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August, 2010
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DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D,
PLAYER'S HANDBOOK, PLAYER'S HANDBOOK 2, DUNGEON MASTER'S GUIDE,
MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER'S VAULT are
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DUNGEONS & DRAGONS 4th Edition PLAYER'S HANDBOOK, written by Rob Heinsoo,
Andy Collins, and James Wyatt; DUNGEON MASTER'S GUIDE, written by James Wyatt;
and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt;
PLAYER'S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt;
MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer's Vault,
D&D 4E Game System License ©2008, 2009 Wizards of the Coast page 3 of 7
written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009 Wizards of the
Coast. All rights reserved.
Table of Contents
Adventure Overview 4
Background Info & Story Hooks 5
Sulphur Springs Area Map Locations 7
Sulphur Springs Village Info 11
Sulphur Springs Notable Names 14
Side Plot 1 (Stonetiller’s Ghost) 15
Side Plot 2 (Beauty the Beast) 19
Side Plot 3 (Blackfeet Goblins) 21
Side Plot 4 (Rodney the Hood) 22
Main Zombie Plot Overview 24
Plot Encounter 1 25
Plot Encounter 2 27
Overall Dungeon (3 -8) 29
Encounter 3 Area 29
Encounter 4 Area 31
Encounter 5 Area 32
Encounter 6 Area 33
Encounter 7 Area 35
Encounter 8 Area 37
Roleplay Encounter 1 38
Roleplay Encounter 2 40
GM Endgame Notes 41
XP and Treasure Administration 41
Monsters and NPCs 42
Darwin Malefance 42
Near-Zombies (Various Types) 43
Randal Thurston 44
Skeleton - Damaged 45
Spiders (Beauty & Tree Spiders) 46
Villagers & NPCs 47
Average Villagers 47
Mayor MacTurren Cheese 48
Sheriff Andrea Taylor 48
Deputy Barnaby Fife 49
Armsmen Cobbler & Hobbs 49
Village Priests 50
Merchant Cyn Blayde 50
Adriana Flechette 51
Trevor Dandy 52
Rodney “the Hood” Blayde 53
Yarbin 54
Zombified Barn Animals 55
Adventure Overview made some zombie animals of meals they sank their teeth
into that got away.
This adventure is designed with multiple encounters to Meanwhile, two people are hot on his trail. Trevor
match the 4E DUNGEON MASTER’S GUIDE guidelines on Dandy is an agent of the Silver Cowl’s. His goal is to see if
encounter xp for levels 2 through 4.You can play it with 1st Randal can complete the cure and then to get the research
level as all hard encounters or 5th with all easy ones, or notes on the rituals. He is also under orders to keep the
adjust the monster groupings for standard encounters. entire affair secret as a public trial of Randal would have
Treasure total is based on the parcel guidelines and spread unwanted ramifications on the Silver Cowl guild. If possible,
out over the encounters. As the players may not complete Trevor would like to see Randal and his staff saved and
all of the encounters, they may finish with less treasure than returned to the city.
the parcel for their level would normally indicate. The other person is Adrianna Flechette. She is an avenger
from a death god cult whose’s beliefs are that necromancy is
The Plot bad and all undead should be destroyed. Her goal is the
destruction of Randal and his ilk and then to burn his
As detailed in the Hooks section, the players will
research as well.
probably not enter the adventure’s area with plans to take
Neither of these people feel confident they can defeat or
on the primary plot challenge. Instead, the plot will get
subdue Randal’s group alone so both will make a pitch to
dumped in their laps. If they choose not to pursue the main
the party about why the players should help them achieve
plot then either dangle more bait after they accomplish the
their goals. The players will have to pick someone - either
sub-plot challenge or simply point out that if they want
directly or indirectly - a wizard’s guild or a death god
more experience and treasure they better look into the
temple.
zombie problem.
While the players are at the inn, the Greenjeans couple
The chain of events starts about six months before the
will burst in sobbing that “zombies took their baby”. It will
players approach the beleaguered village of Sulphur Springs.
be up to the players to investigate and take whatever they
Randal Thurston is a wizard from the closest major city who
feel is the appropriate actions. Related to the main plot is
was doing illegal necromantic research in the hopes of
the problem with goblin invaders. They have been friendly
finding a ritual that could turn ghouls back into living folk.
and on trading terms with the locals but have now become
His ambition was greater than his skill however, and he
aggressive because Randal’s zombies have raided their camp.
failed in an epic manner. He infected himself and his entire
They blame the humans for riling up the dead in the
household with a slow infection that is turning them into
burrows.
undead.
Two subplots are available to play out at the same time
He worked furiously to find a cure but after four months
the zombie business is going on. A half-orc bandit leader
passed his household’s condition had worsened to the point
named Rodney the Hood is hiding out at the Tibor Ruins
he could no longer conceal their affliction. So one night he
near the village while a ghost has manifested to haunt the
loaded everyone up into carts and carriages then moved
Fey Bough Woods.
everyone out to his seldom used estate near Sulphur
Springs. Randal was desperate not to be found out by his Organization Note
guildmates in the Order of the Silver Cowl.
Worried that anyone searching for him would check the There are 4 side plots that might
estate, he stayed there only a few days as he collected or might not get used (as the players
research his grandmother the witch had left behind. Then he act and the DM chooses). One of
took his now almost zombiefied household to the old burial them (side plot 3) should not be used
until after the DM starts the main
mounds near the marsh hoping he could lock everyone plot.
inside while he completed the cure ritual. Randal The main plot can be started by
accidentally picked a burrow that has an undead occupant the DM at any point. Page 24 has the
already, but that entity has ignored Randal to remain information for starting the main plot
encounters.
blissfully asleep to this point. The Role Play nodes should not
As Randal’s retainers and family members are only be used until after the main plot is
mostly zombie, they must still eat and sleep. However they underway.
have lost most of their reasoning ability. They have lost their Read the whole adventure first to
get a feel for how the pieces go
fear of being discovered and started raiding the closest together before starting a game run.
farms for livestock to eat. As they are infectious, they have
4
Background Info & Story Hooks village.
Sulphur Springs DC 20 Around 120 years ago the area now called Blue
Sulphur Springs is a village of around 200 people that Toad Marsh was dry land. A fairly wealthy town called Tarn
serves a community of another 1,000 or so that live spread existed there. It was ruled by a family of Warlocks for a
out on farms and ranches within a 12 mile radius. It is in the number of generations. However after an eruption of Mt.
Canton of Lufton, which is part of the city-state of Cynder back then, ground water started seeping into the
Camphus. The village is in a “backwater” place off the area. Three heavy winters hit in a row and Tarn found itself
usually trade routes about 60 miles from Camphus. They flooded. Many of the residents went to other areas, but
ship grains, wine, wool, and leather to the larger towns and some moved a few miles away to higher ground on the other
Camphus itself. side of the hills and started again at Sulphur Springs.
The village area is on a flat plain spotted with occasional Lord Mayor Regina Feyword refused to leave. In effect
small copses of woods. Short but rugged hills line the she “went down with the ship” as she was never heard from
eastern edge of the region and beyond them is a lower again after the last families fled Tarn.
elevation flood plain that has numerous marshes. There is a
big creek running through the area that pushes the water
wheel for a grinding mill but is not large enough for boats Streetwise
to travel on. On average it is only eighteen inches deep. DC 15 The outer region of Lufton Canton where Sulphur
Sulphur Springs gains its name from natural hot springs Springs lays has a reputation for harboring criminals on the
in the hills at the Spring Vale. Around thirty years ago these run from Camphus authorities. The Margrave of Lufton is
springs gained a reputation as having special health weak politically in the city and is among the poorest of the
properties and a number of the wealthier members of Camphus Margraves. As Lufton’s Margrave cannot afford to
Camphus society built vacation homes on small estates near support many Canton Knights or hire many Trail Marshals,
the springs. The village boomed as a travel location for 20 law enforcement in the outer half of the canton is sparse
years. making it easy to hide out in the many small woods of the
Things went bust ten years ago when an earthquake canton.
shifted the underground steam vents and the springs went
dry or cold. The rich stopped coming to the village and Camphus and it’s cantons
Sulphur Springs faded back to what it was originally - a
struggling agricultural community on the edge of nowhere Camphus is a magiocracy. It is ruled by an arcane caster
important. that is called the First Seat. A First Seat is chosen from the
The West Lufton Road stretches out to the border of the main magic guilds of the city and rules until death or the age
canton where it dead ends in front of a wooded area. of 85 (whichever comes first). The current First Seat is 83,
Beyond those woods are miles of low laying, marshy flood so the top five guilds have started their maneuvering to
plain and eventually the hills that mark boundary of the Mt. place their pick in the first seat.
