongue. 
   
  Aside from these people, there are eight unseen 
  servants present (one for each table and one for the desk). 
  The servants keep the library tidy, and fetch and return 
  books from the shelves on command. 
   
  
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  All APLs 
   
  �Lygia Farell: female human cleric (Vecna) 
  3/sorcerer 4/mystic theurge 10; hp 81; Appendix 1 – All 
  APLs. 
   
  �Amanajari: male rakshasa; hp 52; MM 211. 
   
  �Meya – Student: female human necromancer 5; 
  hp 21; DMG 126. 
   
  �Alanni, 
  Huberd, 
  Shar 
  – 
  Initiates 
  (3): 
  male/female human necromancer 3; hp 13; DMG 126. 
   
  �Nutt – Petitioner: male human necromancer 1; 
  hp 4; DMG 126. 
   
  Tactics: Combat only breaks out if the PCs are 
  confrontational. An open attack, on Lygia, a student, or 
  the library itself, prompts Lygia to turn on them, using 
  her most devastating spells while calling for the guards. 
   
  Treasure: Lygia carries the following treasure:  
   
  All APLs: Loot – 25 gp, Magic -- ring of protection +1 
  (167 gp), cloak of Charisma +4 (1333 gp), periapt of Wisdom 
  +4 (1333 gp), wand of silence (375 gp), rod of metamagic 
  (lesser silent) (250 gp) 
   
  Detect Magic Results: ring of protection +1 (faint 
  abjuration), 
  cloak 
  of 
  Charisma 
  +4 
  (moderate 
  transmutation), 
  periapt 
  of 
  Wisdom 
  +4 
  (moderate 
  transmutation), wand of silence (faint illusion), rod of 
  metamagic (lesser silent) (strong) 
   
  Development: Lygia is far less gullible than Ngise. She 
  is quite aware that the PCs are not here to study lore – but 
  she has her own agenda, and no plans to interfere.  
   
  Lygia voted in favor of the war. She doesn’t forward 
  this, and if the PCs learned it from Ngise, won’t explain 
  her motives. In fact, there is incredible little that Lygia is 
  willing to tell. If people wish to learn, she explains, there 
  is enough to glean from the library’s books to last a 
  lifetime.  
   
  Amanajari has nothing to say either. He is engrossed 
  in his project. If combat breaks out, he uses dimension door 
  (which drops him in room 21 after 3 rounds of delay) and 
  alerts the guards. Otherwise, he totally ignores everyone. 
   
  The scroll he is studying is illegible. Amanajari made 
  several notes, and if PCs peek over his shoulder, they can 
  catch the word “Tenebrous” before he covers it up. A DC 
  15 Knowledge (the planes) check reveals that Tenebrous 
  is a name used by the demon Orcus in his aspect of the 
  god of undead. 
   
  18: GUARDS’ OFFICE 
  The iron door to this room is arcane locked (CL 13) and 
  warded with an alarm spell (CL 14). Anyone trying to 
  enter this room in any way draws the attention of the 
  guards at room 21. 
   
   
  �Arcane Locked Iron Door: 2 in. thick; hardness 
  10; hp 60; AC 5; Break DC 38. 
   
  Occasionally guards take an opportunity to take a break 
  and rest here. 
   
  19: DEAN’S OFFICE 
  The wooden door to this room is arcane locked (CL 13). 
  Anyone trying to enter this room by force draws the 
  attention of the guards at room 21. 
   
   
  �Arcane Locked Good Wooden Door: 1½ in. 
  thick; hardness 5; hp 15; AC 5; Break DC 28. 
   
  The luxurious office does not contain anything of 
  interest. 
   
  20: COLLEGE ENTRANCE 
  Six thick, white-yellow pillars of bone hold up the 
  ceiling, which curves upwards, making it look like 
  you step in the jaw of some great creature, its teeth 
  jutting from the ceiling and drilling into the floor. 
   
  The entrance is blocked by an opaque, black 
  screen, that fills the only entrance leading deeper 
  into the academy.  
   
  The temperature here drops noticeably, and it 
  gets colder the closer you get to the screen. 
   
  The screen is a negative energy field, erected to disallow 
  access – aside from the guards - to any but the members 
  of the Bleak Academy. 
   
  There are several ways to continue on (besides a 
  rogue disabling the trap) towards the academy colleges. 
   
  The proper way to enter is for an Academy member 
  to approach and clearly utter the password for the day – 
  the same password used at the gate. The screen then 
  drops for 1 round. (Compex knows this) 
   
  Having only the password is not enough: the person 
  uttering it needs to be a member. PCs who dare can try to 
  join by doing the test (which Compex also can point out). 
  PCs who aided Smee (room 16) may be able to convince 
  that gullible student to let them in with a likely excuse. 
   
  A PC can elect to simply pass through the screen, 
  and submits himself to the negative energy of the screen. 
  PCs stepping through unprotected gain 1d4 negative 
  levels. A PC protected versus negative energy (by 
  deathward, for example) does not suffer this damage.  
   
  The screen can be disabled for 1d4 rounds by a 
  successful turn attempt, as if the screen is a creature with 
  hit dice equal to the caster level of the spell (APL+2, see 
  trap). Note that the +4 turn resistance and the effects of 
  unhallow also apply here.  
   
  The screen cannot be dispelled by dispel magic or 
  similar spells. 
   
  APL 10 (EL 5) 
   
  �Screen (Energy Drain Trap): CR 5; magic 
  device; touch trigger; automatic reset; spell effect 
  (enervation, 7th-level wizard, 1d4 negative levels for 7 
  hours, no save); Search DC 29; Disable Device DC 29. 
   
  
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  APL 12 (EL 5) 
   
  �Screen (Energy Drain Trap): CR 5; magic 
  device; touch trigger; automatic reset; spell effect 
  (enervation, 9th-level wizard, 1d4 negative levels for 9 
  hours, no save); Search DC 29; Disable Device DC 29. 
   
  APL 14 (EL 5) 
   
  �Screen (Energy Drain Trap): CR 5; magic 
  device; touch trigger; automatic reset; spell effect 
  (enervation, 11th-level wizard, 1d4 negative levels for 11 
  hours, no save); Search DC 29; Disable Device DC 29. 
   
  APL 16 (EL 5) 
   
  �Screen (Energy Drain Trap): CR 5; magic 
  device; touch trigger; automatic reset; spell effect 
  (enervation, 13th-level wizard, 1d4 negative levels for 13 
  hours, no save); Search DC 29; Disable Device DC 29. 
   
  Anyone who passes without using the proper password 
  (without a member of the Academy present) is subject to 
  the attacks of the guards in room 21. Note though that 
  destructive means of entering are likely to draw much 
  more attention than merely the guards from room 21, 
  and you should not feel to add some students or 
  instructors to the opposition if PCs get too enthusiastic. 
   
  5: COLLEGE  
  The College is a separate location, shielded from the 
  Petitioners Halls by the black screen. 
   
  The seclusion has the advantage a fight does not risk 
  drawing attention of anyone in Petitioners Halls. 
   
  The main goal in this encounter should be to find 
  Repulghast, who is held here. The PCs may decide to 
  instead move on, but Repulghast’s information may help 
  them circumvent some of the traps that guard the Inner 
  sanctum (encounter 6), and avoid an early alarm.  
   
  21: COLLEGE HALL 
  This halls has smooth black tiled floors and walls 
  with ebony wood paneling. Hundreds of candles, set 
  in niches all over the wall, shed a faint red glow and 
  leave an acrid smell. The temperature here is 
  unpleasantly low. 
   
  The ceiling is a dark and smooth surface, with 
  black, maroon, and dark blue swirling shapes that 
  look like entwined snakes. Four pillars, with the 
  image of skeletal serpents engraved on them, hold 
  up the roof. 
   
  In the floor in front of you, a circle is inscribed 
  in the floor.  
   
   
  The ceiling is covered by a permanent illusion, hiding 
  holes in the ceiling that give access to a network of 
  tunnels inhabited by Morrow and her undead naga 
  guardians. From their tunnels the nagas can access the 
  hallways and auditorium. A Diminutive crack leads into 
  Drake’s private lab, but only Tiny creatures can squeeze 
  through it. 
   
  A DC 24 Knowledge (arcana) check identifies the 
  circle in the floor as part of a teleportation circle. A DC 29 
  check reveals that it is the receiving end, likely tied to an 
  actual teleportation circle located outside the Academy. 
   
  Creatures: The College Hall is guarded by one or 
  two human guards, supported by undead nagas that 
  inhabit a space in the ‘attic’ of the Colleges. Occasionally, 
  these undead entwine themselves around the ornamental 
  pillars, blending with the disturbing imagery. A DC 29 
  spot check reveals them among the ornaments.  
   
  The undead nagas are created and controlled by 
  Morrow. Morrow is the former naga matriarch, now 
  deposed by Shessariss. Hunted by her own kin, she 
  shelters in the Academy, hoping to gain more power. A 
  few nagas support her, but her power base is far too weak 
  to defeat Shessariss right now. Morrow believes she 
  would be killed should she leave the Academy.  
   
  There are a total of six bone nagas, but most of the 
  time they are not all present. The following describes the 
  creatures present at this time.  
   
  Should the PCs decide to enter the naga tunnels 
  (where they have to squeeze unless they are either small-
  sized or a naga), they run into the remaining bone nagas. 
   
  APL 10 (EL 10) 
   
  �Morrow, advanced dark naga: hp 85; Appendix 
  1. 
   
  �Reben, Academy Guard: male human hexblade 
  9; hp 68; Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Bone Naga: hp 97; Appendix 1. 
   
  �Morrow, advanced dark naga: hp 85; Appendix 
  1. 
   
  �Reben, advanced Academy Guard: male human 
  hexblade 9; hp 68; Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Bone Nagas (2): hp 97; Appendix 1. 
   
  �Morrow, advanced dark naga: hp 85; Appendix 
  1. 
   
  �Reben 
  and 
  Hyla, 
  Academy 
  Guard 
  (2): 
  male/female human hexblade 9; hp 68; Appendix 1. 
   
  APL 16 (EL 16) 
   
  �Bone Nagas (4): hp 97; Appendix 1. 
   
  �Morrow, advanced dark naga: hp 85; Appendix 
  1. 
   
  �Reben and Hyla, Academy Guard (2): male 
  human hexblade 9; hp 68; Appendix 1. 
   
   
  �Leon: male human fighter 14; hp 105; Appendix 1. 
   
  A bone naga was once a living dark naga. After its death, 
  it was transformed into a skeletal undead creature by 
  another dark naga through a horrific ritual. A bone naga 
  looks like a 12-foot long, serpentine skeleton. Its skull 
  bears an eerie resemblance to that of a human, except that 
  he bone naga sports long fangs that can deliver a 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  debilitating poison. A cold, cruel light burns in the 
  creature’s eye sockets, giving it an air of unspeakable 
  hatred and malice. Its tail ends in a vicious bone stinger 
  which, like its teeth, delivers poison with every hit. 
   
  Though its despises its servitude, a bone naga 
  unswervingly obeys its creator, attacking even other 
  nagas if so commanded. Should its master die, a bone 
  naga becomes free-willed and can choose its own destiny. 
   
  Tactics: In a fight, the guards start with their hexblade 
  curse before they enter melee, while the nagas support 
  them with spells that immobilize or incapacitate victims.  
   
  Morrow does not enter the fight (or even show 
  herself) before casting shield. Her mage armor spell is 
  always active when she’s on guard. The round after she 
  casts shield, she leaves her tunnel to cast spells on the PCs. 
   
  At APL 16, Leon himself teleports in a round after the 
  fight starts (in the teleportation circle), and joins the battle. 
   
  A bone naga typically uses its mind-reading abilities 
  to determine a foes’ strengths and weaknesses before 
  joining combat. It often begins by trying to intimidate its 
  enemies with telepathic taunts. Thereafter, it resorts to 
  spellcasting to soften up the more powerful-looking 
  opponents before entering melee. A bone naga is likely to 
  focus its melee attacks in living opponents rather than 
  undead or constructs, since the living are susceptible to 
  its poison. 
   
  Due to their telepathy, the nagas are able to 
  coordinate their attacks to take out individual targets 
  with their combination of spells. 
   
  They use their detect thoughts ability to determine 
  who is most vulnerable to their attacks – and 
  communicate this through telepathy to the human 
  guards. 
   
  The bone nagas fight until destroyed, but Morrow 
  withdraws in the tunnel network once it seems she is 
  going to loose the battle. 
   
  Treasure: The nagas have no treasure, but the guards and 
  Leon can be looted: 
   
  APL 10-12: Loot – 5 gp, Magic -- +1 mithral chainmail 
  (429 gp), +1 spiked chain (194 gp), gauntlets of ogre power 
  (333 gp), cloak of resistance +1 (83 gp). 
   
  APL 14: Loot – 10 gp, Magic -- +1 mithral chainmail x 
  2 (429 gp), +1 spiked chain x 2 (194 gp), gauntlets of ogre 
  power x 2 (333 gp), cloak of resistance +1 x 2(83 gp). 
   
  APL 16: Loot – 110 gp, Magic -- +1 mithral chainmail 
  x 2 (429 gp), +1 spiked chain x 2 (194 gp), gauntlets of ogre 
  power x 2 (333 gp), +2 nine lives stealer greatsword (1,924 gp), 
  exoskeleton (4,125 gp), cloak of resistance +1 x 3 (83 gp), belt of 
  giant strength +4 (1,333 gp), amulet of natural armor +1 (167 
  gp), ring of protection +1 (167 gp) 
   
  Detect Magic Results: +1 mithral chainmail x 2 (faint 
  abjuration), +1 spiked chain x 2 (faint evocation), gauntlets of 
  ogre power x 2 (faint transmutation) , +2 nine lives stealer 
  greatsword (strong necromancy[evil]), exoskeleton (faint 
  necromancy), cloak of resistance +1 x 3 faint abjuration), belt 
  of giant strength +4 (moderate transmutation), amulet of 
  natural armor +1 (faint transmutation), ring of protection +1 
  (faint abjuration). 
   
  Development: It is not rare for members to take guests 
  on a tour, so anyone who enters accompanied by a 
  member of the Academy is left alone unless they start a 
  fight. If a PC is an Academy member, or if they enticed 
  Smee to lead them in, the guards here can be avoided. 
   
  Compex knows the names of the two human guards 
  present, but as he has never seen the nagas in action, only 
  heard of the existence of ‘viper guards’. 
   
  If the PCs capture the guards, they have little to 
  reveal (except the normal rumors). Leon, if captured, 
  doesn’t speak at all. 
   
  22: AUDITORIUM 
  Rows and rows of seats face a stage, obscured by 
  large black curtains of thick wool. Numerous black 
  candles, on the walls and in great chandeliers, 
  illuminate this place. 
   
  Columns carved with images of bones and 
  skulls twist their way to the dome above –that rises 
  fifty feet in the air – the skull like edifice that you 
  can see when the academy is viewed from the 
  outside. 
   
  A gnome suddenly wanders on stage. He is 
  riffling through some papers, mumbling to himself. 
   
  The ceiling is covered by a permanent illusion. At the sides, 
  the illusion covers up a number of holes in the ceiling. 
   
  Creatures: The gnome on stage is a recent student 
  named Olmafar. He is from quite far, and a bit of an 
  outcast, as he is not a very accomplished caster. Olmafar 
  has a passion for theatre. He hopes to get some students 
  to join up in his “Red Curtain Society”, to produce a play. 
  He has some trouble finding people to spend time on it. 
  His ‘society’ consists of himself, a boy named Reelah 
  (scheduled to play ‘Strahd’), Thelin (from room 12, who is 
  to play ‘Sergei’), and, surprisingly, mistress Maelanee, 
  who was too flattered to be asked for the role of ‘Tatyana’ 
  to say no. 
   
