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    W h a

    t Y o u W i s h F o r

    IntroductionWhat You Wish For is an adventure designed for five 11th-

    level player characters (PCs), and is part of theD&D Delve

    Nightkit. Please review the instructions for use of the D&D

    Delve Nightkit before using this adventure. The adventureuses tiles from theDT7 Fane of the Forgotten Gods tile set.

    The adventure takes place in the Shadowfell; an ambi-

    tious demon faithful to Orcus has taken over the ruins of a

    giantish shrine and is taking advantage of the local popu-lations desperation to return their loved ones to life.

    Once the players are ready to begin play, read:

    Youve been contacted by a distraught shadar-kai woman

    who implores you to rescue her husband from his own

    folly. Her name is Sheh-asha and her husband Melnothcould not accept the death of his dear daughter. Rebelling

    against the normal stoic faith in the Raven Queen, he was

    tempted by the promises of a new, shady priest of the Dark

    Lady. He disappeared into the Shadowfell with the priestand his daughters body. His wife has hired you to bring

    him home before he does something he will regret always.

    SetupThe PCs have been approached by a griev-

    ing shadar-kai mother named Sheh-asha.Her husband Melnoth could not place

    his faith in the Raven Queen when their

    daughter died and came under the sway ofa new priest in the area. This new priest of

    the Raven Queen claimed that not every-

    one who died was the Queens will, that

    some of the dead were meantto be returnedto life. Melnoth was more than willing to

    grasp as whatever thin hope offered and he

    took his daughters body and went deep into

    the Shadowfell with the priest to perform aritual of resurrection.

    Meln nd e pe wen

    n e n de gn

    elemen n e sdwell.

    tee pped be nncen ne pwe

    de ee, nd se-

    beleve wee ey

    wn pem e l. se

    cn pvde g decn

    ge sdwell well

    g e n.

    se- vey pc

    e pe, belevng e

    eec n mpe, mc

    w e d b e rven Qeen le n

    e ce dn epeclly encgng

    eecn nd clm w ey .

    oe wnlk gee, g mny y

    ey ve ed e w e pe elped

    end end end bng cld,

    pe pen bck m e gve.

    in ely, e pe clly clec oc

    nd wkng n mb mml wpn eng p ece cl e

    Demn Pnce unde, png wn e-

    beed pn n . ulmely, e mml

    pe cve wn dmn n e sd-

    well: Dmn Ded.

    se- lle mney, b e e PC

    potion o vitality eeve e bnd, w

    pn ey cn ge e bm e my-

    e pe.

    Adjusting the Encounters

    Wh ile this adventure is designed to be played with5 11th-level characters, you can make some simpleadjustments to the adventure to account for 4 or 6

    11th-level characters. Simply remove or add a foe of

    the same level as the encounter that is listed in that

    encounters setup.

    What You Wish For

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    E n c o u n t e r L e v e l 1 1 ( 3 0 0 0 X P )

    Setup2 malicious ghosts (M) (level 13 lurker)

    1 Shadowfell spirit devourer (D) (level 12 elite soldier)

    The shrine Melnoth went to lies deep in the Shadowfell,

    amid the crumbling ruins of an ancient death giant city.

    Traveling through the rubble, the PCs are noticed by a pair

    of spiteful ghosts that haunt a powerful spirit devourer.As the adventurers enter the area, read:

    The ruins of the ancient giant city lie broken and eerily silentaround you, the tips of shattered spires and plinths almost lost

    in the inky darkness. As you pass beneath a statue that glows

    faintly with residual spiritual energy, rubble scattered around

    it, you think you catch a glimpse of a hulk form in the shadows.

    Arcana (DC 15): te glw m e e e-

    de m e l enegy lwed g e cy

    dng eydy. i mle nw, b ee n

    lw wd e decn e PC e velng.

    Perception (DC 21): te PC ee e p deve

    g e wn n.

    Perception (DC 28): te PC cc glmpe e

    mlc g pe n e belk de.

    Religiion (DC 25): te cce nce e

    ly ymbl e be e e ve ll been

    ced nd deced. te ly ymbl oc

    been cdely bn n e ne.

    Features of the Area Illumination:The Shadowfel l is dimly l it, but t he

    statues provides just enough light for normal illuminationin a 6-square radius.