Cynder range. In the other direction the West Lufton Road The city-state controls a spherical area around itself to a
passed through five more villages, a town, then into radius of 80 to 100 miles. Anything within five miles of the
Camphus itself. city walls is considered part of the city itself and is divided
into equal quarters as four cantons. Like spokes on a wheel,
Lore Checks the remaining 12 cantons radiate out like pie slices. Two are
Players can gain the following extra information with mostly over the huge lake next to the city
checks against the listed skill. A canton is essentially a county. Each has a noble family
attached to it. These are called the Entitled families. The
History family heads are Margraves, with adult members of side
DC 15 Despite being on the outer edge of the civilized branches being lesser ranked Earls. Both titles are used for
area that Camphus controls, Sulpher Springs has never both males and females.
suffered raids or invasions by humanoids. The low laying Margraves are semi-fuedal. They typically own 10% to
marsh lands beyond it are difficult to pass through and have 15% of a canton’s land and have ongoing business ventures.
formed a natural buffer against the trolls, orcs, and ogres Most citizens of a canton a free land holders, but the
that can be found around Mt. Cynder. It is said that a small Margrave has the power of taxation. Margraves are expected
goblin clan lives in the area, peacefully coexisting with the to enforce the city’s laws in their cantons and to maintain a
5 militia force of at least 250 men for the city’s defense.
Story Hooks Family Residence
Because of the way the main plot gets dumped into the Unless you wish to tie the player to this region for a
player’s lap at the inn, one way to start this adventure is to while, it is best to have a relative inherit the home rather
just tell the players they are between adventures and en than a PC him or herself.
route somewhere and happen to be staying over night at a Last month you received a letter from your uncle. It said that
village inn. your uncle inherited a small estate home, near a place called
For DMs with a more tightly focused campaign where Sulphur Springs, from a distant relative everyone had mostly
the players usually have a reason for going any particular forgotten about. In the letter he asks if you could stop by and check
place here are a few hooks you can use to arouse their the place out then write him back about it so he can decide if he
interest in visiting Sulphur Springs. The italic type in blue is should move his family or plan on selling the place. A key and an
meant to be directly read to the player(s) with the hook. address on Grandwalk Lane is included with the letter.
This home can be anywhere in the Upper Estates area on
Serving a Warrant the map. It has not been occupied in eight years and is in
The Council Seats that rule Camphus do not bother with poor but stable condition. There are twelve acres of land,
keeping a full time police unit meant for chasing wanted criminals five of which have an overgrown walnut orchard, and two
in the outer cantons. Instead they issue Arrest Warrants and assign good wells. Renovating the place would require around 125
them like bounties.They use this system rather than open bounties so gp to fix up the house. If it is put on the market it will
that flocks of would be bounty hunters are not roaming the cantons require 1d6+2 months before a buyer can be found who
seeking quick coin for an arrest. will offer 400 gp for the estate. The home is fairly big and
Warrants usually go to members of the Camphus Trackers Guild, has six bedrooms.
but through family connections or some other reason you have
gained the warrant to bring back a half-orc named Rodney the
Hood to Camphus. Rodney is wanted for high theft, highway Master’s Orders
robbery, bigamy, and treason. For a character that serves a temple or has an arcane
He is known to control a small gang of outlaws that includes a teacher or magic guild that they apprentice to.
spell caster. He has been seen near theWest Lufton Road and is It is rare that your master makes a request of you, but the time
believed to be hiding near Sulphur Springs in Lufton canton as that has come once again.You are to travel to the area around the village
is his place of birth. of Sulphur Springs and bring back some component materials for
His warrant is for 400 gp dead or alive.The court officer that your master. On your shopping list are six dried Blue Toads from
handed you the warrant document hinted that dead was preferred that area’s marsh, twelve spider ferns (a plant of that area), the eyes
over alive. of three jumping tree spiders (also indigenous to the area) and a
sample of the poison curative sold by Mistress Aphasia who is an
If the player(s) make a DC 15 Streetwise check also apothecary that lives in the village.
reveal the following:
Rodney has been growing in popularity among the farmers and
poor. Unconfirmed reports state that he has given his stolen loot to Bring Out Your Dead ....
the people. He seems to rob mainly the Entitled families and really This is best suited to a character from a death deity, or
angered the city council when he knocked off a tax collection wagon. that is interested in defeating undead, or is interested in
Rumor says that the main reason he has a city warrant issued for necromancy (either to fight it or study it).
him is that he married two different daughters of Council Seats. You were passing time reading an obscure diary about an area
When the families found out they were enraged and got the warrant near the present day Sulphur Springs when you came across a most
passed through. curious notation.That area is under the rule of the arcane oriented
city of Camphus and it seems that a group of wealthy people paid
Primal Curiosity for a magic barrier fence that repels undead to be built near some
This is best suited to a character of the primal power old burial burrows.
source. There is no information on how this fence was made or by who.
Recently you have heard rumor of a place called the Fey Bough However the entry indicates that the barrier is some eight miles
Woods near a village called Sulphur Creek that is supposed to be a long.That is an impressive feat. As there are no reports of undead
location with a thin barrier to the Fey realm as well as the home of marauding around Sulphur Springs either it works, or the rich
an ancient primal spirit. It is said a ghost has recently started people were unduly worried about the burrows.
haunting the area, driving away all who enter. The truth of this It would be a fine thing to investigate this barrier and try to
matter interests you.
6 unravel the secrets of how it functions.
Sulphur Springs Area Map Key Any character with primal based at-will powers will
This section has information keyed by the places on the sense that some type of primal spirit is part of these woods
map. It is presented in alphabetical order plus the map box and that the strongest presence is towards the middle of the
coordinates (vertical, horizontal). If there is a planned woods.
encounter area within the keyed location, the encounter Characters who approach the center will run into
designation is listed here for reference in the Encounters Encounter SP 1 when an angry ghost appears and tries to
section. chase the party from the woods. It will not allow the players
The map covers an area about 14 miles high by 18 miles to try to contact the primal spirit until the ghost’s goals are
wide. Players can generally cover about 20 to 25 miles a day met.
with a wagon or on foot or close to 50 miles on a horse so Once the ghost is mollified players may attempt to
they should not have too much problem wandering the contact the primal spirit. Any ritual that contacts nature will
around the map even if they keep returning to town at do so, or a character with at least three primal based powers
night. can simply sit and meditate for an hour and try to make
contact. They make a WIS based attack against AC 15 with
Map Areas any implements that aid in their powers applying to the roll.
This can be attempted once per hour. Once contact is made
the player will learn that tree spirit named Ghoolipzip is
Blue Toad Marsh (E8, F7-9, G8-9)
about to fade away and has placed its essence in a tree
This area is a mix of small strips of muddy land above
sprout. The spirit would like the sprout to be taken to the elf
water level and standing water anywhere from six inches to
woods to the west and planted there. If the player is willing
three feet deep. The region is filled with swamp grass and
to do this (by promising to complete the task) it will grant a
cat tails, making it difficult to see the ground. Here and
spirit power to the character (if the DM allows for such
there scraggly bushes and small trees pop up from the grass.
spirit powers).
The entire area is either difficult or impassable terrain. The
This spirit power takes the place of a magic item.
water gets deeper the further out one goes and near Sunken
Activating it is the same as a magic item activation. Remove
Tarn there is open water like a small lake that gets up to
the 7th level magic item from the treasure in Encounter SP
fifteen feet deep.
1 if this spirit power will be learned.