  Compex knows Olmafar, and describes him as a 
  ’loser’, though not to his face. 
   
  All APLs 
   
  �Olmafar: male gnome bard 6; hp 32; DMG 114. 
   
  Tactics: Olmafar flees if attacked. 
   
  Development: Hidden on the stage, behind the curtain, 
  is a trapdoor to a secret tunnel that reaches to the inner 
  sanctum (bypassing the traps). 
   
  Olmafar knows the stage quite well, and found the 
  trapdoor a few days ago. The PCs can convince him to 
  point out the trapdoor to them with either a DC 15 
  Diplomacy check or a DC 16 Intimidate check. 
   
  Olmafar has no idea why any student would risk 
  expulsion (or worse) for using it (even for a practical joke, 
  which is what he initially assumes the PCs are on), and he 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  definitely doesn’t like to be involved, but he is too much 
  of an outcast to even bother stopping the PCs. 
   
  If the PCs search for themselves, a DC 20 Search 
  check locates the secret trapdoor. 
   
  The trapdoor is not trapped, but does have an arcane 
  lock on it (CL 13). 
   
  A DC 32 Search check reveals that it originally had a 
  magic trap (finger of death) on it, but that trap was disabled. 
   
   
  �Arcane Locked Trapdoor: 2 in. thick; hardness 5; 
  hp 20; AC 5; Break DC 35. 
   
  The tunnel that reaches from here is full of spider webs. 
   
  Medium PCs have to squeeze to crawl into the 
  tunnel. Thirty feet into the tunnel, they find the corpses 
  of three monstrous spiders, their bodies literally ripped 
  apart. 
   
  Someone else recently passed through here a few 
  hours earlier. These assassins used pass without trace to 
  take the tunnel, and therefore it is not possible to find 
  any tracks. This is likely the first hint the PCs get that not 
  all about their mission is what it seems. 
   
  23: REECE’S OFFICE 
  The iron door to this room is arcane locked (CL 13) 
  Anyone trying to enter this room by force draws the 
  attention of the guards at room 21. 
   
   
  �Arcane Locked Iron Door: 2 in. thick; hardness 
  10; hp 60; AC 5; Break DC 38. 
   
  This is the office of Reece, teacher of Crafts and 
  Animation classes. 
   
  24: CRAFT’S WORKSHOP 
  The smell of wet clay and blood in this room is so 
  thick it can be smelled outside.  
   
  Two work benches take up the main of the 
  room, equipped with vices to clench wood or stone 
  items. Clay and blood cake the benches, and tools 
  are strewn about. 
   
  This workshop is used to demonstrate and practice skills 
  at the creation of constructs. 
   
  25: STORAGE AND FACILITIES 
  This room stores raw materials for crafts lessons.  
   
  26: PRACTICAL EVOCATION, 
  CONJURATION, AND TRANSMUTATION 
  These three labs are devoted to various magical arts. Each 
  lab contains a central worktable, a closet with materials, 
  and basic laboratory equipment. 
   
   
  Every lab is separated from the other by a thick 
  curtain. Each lab has two skeletons, who obey every order 
  of an Academy member. They don’t attack unless ordered 
  to. 
   
  Rooms 27a is devoted to Evocation, and has stone 
  doors and reinforced walls. 27c deals with Conjuration. 
  Part of this room is an open space, and contains the 
  remains of a magic circle (a combination of a protection 
  from good spell, faced inward, and a lesser ally spell) etched 
  on the floor. 
   
  Room 
  27b 
  is 
  occupied. 
  It 
  is 
  devoted 
  to 
  Transmutation. It is the plainest lab – the walls of this 
  room however contain a number of disturbing sketches, 
  showing people in various stages of transformation. 
   
  Creatures: A number of graduate students practice 
  their potion-brewing skills here. They are working on a 
  potion of alter self.  
   
  All APLs 
   
  �Alleyn, Lankin, and Yum, Graduate Students 
  (3): male/female human necromancer 5; hp 21; DMG 126. 
   
  �Skeletons (2): hp 6; MM 225. 
   
  Tactics: If attacked, the students retreat as soon as 
  possible, using defensive magic to delay the PCs while 
  they raise the alarm. 
   
  Development: These students are a bit in the know. 
  They are braggarts, eager to show off. Lankin has been 
  around for years. He is a lot older than the rest as he 
  flunked class several times. He arrived six years ago, 
  when the Academy started its ascension. He is willing to 
  share the following facts and rumors: 
  • 
  When he started, the Academy was booming. 
  • 
  Someone invested heavily in the Academy, and had 
  the new Petitioners Halls build. 
  • 
  Undead nagas protect the halls. A naga called 
  Morrow leads them. 
  • 
  Lankin was in the inner sanctum once, on invitation 
  of Maelanee (said smugly). 
  • 
  Magic traps ward the inner sanctum (which only the 
  board can turn off).  
  • 
  There are rumors that there is a secret tunnel 
  somewhere (but Lankin doesn’t know where). 
  • 
  Drake has irregular visits of an grey elf noble woman 
  referred to by the students as ‘the Grey Lady’. 
   
  27: PRACTICAL NECROMANCY 
  These three labs are devoted to necromantic experiments. 
  Each lab contains a central worktable, a closet with 
  materials, and basic laboratory equipment. 
   
  Every lab is separated from the other by a thick 
  curtain. Each lab has two skeletons, who obey every order 
  of an Academy member. They don’t attack unless ordered 
  to. 
   
  Rooms 27a and 27b are unoccupied and clean. Room 
  27c, however, still has an occupant: 
   
  This lab still holds an occupant. A bloody cadaver 
  lies on a table. A rotten, sickening smell wafts your 
  way, but the person bended over it doesn’t seem to 
  care. 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  Allow the PCs to react first. 
   
  It looks up at you. A dark, almost purple skinned 
  face, with reddish eyes and a mouth filled with long, 
  broken teeth. It stares at you for a seconds, then 
  turns back to its prize, and sinks its teeth in the 
  corpse’s flesh. 
   
  Creatures: The ghoul is Fthid, the Academy’s janitor and 
  caretaker. Fthid cleans out the laboratories, and in turn 
  gets to ‘keep’ what he finds – in this case a fresh cadaver. 
   
  All APLs 
   
  �Fthid, Ghoul: hp 13; MM 118. 
   
  �Skeletons (2): hp 6; MM 225. 
   
  Tactics: If attacked, Fthid flees. 
   
  Treasure: Fthid carries a bunch of keys that fit on most 
  doors (except the arcane locked ones), including a key to 
  Reece’s closet and the key to room 30. 
   
  Development: Fthid is obedient and stupid. If the PCs 
  think better than to kill him, he’ll slavishly answer all 
  their questions. Dumb as he is, he knows quite a lot of the 
  College grounds. Depending on what PCs ask, he can tell 
  them: 
  • 
  There are several undead vipers in the ‘attic’. Some 
  viper with a hard to pronounce name is their master. 
  • 
  There is a hatch in the auditorium that leads into a 
  tunnel. Fthid has been ordered to clean it out, and 
  then nail it shut properly, but Fthid hasn’t done yet, 
  cause it’s filled with nasty tasting spiders. 
  • 
  Fthid once saw an elf woman in the halls. This one 
  frightened him. She had long platinum blond hair 
  and eyes. 
  • 
  Fthid can go anywhere, he has keys! Except for 
  master Reece’s office and mistress Maelanee’s and 
  master Leon’s. And he doesn’t go to master Drake’s, 
  because his is trapped. But Fthid doesn’t want to go 
  there anyway. 
  • 
  The masters want to borrow the keys? Fthid can’t 
  give them. But Fthid can open a door for them. What 
  door do they like opened? 
   
  28: LECTURE ROOM 
  This room is darker than most, and shadows ebb in 
  the corners, unaffected by the light. A large circular 
  depression dominates the room. A wooden bench 
  circles the depression, offering a place to sit. 
   
  In the center of the depression, on a stone 
  podium, stands a lecture. A thick skull-dressed tome 
  is chained to the lecture and held shut by a thick 
  clasp. 
   
  Magic holds off even the brightest of lights in this room. 
  All lights burn lower, shedding light and shadowy 
  illumination in only half the normal radius. Even the 
  brightest of lights cannot totally ban the shadows. 
   
  This room is used by Drake to give lectures on the 
  nature of undeath and the arts of necromancy. His 
  lectures often turn political and glorify evil. His foul 
  promises eventually turn even those few neutral students 
  to vile thoughts. Drake doesn’t lecture today. 
   
   The book on the stand is a vacuous grimoire, (a cursed 
  item, see DMG pg 276). It is tied to the lecture with a 
  heavy chain, and has a heavy clasp with a good lock (DC 
  30 Pick Locks check). 
   
  Drake put it here as a lesson of ‘self control’ to his 
  students. 
   
  29: POISON CABINETS 
  These small rooms are for working with poisonous or 
  volatile liquids. 
    
  30: EXAMINATION ROOM 
  The door to this room is locked. 
   
   
  �Locked Strong Wooden Door: 2 in. thick; 
  hardness 5; hp 20; AC 5; Break DC 25. Open Lock DC 30. 
   
  This room is cramped full of torturing devices of a 
  vicious nature. A man is tied on one of these – a 
  table consisting of iron beams. His arms and legs 
  look broken, and seem to be forced in an unnatural 
  stance, welded to the table by some infernal magic. 
   
   Knives and pins stick out from the metal bars 
  and pierce his flesh. He bleeds profusely, but isn’t 
  dead – he is clearly breathing, raggedly, through the 
  metal clamp over his mouth. 
   
  A winged creature with wicked teeth sits on the 
  man’s chest, relishing in his pain.  
   
  Roll for initiative. If Compex is present, he cries out 
  “master’ on his turn. 
   
  This room was originally Drake’s own lab. Most 
  board members now keep their experiments on a secret 
  lower level (inaccessible to the PCs at the moment in 
  time), but Drake kept this one to occasionally ‘teach’ 
  students with his own experiments. 
   
  The subject if his latest experiment on the limits of 
  human fortitude is Repulghast. A regeneration effect cast 
  on the rack prevents him from dying, allowing him to 
  regenerate 1 hp per hour (the rack is set to do exactly that 
  amount of damage), but his constitution has worn down 
  on the rack, and he is in bad shape. 
   
   
  All APLs 
   
  �Etterbraun, Quasit familiar: hp 20; Appendix 1. 
   
  �Repulghast 
  (weakened): 
  male 
  human 
  necromancer 4; hp 2; Appendix 1. 
   
  Tactics: Unless the PCs broke in, Etterbraun is surprised. 
  The PCs have the surprise round to take him out or shut 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 19 
  him up. A round later, he starts screaming at the top of 
  his lungs to alert the guards. 
   
  If the PCs already dealt with the guards, he panics, 
  and threatens to kill Repulghast using a coup-de-grace. 
  His first action in combat is to ready an action to do so 
  should any of the PCs come close or attack.  
   
  If the PCs retreat, Etterbraun betrays them, makes a 
  coup de grace attempt anyway, then flees through the 8 
  in. crack in the ceiling and the nagas tunnel network.  
   
  Development: If the PCs manage to capture Etterbraun, 
  they learn that the quasit’s master, Reece, is currently out 
  of town, but he won’t say what for. Magic probing reveals 
  that Reece went to Pontylver, and that Etterbraun resents 
  not being taken along.  
   
  If Repulghast dies, Compex is furious and no longer 
  desires to accompany the party or assist them. He sticks 
  with his dead master, savoring the last hours of sentience. 
   
  Prying Repulghast from the torture device is 
  difficult, and causes him more pain. Moreover, the 
  moment they start doing this, the regeneration effect ends.  
   
  Three DC 15 Heal checks are needed – successful 
  checks each deal 1d4 hp damage to him. A failed check 
  deals 2d6 hp damage. Since the regeneration has ended 
  (and does not work fast enough anyway), the PCs healing 
  need to keep him alive. Note: that due to his Constitution 
  damage his hp total can’t currently exceed 4 until the PCs 
  restore it. 
   
  If Repulghast is freed from the rack, he thanks the 
  PCs. He suggests they find and kill Drake as soon as 
  possible, and explains where he can be found: 
    
  “Drake lives in his own chambers in the inner 
  sanctum. The way there is trapped, and there are 
  magic wards to alert him when intruders arrive. 
  However, there is a secret tunnel that reaches into 
  the sanctum, bypassing some of the wards – and 
  when I say ‘secret, I mean that everyone has heard of 
  it, but few found it.  
   
  All I know is that it is in the Auditorium. You 
  could start from there. 
   
  For now, I fear you are on your own. My contact 
  has abandoned me – I don’t think he is willing to 
  reveal himself.” 
   
  About his contact, Repulghast only knows: 
   
  “I don’t know how it is. It must be someone of the 
  board or close to it. All the communication was 
  through notes, animal messengers, or telepathic 
  hints. It may help to know that we have a friend on 
  the inside – even if it is a black hearted one.”  
   
  Repulghast does not follow the PCs. He plans to seek his 
  way out. He takes Compex with him. 
   
  31: ENTRANCE TO THE INNER SANCTUM 
  The rooms behind this wide doorway are obscured 
  by a black velvet curtain. 
   
  Pushing the curtain aside shows a wide corridor leading 
  to two double doors.  
   
  Compex, if present, warns that further progress is 
  likely to set of some alarm or trap. He does not want to go 
  further unless the PCs have found Repulghast. He urges 
  them to find and free his master first. 
   
  If the PCs push on, go to encounter 6, room 32. 
   
  6: THE INNER SANCTUM 
  The PCs must cross the Inner Sanctum to get to the 
  headmaster’s quarters. Unfortunately, an elaborate trap 
  blocks the way. To pass it, the PCs may need Maelanee’s.  
   
  Various other traps here, while not overly powerful, 
  may alert Drake to the party’s presence. 
   
  32: SHOUTING CORRIDOR 
  A black tiled corridor leads into a space beyond. The 
  air here is cold, almost frigid, and a strange hum can 
  be heard. At the end of the hall are large iron double 
  doors. 
   
  Trap: This trap is to discourage students from entering. It 
  is keyed to a number of individuals, including the two 
  guards, who can shut it down with a simple gesture. 
   
  The trap does not activate until anyone moves ten 
  feet or further into the corridor. At that point, the strange 
  hum grows louder, until, after six seconds, there is a 
  grinding noise, that affects everyone in the corridor 
  (including the first 5 feet) as if they are the target of a 
  shout spell. The screaming continues until everyone has 
  left the corridor (at either end). 
   
   
  All APLs (EL 5) 
   
  �Shouting Corridor: CR 5; spell; proximity 
  trigger; continuous; spell effect (shout, 5d6 points of 
  damage per round and deafened for 2d6 rounds, Fort save 
  DC 16 halves damage and negates deafness); multiple 
  targets (all targets in the corridor); Search DC 28; Disable 
  Device DC 28. 
   
  The doors at the end are arcane locked (CL 14) but not 
  trapped. They open on a separate command word, known 
  to the board and the human guards, but not to Morrow 
  (who is not much trusted). 
   
   
  �Arcane Locked Strong Wooden Double Door: 
  2 in. thick; hardness 5; hp 20; AC 5; Break DC 35. 
   
  Note that if PCs captured a human guard, they may be 
  able to force them (though magic compulsion or charm) 
  to disable the trap and open the door. 
   
  33: THE INNER SANCTUM 
  Before you describe the room, make sure how the PCs get 
  in, and give them a chance to do so with some care, so 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 20 
  they have a chance to avoid setting off the skull watches 
  (see trap, below). 
   
  If the PCs open the double doors, theysee the 
  following:  
   
  You catch a first glimpse of a large hallway paved 
  with black obsidian tiles. At the far end of the room 
  a skull floats above the stone floor, burning with red 
  flame. 
   