    Terrain Feature: The broken bits of rubbles surround-

    ing the statues can be used as cover and cost 1 additionalsquare of movement to climb over.

    Tactics

    When the PCs reach the satues, the malicious ghosts dartout a piercing wail, attacking with their inky breath. This

    attracts the attention of the spirit devourer, who lingers at

    the edge of the light at first, attacking with trap spirit.

    Ending the EncounterThe encounter ends when the ghosts are destroyed. The spirit

    devourer will attempt to flee if seems likely to be destroyed.

    TreasureNone of the monsters carry anything of value.

    Malicious Ghost (M) Level 13 Lurkersmll dw mnd (nded) XP 800

    Initiative +14 Senses Pecepn +13; dkvnHP 72; Bloodied 36

    AC 27; Fortitude 23, Refex25,Will 26; (+2 ll deene winexorable creep)Immune dee, pn; Resist nbnlSpeed y 6 (ve); pngm Spirit Touch (ndd; -wll) Necrotic

    +16 (+18 w inexorable creep) v. reex; 2d8 + 4 necc dmge.R Piercing Malice (ndd; -wll)Psychic

    rnged 5; +16 (+18 w inexorable creep) v. Wll; 2d8 + 4pycc dmge, nd e ge lwed (ve end).

    C Inky Breath (ndd; ecge )Necrotic Cle bl 5; +15 (+17 w inexorable creep) v. Fde; 2d8

    + 4 necc dmge, nd e ge ke ngng 10 neccdmge nd mmblzed (ve end b).

    Inexorable Creep

    Wen mlc g e png mve g

    bcle, gn +2 bn ck ll nd ll deene,nd del 1d6 ex dmge n melee ck nd ngedck nl e nex n.

    Skills sel +18

    Str14 (+8) Dex24 (+13) Wis 14 (+8)

    Con 19 (+10) Int 10 (+6) Cha 25 (+13)

    Shadowfell Spirit Devourer (D) Level 12 Elite SoldierLge dw mnd (nded) XP 1,400

    Initiative +8 Senses Pecepn +10; dkvnHP 224; Bloodied 112

    AC 28; Fortitude 26, Refex22,Will 27; ee lspirit wardImmune dee, pn; Resist 15 necc;Vulnerable 5 d-

    n (weneve e deve ke dn dmge, pped

    enemy ge vng w ecpe)Saving Throws +2; Speed 6;Action Points 1mClaw (ndd; -wll)

    rec 2; +18 v. aC; 2d6 + 5 dmge.RTrap Spirit (ndd; -wll)Necrotic

    rnged 5; ge lvng mnd; +16 v. Fde; 1d8 +7 necc dmge, nd e ge pped (ve end). tepped cee emved m ply nd cn ke n cn.i cceed n vng w, ecpe nd ppe n nnccped pce cce djcen e p deve. apped cee ecpe mclly wen e p deve deyed. only ne cee cn be pped me.

    CSpirit Rupture (ndd, ble nly e e p deve edevour spirit nd nly n e me n; -wll) Fear, Necrotic

    Cle b 1; +16 v. Wll; 2d8 + 7 necc dmge, nd ege mmblzed nl e end e p deve nexn. Miss: hl dmge, nd e ge n mmblzed.

    Devour Spirit (mn; -wll)Healing, Necrotic

    te p deve del 10 necc dmge cee pped (ee trap spirit). te p deve ee egn 10 pn espirit rupture. a cee klled by pwe cnbe ened le w re Ded l.

    Spirit Ward

    te p deve gn +2 bn ll deene wle cee pped (ee trap spirit).

    Skills sel +11

    Str20 (+10) Dex12 (+6) Wis 11 (+5)

    Con 16 (+8) Int 16 (+8) Cha 24 (+12)

    W h a

    t Y o u W i s h F o r

    EncountEr 1: on thE WaY to thE ruins

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    W h a

    t Y o u W i s h F o r

    E n c o u n t e r L e v e l 1 2 ( 3 4 0 0 X P )

    Setup2 vrocks (V) (level 13 skirmishers)

    3 mezzodemons (M) (level 11 soldiers)