The marsh is home to many types of snakes, frogs, and
birds. The Blue Toad lives near the edges of the marsh where
Tree Spirit Essence Level 7
the ground is firmer. They are about six inches long. An
Ghoolipzip leaves a small seed of understanding and resistance
hour’s search will produce 1d4 chances to make a DEX
within your soul that you can call upon in times of need.
check vs DC 13 to catch one. Nature skill can be used
Grandmaster Training: 2,600 gp (Free here)
against DC 15 to collect 1d4 per hour.
Property: Gain +1 item bonus to all poison saves
Out near Sunken Tarn lives the Skunk Tail goblin tribe.
Power (Encounter): Minor.You gain a +2 to Nature
There is little of note otherwise in this marsh.
checks and resist 10 damage from attacks made by plant
type creatures until the end of the encounter.
Boulder Creek (diagonal across center map)
This creek runs southward from the marsh area until it
The player has six months to go plant the sapling. If they
eventually flows into a river. It has water year round, more
fail to do so it will die, Ghoolpzip ceases to exists, and he
in the winter months when it will run six inches higher than
curses the player by taking away the power above and
normal. In any given five feet stretch it will be 1d6+2 feet
instead the player is -2 save on poisons, -1 on Nature checks,
wide and 1d12+6 inches deep. There is only one bridge
and vulnerable 5 to attacks from plant creatures. The DM
which is down right behind the village, however at most
can decide how this curse can be removed. Planting it
places it is possible to simply jump across or wade through
somewhere other than the elf woods will make Ghoolipzip
the creek. Small fish and crawdads can be caught in it.
unhappy and he will take away the power listed above but
not curse the character who bore him to this new place. It
Fey Bough Woods (B4-5,A4-5)
will take fifteen or twenty years for the tree to grow and
Encounter Area SP 1
Ghoolipzip to be able to materialize its thoughts or powers
The trees in the Fey Bough stand taller than the other
if not planted in the elf woods.
woods in the area and are mostly evergreen needle types.
The Forest of Hed to the west is the elf woods in
There is a lot of undergrowth and numerous game trails.
question. They do not normally allow non-elves to enter
Characters with Nature skill who make a check against DC
15 will sense that these woods seem full of life somehow. 7 but will do so for the planting of this tree spirit.
Ben Cartleft’s Place
If the players are seeking to assist the ghost from the Fey
Bough Woods they will likely seek out Ben. Ben has one of
the most prosperous ranches and has bred a few race horses
for the wealthy of Camphus. He owns thirty acres and has a
large spread with two barns and four buildings. Three ranch
hands work for him.
He has two riding horses he will sell for 70 gp (that’s a
bit less than the regular price) and two others that are failed
race horses but very fast for a riding horse he will sell for
100 gp. These horses are speed 9 and can do 45 miles in a
day. (Better than a standard horse).
Large Farm Area (B5-7, A6-7) Of more importance to the players is the ring from the
These are cultivated fields separated by split rail fences ghost that Ben keeps in his left pocket. When he goes to bed
and cart paths. Seven large farms operate here, each on at night he places it in his sock drawer, otherwise he keeps it
about a mile and a half square of land. The house area has with him. He has taken great care to make sure that no one
two or more barns, small grain silos, and a number of out has seen it, but if the players questions the ranch hands one
buildings as there are several farm hands working alongside of them will say that “the boss” keeps something in his left
the owning family. The mayor’s place is in the B block about pocket that he doesn’t want people to see but the hired
on the line between 5 and 6. Alert herding dogs guard most worker does not know what it is. The ranch hands will say
of the farm houses and barns. their boss has a bad temper but most of the time he is a
decent person to work for.
Picnic Grove (D/E 3) Ben rides into town once a day to check in the express
This area was made into something of a park back when office to see if anything has arrived for him and usually stops
the idle rich used to visit and has been fairly well maintained at the inn for a meal and drink before heading back.
by the village in these past few years. The trees are leafy and He has a wife and a teenage son from a previous
trimmed so that low branches are gone and there is very marriage living with him. His first wife supposedly ran off
little underbrush. A number of small clearings with wooden with a salesman from the big city, but in reality Ben killed
picnic tables are spread out, any of which would make a nice her six years ago then buried her under the shack that the
camp site. Iron cooking boxes with grills over the top are ranch uses to store fire wood .
placed in many of the clearings. Other than squirrels, field
mice, a few lizards and birds, there are no permanent Small Farms Area (D6-7/C5-7)
inhabitants. Encounter Area MP 1 is located here up around D7. Players
should not encounter it until they have gone through the Main Plot
Ranching Area (D5-6/E4-7) Start.
An NPC related to the SP 1 encounter lives here. This is a patchwork of small family farms. Each square
Information on him is boxed. Do not mention him by name mile has 4 or 5 families farming it. Sometimes their homes
or direct the players to his ranch unless they know of him are clustered together, sometimes spread out over the area.
and are looking for him. About half of them have a small barn for a plow animal.
A number of homes and barns are spread through this Many of them keep chickens for eggs and meat. 42 families
area. For the most part, cattle and horses are kept in the farm here. Most of them cultivate a grain (wheat, barely,
southern part using the creek as a water supply while sheep etc.) that they sell to the miller in town who then sells the
are herded near and even in the hills to the north. There are grain and flour to merchants in the city.
no war horses trained in this region, but a number of the These families are fairly poor, but they own the land and
ranches can sell riding horses to characters. the soil is fertile so they are basically well off. Only two
Most of the large animal ranches have fenced corrals and farm plots are currently unoccupied.
holding pens near the barn. Horses are usually kept in
fenced pasture land (with the wealthier ranchers having Spider Woods (A7-9/B9)
white painted fences) while the cattle are branded and left Encounter Area NP 1 is located around B8.
to roam in a shared common pasture that borders the creek. This is a mix of leafy and needle type trees with
Quite a few dogs are kept for herding both the sheep and moderate underbrush. The name is derived from the
the larger livestock.
8 numerous fist sized tree spiders that lair here.
Spider Woods Continued
Six families live in cabins at the edge of the
woods. They harvest trees for firewood and lumber.
They also make charcoal that is sold in the village.
These hardy folk are skilled in spotting the active
spider webs while going about their work.
Should the players stop to talk with any of these
foresters they will learn that for the past two weeks
the woodsmen have been spooked by sightings of a
giant spider bigger than a war horse. The locals
have been avoiding the woods for a week and are on
the verge of going to the sheriff and mayor to see if
Sulphur Springs (B-2)
some type of hunting party can be put together
Here sits the village proper. There are seven large
with the militia. buildings along the road and then around thirty residences
Other than a belief that the giant spider scattered about mainly on the west side of the road. Many of
sometimes sings in a language they don’t recognize, the people in those homes work small plots of farm land
they have no information on the beast or it’s goals. within two miles of the village. Around the creek there are a
This monster spider is detailed in Side Plot number of berry patches (strawberries, blue berries, etc.)
that have irrigation troughs that attach to the creek. A few of
Encounter 1 in the Encounters Section.
those in the homes have jobs in the village.
More details about the village is provided in theVillage
Springs Vale (F4-5) Details section of this publication.
In this small valley ringed by the hills are the remains of
the once famed hot springs. Twelve abandoned sites with Sunken Tarn (F8)
decks and small changing huts are scattered about. The Tarn was larger than the current Sulphur Springs. It was a
spring tubs these are built around are all dry now. small town of almost 800 citizens within a walled central
In the east end of the valley the smell of sulphur is core. It is now under around eight feet of water. Most of the
evident and one operating spring remains. This stinky but wooden buildings have rotted away, leaving an occasional bit
otherwise harmless hot bath can comfortably hold eight of rafter framing jutting above the water. Plant life clings to
people and is a constant 101 degrees. The walkways, wood these remains and disguises their origin.
decking, and two changing huts here are all in good repair. Seven two story or taller stone building still stand with
Nearby is a modest shack that is the home of Belech Sorrow. the lowest level flooded. Most of the wall, which had a mud
Belech is a tiefling and the brother of the tiefling that lives in brick center, has collapsed and is now submerged.
the village. Unless the DM would like to place something living here
He has taken refuge here away from Camphus after an for players to encounter, Sunken Tarn has no inhabitants. The
encounter with devils that terrified him out of his warlock Blackfoot Goblins have made a few forays to Sunken Tarn and
pursuits. He has renounced his contracts and practices dove for coins and other things that they could trade to the
arcane magic no more. Now he charges 3 sp a head to use current village.
his spring. He owns the last operating spring in the region.