  If the PCs enter through the secret tunnel, they initially 
  see the following: 
   
  Opening the hatch, you see that it comes out in a 
  hallway paced with black obsidian tiles. From the 
  opening of the hatch, you can see only part of the 
  hall. Up ahead, a skull floats above the floor, 
  burning with red flame. Close to you – about three 
  feet away – a similar skull lies smashed and broken 
  on the floor. 
   
  Trap: The sanctum is warded by a number of skull 
  watches. A skull watch is an enchanted skull that raises an 
  alarm whenever someone comes into its view. Normally 
  there are four, but one has been disabled before the PCs 
  get here. 
   
  Whether the remaining ones are set off is dependent 
  on how the PCs got in. If they entered through the secret 
  tunnel, they appear just outside the skull watches’ view. 
  Otherwise, it is likely that they walk right into the 
  viewed area. 
   
  The scored area in room 33 on the academy map is 
  the ‘safe’ area that was originally watched by the skull that 
  was now disabled, but fell outside the view of the other 
  skulls. 
   
  All APLs 
   
  �Skull Watch Trap (3*): CR 4; magic device; 
  touch trigger; automatic reset; spell effect (skull watch**, 
  5th-level wizard, DC 14); Search DC 28; Disable Device 
  DC 28. Cost: 350 gp to hire NPC spellcaster. 
   
  * Originally 4. One other skull watch trap has been 
  disabled.  
   
  ** Appendix 2 
   
  If the skull watch is trigger, a mental alarm is sent to 
  Drake, and the skull that caught sight emits a howling, 
  piercing scream. The scream alerts the guards of room 21. 
  They (and Leon at APL 16) arrive in three rounds to open 
  the doors and deal with the intruders – use the tactics of 
  encounter 5-21.  
   
  Development: Once the PCs move further (whether 
  they trigger or avoid the trap), you can further describe 
  the room: 
   
  This hall, has its ceiling and floor paved in black 
  tiles. Two double doors of massive oak lead into the 
  room, flanked at each side by two heavy stone doors 
  carved with elaborate designs. 
   
  Three more simple doors lead to the right and 
  left. The wall opposite the main entrance is entirely 
  occupied with a large tapestry. It is of black silk, and 
  looks almost like a shroud. In shades of dark and 
  light, the face of an impassive elven woman is woven 
  on in. 
   
  Three skulls, each shrouded in a reddish flame 
  float in the corners. In another corner lies a 
  shattered one, its flame extinguished. 
   
  The three wooden doors each have an arcane lock.  
   
   
  �Arcane Locked Strong Wooden Door: 2 in. 
  thick; hardness 5; hp 20; AC 5; Break DC 35. 
   
  The tapestry is non-magical, but of fine quality. Any PC 
  who has played COR5-02 The Voice of Reason may realize, 
  on a DC 15 Wis check, that they saw a cloth quite similar 
  to this in the chapel. PCs who played through the 
  regional SND6-02 Collateral instantly recognize it. If 
  anyone has the Thrall Medallion from that adventure, 
  they feel a sudden urge that they are being watched. 
   
  One part of the wall at the far end of the hall is not 
  real – it is a permanent image. It blends easily with it’s 
  surroundings and a supporting spell provides tactile 
  sense - enough to give a sensation if touched or tapped, 
  but not enough to withstand forceful pressure. It is not 
  automatically detected as a secret door, but a DC 20 
  Search check reveals the illusion. 
   
  Behind this wall is the corridor leading towards the 
  Tomb of Horrors (room 28). 
   
  The stone doors are stuck, and are actually the lids of 
  stone sarcophagi, remnants of the old Academy. There is 
  little of interest behind them. 
   
  34: MAELANEE’S ROOM 
  This is without doubt the most luxurious room you 
  have seen in this dismal place. The walls are tinted 
  with warm pastel colors, with drapes and curtains, 
  and paintings, most of forest glades and waterfalls, 
  though one is a portrait of two women, one holding 
  the other as they pose for the painter. 
   
  A plush carpet with a blue-and-red flowery 
  pattern covers the entire floor. A dark mahogany 
  dresser with a flawless silver mirror stands to one 
  side, a small table with a lazy couch sits next to a 
  fireplace that crackles a warm flame, and a canopy 
  bed, lain with plush pillows, is hung with fine silk 
  curtains. 
   
  The portrait is of Maelanee and Ferranir.  
   
  If the PCs were not forced to fight her earlier, 
  Maelanee is also present. 
   
  A young woman in a half translucent dress of small 
  metallic chains eyes you from the luxury bed. 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  She has dark red hair, manicured nails, bright 
  red lips, a tone of perfection – though it somehow 
  doesn’t really work. She looks nice enough, but not 
  the stunning look you feel she was going for – she is 
  just a bit too fat, and with perhaps too much make 
  up. 
   
  Next to her, two huge worgs eye you with 
  hunger in their eyes. 
   
  She pats them, and gives a seductive smile, 
  revealing small pointy teeth.  
   
  “Visitors,” she has a soft, pleasant, voice, which 
  makes up for her poor attempts to look beautiful, 
  “and in my bedroom. What brings you here?” 
   
  Creatures: Maelanee is the adopted daughter of Ferranir, 
  the former headmistress of the Academy. She never 
  really realized how much Ferranir was attached to her. 
  Her own feelings are befuddled as, while she has strong 
  feelings for her adoption mother, she also realizes that 
  her true parents were likely murdered by her.  
   
  The worgs are actually greater barghests, creatures 
  Maelanee trained and raised when they were pups. They 
  are fiercely loyal to her. 
    
  All APLs (EL 11) 
   
  �Maelanee: female half-vampire human (Suel) 
  cleric 10; hp 55; Appendix 1. 
   
  �Greater Barghest (2): hp 67; MM 22. 
   
  Tactics: If a fight breaks out, Maelanee orders her 
  barghests to attack while she raises the alarm. She is not 
  helpless, but realizes that she is likely not able to stand 
  long against intruders. She tries dominate person and slay 
  living spells to quickly take out PCs, but if things turn 
  against her, she uses plane shift to get out. 
   
  Treasure: Aside from Maelanee’s own properties, the 
  artworks in the room are expensive and can fetch a fair 
  price. This is noted as ‘coin’ below. 
   
  All APLs: Coin – 200 gp, Magic – cloak of resistance +1 
  (blackcloak) (83 gp), dagger of venom (deathtooth) (692 gp), +1 
  glamered mithral fullplate (1,183 gp), periapt of wisdom +4 
  (1,333 gp). 
   
  Detect Magic Results: cloak of resistance +1 (faint 
  abjuration), dagger of venom (faint necromancy), +1 
  glamered mithral fullplate (faint abjuration), periapt of 
  wisdom +4 (moderate transmutation). 
   
  Development: Maelanee does not initially act hostile 
  (count her as ‘helpful’, as if intimidated), unless the PCs 
  attack or reveal they killed Leon, her ‘only friend’ – in 
  that case, she attacks. 
    
  Maelanee realizes that anyone able to penetrate the 
  inner sanctum is likely too powerful for her – the least 
  powerful of the board - to fight. As long as the PCs are not 
  there for her, there is no reason to put her life in 
  jeopardy, and she plays along. 
   
  She is also an opponent of Drake. She disagrees with 
  how he runs things, and blames him for the death of her 
  mother. While that blame is unjust, Drake is responsible 
  for the inability of Ferranir to return, so divinations by 
  Maelanee as to the fate of her adoption mother shift the 
  blame to him. 
   
  Maelanee is not above working with the enemy to 
  get her goal. While she doesn’t seek Drake’s death, she is 
  eager to get her hands on an item Drake has – her 
  mother’s a medallion. Maelanee once saw it in his office 
  and desires it. If the PCs can get it for her, she willingly 
  betrays Drake and aids the PCs. If she becomes aware 
  why the PCs are here, she says: 
   
  “You want to go down, then? To the headmaster’s 
  office? Well, you can try. But the way is trapped. 
   
  You need to know the key, or the consequences 
  can be most inconvenient. Do you think you can 
  break its puzzle? Men braver then you have tried, 
  you know. Even I haven’t found the right letters yet, 
  and I know more than anyone… well, besides…“ – 
  she scowls – “…Drake. 
   
  Without my help, you never get far...” 
   
  If the PCs seem to be willing to negotiate, she adds: 
   
  “I can provide aid in getting past the trap. All I ask is 
  that, in turn, you get me something I desire. A 
  medallion, that is in Drake’s office. It belonged to 
  my now departed mother. Drake took it and I want 
  it back. It has sentimental value.” 
   
  This is actually true: while Maelanee suspects the 
  medallion is magical, she mostly feels unjust that Darke 
  refuses her access to it. She describes the medallion as: 
   
  “A yellow-green disk on a silver chain. It’s center is a 
  ruby carved in the semblance of a skull, and there 
  are etchings on the edge, in an unknown language.” 
   
  If asked, she admits it “radiates necromantic magic”; at 
  least that is what the notes of her mother say. It was 
  found in the Tomb years ago, but she doesn’t know what 
  powers it has – if it actually has any. 
   
  Maelanee can give the following information (even 
  if the PCs don’t plan to ally with her): 
  • 
  Drake has gone mad. He is totally engrossed in his 
  own projects and hardly talks to anyone anymore. 
  • 
  The only one he meets with - with alarming 
  frequency – is an elf woman called the ‘Grey Lady’. 
  She gives him advice, it seems. Maelanee suspects it 
  is the Grey Lady that coaxed Drake to support the 
  Wastrians  
  • 
  The Grey Lady is an grey elf woman, a powerful 
  wizard. Maelanee doesn’t recall her name (though 
  she is fairly sure has been told at least once) 
  • 
  Drake is so totally obsessed with death that he is 
  almost undead himself. He doesn’t sleep or eat, and 
  locks himself away in the dark. 
  • 
  The rest of the board either supports Drake or 
  doesn’t care. Maelanee is sure that Leon and Ngise 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  would support her to call off the war if she could 
  somehow get the upper hand over Drake, but as long 
  a she is the boss they accept his rule without 
  question. 
  • 
  Lygia has her own agenda, but Maelanee doesn’t 
  know what it is, and she is far too powerful to 
  confront. 
   
  If anyone suggests (or questions) whether she is 
  Repulghast’s contact, she tries to disguise her surprise as 
  shock of being ‘found out’ – and quickly plays along, 
  hoping this will get the PCs to do what she wants. 
   
  Maelanee’s Clue: If PCs decide to accept to obtain the 
  medallion for her, Maelanee explains: 
   
  “The trap in the corridor is designed by my mother, 
  Ferranir, the former headmistress. You have to find 
  a name, that allows safe passage. 
   
  Drake just copied it. I don’t know much about it, 
  but my mother did give me a plaque once, when her 
  design was finished and the plans for construction 
  laid out. She said I was to break the code with it, if 
  needed. But I have tried for years and never 
  managed it. I used up quite a few students.” She 
  cracks a challenging smile at the last sentence. 
   
  She then opens her dresser, and pulls, from a secret 
  double bottom in a drawer, a wooden plaque. Give the 
  players Player Handout III. The plaque reads: 
   
  The key you seek is in a name, 
  A name but spoken by a few, 
  It speaks of new beginnings,  
  Pray you once will find to speak it too. 
   
  The name I scribed here next to mine, 
  A name but spoken to a few, 
  And while my name may bring you pain 
  Safe the path I named for you 
   
  And is signed “F” (for Ferranir). 
   
  The ‘name’ Ferranir writes of is ‘daughter’. 
   
  She then leads them to the trap (room 40).  
   
  Troubleshooting: If the PCs fought Maelanee, they can 
  find the plaque with a DC 20 Search check. 
   
  35: BOARD ROOM 
  The board use this room for meetings with guests of the 
  academy. The board itself meets in another room (room 
  36).  
   
  Both secret doors in this room can be found with a 
  DC 25 Search check. The door to room 36 is, as all doors 
  that the board though mattered, arcane locked, but the 
  door to room 37 is not and opens easily.  
   
  36: TRUE BOARD ROOM 
  This room is used by the board for their irregular 
  meetings, where they decide upon the Bleak Academy’s 
  goals.  
   
  37: OLD TRAPPED CORRIDOR 
  Dust and rubble fill this corridor. A DC 15 Spot check 
  reveals a (false) door obstructed by the rubble at the far 
  end of the room. A DC 10 Search check finds the bones 
  of several humanoid creatures among the rubble. 
   
  38: TO THE TOMB 
  This is a featureless corridor. The ground clean. 
   
  The corridor leads to the original Tomb of Horrors. 
  Few of the board visit there now. Drake occasionally tries 
  to break its puzzle, but only grows frustrated with the 
  failures of his efforts. Even the aid of the mysterious Grey 
  Lady hasn’t helped him. 
   
  To guard the tomb against intruders, a final ward has 
  been set at the end of the tunnel. 
   
  The green face of a demon carved into the wall stares 
  at you from the far end of the corridor, sending a 
  disturbing feeling of dejection your way. 
   
  The demon’s face is a replica from a demon’s face found 
  in the Tomb itself, except that its mouth is shut. 
   
  The face is affected by a constant antipathy spell. 
  Everyone who sees the face needs to make a DC 31 Will 
  save or flee the area. Those that succeed still feel 
  immensely uncomfortable, and have their Dexterity 
  reduced by 4 points while within 70 feet from the face. 
   
  The face is in actuality a door. The means to open it 
  are known only to Drake. 
   
  Disable Device or Open lock doesn’t affect it as it is 
  not actually a device, and has no locks. 
   
  A DC 34 Use Magic Device check can open it, but on 
  a mishap (24 or less), the user must make a DC 26 
  Fortitude save or turn to green stone as if affected by a 
  flesh to stone spell (CL 18th). 
   
  39: THE TOMB OF HORRORS 
  It is pitch dark here. If the PCs bring a light, you can 
  describe the environments. 
   
  Rough stone wall as enclose what seems to be the 
  side of a cliff. Three openings in the cliff side lead 
  deeper into the earth. All is utterly silent here. 
   
  The PCs have reached the Tomb of Horrors. Continue 
  with encounter 9.  
   
  40: TILED CORRIDOR 
  This corridor starts out tiled in light sand stone 
  tiles. Halfway into the corridor, a subtle change 
  occurs. Each tile here is embossed with a letter, in a 
  bloodred, waxy substance. 
  
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  At first sight, there seems to be no pattern to the 
  letters. 
   
  The letters spell (with the bottom line closest to the PCs): 
  REAK 
  ESAI 
  LRTN 
  HUAE 
  ORLG 
  RUEL 
  ACEV 
  ADMF 
   
  Give the players Player Handout III. 
   
  Trap: This trap needs to be defeated in order to get to 
  Drake’s office. It is a pattern in the floor with tiles 
  containing letters. The trap is based on a similar type of 
  trap once designed by Acererak for his tomb. 
   
  Only by treading on the right tiles is it safe to pass. 
  Failing to use the right letters means that for each 5 ft. 
  (40 feet total) movement after the misstep the spell effect 
  fires. In the worst case that means 8 saves to make. The 
  spells fire if someone retreats, but not if he stands still. 
  They do not activate on anything with animal or lower 
  intelligence or on anyone already polymorphed by the 
  trap. 
   
  There are several names that can be spelled by 
  treading the tiles (spelling them from the direction the 
  PCs come form, so from bottom to top in the handout), 
  and the most obvious one to find is likely “Acererak.” 
  Less easy to find is the name “Ferranir” and “Maelanee”. 
   
