AREA 6-2C – THE HAUNTED LABYRINTH
This maze is haunted by the ghost of a long-dead wizard. Decades ago, the wizard mounted an assault against the Upper Temple on Level 4. His attempt failed and he was forced to flee down through the Wight Catacombs on Level 5. The Acolytes of Orcus finally caught up with him in this labyrinth and he met his doom at their hands.
Years of undeath have twisted this tortured soul into a mad, malevolent spirit. He attacks anyone who enters the labyrinth, howling imprecations against “the foul worshippers of the demon god”.
The only way to grant the wizard’s spirit its final respite is to first destroy and consecrate the Upper Temple on Level 4. If the wizard’s body is then carried to the Upper Temple , showing him that his life’s final task has been completed, the body will crumble to dust and the wizard’s spirit will pass from this world into the next. (Grant each PC a 1,000 xp story award if this occurs.)
POINT A (THE WIZARD’S CORPSE): The wizard’s corpse – a dry and rotted husk – lies at this point. A search of the body will reveal a +3 ring of protection, three pearls of power (1st, 2nd, and 3rd level), a pale lavender ioun stone (8 spell levels have been absorbed), a masterwork dagger, and the wizard’s spellbook.
ERIANDOR THE GHOST (5th Level Evoker): CR 7; Medium undead (Incorporeal); HD 5d12+5; 40 hp; Initiative +1; Fly 30 ft. (perfect).; AC 16 (+1 Dex, +5 deflection); Base Attack +2, Grapple +2; Atk +3 touch (1d6 and 1d4 ability, corrupting and draining touch); Space/Reach 5 ft./5 ft.; SA corrupting touch, draining touch, malevolence, manifestation, spells; SQ rejuvenation, turn resistance +4; SV Fort +2, Ref +2, Will +6; Str 10, Dex 13, Con –, Int 19, Wis 14, Cha 20
Skills: Concentration +8, Decipher Script +12, Gather Information +8, Hide +10, Knowledge (arcana) +12, Knowledge (history) +8, Listen +14, Search +12, Spellcraft +12, Spot +14, Survival +6
Feats: Eschew material, greater spell focus (evocation), scribe scroll, silent spell, spell focus (evocation)
Arcane Spells Prepared
0th level – dancing lights (x2), detect magic, flare, ray of frost
1st level – magic missile (x2), true strike (x2)
2nd level – darkness, scorching ray (x2), see invisibility
3rd level – arcane sight, fireball (x2)
ERIANDOR’S SPELLBOOK: Contains all 1st and 2nd level evocation and divination spells from the PHB. It also contains arcane sight, daylight, fireball, fire shield, and ice storm.