Belech knows little of what goes on around the village as Tarn Burial Mounds (E/F 7 -8)
he only goes into Sulphur Springs about once a week. If the Encounter Areas MP 3-6 are located in the burial mound that
players speak with him he can tell them that he has seen a Randal Thurston has moved into. Ideally, the players will not go into
cloaked and hooded figure lurking around the Upper Estates this burrow until after the main plot has gotten underway.
a few days ago and that before that there were lights in one This area is partially screened by the Tarn Undead Barrier.The
of the homes for two days but when he finally went down to NP-3 goblin encounter will probably occur in this area as well.
see who had come to visit their vacation home planning on The hills are a bit lower and less rugged in this area. In
inviting them to his spring he couldn’t find anyone in any of years past the citizens of Tarn entombed their more
the homes that are not normally occupied. He has not seen prestigious members in burrows dug into these hills in a
any undead or other unusual things recently other than that manner similar to small catacomb complexes. A few of
cloaked figure skulking about. 9 them were looted in years past but four remain sealed.
Tarn Burial Mounds Continued entryway and left tracks that lead to the burrow. It belongs
The first feature of this area the players to the son of the last Warlock leader of Tarn and is located in
are likely to come across is the Tarn the lower eastern part of the burrows area.
Undead Barrier fence. Note that the semi-undead minions of Randal can pass the
This enchanted fence put in place a barrier as they still have a spark of life in them. An Aracana
few years after the rich folk started or Religion skill check against DC 18 will tell a player that
building homes for spring visits. Its they believe something not fully undead could probably pass
purpose is to keep any wandering the barrier.
undead that might exit the burial
mounds away from the village. Vineyards Area (C3-4, D3-4)
The fence itself is comprised of iron Long trellises of grape vines crisscross this area. There are
posts that have a core of silver about 12 square miles of grapes planted, in three varieties.
spaced 13 feet apart. Each post has All of the varieties are for wine making but one of them is a
a human or humanoid skull mounted passable table grape as well. Twelve different families have
on it. Silk cords run between the posts places in the area. They have divided themselves into three
and have fluttering black lengths of cloth groups, each of which collectively runs a winery making a
six inches wide attached so that 13 hang vintage from a different type of grape. They are competitive
between each pole. with each other, but it is mostly a friendly rivalry as all three
An Arcana skill detection against the have no trouble selling all the wine they can make.
barrier will reveal the following:
DC 15 There is active magic within 20 feet of the line Upper Estates Area (F3-4, E3-4)
between the poles that follows the silk lines from pole to Encounter Areas MP 2 is located here. It is the old Thurston
pole. home. Ideally, the players will not go into this home until after the
DC 20 This is very powerful arcane magic that repels the main plot has gotten underway. Sitting on land plots anywhere
passage of undead. from 5 to 50 acres, twenty three rather stately homes sprawl
DC 32 This is necromantic based magic with a set across this area. All but two are shuttered up.
command that tells undeed to cease their advance and The Thurston estate is located at about the F3 & F4 line
return where they came from. (but the exact location is not important). It is featured in
A Religion skill detection against the barrier will reveal encounter MP 2.
the following. One of the two homes still occupied belongs to Mason
DC 20 There is powerful undead repelling magic active Gangell. Mason is an elderly man in his eighties who made a
but it is not divine in nature. small fortune as a grain wholesaler in Camphus. He never
DC 36 This is arcane magic of the necromantic variety. liked big city life and retired to Sulphur Springs in his old
The field stops any undead under level 10 from crossing. age. He has a household staff of three attending to him. If
Higher level undead must make a save to pass the barrier. It spoken to by players, no one in this household has seen
can be flown over or tunneled under. anything unusual recently. They did not
The Blackfeet goblin clan has a camp at the eastern edge see lights in another house, but the
of the burrows area next to the marsh. There are two war Thurston estate can not be seen from
bands (one of which is encountered in NP 3) and seven this one.
females with two young. They were pushed out of the Mt. The elf Langere Faindri lives in the
Cynder area by other tribes and crossed the flood plains. other. Langere lives alone and is a bitter
They stumbled into the Sulphur Springs area and decided man who has placed himself in exile. He
that they did not have nearly enough strength to capture the was once in charge of an elven trading
area so they started scrounging and trading with the village. house in Camphus but he got conned
Ultimately they plan to move on, probably heading south into a bad business deal that busted
as there is a wide gap between the cities of Camphus and the house. He was too embarrassed to
Wake that is not overrun with human settlements. return home and bought an estate
The entrances to most of the burrows are bricked walls, here on the cheap. Langere will
but have become overgrown with weeds and brush. Finding assume that any elf or eladrin that
a burrow opening is difficult. The more obvious ones have visits him is there to laugh at him.
already been looted. However the one that Randal is in can He saw the Thurston lights a few
be found fairly easily as his minions have cleared the
10 nights ago but never investigated.
West Lufton Road (enter G1, exit A2) Sulphur Springs Village
As the major road running across the western side of
Lufton County it was named “West” even though it runs The central part of the village is along the road. It
mostly southward. The starting point of this road is the consists of seven large buildings, a permanent tent
village of Blue Ox four miles from Camphus itself. This road structure, and an open air market that has rough wooden
terminates at the end of the canton in a dead end where a tables left always in place. Around forty smaller buildings -
small fort stands that wards the open plains of “wild lands” mostly homes with a few barns and storage sheds mixed in -
beyond. Sulpher Springs is the last village or town along the surround the village core out to a radius of about one and a
road heading southward. half miles. Many of these people have small plots of land
The road is two carts wide in this part of the canton. It they farm on located within four miles of the village.
has curbstones lining each side and is a packed sandy soil There has never been a wall around the village. It’s
taken from the lake by Camphus mixed with crushed rock. remote location off major travel routes has kept it from
Under most rains it remains fairly solid. being invaded.
There are no steep grades and wheeled traffic such as
carts and carriages can move an extra 10% distance per day Village Administration
on this well made roadway. Mayor “Mac” Cheese was appointed mayor six years ago
by the Margrave. Most of those in the area view him as a fair
Windleaf Woods (G2-G4) minded and effective leader. Mac is also the commanding
Mistress Aphasia, the apothecary mentioned in one of officer of the Sulphur Springs militia should that ever be
the adventure hooks, is a gnome woman living in these required.
woods. 8 in 10 of the woods inhabitants can tell a player Aristede Benson is Mac’s right hand man and the village
where her home is. She has the items required by the clerk. All village records, land deeds, and tax recordings go
player’s master (assume that the master gave the right through him.
amount of cash to pay for it). She also has 3 potions of healing Those two essentially make up the entire administrative
for sale at 50 gp each and 125 gp worth each of Alchemical bureaucracy of the village.
Reagents, Rare Herbs, and Residuum for sale. Use the Gnome Sheriff Andrea Taylor is the head law enforcement
Arcanist from the 4E MONSTER MANUAL if you need stats official. Her position is also appointed by the Margrave.
for her. She is a pleasant, grand-motherly person to deal Her entire village watch force consists of three other
with. people, Deputy Barnaby Fife and two men-at-arms soldiers
These woods extend for another four to eight miles from the Margrave’s house armsman force named Hamlin
northward. The strip shown on the map is occupied by a “Ham” Cobbler and Marcus Dresdin. The two soldiers sleep
small enclave of gnomes and halflings. Many of their family most of the day in a small home given over for their use and
homes are underground burrows so it is not immediately then patrol around the village at night. The sheriff and her
obvious that around 80 to 100 people live here unless one deputy handle the daytime duties.
actually enters the woods. Once a week a carriage arrives from the Margrave’s
There are signs of occupation though. The two miles of town that has payroll money and any new laws or special
land around the woods are cultivated fields growing a orders for the mayor or sheriff. The following day a town
variety of food items. The halflings farming these fields meeting is held to discuss anything new.
prefer to live in the sheltering woods and walk to their About once a month a mounted group of house
fields unlike the humans to the souther that tend to have armsmen along with an official of the Margrave’s come
their home in the center of their fields. through the village on their monthly tour of the canton.