  Neither name is actually correct. The true key is not 
  a real name at all. Ferranir designed this trap, years go, 
  and it is ironic that it now serves to ward her successor. 
  When she created it, she incorporated the small spark of 
  love – or what she calls love - for the one person that had 
  grown dear to her, Maelanee. The word that allows one to 
  bypass this trap is “daughter.” 
   
  Drake had the trap created by Reece from Ferranir’s 
  notes, but was somehow unable to change the password, 
  as if it had been engrained it the traps design. Only he 
  and Reece know the password. 
   
  All APLs (EL 6) 
   
  �Baleful Polymorph Trap: CR 6; magic device; 
  proximity trigger (detect thoughts); automatic reset; spell 
  effect (baleful polymorph, 9th-level wizard, DC 17 Will save 
  to negate); Search DC 30; Disable Device DC 30. Cost: 
  22,750 gp, 1,820 XP. 
   
  Development: 
  If you don’t want to have players 
  puzzle for themselves, a Decipher Script reveals the 
  following words (give them in random order): 
   
  • 
  DC 15: “Acererak” 
  • 
  DC 20: “Ferranir”  
  • 
  DC 22: “Maelanee” 
  • 
  DC 24: “Devourer.” This is a title of Acererak used by 
  those devoted to him. 
  • 
  DC 28: “Daughter.” 
   
  If the PCs did get the rhyme from Maelanee, they get a 
  +5 bonus on their check to find “Ferranir”, “Maelanee”, 
  and “daughter” 
   
  If the PCs have the rhyme, they may have a better 
  clue to find the right word. The rhyme may still seem 
  hard to decipher – Maelanee never succeeded at it – she 
  focused too much on an actual personal name, and never 
  really was aware how much she meant to Ferranir. To 
  find its meaning, PCs need to be aware of three things. If 
  they are stuck, a Knowledge (arcana) check may give 
  them a hunch of what is important: 
  • 
  DC 15: The creator of the trap was not Drake, but 
  Ferranir. 
  • 
  DC 20: Maelanee was the only one to receive the 
  rhyme (it is personal). 
  • 
  DC 25: Maelanee is Ferranir’s adopted daughter. 
   
  Once the PCs get past the trap, they find a winding 
  staircase leading downwards. Maelanee does not follow 
  them there. 
   
  7: THE HEADMASTER’S 
  OFFICE 
  The only person present on this level is Drake. There is 
  little risk of running into anyone else, and nobody else 
  who would care to stop the PCs – even Leon - knows how 
  to get here. 
   
  41: CORRIDOR 
  The stairs going down come to a hall, lit by two black 
  candles in niches in the wall. A door with a stylized 
  plate with the word “Headmaster” is the only 
  obvious exit.  
   
  The door is not locked or trapped.  
   
  41: HEADMASTER’S OFFICE 
  A spacious office is before you. Shelves with books 
  line the walls. A blue-red fire burns in an open 
  fireplace. A glass table, surrounded with three 
  comfortable – if drab – chairs, take up the first half 
  of the room. An impressive dark mahogany desk 
  takes up the second half. Behind the desk stands a 
  stone pillar, on which rests a small statuette. 
   
  The headmaster’s office is for those rare occasions when 
  Drake desires to discuss something private – most of the 
  time in the company of the ‘Grey Lady’. 
   
  Anything in this room is mostly for display. The fire 
  is an illusion. There are quite a number of books on the 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 24 
  shelves, but most are simple academic works from the 
  library, and not exceptionally valuable. Actually valuable 
  stuff is elsewhere. 
   
  A few are private works, notes about the Tomb of 
  Horrors’ layout, and a few journals on travels in the tomb, 
  one written by a mage called Dessatyso. Drake put them 
  here for reference. 
   
  Six of the books are spellbooks containing a 
  smattering of frequently used spells (all Drake’s prepared 
  spells). 
   
  Drake’s desk is filled with notes, but the dust in the 
  drawers shows they haven’t been touched for months 
  ago. Most of these notes deal with divinity – and are 
  particularly focused on the way in which Acererak once 
  attempted divination. 
   
  Some of the notes have been added in a different 
  hand. On one of the top notes on Acererak’s failed 
  attempt at divinity is crawled: “not done yet.” A DC 15 
  Decipher Script check identifies these notes as written by 
  a woman’s hand. 
   
  The stand is Drake’s greatest treasure here. Describe 
  it of the PCs approach. 
   
  The stand is a stone pillar. On top of it is a bone 
  statuette under a glass covering. A tiny nymph like 
  creature holds up her arms. In her hands, above her 
  head, is clasped an amulet, almost equal in size to 
  her own. 
   
  It is a circlet, in a strange red-yellow material. A 
  red ruby, shaped in the face of a skull, is set in its 
  center. Along the edges are some words edged, but 
  the script is in some unknown language. 
   
  This amulet, crafted ages ago by Acererak himself, once 
  belonged to Ferranir. She wore it when defeated by a 
  number of adventurers seeking to enter the Tomb of 
  Horrors, years ago. The amulet was enchanted with a 
  contingent magic jar spell to activate whenever Ferranir 
  was destroyed – allowing her essence to be enter the 
  amulet. From there, she could then later possess a victim 
  and so take her vengeance. 
   
  Unfortunately, for Ferranir, something went wrong. 
  The adventurers proved resistant against her intrusions, 
  and it was bad luck that the first who found the amulet 
  after the adventurer’s discarded it was Drake. 
   
  Drake had little intention to be possessed – 
  moreover, he had no real desire to see Ferranir, who he 
  always felt stunted his research, return. Instead, he cast a 
  ward on the amulet, forcing Ferranir to be trapped inside 
  the amulet.  
   
  Then, for the irony of it, he had the amulet mounted 
  in his office when the rest of the board, desperately 
  seeking guidance, elected him as the new head master. 
   
  Ferranir, inside the amulet, is aware of what 
  happens, but powerless to do anything, as she can’t cast 
  spells or communicate.  
   
  Trap: The glass around the statuette is enchanted with a 
  Leomund’s trap. It serves to hide the actual trap on the 
  statuette. Drake set this to prevent anyone from moving 
  the amulet containing Ferranir’s soul.  
   
  It triggers anytime anyone grasps the amulet or 
  statuette, and is only disrupted if the amulet is taken 
  from its place – but for that it must be pried loose. 
   
  All APLs 
   
  �Phantasmal Killer Trap: CR 5; magic device; 
  touch trigger; automatic reset; spell effect (phantasmal 
  killer, 7th-level wizard, DC 16 Will save for disbelief and 
  DC 16 Fort save for partial effect); Search DC 29; Disable 
  Device DC 29. Cost: 14,000 gp, 1,120 XP. 
   
  The amulet can be pried loose with a DC 20 Strength 
  check, but it takes a full round to do so. The trap is also 
  disabled if the statuette is destroyed. It has AC 7, 
  hardness 6, and 20 hp. A melee attack on it triggers the 
  spell effect unless the attack destroys the statuette. 
   
  Development: Anyone who takes the amulet feels a 
  certain weight in it – as if it is heavier than it looks. The 
  amulet detects as strong necromantic magic, as undead, 
  and as chaotic evil. 
   
  The amulet has AC 7, hardness 15, and 20 hp. If it is 
  damaged or destroyed, the magic barrier is sundered and 
  Ferranir is freed. In this case, she doesn’t manifest but 
  instead seeks out one of the students to possess. 
   
  43: CORRIDOR 
  There are no candles here. Stairs lead further down 
  into darkness. 
   
  If the PCs go down, continue (assuming they bring light 
  or can see in darkness): 
   
  The stairs going down come to a small hall. Opposite 
  the stairs is a door that’s is so smooth it seems to be 
  grafted from bone.  
   
  This door is normally not locked or trapped. 
   
  However, if the PCs set off the alarm, Drake has 
  been warned, and if he has time (at least 10 minutes) he 
  places a symbol of pain (DC 23 Fort save) on the door. The 
  symbol triggers whenever someone touches or opens the 
  door and affects everyone within 10 feet. 
   
  If the PCs did not set off the alarm, the symbol is not 
  present. 
   
  44: DRAKE’S PRIVATE QUARTERS 
  Drake enjoys the darkness, and retires here to rest – even 
  though he has no need for sleep. He has no need for 
  light. The following assumes the PCs bring light, 
  otherwise they enter a room that is pitch black. 
   
  In either case, Drake is at the end of the room. He is 
  far too paranoid to be surprised, even if the PCs didn’t 
  trigger the alarm. In either case, set the scene as 
  described below first, then roll initiative as normal. 
    
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 25 
  The room you enter breathes more the atmosphere 
  of a crypt than of a private room. It is cold, your 
  breath is visible in the air as clouds of frost. Light 
  does not penetrate far –shadows cling to this room 
  like a spider’s web. 
   
  The walls are formed from heavy stone blocks. A 
  smooth stone open sarcophagus occupies the center 
  of the room. 
   
  Before you on the floor lie the bodies of two 
  people dressed in black. Behind the sarcophagus 
  stands a gaunt, emaciated man. 
   
  At APL 14 and up, if the PCs set the alarm, add: 
   
  The man is separated from you by a wall of 
  scintillating colors. 
   
  This is a prismatic wall cast by Drake when the alarm 
  triggered (at APL 10 and 12, Drake lost this spell due to 
  his level drain).  
   
  His dull grey eyes stare at you in despise. 
   
  “More assassins, I see.” He says. ”It shows how 
  little faith she has in her pawns. Are you here to 
  finish the job? Or do you not even know who you 
  work for?” 
   
  The air in front of the man shimmers. Dark 
  forms materialize. Their shapes are hard to discern 
  but the stench of evil hangs about them. 
   
  Magic holds off even the brightest of lights, similar to 
  room 28.  
   
  If anyone has the Thrall Medallion from COR5-02 
  The Voice of Reason, they (and only they) must make a DC 
  26 Will save at this point or be dominated. If they do not 
  actually wear the medallion (but only carry it) they have a 
  +5 bonus on the save. If anyone has the My Thrall entry 
  as well from SND6-02 Collateral, they automatically fail 
  their saves. Regardless of the outcome, affected PCs hear 
  a voice in their heads. 
   
  “My thrall. Do not disappoint me where others 
  failed… Destroy him. Now!” 
   
  It is obvious that ‘him’ means Drake. The source of the 
  voices seems to be the medallion, which has suddenly 
  grown hot. 
   
  Creatures: Drake, the head aster of the Bleak Academy, 
  has long since shed any semblance to life. The many 
  incursions in the tomb and his own dabbling in 
  necromancy have granted him undeath. Not, as he had 
  hoped, with the power of a lich, but an undead status 
  known as a necropolitan. 
   
  Drake is a vile man. Death would become him, but 
  whether it is in the best of interests is a different 
  question. He has long been accepting advice from 
  another agent – the woman known to some of the people 
  as the Grey Lady. Ostensibly, she has now decided that he 
  has become a burden. Drake already suspected that 
  much, and awaited the assassins she would send with 
  anticipation. He had not, however, expected her to send 
  more. 
   
  If the PCs did not set of the alarm, Drake is 
  surprised, and only truly long running spells are in effect.
   
  Also, a number of demons (the dark forms in the 
  shadows) join the fight to protect the tomb’s ‘warden’. 
   
  At lower levels Drake is weakened and has negative 
  levels due to a strange undead-affecting poison effect 
  used by the previous assassins. 
   
  APL 10 (EL 13) 
   
  �Necropolitan Drake (weakened, 4 negative 
  levels): male undead (necropolitan) necromancer 16; hp 
  84; Appendix 1. 
   
  �Vrock (1): hp 115; MM 48. 
   
  APL 12 (EL 15) 
   
  �Necropolitan Drake (weakened, 2 negative 
  levels): male undead (necropolitan) necromancer 16; hp 
  94; Appendix 1. 
   
  �Vrock (2): hp 115 each; MM 48. 
   
   
  APL 14 (EL 17) 
   
  �Necropolitan Drake: male undead (necropolitan) 
  necromancer 16; hp 104; Appendix 1. 
   
  �Hezrou (2): hp 138 each; MM 44. 
   
   
  APL 16 (EL 19) 
   
  �Necropolitan Drake: male undead (necropolitan) 
  necromancer 16; hp 104; Appendix 1. 
   
  �Marilith (1): hp 216; MM 44. 
   
  Tactics: Drake is not the most merciful of men, but he is 
  willing to let the PCs go – if they go now – so they can 
  report back to their mistress (or so he assumes), and get 
  their punishment dealt by her. 
   
  Of course, he also instantly alerts the guards (from 
  room 21) and the city guardians (from the gate) by setting 
  off an alarm – the same one that called the demons, so he 
  doesn’t really expect them to get out alive anyway. 
   
  Note that the demons are not summoned, and thus 
  can use their summoning ability. 
   
  PCs may attempt to pose questions, but he is curt: 
   
  “Your predecessor already failed. Do not think you 
  can succeed. Turn back, and tell your mistress I do 
  not bow. Go now, or I will destroy you.” 
   
  Any further attempts to talk fail. If the PCs do not turn 
  back immediately, Drake attacks with all the devastating 
  magic he has, while the demons tear into the PCs. At APL 
  14 and up, he uses his Mobile Spellcasting feat to move, 
  cats a spell, and them move back again behind his 
  prismatic wall. 
   
  Drake does not surrender or reason once combat 
  starts. He and the demons fight till the death. 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 26 
  Treasure: Drake has the following treasure: 
   
  All APLs: Loot – 25 gp, Magic -- amulet of natural 
  armor +2 (667 gp), headband of intellect +6 (3,000 gp), dusty 
  rose ioun stone (417 gp), cloak of resistance (blackcloak) +2 (333 
  gp), shadow veil (833 gp) 
   
  Detect Magic Results: amulet of natural armor +2 
  (faint abjuration), headband of intellect +6 (moderate 
  transmutation), dusty rose ioun stone (moderate abjuration), 
  cloak of resistance (blackcloak) +2 (faint abjuration), shadow 
  veil (strong necromancy) 
   
  Development: If the PCs retreat, Drake doesn’t follow, 
  but they fail their mission and only receive half XP for 
  this encounter. 
   
  If the PCs subdue Drake, he proves unwilling to talk. 
  He does not speak of the ‘Grey Lady’ – if he learns the 
  PCs do not know her, he merely comments “Duped you, 
  as me, I see? Are you going to do her work?”. He does not 
  give any information – he has years of experience 
  keeping stuff to himself. 
   
  8: THE JOB DONE 
  If the PCs killed Drake, and took the amulet from its 
  stand in Drake’s office, Ferranir has now been freed. 
   
  A strange mist suddenly floods the room. It hangs in 
  the air, a misty shape forming in it mists. A 
  beautiful woman with long blond flowing hair 
  forms, intangible, in the air. 
   
  PCs can recognize her as the woman from the painting in 
  Maelanee’s room. 
   
  “My thanks to you. You have freed me from the 
  enspellment witch which Drakle kept me. 
   
  For years I saw the devastation laid waste. No 
  more. The Academy will rise again, as a force on its 
  own, to be reckoned with, not as a toy for ones racial 
  hatred! 
   
  For your aid, I will grant you your life, and 
  forget your transgressions. Go and tell the world. 
  headmistress Ferranir returns!” She then fades 
  away, like mist. 
   
  Headmistress Ferranir has returned. She does not seek to 
  confront the PCs further (and they shouldn’t seek to do 
  so either, as she is immensely powerful). 
   
  PCs still have to get out. Maelanee is out at the exit, 
  hoping to get her hands on the amulet. If the PCs give it 
  to her, she is grateful, and the PCs gain her gratitude. She 
  can then disable the shouting corridor for them, but does 
  not accompany them further. 
   
  Resistance on the way out: With Drake’s demise 
  (or if the PCs ran away), the rest of the Academy is alerted 
  and in uproar, Most students and staff stay out of the way 
  of the PCs. However, the guards at room 21 (if the PCs 
  didn’t fight them yet), still need to be dealt with 
  (Ferranir’s promise of absolution doesn’t help them). 
   