    Several demons stand guard around the entrance to theShadoowfell shrine. Posted outside and resentful of the

    undead clustered inside, the vrocks pay little attention to

    their surroundings while the mezzodemons maintain at

    least a modicum of discipline.As the adventurers enter the area, read:

    Tall and wide enough to

    accommodate the most powerful

    death giants, the archway at the

    entrance to the shrine would once

    have been quite impressive. Now, afilthy, vulture-headed demon-beast

    perches atop both of the crumbling

    remnants, snapping at each otherover scraps of some carcass. Below

    them, a trio of insect-like creatures

    wielding wicked tridents gaze into

    the darkness.Massive bonfires have been

    built at the base of each leg of

    the broken arch. The heat singesthe vulture-demons feather and

    a revolting stench fills the still

    air. Beyond the fires, a hallwayextends into the darkness.

    Perception (DC 25): te

    cce nce e

    gd e clely n ne-

    eed n e de nd

    ld be ey pe

    w gd pln.

    Features

    of the Area Illumination:The huge fires

    at the base of the arch keeps the

    entire area brightly lit.

    Terrain Feature: The mezzode-mons have cleared away all major

    debris and rubble from in front of

    the shrine, though stealthy charac-

    ters should rush from the ruinedbuildings on the sides.

    TacticsWhen the PCs attack, the mezzodemons move forward to

    meet them, using skewering tines to pin targets far enough

    apart from each other that the vrocks can repeatedly usetheirf lyby attack to whittle down the strongest foes.

    The mezzodemons only fall back if any character

    attempts to enter the shrine.

    EncountEr 2: shrinE EntrancE

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    Ending the EncounterThe encounter ends when the mezzodemons have beenkilled or rendered unconscious. The vrocks will attempt

    to flee into the shrine if they are the only enemies left and

    it looks like they will be defeated. If captured, the mez-

    zodemons will reveal nothing about what to expect inthe shrine, but the vrocks can be interrogated if properly

    intimidated or promised their freedom.

    The hallway extends straight into the shrine, but it isquite long and the Shadowfell dampens sounds in the area,

    so it is unlikely that the combat would be heard by anyone

    inside unless anyone fought within the hallway itself.

    TreasureThe vrocks were squabbling over worthless scraps, butthe amid the mezzodemons supplies (piled next to the

    entrance) the PCs find avicious +3 magic weapon (the exact

    form is determined by the player who received the item).

    Mezzodemon (M) Level 11 SoldierLge elemenl mnd (demn) XP 600Initiative +9 Senses Pecepn +13; dkvnHP 113; Bloodied 56

    AC 27; Fortitude 25, Refex22,Will 23Resist 20 pn, 10 vble (2/encne; ee gly)Speed 6mTrident (ndd; -wll) Weapon

    reqe den; ec 2; +18 v. aC; 1d8 + 5 dmge.MSkewering Tines (ndd; -wll)Weapon rec 2; +18 v. aC; 1d8 + 5 dmge, ngng 5

    dmge nd e ge ened (ve end b).Wle e ge ened, e mez zdemn cnmke den ck.

    CPoison Breath (ndd; ecge )PoisonCle bl 3; ge eneme; +16 v. Fde; 2d6 + 3pn dmge, nd ngng 5 pn dmge (ve end).

    Alignment Cc evl Languages abyl

    Skills inmde +11

    Str20 (+10) Dex15 (+7) Wis 16 (+8)

    Con 17 (+8) Int 10 (+5) Cha 13 (+6)

    Equipment den

    Vrock (V) Level 13 SkirmisherLge elemenl mnd (demn) XP 800

    Initiative +12 Senses Pecepn +13; dkvnHP 132; Bloodied 66; ee lspores o madness

    AC 27; Fortitude 25, Refex23,Will 23

    Resist 10 vble (2/encne; ee gly)Speed 6, y 8; ee lyby attackmClaw (ndd; -wll)

    rec 2; +18 v. aC; 2d8 + 6 dmge.MFlyby Attack(ndd; -wll)

    te vck e p 8 qe nd mke ne clw ck ny pn dng mvemen. te vck den pvkeppny ck wen mvng wy m e ge e ck.

    CStunning Screech (ndd; ecge )Cle b 3; deened cee e mmne; +17

    v. Fde; e ge nned nl e end evck nex n.