A number of the inhabitants of these woods are wood They stay for a day then go to the fort at the end of the road
sappers. A sweet syrup is produced from the sap of Narpal and return a few days later on their way back home. This
trees that grow in the woods. There are also a few illegal official has High Judicial status and will hold court in the
stills producing grain alcohol called Gnome Lightning or village to pass judgement on any important crimes such as
Windleaf Whiteshine locally. murder, treachery against the First Seat of Camphus, or the
These stills are illegal because they do not pay the taxes practice of illegal magic such as necromancy.
normally collected for the production of alcohol in this There is no town council or merchant association. What
canton. As the local sheriff is not part of tax collecting, she Mac decides is how things will be done.
won’t act against the stills unless ordered by her liege the All able bodied males between the ages of 16 and 30 are
Margarve of Lufton to do so. expected to muster for the militia in an emergency.
11
Village Personalities
The primary NPCs that the players might want to talk to H4
are all detailed under Villagers in the Monsters & NPCs section. H3
Subject based replies are provided to handle questions that
players might ask - mainly items related to the starting hooks B1
and rumors that tie into the main plot or side plot quests. B5
The Location Descriptions for the village will list when main
personalities can be found in those locations.
B2 B6
Village Rumors H2
Players will likely have specific subjects they want to ask M1
about from starting hooks or discovering side plots. These are
handled by looking up the personality the player is speaking B3
with as noted above to see what (if anything) that NPC knows B7
about the subject.
Listed below are some general rumors that players might
pick up by hanging around the inn and making small talk with
B4
the citizens of the village. For a player to pick up rumors,
B8
make a Streetwise skill check. For every 3 points above DC H1
15 provide one of the rumors below. (18 is one, 21 is two, 20’
etc.) Players can get the same rumor if they act independently
rather than travel in a group. A group makes one skill check
using the best skill from the player characters. Sulphur Springs Locations Key
1) In the past few days those that live near the Upper Estates
B1: The Glove & Dove Inn
area have caught glimpses of a sinister figure in a hooded dark cloak
skulking around in the evening. So far, no one has been able to find B2: Blayde’s Cutlery & Tool Shop
this person even though the sheriff has tried. B3: Nona’s Breakfast Nook
B4: Faith’s Home Temple
2) A representative from one of the big Mage Guilds in Camphus
has rented a cottage in the village. He’s been riding around the
B5: Village Hall & Sheriff Office
countryside on a horse the past few days but has yet to tell anyone B6: Mervins General Store
why he is way out here in the middle of nowhere. B7: Kyle’s Blacksmith & Stables
B8: Toleson’s Mill and Grainery
3) There is talk that the Blackfeet tribe of goblins have moved on
from their camp at the edge of the Blue Toad Marsh (False rumor)
H1: Home, Sheriff Taylor
4) Cyn Blayde (a local shop keeper) has a brother that is on the H2: Home, Two night guardsmen
run from the law.The brother grew up here in the village and might H3: Home, Clerk Aristede Benson
try to hide here, but Cyn apparently dislikes her brother so it might be
better if he stays away. H4: Home, Mervins family
5) Wendy Groves, a priestess at the village temple, gave birth to a M1: Open market tables
baby son last week. She named him Havlor after her husband’s
grandfather.
6) Many locals think that the mayor should have barred Kirsta
from marrying Ben Cartleft so soon after her husband had that
accident with the cow. After all, she had been running around with
Ben behind her husband’s back before he died. She only waited two
weeks before marrying Ben - a pretty short mourning period.
12
Village Locations homage to both gods worshiped there.
In a basic 4E campaign Pelor is the best choice for the
B1: The Glove & Dove Inn harvest deity. There is not a standard healing god, so make
This is a huge three story structure. The ground floor is something up or use Erathis.
stone and mortar while the upper levels are timber Within the Realms of WorTM setting the healing goddess
construction. The ground floor is the kitchens, storage, tap will be Shendor and the agricultural god Trow.
room, and dining area. The middle floor has the common The two clerics trade off weeks “on-duty”. During the
sleeping room and six double bed rooms. The top floor is day and early evening one cleric and two acolytes are
where the owners (the Newheart family) live plus two present. The healing cleric is Feldon Kildare and the nature
luxury suite rooms. cleric Wendy Groves.
Standard 4E PLAYER”S HANDBOOK food, drink and
lodging costs apply. Sleeping in the common room is only 1 B5: Village Hall& Sheriff Office
sp per night. The hall is a large wooden structure that is mainly one
large open meeting room with a raised stage at one end and
B2: Blayde’s Cutlery & Tool shop benches lined up within. In one corner is a railing that
This shop specializes in knives and daggers of all kinds. separates out a corner that holds a desk, several
Other things available here include eating utensils, cooking bookshelves, and three locked chests. This is where the
gear, sewing needles, and various light duty hand tools village clerk Aristede Benson works and the location of all
useful for farm living. the village records. The chests are DC 22 to pick. They
Cyn Blayde fashions blades and knives from steel shanks, contain mostly tax and arrest records plus the village payroll
grinding and shaping them with loving hands. She fills a (30+5d20 gp will be in there at any given time).
number of special orders for people in Camphus for her In the corner opposite the clerk’s area is an eight foot
Blood-letter blades. Cyn will have 1d3 available for sale to square cell of iron bars and two more desks. The sheriff
anyone that is passionate about their daggers for 85 gp. works from this area. The cell keys are kept in a desk when
A blood-letter dagger is keen crit for the first ten hits it the cell is empty and with the sheriff when someone is in
makes (meaning that it scores a crit on a 19 or 20 until it has there. DC 20 to pick but you need to be outside to reach
struck a target ten times). Then it must be sharpened by a the lock panel.
master once again (5 gp charge). Aristede is here most days from morning to evening.
Cyn Blayde is here from morning to sundown every day There is a 1-3 chance on a d6 of the sheriff or a deputy
except worship day. being in the office during any given hour when the sun is up.
At night on a 1-2 on a d6 one of the night guards is here
B3: Nona’s Breakfast Nook (otherwise they are walking around the village).
This is a semi-permanent tent structure with one solid
wall in the kitchen area. Nona and six staff serve simple but
ample food from 5 am until 3 pm. It is buffet style. One B6: Mervin’s General Store
pass through for 1 sp and all you can eat for 2 sp. Within this large brick building players can buy most
As most of the small homes near the village do not have things found in the PLAYER’S HANDBOOK except weapons,
kitchens, Nona has a packed house every morning and busy armor and livestock. They do not have anything like holy
lunches. water or potions.
Nona and her staff are here from 4 am to 4 pm. The During the day two or more members of the Mervin
sheriff, deputy and city clerk often eat breakfast here around family are staffing the store. They lock up at the 6 pm bell.
7 am to 8 am.
Level 2 Players
4 Players (500 xp) 5 Players (625 xp) 6 Players (750 xp)
(1) Stonetiller’s Shade 250 (1) Stonetiller’s Shade 250 (1) Stonetiller’s Shade 250
(1) Hate Hound 150 (1) Hate Hound 150 (1) Hate Hound 150
(2) Hound Minions 100 (1) Hound Puppy 125 (2) Hound Puppies 250
(2) Hound Minions 100 (2) Hound Minions 100
Level 3 Players
4 Players (600 xp) 5 Players (750 xp) 6 Players (900 xp)
(1) Stonetiller’s Shade 250 (1) Stonetiller’s Shade 250 (1) Stonetiller’s Shade 250
(1) Hate Hound 150 (2) Hate Hounds 300 (2) Hate Hounds 300
(4) Hound Minions 200 (4) Hound Minions 200 (2) Hound Puppies 250
(2) Hound Minions 100
Level 4 Players
4 Players (700 xp) 5 Players (875 xp) 6 Players (1,050 xp)
(1) Stonetiller’s Shade 250 (1) Stonetiller’s Shade 250 (1) Stonetiller’s Shade 250
(2) Hate Hounds 300 (2) Hate Hounds 300 (2) Hate Hounds 300
(3) Hound Minions 150 (4) Hound Minions 200 (2) Hound Puppies 250
(1) Hound Puppy 125 (5) Hound Minions 250
Special Notes: Every failure during the Skill Challenge enrages Stonetiller’s shade such that a new Hound Puppy joins
the battle. It appears within 3 squares of him and acts in the round after the one in which is was formed.