  Likewise, the gate guardians are now alerted, and 
  confront the PCs as they leave the building (throwing 
  quite a ruckus). In this latter case, the PCs may find it 
  easier to flee – though flight or teleportation into the city 
  are forbidden, flying out is not hampered. If the PCs 
  negotiated a deal with the nagas in encounter 2, the nagas 
  detain the guardians, and the PCs do not need to fight 
  them. 
   
  9: THE TOMB OF HORRORS 
  This adventure does not deal with the Tomb of Horrors 
  itself, and as such entering it is not a part of the 
  adventure. 
  Discourage 
  the 
  players 
  to 
  continue 
  exploration as it likely causes the PCs to fail their 
  mission.  
   
  For the purpose of this adventure, if PCs ignore the 
  signs and do enter the tomb, they, eventually, barely 
  escape the tomb with their lives. 
   
  They loose 4 TU, and, due to a strange teleportation 
  effect inside the tomb, eventually end up hundreds of 
  miles away, in the Glorioles mountains. 
   
  If you do desire to run the Tomb of Horrors outside 
  the campaign, you can download the original adventure, 
  The Tomb of Horrors, adapted to D&D3.5, from the 
  wizard’s 
  website, 
  at 
  http://www.wizards.com/default.asp?x=dnd/oa/2005103
  1a. 
   
  Note, again, that this adventure is not an adaptable 
  and cannot be run as part of the campaign 
   
  CONCLUSION 
  If the PCs killed (or captured) Drake, they get the favor 
  of the Shroud. Kestor is most pleased. 
   
  If they captured him instead of killed him, he has his 
  guards take him away for trial, where he is soon to be 
  judged guilty, and receives the death penalty.  
   
  “Excellent!” Kestor is overjoyed when he hears the 
  news. 
   
  ”This will bode well for your country and the 
  war! With a monster such as Drake destroyed, we 
  can work to rid us from the undead menace once 
  and for all! 
   
  I will instantly write of your success to King 
  Hazendel. Maybe, now, there is a future ahead. 
  Though much work leaves to be done. The war is not 
  over yet!” 
   
  If the PCs ask about the “Grey Lady”, he admits having 
  heard of her, but was not aware that she was after Drake. 
   
   “Evil sleeping with evil never works out. It is 
  doomed to failure. I guess that is what happened 
  here. Did we get tipped by an evil power out on 
  vengeance with this monster? Perhaps. 
   
  It is still a monster, and his death was still 
  deserved. In time, it will be her turn.” 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 27 
   
  If they refused to kill him or were unable to, Kestor is 
  furious. 
   
  “Are you mad!?” The man looks at you with fire in 
  his eyes. Spittle hangs in his beard from the words 
  from his fury. 
   
  “You have failed this! This man is a pest on the 
  land, and you let him live! I… I have now ord! Get 
  out! GET OUT!” 
   
  In this case, the PCs get the disfavor of the Shroud. 
   
  If the PCs freed Ferranir in the process, their 
  mission in the Academy is hushed up by the head 
  mistress. Otherwise, PCs get the enmity of the Bleak 
  Academy entry on their AR. PCs can voluntarily choose 
  to renounce Ferranir’s protection, and instead take this 
  entry. 
   
  Kestor is concerned if he is told of Ferranir’s release, 
  but not upset with the PCs – Ferranir simply becomes the 
  Shroud’s next mortal enemy. 
   
  If the PCs gave Maelanee her amulet, they get the 
  gratitude of Maelanee. 
   
  A PC that became a member of the Academy during 
  this adventure finds that his membership doesn’t last – 
  the Academy voids it after discovery of his actions. The 
  PCs till gets the Former member of the Bleak 
  Academy on his AR, which may have consequences in 
  future scenarios. 
   
  Finally, a PC that owned the thrall medallion and 
  succumbed to the dominate gains the “My Thrall” entry. 
   
  CAMPAIGN CONSEQUENCES 
  This module has "Campaign Consequences"; that is: the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of 
  the questions below may seem trivial or pointless, but 
  because of the complex nature of the back-story and 
  campaign all information requested is vital. 
   
  Please 
  send 
  your 
  answers 
  to 
  creighton@greyworks.co.uk  
   
  1. 
  Did the PCs get into conflict with Ngise, Lygia, 
  or other staff? If so what happened? 
  2. 
  Did Repulghast survive? 
  3. 
  What happened to Maelanee? 
  4. 
  Was Drake killed? 
  5. 
  Was Ferranir freed? 
  6. 
  Did anyone have the thrall medallion, and did 
  they succumb to it? 
  7. 
  Who gained the ‘former member of the Bleak 
  Academy’ entry? 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 28 
  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. 
   
  2: Skull City 
  Defeat the city guardians (if the PCs forgot the password), 
  or pass with help of the nagas 
  APL 10  
  270 XP 
  APL 12  
  330 XP 
  APL 14  
  390 XP 
  APL 16  
  450 XP 
   
  5: The College 
  Defeat the guards 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  7: The Headmasters Offices 
  Kill or capture Drake 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  8: The Job Done 
  Defeat or avoid the guards (if not defeated in encounter 
  5) 
  APL 10  
  270 XP 
  APL 12  
  330 XP 
  APL 14  
  390 XP 
  APL 16  
  450 XP 
   
  Defeat or avoid the city guardians (if not defeated in 
  encounter 5) 
  APL 10  
  270 XP 
  APL 12  
  330 XP 
  APL 14  
  390 XP 
  APL 16  
  450 XP 
   
  Story Award 
  Get in and out of Skull City 
  APL 10  
  80 XP 
  APL 12  
  120 XP 
  APL 14  
  120 XP 
  APL 16  
  120 XP 
   
  Discretionary roleplaying award 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16  
  405 XP 
   
  Total Possible Experience 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16  
  2,025 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  4: Petitioner’s Halls – Ngise 
  All APLs: Loot – 25 gp, Magic -- ring of protection +1 (167 
  gp), cloak of resistance +1 (83 gp), amulet of natural armor +1 
  (167 gp) – Total 442 gp 
   
  4: Petitioner’s Halls – Lygia 
  All APLs: Loot – 25 gp, Magic -- ring of protection +1 (167 
  gp), cloak of Charisma +4 (1333 gp), periapt of Wisdom +4 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 29 
  (1333 gp), wand of silence (375 gp), rod of metamagic (lesser 
  silent) (250 gp) – Total 3,316gp 
   
  5: The College – Guards 
  APL 10-12: Loot – 5 gp, Magic -- +1 mithral chainmail (429 
  gp), +1 spiked chain (194 gp), gauntlets of ogre power (333 gp), 
  cloak of resistance +1 (83 gp) – Total 1,044 gp 
   
  APL 14: Loot – 10 gp, Magic -- +1 mithral chainmail x 
  2 (429 gp), +1 spiked chain x 2 (194 gp), gauntlets of ogre 
  power x 2 (333 gp), cloak of resistance +1 x 2(83 gp) – Total 
  2,088 gp 
   
  APL 16: Loot – 110 gp, Magic -- +1 mithral chainmail 
  x 2 (429 gp), +1 spiked chain x 2 (194 gp), gauntlets of ogre 
  power x 2 (333 gp), +2 nine lives stealer greatsword (1,924 gp), 
  exoskeleton (4,125 gp), cloak of resistance +1 x 3 (83 gp), belt of 
  giant strength +4 (1,333 gp), amulet of natural armor +1 (167 
  gp), ring of protection +1 (167 gp) – Total 9,987 gp 
   
  6: The Inner Sanctum – Maelanee 
  All APLs: Coin – 200 gp, Magic – cloak of resistance +1 
  (blackcloak) (83 gp), dagger of venom (deathtooth) (692 gp), +1 
  glamered mithral fullplate (1,183 gp), periapt of wisdom +4 
  (1,333 gp)- Total 3,291 gp 
   
  7: The Headmaster’s Chambers – Drake 
  All APLs: Loot – 25 gp, Magic -- amulet of natural armor +2 
  (667 gp), headband of intellect +6 (3,000 gp), dusty rose ioun 
  stone (417 gp), cloak of resistance (blackcloak) +2 (333 gp), 
  shadow veil (833 gp) – Total 5,275 gp 
   
  Conclusion 
  APL 10: Coin – 1,000 gp 
  APL 12: Coin – 1,200 gp 
  APL 14: Coin – 1,400 gp 
  APL 16: Coin – 1,600 gp 
   
  Treasure Cap 
  APL 10: 2,300 gp  
   
  APL 12: 3,300 gp 
   
  APL 14: 6,600 gp 
   
  APL 16: 9,900 gp 
   
   
  Total Possible Treasure 
  APL 10: 14,368 gp 
   
  APL 12: 14,568 gp 
   
  APL 14:15,812 gp 
   
  APL 16: 23,911 gp 
   
  ADVENTURE RECORD ITEMS 
  �Favor of the Shroud: You have gained admittance to 
  the Shroud’s library, which grants access to any Open 
  necromantic spell that does not have the evil descriptor. 
  Further, you gain access to the following: 
  • 
  The following feats from Libris Mortis: Energize Spell, 
  Requiem, Vampire Hunter 
  • 
  The following necromantic spells from Libris Mortis: 
  ectoplasmic armor, ectoplasmic feedback, ghost touch 
  armor, ghost trap, incorporeal nova, spawn screen. 
  • 
  The following weapon and armor special abilities: 
  ghost touch, etherealness, bane (undead), and holy. 
   
  �Disfavor of the Shroud: The Shroud refuses to work 
  with you, and sees you as untrustworthy. This may have 
  effects in later adventures. 
   
  �Enmity of the Bleak Academy: You have earned the 
  Academy’s enmity. Every night, there is a 50% chance 
  that your sleep is beset by nightmares and bad dreams, 
  which leave you fatigued (DMG 301). (You may, however, 
  still relearn spells, as normal). Check your condition 
  before the start of every new adventure and every 
  subsequent morning during the adventure. This may also 
  have further consequences. Spending the Gratitude of 
  Maelanee favor voids this enmity. 
   
   
  � Gratitude of Maelanee: This favor can be redeemed 
  once, to gain access to a one-time casting of one Open 
  cleric spell of up to 5th-level from the PH. Maelanee 
  covers the expenses of that spell, but you need to spend 4 
  TU on traveling to have it cast (as must anyone traveling 
  with you in the case of raise dead and the like).  
  This favor can also be spent to undo the enmity of 
  the Bleak Academy. Cross off when used. 
   
  �Former Member of the Bleak Academy: While you 
  are no longer a member of the Academy, your association 
  with it has tainted you. You take a -4 penalty on Charisma 
  checks with representatives of any good faith. Mindless 
  undead, however, do not attack you unless instructed or 
  attacked first. 
   
  �My Thrall: You have succumbed to the power of the 
  thrall medallion. You cannot ever sell the medallion or 
  part with it. 
   
  ITEM ACCESS 
  APL 10: 
  • 
  cloak of resistance (blackcloak) +2 (Adventure, DMG) 
  • 
  dagger of venom (Adventure, DMG) 
  • 
  dusty rose ioun stone (Adventure, DMG) 
  • 
  +1 glamered mithral full plate (Adventure, DMG)  
  • 
  shadow veil (Adventure, Libris Mortis) 
   
  APL 16 (all of APLs 10-14 plus the following): 
  • 
  +2 nine lives stealer greatsword (Adventure; DMG) 
  • 
  large scorpion poison (Adventure, DMG) 
  • 
  exoskeleton (Adventure, Libris Mortis) 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 30 
  APPENDIX 1: ALL APLS 
  2: SKULL CITY 
  GRAVE DIRT GOLEM* 
  CR 9 
  *see Libris Mortis 105 
  N Large construct 
  Init -1; Senses darkvision 60 ft., low-light vision, 
  Listen +0, Spot +0 
  Languages None 
  AC 20, touch 8, flat-footed 20 
   (-1 size, -1 Dex, +12 natural) 
  hp 90 (11 HD); DR 5/adamantine and bludgeoning 
  Immune magic allowing a spell resistance check, 
  mind-affecting 
  effects, 
  poison, 
  sleep 
  effects, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, 
  necromancy effects, critical hits, nonlethal damage, 
  ability damage, ability drain, fatigue, exhaustion, 
  energy drain 
  Fort +3, Ref +2, Will +3 
  Weakness disintegrate, earthquake, move earth 
  Speed 20 ft. (4 squares), can’t run 
  Melee 2 slams +13  (2d8+6 + soiled wound) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +18 
  Atk Options soiled wound 
  Special Actions berserk 
  Abilities Str 23, Dex 9, Con –, Int –, Wis 11, Cha 1  
  SQ Construct traits 
  Berserk (Ex) When a grave dirt golem enters combat, 
  there is a cumulative 1% chance each round that 
  its elemental spirit breaks free and the golem goes 
  berserk. An uncontrolled golem goes on a 
  rampage, attacking the nearest living creature or 
  smashing some object smaller than itself if no 
  creature is within reach, then moving on to spread 
  more destruction. Once a grave dirt golem goes 
  berserk, no known method can reestablish control. 
  Immunity to Magic (Ex) A grave dirt golem is 
  immune 
  to 
  spells, 
  spell-like 
  abilities, 
  and 
  supernatural effects, just as if the attacker has 
  failed to overcome spell resistance. The only 
  exceptions are as follows: A move earth spell 
  drives the grave dirt golem back 120 feet and deals 
  3d12 points of damage. A disintegrate spell slows 
  the golem (As the slow spell) for 1d6 rounds and 
  deals 1d12 points of damage. And earthquake 
  spells cast directly at a grave dirt golem stops it 
  from moving on its next turn, and deals 5d10 points 
  of damage. The golem receives no saving throw 
  against any of these effects. 
   
  Any magical attack against the grave dirt golem 
  that deals electricity damage heals 1 point of 
  damage for every 3 points of damage it would 
  otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points that last 
  for up 1 hour. A grave dirt golem receives no 
  saving throw against magical attacks that deal 
  electricity damage. 
  Souled Wound (Ex) The wound inflicted by a grave 
  dirt golem is caked with grave dirt. Suffused with 
  negative energy, the soiled wound deals an extra 
  2d4 points of negative energy damage on the 
  round subsequent to its delivery, after which the 
  dirt in the wound becomes inert. 
   
  SHESSARISS, NAGA MATRIARCH CR 14 
  LE Huge aberration 
  Init +2; Senses darkvision 60 ft., Listen +15, Spot 
  +15 
  Languages Abyssal, Celestial, Common, Infernal 
  AC 20, touch 10, flat-footed 18 
   (-2 size, +2 Dex, +10 natural); Dodge 
  hp 238 (19 HD)  
  Fort +14, Ref +10, Will +17 
  Speed 40 ft. (8 squares) 
  Melee bite +22  (3d6+15+poison) 
  Ranged Touch spit +14 (poison) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +14; Grp +28 
  Attack options Point Blank Shot, poison  
  Sorceress Spells Known (CL 13th; ranged touch 
  +14): 
   4th (5/day)—divine power, greater invisibility 
   3rd (7/day)—cure serious wounds, dispel magic, 
  lightning bolt (DC 19) 
   2nd (7/day)—detect thoughts (DC 18), lesser 
  restoration, see invisibility, scorching ray 
   1st (7/day)—cure light wounds, divine favor, 
  expeditious retreat, mage armor, magic missile 
   0 (6/day)—cure minor wounds, daze (DC 16), 
  detect magic, light, mage hand, open/close, ray 
  of frost, read magic 
  Abilities Str 30, Dex 14, Con 26, Int 16, Wis 23, Cha 
  20  
  Feats Ability Focus (poison), Alertness, Combat 
  Casting, Dodge, Eschew MaterialsB, Lightning 
  Reflexes, Point Blank, Practiced Spellcaster 
  Skills Bluff +19, Concentration +30 (+34 when casting 
  defensively), 
  Diplomacy 
  +31, 
  Disguise 
  +5, 
  Intimidate +7, Listen +15, Sense Motive +28, 
  Spellcraft +15, Spot +15  
  Poison (Ex) Injury or Contact, Fortitude DC 26, initial 
  and secondary damage 1d10 Con.  
  Spit (Ex) Shessariss can spit her venom up to 30 feet 
  as a standard action. This is a ranged touch attack 
  with no range increment.  
   