    CSpores o Madness (ee, wen blded; encne)Poison Cle b 2; demn e mmne; +16 v. Wll; 1d10 + 4pn dmge, nd e ge dzed (ve end).

    Alignment Cc evl Languages abyl

    Skills Bl +15, ing +13

    Str23 (+12) Dex19 (+10) Wis 15 (+8)

    Con 20 (+11) Int 12 (+7) Cha 19 (+10)

    W h a

    t Y o u W i s h F o r

    SaMWood

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    W h a

    t Y o u W i s h F o r

    E n c o u n t e r L e v e l 1 3 ( 4 0 0 0 X P )

    Setup1 deathpriest of Orcus (D) (level 9 controller)

    3 skeletal tomb guardians (marilith skeletons) (S)(level 10 brutes)

    1 firelasher (F) (level 11 skirmisher)

    1 corrupted offspring (O) (level 12 skirmisher)1 vrock (V) (level 13 skirmisher)

    1 shadar-kai father(M) (Melnoth) (NPC)

    This crescent room curves to both the right and left fromthe entrance hallway. The skeleton guardians stand against

    the wall, waiting to be ordered into action. A priest of Orcus

    masquerading as a devotee of the Raven Queen is presenting

    Melnoth with his newly (un)risen daughter to the right. Tothe left, a vrock lounges, toying with a fireflasher.

    As the adventurers enter the area, read:

    The hallway opens into a crescent-shaped room. As the room

    curves to the right, you can see a human priest in the dark

    robes of the Raven Queens clergy speaking with a shadar-kaiman who is tightly clutching a disheveled little shadar-kai

    girl to his chest. To the left a vrock with bits of charcoal

    braided into its feathers tosses bones into a small fire. Along

    the far wall are three massive six-armed skeletons whosewaists trail into tails curled up like some dead snake.

    Arcana (DC 20): te kelen ppe be n-

    med ml cpe.Perception (DC 15): te e e vck ng

    bne n clly nmed nd lve.

    Perception (DC 25): smeng wrongw e

    yng gl. tee pedy gln n e eye nd e

    clce l-cveed, z-p ccl dgge

    e pe nded e wle lkng e e.

    Features of the Area Illumination: The room is brightly l it by everburn-

    ing torches in sconces spread throughout the room. Terrain Feature: Most of the room has been

    cleared, but a few piles of rubble remain (mainly downthe left wing of the room). A shallow pool of dark

    liquid lies in the middle of the room and a large, glow-ing room is set into the f loor before each door into the

    shrine. These runes are harmless, though soul energy

    can be seen flowing through them into the room.

    Alcoves are set high in the walls and appear to haveonce contained religious icons, though everyth ing has

    long since been smashed. Closer examination reveals

    that they have all been burned recently and symbolshonoring Orcus have been inscribed since them.

    TacticsThe vrock and f irelasher leap into battle with enthusi-

    asm. The priest orders the skeletal guardians to at tack,but waff les back and forth between pretending to be

    a worshipper of the Raven Queen and letting his spite

    and true allegiance to Orcus show through with his own

    vicious attacks. I f the vrock, f irelasher and skeletonsappear to be losing, he completely abandons his cover.

    Melnoths daughter has been brought back as a cor-

    rupted offspring and attempts to maintain that faadefor as long as possible. Once revealed, however, she

    drops all pretenses and viciously attacks her father and

    any nearby characters. Melnoth does not fight back at

    her daughter. Melnoth is h it on any att ack directed athim that is not an automatic miss. The first hit against

    Melnoth drops him unconscious and he starts to die. If

    he is dying, the second hit against Melnoth kills him.

    Ending the EncounterThe encounter ends when the priest , skeletons, vrock

    and fi relasher are defeated. If the corrupted offspring

    was revealed, she attacks unti l defeated as well. Oth-erwise she bides her time. If the PCs let her leave with

    her father, she kills hi m and returns to jump into the

    next encounter after 3 rounds.

    The doors leading to the inner shrine are thick andthe commotion will not be heard by anyone inside.

    TreasureIn the rubble of the vrocks make-shift next the PCsfind af lam eburst +3 magic weap on (the exact form for

    which is determined by the players that receives it) .