16
from over the cow and waving my father’s ring around.
He said,“You should have taken my buy out offer. Now I’ll take
this little bauble as my own. And your wife too.”
I spat at him and said,“over my dead body.”
“Exactly right,” he laughed.Then he injected something into
Purdy. A few moments later her legs got wobbly and Ben pushed her
over onto me. I screamed in pain and then found I couldn’t breath.
Purdy was crushing me to death.
Obviously I died because the next thing I remember is a floating
sensation. I was looking down at the ground where Ben was burying
a small box next to a tree. He read some words out of a book and the
letters on the page glowed.
Then he stood up and laughed. He yelled out,“ I don’t know if
you can hear me yet Leonard, but enjoy eternity bound to these
woods.You see, I can’t have you meeting my ex-wife in the afterlife.
Who knows ? The gods might hear your pleas and take vengeance on
me. So I have bound your soul to this spot through your big toe and
a ritual from this handy little book. I may not be a full wizard, but
enough arcane ability runs in my bloodline to handle pre-powered
rituals like the ones in this book.
Those fools in town will think you had an accident.They will
decide only someone as stupid and unlucky as you could die getting
crushed by a milk cow. But don’t get angry my friend. I will take
excellent care of Kirsta for you. Might even name our firstborn in
1 through 6: Starting location of the your honor.Ta - ta.”
hounds. Start at #1 and The difficulty will be in proving Leonard Stonetiller’s
case. Testimony from the undead is not admissible evidence
place them until none are in the Camphus court system. Leonard does not know where
left in the encounter. Place his toe is buried. If the players ask him the direct question, he
the higher xp hounds first. can supply the following information.
Cow Medicines: He did not have anything that could
S Stonetiller’s Shade. He appears in kill a cow on his farm. He knows that animal medicines are
this square on the third round. available at the general store in town.
His Father’s Ring: It was gold with green stones and
A mollified shade worth about 200 gp. The ring was given to his father as a
Should the players succeed in calming the shade through young man as a reward for performing a brave service for the
the skill challenge he stops his aggressive actions towards the Margrave. It was Leonard’s most prized possession and the
players and tell them his tale of woe. shade somehow senses that Ben keeps it with him during the
“Yes, I see now that you are new to Sulphur Springs and that you days.
had nothing to do with my injustice.Thank you for hearing my The hay loft pulley: The hay loft is above the barn
plea. ceiling. Hay is kept up there and dropped down into the stalls
A wealthy neighbor named Ben Cartleft was having an affair through feeding shoots to feed the animals. To get the hay up
with my wife Kirsta. Ben and I argued about it when Kirsta was there it is compressed and bound with a set of wires so that is
away visiting her mother and I told him I was going to tell the becomes a heavy block weighing between 90 and 110
village priests. Early the next morning I went to the barn to milk my pounds. He wold then attach a line through the pulley and
cows and he was hiding there already. In the dim morning light I haul up the bails to the loft. Normally the rope is left in place
didn’t see that he had hoisted a hay bail up the pulley system I use but no hay is left dangling from the pulley attached to the
to get the bails into the hay loft. He dropped the bail on me and it roof as that would be dangerous.
broke my shoulder and ribs and knocked me out. The Investigation of his death: He cannot leave the
I woke up to find that I had been dragged into the milking stall Fey Bough Woods so he does not know the details but he has
and my cow Purdy was standing over me. My hand and feet were tied overheard from folk talking while passing near the woods
but I was too hurt to move anyway. Ben was looking down at me 17 his death is called an accident and Kirsta married Ben.
Investigating the Murder trying to search the place will be told by the ranch hands to
Listed here are things the players might decide to leave. If the players come up with an excuse to be there (say
investigate and what they can find out. to buy horses) and then someone makes a DC 14 Bluff check
Stonetiller’s Farm (Small Farms Area): The farm is then one or two players can slip away to look around for a
currently deserted. All the animals went to the Cartleft place little while.
with Kirsta. Currently the farm is up for sale. The house is In the smoke house (where meat is dried into jerky)
empty. The barn is not locked. In the barn players can find there is a serrated knife. It is the one used to cut the pulley
loose hay scattered about under the pulley and will discover rope but there is no way to prove it.
that the pulley rope in missing. In the barn there a DC 15 Perception check will note
A DC 18 skill check against Perception will find the rope there are 2 bottles of the animal drug in question and two
under some scrap leather in an old barrel in the barn. It has metal syringes. If the players ask, the ranch hands say that
grease marks from the lubricant on the pulley and is now in sometimes they need to drug mares that are having
two sections. One end of each length looks like it was problems foaling to help with the birth. If the syringes are
severed with a knife. If the rope end is shown to Cyn the asked about a ranch hand will say they are very expensive
knife dealer, she will opine that a serrated blade like one used and he hopes that the boss doesn’t realize that there used to
to saw through small animal bones was used. be three and that one has been lost. None of the ranch hands
Village Records: Either by sneaking into the Village remembers losing it or even using one in the past month.
Hall or convincing the village clerk to let them look at the They will say that usually they keep two bottles on hand.
written case records (a DC 12 CHA check will suffice or a Half a bottle is generally enough to calm a horse. More
DC 16 Bluff or Diplomacy skill check) the players can learn than two bottles would prove lethal.
that as it seemed obvious that the cow crushed Leonard A DC 20 Perception check (or a player stating they are
Stonetiller the canton coroner (the officer that investigates turning over all the trash barrels they can find) will find
unusual deaths) was not sent for. It was guessed that the cow three empty bottles of the drug and the missing syringe,
died from a heart attack as nothing unusual was found when None of the ranch hands will have any idea how they got
it was butchered. Kirsta the wife was two days away visiting into the trash barrel, nor when. Ben himself will say the
her mother when it happened. same thing.
Ben Cartleft was questioned, but he said he was at home A DC 20 Perception check inside the hut used to store
and his hired hands agreed that he was. (Thus he had an alibi) firewood can find a book of rituals related to binding the
Leonard’s body was not closely examined. As per local dead wrapped in an oilskin bag and hidden in the rafters of
custom he was cremated. A list of articles on his body when the hut. Ben and his ranch hands will deny any knowledge of
he was burned show that he still had his boots on. the book being there and guess that maybe the cloaked
A hand written note by the sheriff reads “Never found his stranger that has been seen lurking around put it there.
father’s ring. Strange. Leonard always wore it but it was not found on Leaning on the Ranch Hands
his body. Did Leonard lose it?Was it stolen after his death? Or taken Intimidation can be used to shake a ranch hand from the
while he was dying?” alibi. A DC 16 check result and the worker admits that the
The death was ruled an accident for lack of evidence ranch hands were all near the gnome settlements stealing
otherwise. illegal liquor on the day Leonard passed away and do not
General Store - Cow Medicines: At Mervin’s know where Ben was. This is what they did on days that Ben
General Store the players can learn that the store sells a was meeting Kirsta to cheat on Stonetiller. But they don’t
sedative drug meant for large animals like cows and horses. It think she was around the ranch when her husband died.
is applied via a metal syringe and needle. Leaning on Ben
The Mervins are not veterinarians, but they believe that if He cannot be intimidated into admitting his guilt. He
you gave a very large dose to an animal it would fall over and will fight if the players get very threatening.
eventually die from heart or lung failure as the muscle
relaxant quality of the drug would affect involuntary muscles Convincing the Sheriff
as well. Delivering the empty bottles, syringe, knife and cut
They remember that Ben Cartleft bought three bottles of pulley rope( from Leonard’s place) will be enough for the
the drug four days before Leondard’s death. However as Ben Sheriff to reopen the case and bring Ben in for questioning.
owns a large horse ranch such a purchase is not unusual or The ritual book from the shed will put him in jail while
even rare. He has not bought any since his last purchase. the sheriff investigates. An investigation will break the
Cartleft’s Ranch (Ranching Area): There are some notes alibi as the ranch hands will talk. Getting Leonard’s ring
about Ben’s place listed in the Area Map Key section. Players 18 from Ben will be proof positive he was involved.