  COMPEX 
  CR 1 
  Male rook familiar 
  N Tiny magical beast 
  Init +2; Senses low-light vision; Listen +5, Spot +7 
  Languages Common, speak with master, speak with 
  animals of its kind 
  AC 16, touch 14, flat-footed 14 
   (+2 size, +2 Dex, natural +2) 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 31 
  Hp 7 (4 HD) 
  Resist improved evasion 
  Fort +2, Ref +4, Will +6 
  Speed 10 ft (2 squares), fly 40 ft.; (8 squares) 
  (average) 
  Melee claws +7 (1d2-5)  
  Space 2 ½ ft.; Reach 0 ft. 
  Base Atk +3; Grp -10 
  Abilities Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6 
  SQ share spells, empathic link, deliver touch spells 
  Feats Alertness, Weapon FinesseB 
  Skills Concentration +7, Gather Information +1*, 
  Knowledge (arcana) +5*, Knowledge (religion) +2*, 
  Knowledge (the planes) +3*, Listen +5, Spellcraft 
  +7*, Spot +7* 
   
  4:PETITIONER HALLS 
  NGISE 
  CR 13 
  Male human (Oeridian) necromancer 7/loremaster 6 
  NE Medium humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common, Abyssal, Draconic, Infernal 
  AC 18, touch 11, flat-footed 18 
   (+0 Dex, +6 armor [greater mage armor], +1 
  deflection, +1 natural) 
  hp 61 (13 HD) (includes + 15 hp from false life) 
  Fort +6, Ref +5, Will +14 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger (deathtooth) +6 (1d4-1/19-20) or 
  Ranged mwk dagger (deathtooth) +7 (1d4-1/19-20) 
  Base Atk +6; Grp +5 
  Combat Gear masterwork dagger (deathtooth) 
  Wizard Spells Prepared (CL 13th; ranged touch, +6 
  melee touch +5): 
   7th—control undead (DC 23), prismatic spray (DC 
  21) 
   6th—disintegrate (DC 20), eyebite (DC 22), 
  maximized fireball (DC 17) 
   5th—feeblemind (DC 19), empowered vampiric 
  touch, quickened shield, waves of fatigue 
   4th—animate dead, dimension door, enervation, 
  evard’s black tentacles, fear (DC 20), solid fog 
   3rd—dispel 
  magic, 
  greater 
  mage 
  armor�*, 
  lightning bolt (DC 17), stinking cloud (DC 17), 
  vampiric touch (2) 
   2nd—blindess/deafness 
  (DC 
  18), 
  command 
  undead, false life�, ghoul touch (DC 18), spectral 
  hand, web (DC 16) 
   1st—comprehend languages, magic missile x 2, 
  ray of enfeeblement x 2, unseen servant 
   0— detect magic, detect poison, disrupt undead, 
  light, read magic 
  �Already cast 
  Abilities Str 8, Dex 10, Con 12, Int 18, Wis 16, Cha 
  11 
  SQ Greater lore, lore (+10), Secret (inner strength, 
  true stamina, applicable knowledge) 
  Feats Brew Potion, Combat Casting, Craft Wondrous 
  ItemB, Empower Spell, Greater Spell Focus 
  (necromancy), Maximize Spell, Quicken SpellB, 
  Scribe ScrollB, Skill Focus (Knowledge [arcana]), 
  Spell Focus (necromancy) 
  Skills Concentration +17 (+21 when casting on the 
  defensive), Knowledge (arcana) +20, Knowledge 
  (architecture and engineering) +9, Knowledge 
  (dungeoneering) +9, Knowledge (geography) +10, 
  Knowledge (history) +10, Knowledge (local: Core) 
  +9, Knowledge (nature) +10, Knowledge (religion) 
  +10, Knowledge (the planes) +17, Spellcraft +19 
  Possessions combat gear plus cloak of resistance 
  +1 (blackcloak), ring of protection +1, amulet of 
  natural armor +1 
   
  LYGIA FARELL 
  CR 17 
  Female human (Flan) cleric 3/sorcerer 4/mystic 
  theurge 10 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +7, Spot +7 
  Languages Common, empathic link  
  AC 18, touch 12, flat-footed 17 
   (+1 Dex, +6 armor [greater mage armor], +1 
  deflection) 
  hp 81 (17HD) (included 15 hp from false life) 
  Fort +10, Ref +6, Will +19 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger (deathtooth) +11/+6 (1d4-1/19-20) 
  or 
  Ranged mwk dagger (deathtooth) +11 (1d4-1/19-20) 
  Base Atk +9; Grp +8 
  Special Actions command undead 8/day (+7, 2d6+8, 
  3rd), death touch 1/day (3d6) 
  Combat Gear masterwork dagger (deathtooth), wand 
  of silence, rod of metamagic (lesser silent) 
  Cleric Spells Prepared (CL 17th; melee touch +8): 
   7th—destructionD (DC 24), blasphemy 
   6th—rapid summon monster V, antilife shell, create 
  undeadD 
   5th—stilled freedom of movement, insect plague, 
  slay livingD (DC 22), spell resistance, wall of 
  stone 
   4th—silenced bestow curse (DC 21), cure critical 
  wounds, death wardD, giant vermin, speak with 
  dead, spell immunity 
   3rd—blindness/deafness (DC 18), contagion (DC 
  20), cure 
  serious 
  wounds, 
  dispel magicD, 
  protection from energy, speak with dead 
   2nd—calm emotions (DC 17), cure moderate 
  wounds (2), death knellD (DC 19), silence (2, DC 
  17), spiritual weapon 
   1st—command (DC 16), cure light wounds (2), 
  death watch, detect undead, identifyD, magic 
  stone, sanctuary (DC 16) 
   0—detect magic, mending (3), read magic (2) 
  D: Domain spell. Deity: Vecna. Domains: Magic, 
  Repose 
  Sorcerer Spells Known (CL 17th; +8 melee touch, 
  +10 ranged touch): 
   7th (3/day)—finger of death (DC 24) 
   6th (5/day)—circle of death (DC 21), globe of 
  invulnerability 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 32 
   5th (7/day)—baleful polymorph (DC 20), magic jar 
  (DC 22), teleport (DC 20) 
   4th (7/day)—Evard’s black tentacles, dimension 
  door, enervation), fear (DC 21) 
   3rd (7/day)—gaseous form, greater mage armor�*, 
  stinking cloud (DC 18), vampiric touch (DC 20) 
   2nd 
  (7/day)—command 
  undead 
  (DC 
  19), 
  darkvision, false life�, ghoul touch (DC 19), 
  spectral hand 
   1st (8/day)—charm person (DC 16), chill touch (DC 
  18), endure elements, ray of enfeeblement  
   0 (6/day)—arcane mark, dancing lights, daze (DC 
  15), disrupt undead, mage hand, message, 
  open/close, prestidigitation, touch of fatigue (DC 
  17) 
  �Already cast 
  Abilities Str 8, Dex 13, Con 12, Int 10, Wis 20, Cha 
  21 
  SQ familiar (rat), share spells 
  Feats Alertness (if familiar is within 5 ft.)B, Greater 
  Spell Focus (necromancy), Practiced Spellcaster 
  (cleric), Practiced Spellcaster (sorcerer), Rapid 
  Spell*, Scribe Scroll, Silent Spell, Spell Focus 
  (necromancy) 
  Skills Concentration +21, Knowledge (arcana) +12, 
  Knowledge (religion) +14, Listen +7, Spellcraft +16, 
  Spot +7 
  Possessions combat gear plus ring of protection +1, 
  cloak of Charisma +4 (blackcloak), periapt of 
  Wisdom +4  
   
  5: COLLEGES  
  MORROW 
  CR 9 
  Female naga? 
  LE Large aberration 
  Init +2; Senses detect thoughts, darkvision 60 ft., 
  Listen +14, Spot +14 
  Languages Common, Infernal 
  AC 18, touch 11, flat-footed 16 
   (-1 size, +2 Dex, +4 armor [mage armor], +3 
  natural); Dodge 
  hp 85 (13 HD) 
  Immune mind reading 
  Fort +8, Ref +8, Will +10; +2 against charm affects 
  Speed 40 ft. (8 squares) 
  Melee sting +10  (2d4+2+poison) and 
  Melee bite +5  (1d4+1) 
  Space 10 ft. 
  Base Atk +9; Grp +15 
  Attack Options poison 
  Special Actions detect thoughts 
  Sorceress Spells Known (CL 11th; ranged touch 
  +11): 
   3rd (5/day)—haste, lightning bolt (DC 17) 
   2nd (7/day)—blur, glitterdust, scorching ray 
   1st (6/day)—color spray (DC 15), magic missile, 
  ray of enfeeblement, shield, mage armor� 
   0 (6/day)—daze (DC 14), detect magic, light, mage 
  hand, open/close, ray of frost, read magic 
  �Already cast 
  Abilities Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 
  18  
  Feats Alertness, Combat Casting, Dodge, Eschew 
  MaterialsB, 
  Practiced 
  Spellcaster, 
  Lightning 
  Reflexes, Practiced Spellcaster 
  Skills Bluff +14, Concentration +18 (+22 when casting 
  defensively), Diplomacy +8, Disguise +6 (+8 
  acting), Intimidate +11, Listen +14, Sense Motive 
  +12, Spellcraft +19, Spot +14  
  Detect thoughts (Su) Morrow can continuously use 
  detect thoughts as the spell (CL 13th, Will DC 16 
  negates). This ability is always active.  
  Poison (Ex) Injury, Fortitude DC 18 or lapse into a 
  nightmare-haunted sleep for 2d4 minutes.  
   
  ACADEMY GUARD 
  CR 9 
  Male human (mixed) hexblade* 9 
  *see Complete Warrior 5 
  NE Medium Humanoid (human) 
  Init +6; Senses Listen +7, Spot +3 
  Languages Common  
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +6 armor, +1 deflection) 
  hp 68 (9 HD)  
  Resist mettle 
  Fort +6, Ref +6, Will +7; +2 against spells and spell-
  like effects 
  Speed 30 ft. (6 squares) 
  Melee +1 spiked chain +14/+9 (2d4+7/19-20) or 
  Ranged heavy crossbow +11 (1d10/19-20) 
  Base Atk +9; Grp +11 
  Atk Options  
  Special Actions greater hexblade curse 3/day (DC 
  16) 
  Combat Gear +1 spiked chain 
  Hexblade Spells Known (CL 4th; +11 melee touch): 
   2nd (3/day)—glitterdust (DC 14), touch of idiocy 
   1st (4/day)—alarm, entropic shield, protection from 
  good, Tasha’s hideous laughter (DC 13) 
  Abilities Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 
  14  
  SQ arcane resistance, familiar (bat), share spells 
  Feats Alertness (if familiar is within 5 ft.)B, Blind-Fight, 
  Combat Reflexes, 
  Exotic Weapon Proficiency 
  (spiked chain), Improved Initiative, Power Attack  
  Skills 
  Concentration+14, 
  Listen 
  +7, 
  Spot+3, 
  Spellcraft+5, 
  Possessions combat gear plus cloak of resistance 
  +1, +1 mithril chainmail, gauntlets of ogre power 
  Greater Hexblade’s Curse (Su) As a free action a 
  hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade’s curse takes a -4 
  penalty on attacks, saves, ability checks, skill 
  checks and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC10 + ½ 
  hexblade’s class level + hexblade’s Cha) negates 
  the effect. Multiple hexblade’s curses don’t stack, 
  and any foe that successfully resists the effect 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 33 
  cannot be affected again by the same hexblade’s 
  curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Mettle (Ex) A hexblade can resist magical and 
  unusual attacks with great willpower or fortitude. If 
  he makes a successful Will or Fortitude save 
  against an attack that normally would have a lesser 
  effect on a successful save (such as any spell with 
  a saving throw entry of Will half or Fortitude 
  partial), he instead completely negates the effect. 
  An unconscious or sleeping hexblade does not 
  gain the benefit of mettle. 
   
  BONE NAGA* 
  CR 11 
  *see Monster Manual II 35 
  LE Large undead 
  Init +5; Senses darkvision 60 ft., Listen +12, Spot 
  +12 
  Languages Infernal, detect thoughts, telepathy 250 ft. 
  AC 16, touch 10, flat-footed 15; Dodge 
   (-1 size, +1 Dex, +6 natural) 
  hp 97 (15 HD); DR 5/slashing or bludgeoning 
  Immune mind reading, cold immunity, mind-affecting, 
  poison, sleep, paralysis, stunning, disease, death 
  effects, critical hits, nonlethal damage, ability drain, 
  energy drain, damage to physical ability scores, 
  fatigue and exhaustion 
  SR 23 
  Fort +5, Ref +8, Will +11 
  Speed 40 ft. (8 squares) 
  Melee sting +9 (2d6+3+poison) and 
  Melee bite +4 (1d4+1 +poison)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +15 
  Atk Options poison (bite, Fortitude DC 17, 1d4 
  Str/1d4Str) and poison (sting, Fortitude DC 17, 1d4 
  Con drain/1d4 Con) 
  Sorcerer Spells Known (CL 14th; +8 ranged touch): 
   7th (3/day)—finger of death (DC 19) 
   6th (5/day)—disintegrate (DC 19), flesh to stone 
  (DC 19) 
   5th (6/day)—baleful polymorph (DC 19), wall of 
  force, waves of fatigue 
   4th (6/day)—charm monster (DC 17), enervation, 
  greater invisibility, resilient sphere (DC 17) 
   3rd (7/day)—dispel magic, haste, lightning bolt (DC 
  16), slow (DC 17) 
   2nd (7/day)—glitterdust (DC 15), Melf’s acid arrow, 
  resist energy, scorching ray, summon swarm 
   1st (7/day)—enlarge person, expeditious retreat, 
  magic missile, ray of enfeeblement, shield 
   0 (6/day)—acid splash, daze (DC 13), detect 
  magic, 
  detect 
  poison, 
  light, 
  mage 
  hand, 
  open/close, ray of frost, read magic 
  Abilities Str 16, Dex 13, Con –, Int 16, Wis 15, Cha 
  17 
  SQ guarded thoughts, undead traits 
  Feats Combat Casting, Dodge, Improved Initiative, 
  Lightning Reflexes, Spurn Material Components, 
  Spell Focus (transmutation)  
  Skills Bluff +21, Concentration +21 (+25 when casting 
  defensively), Diplomacy +7, Hide +15, Intimidate 
  +23, Listen +20, Sense Motive +20, Spellcraft +21, 
  Spot +20 
  Detect Thoughts (Su) A bone naga can continuously 
  detect the thoughts of those around it. This ability 
  functions like a detect thoughts spell (CL 9th; Will 
  save DC 15), and it is always active. 
   