    EncountEr 3: antEchambEr

    Steveargyle

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    W h a

    t Y o u W i s h F o rDeathpriest of Orcus (D) Level 9 Controller (Leader)

    Medm nl mnd, mn XP 400

    Initiative +4 Senses Pecepn +12Deaths Embrace (Necrotic) 10; eneme n e ke

    2 penly de ve.HP 96; Bloodied 48

    AC 23; Fortitude 21, Refex19,Will 21; ee l dark blessingSpeed 5mMace (ndd; -wll) Necrotic

    +12 v. aC; 1d8 + 1 dmge pl 1d8 necc dmge.

    RRay o Black Fire (ndd; -wll) Fire, Necroticrnged 10; +10 v. reex; 1d8 + 3 e nd necc dmge,nd ne lly n e depe lne g gn +2pwe bn nex ck ll gn e ge.

    CDark Blessing(ndd; encne)NecroticCle b 2; +10 v. Fde; 2d8 + 3 necc dmge,nd e ge ped 1 qe. Hit or Miss: te de-pe nd ll lle n e b gn +2 pwe bn aCnl e end e encne.

    Alignment Evl Languages abyl, Cmmn

    Skills acn +10, relgn +10

    Str13 (+5) Dex10 (+4) Wis 16 (+7)

    Con 16 (+7) Int 12 (+5)Cha 15 (+6)

    Equipment cnml, kll-eded mce

    Vrock (V) Level 13 SkirmisherLge elemenl mnd (demn) XP 800

    see Evcne 2 c.

    Skeletal Tomb Guardian (S) Level 10 BruteMedm nl nme (nded) XP 500

    Initiative +10 Senses Pecepn +12; dkvnHP 126; Bloodied 63

    AC 23; Fortitude 22, Refex23,Will 20Immune dee, pn; Resist 10 necc;Vulnerable 5 dnSpeed 8mTwin Scimitar Strike (ndd; -wll)Weapon

    te kelel mb gdn mke w cm ckgn e me ge: +13 v. aC; 1d8 + 4 dmge (c1d8 + 12). t l ld e ppny ck.

    MCascade o Steel (ndd; -wll)Weaponte kelel mb gdn mke w twin scimitar strikeck ( cm ck l).

    MSudden Strike (mmede ecn, wen n djcen enemy; -wll) Weapon

    te kelel mb gdn mke melee bc ckgn e enemy.

    Alignment unlgned Languages

    Str18 (+9) Dex20 (+10) Wis 14 (+7)

    Con 16 (+8) Int 3 (+1) Cha 3 (+1)

    Equipment 4 cm

    Firelasher (F) Level 11 SkirmisherLge elemenl mgcl be (, e) XP 600

    Initiative +12 Senses Pecepn +5HP 108; Bloodied 54

    AC 25; Fortitude 21, Refex25,Will 20Immune dee, pn; Resist 25 eSpeed y 8 (ve)mFire Lash (ndd; -wll)Fire

    rec 2; +14 v. reex; 2d8 + 5 e dmge.CWild ire Cyclone (ndd; ecge )Fire

    Cle b 2; +14 v. reex; 2d6 + 5 e dmge, nd ege ped 1 qe nd kncked pne. Miss: hldmge, nd e ge nee ped n kncked pne.

    Whirlwind Dash (ndd; ecge )Fire

    te ele cn mve p wce peed. i cn mveg pce ccped by e cee w p-

    vkng ppny ck. i m end mve n nnccped pce. any cee we pce e eleene ke 10 e dmge.

    Mutable Shape

    te ele cn qeeze g pce g wee Medm cee.

    Alignment unlgned Languages Pmdl

    Str11 (+5) Dex21 (+10) Wis 11 (+5)

    Con 12 (+6) Int 7 (+3) Cha 8 (+4)

    Corrupted Offspring (O) Level 12 Skirmishersmll nl nme (nded) XP 700

    Initiative +13 Senses Pecepn +7; dkvnHP 122; Bloodied 61

    AC 25; Fortitude 24, Refex23,Will 23Immune dee, pn; Resist 10 necc;Vulnerable 10

    dnSpeed 8; ee llthy razornd cut the tendonsm Filthy Razor(ndd; -wll) Necrotic, Weapon

    te cped fpng p 2 qe bee e e ck; +15 v. reex; 3d4 + 6 dmge, nd ng-ng 5 necc dmge (ve end).