Side Plot 2: (SP 2) Encounter Start
Read the following descriptive text to the players:
This is mostly a straight forward combat encounter with These woods have lived up to their name as you have seen
a forlorn aftertaste. countless small spiders - and a few that were as big as your fist.The
Beauty - a spider creature the size of a warhorse - has trees are full of gossamer stands of webbing but so far nothing
taken refuge in these woods. She is a lab experiment by a unusually dangerous has loomed ahead.
wizard to make huge spiders that gained intelligence. The Until now, that is. Just down the trail you are following is a
wizard couldn’t risk her exposure as creating artificial small meadow that has a set of stone pillars in a circular formation
intelligent life is illegal but didn’t have the heart to kill her so centered in the clearing. Heavy gobs of thick webbing runs between
he dumped her out her on the outskirts of civilization via the outer pillars, blocking sight through the structure. You can see
teleport. that an inner ring of smaller pillars protrudes above the mass of
Unfortunately for Beauty and anyone around her, she is webbing, proving extra support.
insane. She has a deep rooted paranoia that guild As you pause to assess the situation an eerie voice calls from
exterminators are out to kill her and a deep seated belief that somewhere within or behind the webbing.
as her nature is to trap things and kill them for their blood, “Oh, so the exterminators have finally come I see,” says this
she is evil and cannot change her ways but must always fight female sounding voice.“This was to be expected. Master abandoned
and kill. Beauty to these woods so that Beauty would be killed as the monster
She tried to make contact with some woodsmen she ran she is. So be it - Beauty is ready to protect herself. Beauty will suck
across thinking that perhaps she could somehow employ your body juices as is her monstrous nature. But first Beauty will tire
them to ward off “exterminators” but failed. Armed player her exterminators with her friends.”
characters will be viewed as “exterminators” and thus Around you the ground and trees squirm as a large number of
enemies that must be destroyed. spiders appear from hiding and advance on your party.
If the characters subdue Beauty they can try a Remove
Affliction ritual to cure her insanities. There are two, both Encounter Flow
Level 12. As the players are too low for this ritual (it is level The players must deal with two waves on enemies back
8) they will have to hire someone or otherwise convince to back. First is her spider minions. They are a set piece 2nd
someone to perform it for them. level encounter. When the last of the spiders is destroyed
Starting Placements one round will pass and then
Beauty herself will emerge with
F = Female Tree Spider her guardians and attack. The exact
M = Male Tree Spider
Note: If there are only
type of monsters in the second
3 females in play for the attack will vary based on the level
group size ignore one of of the players.
the F spots of DM’s
choice. Should there be
6 males, place a second Starting Placements
next to the 3 marked If there are more boxes than
places. monsters for the encounter level
B = Beauty just ignore some and leave them
EG = Ettercap Fang unfilled. The map at the left covers
Guard all possible combinations.
E = Ettercap You do not need to start the
Webspinner
T = Any Tree Spiders
players so close to the central web
that are part of the mass, but try to get them within 15
second wave. squares of Beauty before starting
the encounter.
Remember, the Remember that all the
second wave is not
visible until first is monsters starting in the web mass
destroyed. Draw webs remain hidden in it until the first
in if using the erasable wave of spiders is destroyed by the
tile from the store player party. Then they emerge and
set.
19 attack.
Web Filled Squares Monster Tactics
Players that enter a square filled with webs (in the Wave one just charges in and goes into melee. When it is
central part of the tile) face an automatic trap attack of +10 time for wave two, Beauty will stay in the middle of the
vs Reflex. A hit means that they are grabbed and must stop webbed area and use ranged attacks for as long as she can,
their movement. Escaping takes an action and is an sustaining up to three web-holds should she score that many.
Acrobatics check against 15 or a Strength check against 13. A Tree spiders will advance and attack. Ettercap Fang
character who escapes can shift one square. Guards will advance out of the web and try to web tangle a
When a webbed square fails to hit with a grab it is still foe so they can use their spider bite. After that they use their
treated as difficult terrain. Escaping characters can still shift axe unless they can spider bite a target immobilized by
in a new web square even though it is difficult terrain. Beauty. Ettercap Webspinners will move to one square from
The webbed squares do not affect spiders, Beauty or the edge of the web and use their ranged attack and try to
ettercaps. trap enemies at the edge of the webbed area so they can
Fire damage to a square attacks against AC 10. A hit of reach them with their spears. Unless under ranged attack
more than 5 damage will clear that square of webs. Anyone neither the Webspinners nor Beauty will leave the webbed
grabbed by the webs while they are burned will take the area between the pillars. They hope that the attackers will
same fire damage the webs took. enter the web and grant them advantage in the fight.
All Levels
4 Players (489 xp) 5 Players (614 xp) 6 Players (728 xp)
(3) Female Tree Spiders 375 (4) Female Tree Spiders 500 (4) Female Tree Spiders 500
(3) Male Tree Spiders 114 (3) Male Tree Spiders 114 (6) Male Tree Spiders 228
Level 2 Players
4 Players (513 xp) 5 Players (600 xp) 6 Players (725 xp)
(1) Beauty 300 (1) Beauty 300 (1) Beauty 300
(1) Ettercap Fang Guard 175 (1) Ettercap Fang Guard 175 (1) Ettercap Fang Guard 175
(1) Male Tree Spider 38 (1) Female Tree Spider 125 (2) Female Tree Spiders 250
Level 3 Players
4 Players (600 xp) 5 Players (725 xp) 6 Players (900 xp)
(1) Beauty 300 (1) Beauty 300 (1) Beauty 300
(1) Ettercap Fang Guard 175 (1) Ettercap Fang Guard 175 (2) Ettercap Fang Guards 350
(1) Female Tree Spider 125 (2) Female Tree Spiders 250 (2) Female Tree Spiders 250
Level 4 Players
4 Players (725 xp) 5 Players (875 xp) 6 Players (1,050 xp)
(1) Beauty 300 (1) Beauty 300 (1) Beauty 300
(1) Ettercap Fang Guard 175 (2) Ettercap Webspinners400 (2) Ettercap Webspinners 400
(2) Female Tree Spiders 250 (1) Ettercap Fang Guard 175 (2) Ettercap Fang Guards 350
Notes: All Tree Spiders and Beauty are from this adventure. Ettercaps are from the 4E MONSTER MANUAL.
20
End of Beauty Side Plot 3: (SP 3)
After Beauty has been reduced below 0 HP she will
expire, but not before a death bed soliloquy.
This is a simple skill challenge of negotiation. The rare
“Fate has ruled for the heroes over the monster this day. It is a
type where intimidation can be used. It is best to employ this
good day to die. I got to see the sun, feel the wind on my legs, and
encounter after meeting Adriana Flechette in Role Play 2.
revel in the night stars. I made friends willing to fight and die for
Read the players the following information:
me. My only regret is that I was made into this form. Had I been
Your group is following a trail through a narrow gap between
made as something else - perhaps we could have been friends rather
two hills when a group of goblins step into the path at the head of
than enemies.”
the gorge. Along the hilltops around you two dozen or more goblins
There is a brass band around one of her legs that bears
step into view along the ridge. More run down the hill and block
the words “Ex 42. Beauty.” It also has the sun and moon
your escape route.
symbol of the Stargazer Magic Guild of Camphus stamped
Goblins are not especially tough, but in these numbers they can
into it. The DM can determine if there will be any follow up
surely wipe out your party. However they have not attacked yet.They
to the creation and discarding of experiment 42 that
must want something.Talking to what looks like the leader of the
accidentally gained reason and intelligence.
group standing up the trail from you seems like the best course of
action.