   
   
  LEON 
  CR 14 
  Male human (Oeridian) fighter 14 
  CE Medium humanoid (human) 
  Init +3; Senses Listen +4, Spot +4 
  Languages Common  
  AC 22, touch 14, flat-footed 18 
   (+3 Dex, +7 armor, +1 deflection, +1 natural) 
  hp 105 (14 HD); DR 5/bludgeoning (exoskeleton) 
  Fort +11, Ref +8, Will +7 
  Speed 20 ft. in exoskeleton (4 squares), base speed 
  30 ft. 
  Melee +2 nine lives stealer greatsword +24/+19/+14 
  (2d6+15/17-20) or 
  Melee mwk poisoned dagger +21  (1d4+6/19-20 plus 
  poison) 
  Ranged mwk poisoned dagger +18  (1d4+6/19-20 
  plus poison) 
  Base Atk +14; Grp +17 
  Atk Options Cleave, Combat Expertise, Combat 
  Reflexes, Die Hard, Power Attack, poison (Large 
  scorpion venom, DC 18 1d6 Str/1d6 Str) 
  Combat Gear 3 doses of large scorpion poison  
  Abilities Str 22, Dex 17, Con 13, Int 15, Wis 10, Cha 
  9 
  Feats Cleave, Combat Expertise, Combat Reflexes, 
  Die Hard, Endurance, Greater Weapon Focus 
  (greatsword), 
  Greater 
  Weapon 
  Specialization 
  (greatsword), 
  Improved 
  Critical, 
  Improved 
  Toughness, Iron Will, Power Attack, Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword) 
  Skills  Diplomacy +9, Intimidate +16, Jump +2, 
  Knowledge(arcana) +7, Knowledge(religion) +5, 
  Knowledge(the planes) +5, Listen +4, Sense 
  Motive +8, Spellcraft +13 , Spot +4 
  Possessions combat gear plus cloak of resistance 
  +1, belt of giant strength +4, exoskeleton*, amulet 
  of natural armor +1, ring of protection +1,  
  * See Appendix 2 
   
  ETTERBRAUN 
  CR 1 
  Male quasit familiar 
  CE Tiny Outsider (chaotic, extraplanar, evil) 
  Init +7; Senses darkvision 60 ft.; Listen +7, Spot +6 
  Languages Abyssal, Common  
  AC 23, touch 15, flat-footed 20 
   (+2 size, +3 Dex, +8 natural);  
  improved evasion 
  hp 20 (9 HD); fast healing 2; DR 5/cold iron or good  
  Immune poison 
  Resist fire 10  
  Fort +3, Ref +6, Will +7 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 34 
  Speed 20 ft. (4 squares), fly 50 ft. (perfect) 
  Melee claw +9/+9 (1d3-1 plus poison) and 
   
  bite +4 (1d4-1) 
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +4; Grp -5 
  Atk Options poison  
  Spell-Like Abilities (CL 6th): 
   5th (1/week)—commune 
   2nd (at will)—invisibility 
   1st (1/day)—cause fear (30-foot radius from the 
  quasit, DC 11) 
   0 (at will) — detect good, detect magic 
  �Already cast 
  Abilities Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 
  10 
  SQ Alternate form, empathic link 
  Feats Improved Initiative, Weapon Finesse  
  Skills Bluff +6, Concentration +13, Diplomacy +6, 
  Disguise +0 (+2 acting), Hide +17, Intimidate +2, 
  Knowledge (arcana) +12, Knowledge (religion) +8, 
  Knowledge (the planes) +8, Listen +7, Move 
  Silently +9, Search +6, Spellcraft +14, Spot +6, 
  Poison (Ex) Injury, Fortitude DC 13, 1d4 Dex/ 2d4 
  Dex. 
  Alternate form (Su) Etterbraun can assume the form 
  of either a bat or a medium monstrous centipede at 
  will as a standard action. 
   
  REPULGHAST 
  CR 4 
  Male human necromancer 4 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Ancient Suel, Common, Draconic,  
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 4 (4 HD) (originally 14) 
  Fort -1 (originally +2), Ref +2, Will +6 
  Speed 30 ft. (6 squares) 
  Melee fist +1 (1d3-1) 
  Base Atk +2; Grp +1 
  Wizard Spells Prepared (CL 4th): 
   None  
  Abilities Str 8, Dex 13, Con 6 (originally 12), Int 16, 
  Wis 14, Cha 10 
  SQ familiar, shared spells 
  Feats AlertnessB, Combat Casting, Greater Spell 
  Focus (necromancy), Spell Focus (necromancy), 
  Scribe ScrollB 
  Skills 
  Concentration 
  +5 
  (+9 
  when 
  casting 
  defensively), Gather Information +3, Knowledge 
  (arcana) +10, Knowledge (religion) +7, Knowledge 
  (the planes) +8, Listen +2 (+4 when familiar within 
  5 ft.), Spellcraft +12, Spot +2 (+4 when familiar 
  within 5 ft.) 
   
  6: INNER SANCTUM 
  MAELANEE 
  CR 11 
  Female half-vampire* cleric 10 
  * see Libris Mortis 106 
  LE Medium humanoid (human) 
  Init +8; Senses Listen +7, Spot +7 
  Languages Common, Draconic  
  AC 25, touch 14, flat-footed 22 
   (+3 Dex, +9 armor, +2 natural, +2 deflection) 
  hp 55 (10 HD); fast healing 1; DR 5/silver or magic 
  Resist cold 5, electricity 5 
  Fort +8, Ref +6, Will +12  
  Speed 20 ft. in +1 glamered mithrall fullplate (4 
  squares), base movement 30 ft.  
  Melee dagger of venom +8/+3 (1d4+1/19-20 + 
  poison) 
  Melee slam +7 (1d6) or 
  Ranged 
  dagger 
  of 
  venom 
  (deathtooth) 
  +11 
  (1d4+1/19-20 + poison)  
  Base Atk +7; Grp +7 
  Special Actions charm gaze, children of the night, 
  spontaneous casting, rebuke undead 3/day (+3, 
  2d6+11, 10th) 
  Combat Gear dagger of venom (deathtooth) 
  Cleric Spells Prepared (CL 10th): 
   5th— greater commandB (DC 23), plane shift (DC 
  20), slay living (DC 22), wall of stone 
   4th— divine power, dominate personB (DC 22), 
  freedom of movement, giant vermin, poison (DC 
  21) 
   3rd— bestow curse (DC 20), blindness/deafness 
  (DC 20), dispel magic, magic circle against good, 
  suggestionB (DC 21) 
   2nd— death knell (DC 19), desecrate, enthrallB 
  (DC 20), hold person (DC 19), silence (DC 17), 
  spiritual weapon (+10/+5, 1d8+5/19-20) 
   1st— commandB (DC 19), divine favor, doom (DC 
  18), obscuring mist, sanctuary (DC 16), shield of 
  faith (+3) 
   0— detect magic, detect poison, guidance, light, 
  mending, resistance 
  D: 
  Domain 
  spell. 
  Deity: 
  Wee 
  Jas. 
  Domains: 
  Dominate*, Magic  
  Abilities Str 10, Dex 16, Con 12, Int 14, Wis 20, Cha 
  12 
  Feats Combat Casting, Improved InitiativeB, Improved 
  Spell 
  Focus 
  (enchantment), 
  Spell 
  Focus 
  (necromancy), 
  Spell 
  Focus 
  (enchantment)B, 
  Domain 
  Focus 
  (domination)*, 
  Spell 
  Focus 
  (necromancy)  
  Skills Bluff +3, Concentration +15 (+19 while casting 
  defensively), Diplomacy +10, Hide +2, Knowledge 
  (arcana) +14, Knowledge (religion) +6, Knowledge 
  (the planes) +6, Listen +7, Move Silently +2, Sense 
  Motive +10, Spellcraft +16, Spot +7 
  Possessions combat gear plus cloak of resistance 
  +1 (blackcloak), ring of protection +2, +1 glamered 
  mithrall fullplate, periapt of wisdom +4 
  Fast Healing (Ex) Maelanee heals 1 point of damage 
  each round as long as she has at least 1 hit point 
  but less than half her normal hit points. As long as 
  she has more than half her normal hit points her 
  fast healing does not function (but other forms of 
  healing still function normally). 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 35 
  Charm Gaze (Su) Maelanee can charm humanoid or 
  monstrous humanoid opponents by looking into 
  their eyes. This is similar to a gaze attack, except 
  that she must use a standard action, and those 
  merely looking at her are not affected. Anyone who 
  she targets must make a successful DC 16 Will 
  save or fall under her influence as if affected by a 
  charm monster spell (CL 10). Any creature that 
  successfully save against her charm cannot be 
  affected by her gaze for 24 hours. The ability has 
  arrange of 30 feet. 
  Children of the Night (Su) Maelanee can command 
  the lesser creatures of the world. Once per day, 
  she can call forth 1d4 rat swarms, 1d3 bat swarms, 
  or a pack of 1d6 wolves as a standard action. 
  These creatures arrive in 2d6 rounds and serve her 
  for up to 1 hour. 
  * see Appendix 2 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 36 
  APL 10 
  7: HEAD MASTER’S OFFICE 
  DRAKE 
  CR 12 
  Male necropolitan necromancer 16 (4 negative levels) 
  CE Medium undead 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common  
  AC 22, touch 14, flat-footed 21 
   (+1 Dex, +6 armor, +2 deflection, +1 insight, +2 
  natural) 
  hp 84 (12 HD) 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Miss 
  Chance 
  20% 
  against 
  creatures 
  without 
  darkvision, blindsight, or other sensory apparatus 
  that does not rely on light 
  Resist +6 turn resistance  
  Fort +4, Ref +6, Will +13 (+15 against control dead) 
  Weakness -4 on all ability checks 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger (deathtooth) +9/+4 (1d4+4/19-20) 
  or 
  Ranged light crossbow +5 (1d8/19-20) 
  Base Atk +8; Grp +12 
  Combat Gear masterwork dagger (deathtooth) 
  Wizard Spells Prepared (CL 12th; +8 melee touch, 
  +5 ranged touch): 
   6th—acid fog, empowered enervation (DC 22), 
  disintegrate (DC 22), globe of invulnerability, 
  greater dispel magic 
   5th—Bigby’s 
  interposing 
  hand, 
  empowered 
  lightning bolt (DC 21), symbol of pain (DC 23), 
  telekinesis (DC 21), waves of fatigue 
   4th—arcane eye, contagion (DC 22), enervation, 
  Evard’s black tentacles (DC 20), fire shield, 
  Otiluke’s resilient sphere (DC 20) 
   3rd—arcane 
  sight, 
  empowered 
  ray 
  of 
  enfeeblement, greater mage armor, lightning bolt 
  (DC 19), magic circle against good, ray of 
  exhaustion (DC 21), vampiric touch  
   2nd—detect thoughts (DC 20), command undead 
  (DC 20), false life, levitate, see invisibility, 
  spectral hand, web (DC 18) 
   1st—expeditious retreat, cause fear, comprehend 
  languages, 
  magic 
  missile 
  x2, 
  ray 
  of 
  enfeeblement, shield 
   0—arcane mark, detect magic, mending, read 
  magic, touch of fatigue (melee touch +8, DC 18) 
  Abilities Str 18, Dex 12, Con –, Int 23, Wis 16, Cha 2 
  SQ undead traits, unnatural resilience 
  Feats Brew PotionB, Craft Wondrous ItemB, Empower 
  SpellB, Greater Spell Focus (necromancy), Iron 
  Will, Lightning Reflexes, Mobile Spellcasting*, 
  Scribe ScrollB, Skill Focus (concentration), Steady 
  Concentration, Spell Focus (necromancy) 
  Skills Concentration +14, Craft (alchemy) +12, 
  Knowledge (arcana) +21, Knowledge (history) +13, 
  Knowledge (religion) +11, Knowledge (the planes) 
  +21, Listen -1, Spellcraft +23, Spot -1 
  Possessions combat gear plus amulet of natural 
  armor +2, headband of intellect +6, dusty rose ioun 
  stone, cloak of resistance (blackcloak) +2, shadow 
  veil* 
  Unnatural 
  Resilience 
  (Ex) 
  Necropolitans 
  automatically heal hit point damage and ability 
  damage at the same rate as a living creature. The 
  Heal skill has no effect on necropolitans; however, 
  negative energy (such as an inflict spell) heals 
  them. 
  * see Appendix 2 
   
   
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 37 
  APL 12 
  7 : HEAD MASTER’S OFFICE 
  DRAKE 
  CR 14 
  Male necropolitan necromancer 16 (2 negative levels) 
  CE Medium undead 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 22, touch 14, flat-footed 21 
   (+1 Dex, +6 armor, +2 deflection, +1 insight, +2 
  natural) 
  hp 94 (14 HD) 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Miss 
  Chance 
  20% 
  against 
  creatures 
  without 
  darkvision, blindsight, or other sensory apparatus 
  that does not rely on light 
  Resist +6 turn resistance  
  Fort +6, Ref +8, Will +15 (+17 against control dead) 
  Weakness -2 on all ability checksSpeed 30 ft. (6 
  squares) 
  Melee mwk dagger (deathtooth) +11/+6 (1d4+4/19-
  20) or 
  Ranged light crossbow +7 (1d8/19-20) 
  Base Atk +8; Grp +12 
  Combat Gear masterwork dagger (deathtooth) 
  Wizard Spells Prepared (CL 14th; +10 melee touch, 
  +7 ranged touch): 
   7th— avasculate (DC 25), spell turning 
   6th— acid fog, empowered enervation (DC 22), 
  create undead, disintegrate (DC 22), globe of 
  invulnerability, greater dispel magic 
   5th—Bigby’s 
  interposing 
  hand, 
  empowered 
  lightning bolt (DC 21), symbol of pain (DC 23), 
  telekinesis (DC 21), waves of fatigue 
   4th— arcane eye, contagion (DC 22), enervation, 
  Evard’s black tentacles (DC 20), fire shield, 
  Otiluke’s resilient sphere (DC 20) 
   3rd— 
  arcane 
  sight, 
  empowered 
  ray 
  of 
  enfeeblement, greater mage armor, lightning bolt 
  (DC 19), magic circle against good, ray of 
  exhaustion (DC 21), vampiric touch  
   2nd— detect thoughts (DC 20), command undead 
  (DC 20), false life, levitate, see invisibility, 
  spectral hand, web (DC 18) 
   1st— expeditious retreat, cause fear, comprehend 
  languages, 
  magic 
  missile 
  x 
  2, 
  ray 
  of 
  enfeeblement, shield 
   0— arcane mark, detect magic, mending, read 
  magic, touch of fatigue (DC 18) 
  Abilities Str 18, Dex 12, Con –, Int 23, Wis 16, Cha 2 
  SQ undead traits, unnatural resilience 
  Feats Brew PotionB, Craft Wondrous ItemB, Empower 
  SpellB, Greater Spell Focus (necromancy), Iron 
  Will, Lightning Reflexes, Mobile Spellcasting*, 
  Scribe ScrollB, Skill Focus (concentration), Steady 
  Concentration, Spell Focus (necromancy) 
  Skills Concentration +16, Craft (alchemy) +14, 
  Knowledge (arcana) +23, Knowledge (history) +15, 
  Knowledge (religion) +13, Knowledge (the planes) 
  +23, Listen +1, Spellcraft +25, Spot +1 
  Possessions combat gear plus amulet of natural 
  armor +2, headband of intellect +6, dusty rose ioun 
  stone, cloak of resistance (blackcloak) +2, shadow 
  veil* 
  Unnatural 
  Resilience 
  (Ex) 
  Necropolitans 
  automatically heal hit point damage and ability 
  damage at the same rate as a living creature. The 
  Heal skill has no effect on necropolitans; however, 
  negative energy (such as an inflict spell) heals 
  them. 
  *see Appendix 2 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  APL 14 − 16 
  7: HEAD MASTER’S OFFICE 
  DRAKE 
  CR 16 
  Male necropolitan necromancer 16 
  CE Medium undead 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 22, touch 14, flat-footed 21 
   (+1 Dex, +6 armor, +2 deflection, +1 insight, +2 
  natural) 
  hp 104 (16 HD);  
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Miss 
  Chance 
  20% 
  against 
  creatures 
  without 
  darkvision, blindsight, or other sensory apparatus 
  that does not rely on light 
  Resist +6 turn resistance  
  Fort +8, Ref +10, Will +17 (+19 against control dead) 
  Speed 30 ft. (6 squares) 
  Melee mwk dagger (deathtooth) +13 (1d4+4/19-20) or 
  Ranged light crossbow +9 (1d8/19-20) 
  Base Atk +8; Grp +12 
  Combat Gear masterwork dagger (deathtooth) 
  Wizard Spells Prepared (CL 16th; +12, melee touch, 
  +9 ranged touch): 
   8th— prismatic wall (DC 24), horrid wilting (DC 26) 
   7th— avasculate (DC 25), finger of death (DC 25), 
  spell turning 
   6th— acid fog, empowered enervation (DC 22), 
  create undead, disintegrate (DC 22), globe of 
  invulnerability, greater dispel magic 
   5th— 
  baleful 
  polymorph 
  (DC 
  21), 
  Bigby’s 
  interposing hand, empowered lightning bolt (DC 
  21), symbol of pain (DC 23), telekinesis (DC 21), 
  waves of fatigue 
   4th— arcane eye, contagion (, DC 22), enervation 
  (ranged touch +9), Evard’s black tentacles (DC 
  20), fire shield, Otiluke’s resilient sphere (DC 20) 
   3rd— 
  arcane 
  sight, 
  empowered 
  ray 
  of 
  enfeeblement, greater mage armor, lightning bolt 
  (DC 19), magic circle against good, ray of 
  exhaustion (DC 21), vampiric touch  
   2nd— detect thoughts (DC 18), command undead 
  (DC 20), false life, levitate, see invisibility, 
  spectral hand, web (DC 18) 
   1st— expeditious retreat, cause fear, comprehend 
  languages, 
  magic 
  missile 
  x 
  2, 
  ray 
  of 
  enfeeblement, shield 
   0— arcane mark, detect magic, mending, read 
  magic, touch of fatigue (DC 18) 
  Abilities Str 18, Dex 12, Con –, Int 23, Wis 16, Cha 2 
  SQ undead traits, unnatural resilience 
  Feats Brew PotionB, Craft Wondrous ItemB, Empower 
  SpellB, Greater Spell Focus (necromancy), Iron 
  Will, Lightning Reflexes, Mobile Spellcasting*, 
  Scribe ScrollB, Skill Focus (concentration), Steady 
  Concentration, Spell Focus (necromancy) 
  Skills Concentration +18, Craft (Alchemy) +16, 
  Knowledge (arcana) +25, Knowledge (history) +17, 
  Knowledge (religion) +15, Knowledge (the planes) 
  +25, Listen +3, Spellcraft +27, Spot +3 
  Possessions combat gear plus amulet of natural 
  armor +2, headband of intellect +6, dusty rose ioun 
  stone, cloak of resistance (blackcloak) +2, shadow 
  veil* 
  Unnatural 
  Resilience 
  (Ex) 
  Necropolitans 
  automatically heal hit point damage and ability 
  damage at the same rate as a living creature. The 
  Heal skill has no effect on necropolitans; however, 
  negative energy (such as an inflict spell) heals 
  them. 
  *see Appendix 2 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level) you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  immediately. 
   