    MCut the Tendons (ndd; ecge )Weaponte cped fpng p 2 qe bee e e ck; +15 v. reex; 5d4 + 8 dmge, nd ege kncked pne nd lwed (ve end).

    Alignment Evl Languages Cmmn

    Skills Bl +15, sel +16

    Str6 (+4) Dex21 (+11) Wis 12 (+7)

    Con 18 (+10) Int 10 (+6) Cha 18 (+10)

    Equipment z

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    W h a

    t Y o u W i s h F o r

    E n c o u n t e r L e v e l 1 3 ( 4 1 0 0 X P )

    Setup2 zombie hulk smashers (Z) (level 10 brutes)

    1 battle wight commander (W) (level 12 soldier)6 horde ghouls (G) (level 13 minions)1 immolith (I) (level 15 controller)

    The back of the ruined death giant shrine houses a throne

    that focuses the power of the soul fragments runningthrough the whole structure. Naturally, the immolith has

    turned it into a make-shift chapel to Orcus. Surrounding

    himself with other undead adherents, he hopes to hopes

    to use the sites power to help it craft its own domain ofdread. It is attended by a battle-hardened wight (its mar-

    tial proxy) and the animated corpses of massive demons

    the pair has defeated. A pack of horde ghouls is kept in acage in the wall, serving as shock troops when needed and

    disposing of any remains.

    As the adventurers enter the area, read:

    Through the ominous doors lies some kind of profane shrine

    to death and necrotic energy. Dark energies and fragments

    of long-dead souls ride through veins in the black rock, flow-ing through the room and focusing on an enormous throne at

    the back of the room.A many-armed demon wreathed in flames stands before

    the throne, holy symbols of Orcus burned and charred intoit, pulsing with tainted power. The demon is attended by a

    shriveled but powerful warrior in worn armor covered in

    ash. Two hulking, demonic forms stand at either side, their

    eyes glowing red with hate through rotting visages.

    Arcana (DC 20): te necc enege e n

    ll lw g e l. anyne ndng dj-

    cen e l cld ne e enege el

    emelve.

    Perception (DC 26): tee e 6 ven gl

    lcked n e cge e n e wll n e g.

    Features of the Area Illumination:The room is brightly lit notonly by the glow of residual soul-essence flow-

    ing through the profane stonework, but also

    the towering inferno of the immolith itself.

    Terrain Feature: The room is largely open,and clear of debris. A small library is set into

    the left wall and a cage in the right. Another

    shallow pool of dark liquid lies in the middle

    of the room.

    The altar at the back of the room heals acharacter, provided they can puzzle out the

    arcane scrawled on the throne. Any crea-ture adjacent to it that succeeds on a DC 20

    Arcana check can access any of the powers

    it provides. As a standard action, a character

    standing adjacent to the altar can spend ahealing surge and regain 20 hit points. The

    altars energies can be used once per charac-

    ter; the battle wight commander also knows

    about the altar and can use its power as well.

    TacticsThe zombie hulks move forward to block thecharacters from attacking the immolith, who

    hangs back and usesfiery grab to pull weakertargets adjacent to it. It remains adjacent to

    the altar and uses it if surrounded.

    The wight rushes to open the cage and letthe ghouls out to swarm the party and then

    stays as close to the immolith as possible,

    using soul harveston any target the ghouls

    have managed to immobilize.

    EncountEr 4: innEr shrinE

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    Ending the EncounterThe encounter ends when the zombie hulks, wight com-mander and immolith are unconscious or destroyed. If any

    horde ghouls remain conscious, they scatter and flee when

    the immolith falls.

    An Arcana check (DC 20) will reveal that the necroticlyinfused energies still swirling through the ruins are cen-

    tered on the Soul Shard Stone. The PCs can cleanse the

    ruins of Orcuss taint and disperse the remaining necroticenergy in the stone with either an Arcana or a Religion

    check (DC 25).

    The party can then return to civilization, safe in the

    knowledge that the dead can now rest peacefully.

    TreasureAfter searching the room, the PCs find the tithe the demon

    had collected from the victims who had been desperateenough to believe its lies. This comes to a total of 3000 gp

    and 3 rubies worth 1000 gp each.