  Special: A fighter may select Improved Toughness 
  as one of his bonus feats. 
   
  Source: Complete Warrior, page 101 
   
  Improved Turn Resistance [Monstrous] 
  You have a better than normal chance to resist turning. 
   
  Prerequisite: Undead type 
   
  Benefit: You are less easily affected by cleric or 
  paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the PHB). When resolving a 
  return, rebuke, command, or bolster attempt, add +4 to 
  your character level (monster Hit Dice plus class levels) 
  to determine your Hit Dice for turn, rebuke, command, 
  and bolster attempts. 
   
  Source: Libris Mortis, page 27 
   
  Mobile Spellcasting 
  Your focused concentration allows you to move while 
  casting a spell 
   
  Prerequisite: Concentration 8 ranks 
   
  Benefit: You can make a special Concentration 
  check (DC 20+ spelllevel) when casting a spell. If the 
  check succeeds, you can cast the spell and move up to 
  your speed as a single standard action. (You can’t use this 
  ability to cast a spell that takes longer than 1 standard 
  action to cast.) If the check fails, you lose the spell and 
  fail to cast it, just as if you failed a Concentration check to 
  cast the spell defensively. 
   
  You still provoke attacks of opportunity for casting 
  spells from any creatures who threaten you at any point 
  of your movement. You can cast defensively while using 
  this feat, but doing so increases the Concentration DC to 
  25 + spell level. 
   
  Source: Complete Adventurer, page 111 
   
  Practiced Spellcaster 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen spellcasting 
  class increases by +4. This can’t increase your caster level 
  beyond your HD. However, even if you can’t benefit 
  from the full bonus immediately, if you later gain 
  noncaster-level HD you may be able to apply the rest of 
  the bonus. 
   
  For example, a human 5th-level cleric/3rd-level 
  fighter who selects this feat would increase his caster 
  level from 5th to to 8th (since he has 8 HD). If he later 
  gained a fighter level, he would gain the remainder of the 
  bonus and his cleric caster level would become 9th (since 
  he now has 9 HD). 
   
  This does not affect your spells per day or spells 
  known. It only increases your caster level, which would 
  help you penetrate SR and increase the duration and 
  other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a different 
  spellcasting class. For instance, a 4th-level cleric/5th-level 
  wizard who has selected this feat twice would cast cleric 
  spells as an 8th-level caster and wizard spells as a 9th-level 
  caster 
   
  Source: Complete Arcane, page 82 
   
  Steady Concentration [General] 
  You are an expert at avoiding distractions and focusing 
  your mind, and you can concentrate clearly even in the 
  most stressful conditions. 
   
  Prerequisite: Concentration 8 ranks 
   
  Benefit: You can always take 10 on Concentration 
  checks, even when conditions would not normally allow 
  you to do so. 
   
  Source: Races of Stone, page 144 
   
  MAGIC ITEMS 
  Exoskeleton 
  This armor is prepared from an undead skeleton. The 
  armor essentially covers your upper body with a rib 
  structure, providing protection equal to that of a +2 
  breastplate 
  and 
  granting 
  damage 
  reduction 
  5/bludgeoning. 
   
  Faint necromancy; CL 5th; Craft Magic Arms and 
  Armor; Knowledge (religion) 5 ranks; animate dead; Price 
  49,500 gp; Wight 30 lb. 
   
  Source: Libris Mortis, page 76 
   
  Shadow Veil 
  A shadow veil appears as an indistinct, enveloping 
  covering. A shadow veil precludes wearing any other 
  kind of armor. A shadow veil grants a +2 deflection 
  bonus. Someone wearing a shadow veil is hard to 
  distinguish in shadow, and is treated as having 
  concealment (20% miss chance) against creatures without 
  darkvision, blind sight, or other sensory apparatus that 
  does not rely on light. 
   
  Strong necromancy; CL 12th; Craft Magic Arms and 
  Armor, Knowledge(religion) 5 ranks, create undead; Price 
  10,000 gp; weight –.  
   
  Source: Libris Mortis, page 76 
   
  SPELLS 
  Avasculate 
  Necromancy [Death,Evil] 
  Level: Deathbound 7, sorcerer/wizard 7 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 40 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving throw: Fortitude partial 
  Spell resistance: Yes 
   
  You shoot a black ray of necromantic energy from your 
  outstretched hand, causing your foe to violently purge blood or 
  other vital fluids through his skin. 
   
  You must succeed on a ranged touch attack with the ray 
  to strike a target. If the attavk succeeds, the subject is 
  reduced to half it’s current hit points (rounded down) 
  and stunned for 1 round. On a successful Fortitude 
  saving throw, the subject is not stunned. 
   
  Source: Libris Mortis 62 
   
  Mage Armor, Greater 
  Conjuration(Creation)[Force] 
  Level: Sorcerer/wizard 3 
  Components: V,S 
   
  An invisible sheen of armor-shaped force surrounds you. 
   
  This spell functions like mage armor (PH 249), except that 
  it requires no material component and its tangible field 
  of force provides a +6 bonus to Armor Class. 
   
  Source: Spell Compendium, page 136 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 41 
  APPENDIX 3: SKULL CITY 
   
  A – Bone Portal (City Gate) 
  B – Graveyards 
  C – Ruins (Nagas) 
  D – The Black Market 
  E – Dead Pool (communal pool of mindless undead) 
  F – Bleak Academy 
  G – Hill of the Tomb 
  H – House of Arms (city guards) 
  I – Temple of Wee-Jas 
  K – Bathhouse 
  L – ‘Ghoul Town’ 
  M – Repulghast’s home 
  N – Abandoned Temple of Nerull (ruins) 
  O – Temple of Vecna 
  P – Meat House 
  S – Beven’s Stables 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 42 
  �Skull City (town): Magical; AL NE; 3,000 gp limit; 
  Assets 120,000 gp; Population 2,700; Mixed (human 
  560, undead 120, half-elf 10, half-orc 3, mindless 
  undead 2,000). 
  Authority 
  Figures: 
  Drake, 
  male 
  necropolitan 
  necromancer 16, CE. 
  Important Characters: Instructor Ngise, male human 
  (Oeridian) necromancer 12, Commander of the guards 
  Leon, male human (Oeridian) fighter 14, Mistress 
  Maelanee, female half-vampire human (Suel) cleric 10 
  of Wee-Jas, Lygia Farrell, cleric 3 of Vecna/sorcerer 4/ 
  mystic theurge 10 
   
  Skull City is a sprawling town, despite its isolation and 
  the occasional conflicts with adventuring raiders 
  seeking to destroy the evil – the last of which 
  happened ten years ago.  
   
  The town is build around a hill, which holds the 
  tomb of Acererak, an evil demilich who was defeated 
  years ago, but still has tremendous influence. Some of 
  the inhabitants worship him like a god – they refer to 
  him as Acererak the Devourer. The holy symbol of his 
  would-be clerics is a gaping demon’s face. 
   
  Most sentient beings in the city are humanoids – 
  mostly humans, though there are a few half-bloods, 
  orcs, and goblinoids. Elves, halflings, gnomes, and 
  dwarves are almost nonexistent here. Among the 
  inhabitants are also a number of intelligent undead, 
  and even a few evil outsiders – besides the fiends that 
  are apparently still bound to guard Acererak’s tomb. 
   
  There are also hundreds of mindless undead – 
  skeletons and zombies – which are used for all kinds of 
  tasks. People who desire an undead slave for whatever 
  means, can collect them form the Dead Pool, an area in 
  the town where the mindless undead created by the 
  Academy wizards are gathered, awaiting orders from 
  whoever is to collect them. 
   
  Finally, there is a share of prisoners in town. These 
  used to be held at the Academy, but are now held at the 
  Meat House. Anyone with the proper documentation – 
  chips that are given out by the Academy board 
  members – can collect a prisoner should he need a live 
  victim for experimentation. Most of these victims 
  nowadays come form the war, but the Academy is not 
  picky – some captives are people abducted from their 
  homes, some are lizard folk, and a few are even 
  bullywugs dumb enough to wander too close to the 
  city grounds. 
   
  Only the members of the board are allowed to 
  teleport or fly into town – they are specifically excluded 
  from a number of wards set up in the city. Everyone 
  else – no matter his rank or ability – is to use the gates. 
  The guardians of the city are instantly on anyone who 
  stupidly denies these laws. 
   
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
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  PLAYER HANDOUT I 
   
  The Bleak Academy is a school for – mostly evil – necromancers.  
   
  Skull City harbors many others – opportunists, criminals or shady merchants, but the city is ruled from the 
  Academy. 
   
  It is located near the Tomb of Horrors, deep in the Vast Swamp.  
   
  The Academy is ruled by the headmaster, who is appointed by a board of high-ranking necromancers. 
   
  The headmaster has vast power. Only the board can reel him in, but internal conflict often means that the head 
  master has free reign. 
   
  The current head master is Drake. He is a cold hearted man, who experiments in the bizarre. He is feared and 
  despised by many. 
   
  Drake came into power when the former headmistress, Ferranir, disappeared. She was apparently killed by a 
  group of adventurers who sought the tomb.  
   
  There are five members in the board. The names of the members are Leon, Lygia, Nessefir, Ngise, and Maelanee. 
   
  Leon is well known as he is the man in charge of Academy security. He is an older warrior. 
   
  Lygia is the Academy librarian. She is introvert and not much is known of her. 
   
  Ngise is an instructor who has been with the Academy from the beginning. He is eccentric, but apparently 
  popular among students. 
   
  Nessefir is a man who doesn’t appear much on Academy grounds. There is nothing known about him. 
    
  Maelanee has the reputation of a flighty girl that gives in to debauchery. She is former headmistress Ferranir’s 
  adopted daughter. 
   
  The city has many defenses. Undead, vipers, fiends, and magic wards. There are many evil outsiders that are part 
  of the old tomb’s defenses, and they also watch the city. They can spot invisible creatures and attack on sight. 
   
  Teleporting or flying into the city is likely to draw attention of the guardians. Many of these are evil fiends. The 
  ethereal plane is likewise watched by fiends. The supply seems endless. 
   
  Teleporting into the Academy is very dangerous. 
   
  The city is surrounded by a wall, which is infested with monstrous vipers. 
   
  The only route into the city is the gate, but it is also guarded. The only way in is with a password, which changes 
  every day. 
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 44 
  PLAYER HANDOUT II 
   
   
   
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 45 
  PLAYER HANDOUT III 
   
   
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 46 
  PLAYER HANDOUT IV 
   
   
   
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 47 
  PLAYER MAP: SUNNDI 
   
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 48 
  PLAYER MAP: BLEAK ACADEMY 
   
   
   
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 49 
  DM MAP: THE BLEAK ACADEMY 
   
  PETITIONERS 
   
   
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 50 
  COLLEGE AND INNER SANCTUM 
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 51 
   
  HEAD MASTER’S OFFICE 
   
   
  
  COR7-01 Wrath of the Tomb of Horrors 
   
  Page 52 
   LEGEND 
  1. 
  Stairs 
  2. 
  Entrance Hall 
  3. 
  Petitioner Test 
  4. 
  Student Garderobes and Janitor’s Office 
  5. 
  Reading Room 1 
  6. 
  Reading Room 2 
  7. 
  Student administration 
  8. 
  Great Hall 
  9. 
  Petitioner classroom A 
  10. Petitioner classroom B 
  11. Practical Laboratories A 
  12. Practical Laboratories B 
  13. Classroom: Biology 
  14. Classroom: Primary Necromancy 
  15. Classroom: Anatomy 
  16. Classroom: Social Studies  
  17. Academy library 
  18. Guards Office 
  19. Dean’s Office 
  20. College Entrance 
  21. College Hall 
  22. Auditorium 
  23. Reece’s Office 
  24. Crafts Workshop 
  25. Storage and Facilities 
  26. Practical Evocation, Conjuration, and Transmutation 
  27. Practical Necromancy 
  28. Lecture Room 
  29. Poison Cabinets 
  30. Examination Room  
  31. Entrance to the Inner Sanctum 
  32. Shouting Corridor 
  33. Inner Sanctum 
  34. Maelanee’s Room 
  35. Board Room 
  36. True Board Room 
  37. Old Trapped Corridor 
  38. To the Tomb 
  39. The Tomb of Horrors 
  40. Tiled Corridor 
  41. Corridor 
  42. Head Master’s Office 
  43. Corridor 
  44. Drake’s Private Quarters 
   
   
  
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