    Zombie Hulk Smasher (Z) Level 10 BruteLge nl nme (nded) XP 500

    Initiative +2 Senses Pecepn +3; dkvnHP 88; Bloodied 44; ee l rise again

    AC 22; Fortitude 25, Refex19,Will 20Immune dee, pn; Resist 10 necc;Vulnerable 10

    dnSpeed 4mSlam (ndd; -wll)

    rec 2; +14 v. aC; 2d8 + 6 dmge.MZombie Smash (ndd; ecge )

    rec 2; ge Medm ze mlle cee; +14 v. aC;4d8 + 6 dmge, nd e ge kncked pne.

    Rise Again (e me e zmbe lk dp 0 pn)

    Mke new nve ceck e zmbe lk. on nexn, e zmbe lk e ( mve cn) w 44 pn.

    Alignment unlgned Languages

    Str21 (+9) Dex6 (+2) Wis 8 (+3)

    Con 18 (+8) Int 1 (1) Cha 3 (+0)

    Battle Wight Commander (W) Level 12 Soldier (Leader)Medm nl mnd (nded) XP 700

    Initiative +12 Senses Pecepn +12; dkvnHP 106; Bloodied 53

    AC 28; Fortitude 26, Refex23,Will 26Immune dee, pn; Resist 10 necc;Vulnerable 5 dnSpeed 5

    mSouldraining Longsword (ndd; -wll)Necrotic, Weapon+18 v. aC; 1d8 + 7 necc dmge, nd e ge mmb-lzed nd wekened (ve end b) nd le 1 elng ge.

    RSoul Harvest (ndd; ecge )Healing, Necroticrnged 5; fec n mmblzed ge nly; +15 v. Fde;2d8 + 7 necc dmge, nd e ble wg cmmnde ndll nded lle wn 2 qe egn 10 pn.

    Alignment Evl Languages Cmmn

    Skills inmde +18

    Str24 (+13) Dex19 (+10) Wis 14 (+7)

    Con 22 (+12) Int 15 (+7) Cha 24 (+13)

    Equipment ple m, evy eld, lngwd

    Horde Ghoul (G) Level 13 MinionMedm nl mnd (nded) XP 200

    Initiative +11 Senses Pecepn +7; dkvnHP 1; med ck neve dmge mnn.

    AC 25; Fortitude 22, Refex24,Will 20Immune dee, pn; Resist 10 neccSpeed 8, clmb 4MClaws (ndd; -wll)

    +16 v. aC; 6 dmge, nd e ge mmblzed (ve end).Alignment Cc evl Languages Cmmn

    Skills sel +16

    Str17 (+8) Dex22 (+11) Wis 14 (+7)

    Con 18 (+9) Int 13 (+6) Cha 15 (+7)

    Immolith (I) Level 15 ControllerLge elemenl mgcl be (demn, e, nded) XP 1,200

    Initiative +10 Senses Pecepn +9Flaming Aura (Fire) 1; ny cee ene

    n n e ke 10 e dmge.HP 153; Bloodied 76

    AC 27; Fortitude 28, Refex24,Will 25Immune dee, e, pn; Resist 15 vble (2/encne;

    ee gly);Vulnerable 10 dnSpeed 6mClaw (ndd; -wll) Fire

    rec 4; +20 v. aC; 1d8 + 7 e dmge, nd ngng 5 edmge (ve end).

    MFiery Grab (ndd; -wll)Firete mml mke clw ck (ee bve) gn Lge mlle ge. on , e ge lde n qedjcen e mml nd gbbed (nl ecpe). Wlegbbed, e ge le ny ence e. anmml cn ld p ve gbbed cee ng pwe.

    RDeathire Curse (mn; -wll) Fire rnged 10; +18 v. Wll; e ge lwed (ve end).

    Aterefec t: te ge ke ngng 5 e dmge (ve end).Vigor o the Grave (mn 1/nd; -wll) Healing

    Cle b 5; nded n e b (ncldng e mml)egn 5 pn.

    Alignment Cc evl Languages abyl

    Str22 (+13) Dex16 (+10) Wis 15 (+9)

    Con 25 (+14) Int 9 (+6) Cha 18 (+11)

    W h a

    t Y o u W i s h F o r

    davidgriffith

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