Treasure If the players are dumb enough to fight anyway, just keep
In the center of the large web mass is a wooden box with using three or so level 1 and level 3 goblin groups from the
some treasure in it. This was brought as an offering by 4E MONSTER MANUAL until the players go down. They will
ettercaps. The amount depends on the average level of the not be killed outright as the goblin shaman will arrive to save
player characters. the players from death by pronouncing that the players are
All level groups: a set of +1 deathcut leather armor is the cure to the undead curse. Thus the players will awake
present from a previous adventurer she killed. with their possession but missing any coins or gems and lose
one healing surge until they take a full rest. This is also the
Level 2: 200 sp, 30 gp, 2 gems worth 20 gp each, and a result of failing the skill challenge.
delicate necklace of multiple silver strands worth 15 gp. Assuming the decide to talk, the leader stomps down and
(Total value 115 gp) addresses them.
“I am Grobak, chief of the Blackfeet clan.We have lived in peace
Level 3: 200 sp, 30 gp, 3 gems worth 20 gp each, and a with the villagers for many winters until now. Bad mojo by a village
delicate necklace of multiple silver strands worth 15 gp. human has made the dead walk again.These dead have attacked my
(Total value 135 gp) clan. Our clan totem is missing - taken by an evil spirit. Shaman
says that villagers will send help against the walking dead, but I
Level 4: 300 sp, 50 gp, 3 gems worth 20 gp each, and a think you are here to raid the Blackfeet while we are weakened.What
thin stranded golden necklace worth 25 gp. (Total 165 gp). say you who dare to pass the line of skulls?”
Four successes before three failures will convince the
goblins to leave the matter to the player characters and
withdraw. Gain 500 xp for a challenge success.
Primary skills are Bluff, Diplomacy, Streetwise, and
Intimidation. Checks are against DC 10.
If the players hand over the totem (which they get from
the death god avenger) they gain an automatic success.
As part of the process allow players to gain the following
bits of information from the goblin chief about the issue at
hand.
1) His scouts saw a group of humans come from the
upper estate area several nights ago. They went into a burial
burrow marked with stone lions.
2) The next night a raid by fast moving zombies stole
food from their camp.
3) Some of their warriors are missing and have not been
seen since where defeated by the first zombie attackers.
21 seen
Side Plot 4: (SP 4) Encounter Start
Read the following descriptive text to the players:
This encounter deals with bringing Rodney the Hood to You approached the Tibor Grove with care, keeping a watchful
justice. While Rodney has tried to form an image of himself eye for those that might be watching you. Just inside the tree line
as a ”justice doer” fighting against the mage guilds for the you stopped to make a plan when the sound of snoring caught your
poor - in truth he is mainly a brigand just out for personal attention from the base of a tree. It turned out to be a drunk member
gain. He has holed up in the old Tibor tower in the Tibor of Rodney’s gang that was supposed to be on look out. He quickly
grove from where he can watch the road. told you that Rodney and a handful of others were in the ruined
Although he has placed watchers at the edge of the tower of the Tibor family in exchange for a promise of turning him
woods, his sentries are of poor quality. The one watching the over to the sheriff rather than just killing him.
direction the players approach from will be asleep from Now you are near the tower, having crept close without seeing
drinking too much rum, allowing the players to get close to any more guards.You can see that the tower has mostly collapsed and
the tower that Rodney had pitched his tent in before the much of the fallen stone has been carted away. Basically, it is an
bandits can get organized to attack them. open shell of a tower.There is a collapsed opening where the
If the players hail the bandits, Rodney will emerge from entryway once stood.You can see a few of the brigands lounging
his tent and speak with them, claiming to be the leader of a around. It looks as if they do not expect an attack.
mercenary group on its way to the city-state of Prak to seek
work. He offer hospitality and try to get the party inside the Encounter Flow
tower where they cannot maneuver as well and attack them. If the players decide to immediately attack, they start
If the players say they know who he is and have come to twenty squares off the map in whichever direction they
join him he will pretend to accept them. Again he will try to want. The brigands will respond piecemeal as best they can.
lure them into complacency then attack. Only people that he Should there be a parley that brings the players in close,
already knows are allowed into his gang, and the players are then the brigands will have a chance to surround the party
strangers that he feels he can kill and rob without there being and be placed for an attack rather than scattered and
any repercussions from the local population. unaware of danger.
Should the players simply announce they are there to Either way, the brigands fight to the death - except for
bring him in for his warrant he will immediately attack. Rodney who will attempt to surrender once he is below 20
Starting Placements hit points.
Special Note - This is a more difficult encounter, set at +1 level over the level of the
player group.
Level 2 Players
4 Players (625 xp) 5 Players (725 xp) 6 Players (900 xp)
(1) Rodney 300 (1) Rodney 300 (1) Rodney 300
(2) Human Bandits 250 (2) Human Bandits 250 (2) Human Bandits 250
(1) Human Lackey 75 (1) Dwarf Bolter 175 (2) Dwarf Bolters 350
Level 3 Players
4 Players (725 xp) 5 Players (875 xp) 6 Players (1,025 xp)
(1) Rodney 300 (1) Rodney 300 (1) Rodney 300
(2) Human Bandits 250 (2) Human Bandits 250 (2) Human Bandits 250
(1) Dwarf Bolter 175 (1) Dwarf Bolter 175 (2) Dwarf Bolters 350
(1) Halfling Slinger 100 (1) Halfling Thief 125
Level 4 Players
4 Players (800 xp) 5 Players (975 xp) 6 Players (1,225 xp)
(1) Rodney 300 (1) Rodney 300 (1) Rodney 300
(2) Human Bandits 250 (2) Human Bandits 250 (2) Human Bandits 250
(1) Bugbear Strangler 250 (1) Dwarf Bolter 175 (2) Dwarf Bolters 350
(1) Bugbear Strangler 250 (1) Human Lackey 75
(1) Bugbear Strangler 250
Notes: Rodney the Hood is from this adventure. All others are from the 4E MONSTER MANUAL.
Scattered Blocks by Entrance Should Rodney and any brigands find themselves
These blocks are from 1 to 3 feet high. Roll randomly to trapped inside the tower with the players unwilling to come
determine if they can be used for cover by a being next to in after them they will wait until dark falls. Around midnight
one. They weigh hundreds of pounds and would normally they will toss a rope over from the top of the stairs and some
only be moved by a crane or a group of men with levers. will slide down the rope while others run through the door.
At that point the brigands are trying an every man for
The Tent himself escape and any remaining brigands run away in
This is just a standard cloth tend with a few bedrolls different directions rather than try to fight.
inside along with assorted backpacks and travel gear. Rodney Players must deliver Rodney or his body to Camphus for
starts inside the tend resting so he will not emerge for two their bounty. The sheriff will keep him locked in jail for
rounds once the alarm is raised. them if they have things to do other than leave with their
catch.
Monster Tactics
Once the brigands become aware they are under attack
Treasure
All Levels: +2 Magic longsword (Lvl 6 item)
(or they start an attack) those with ranged at-will attacks will
Add monetary treasure by group level as noted below.
seek partial cover and try to engage the enemy at range.
Level 2: 350 sp, 60 gp, and a bracelet of gold and silver
Melee fighters (like the bugbear) will take cover at first. If
worth 25 gp. (Total value 120 gp)
they can charge a player that has separated from the group
Level 3: 350 sp, 70 gp, and a bracelet of gold and silver
they will risk it - otherwise they will likely fall back inside
worth 35 gp. (Total value 140 gp)
the tower and wait for the players to come inside.
Level 4: 400 sp,90 gp, and a bracelet of gold and silver
Rodney will follow these basic tactics as well and try to
worth 50 gp. (Total value 180 gp)
stay at range from the player group..
23
Main Zombie Plot farming couple barges in.They are obviously flustered and quite
agitated.
The woman is wearing a blue head scarf and crying.Through
Exactly when you decide to start this ball rolling is up to
her tears she cries out a desperate plea for help.
you.You can let the players handle one or more of their
“Somebody help us ! Zombies took our baby!”
story hooks first or simply wait for the first night that they
The locals jump up in an uproar and pandemonium ensues as
are in the inn then spring the main plot on them. It doesn’t
everyone tries to talk at the same time. After a few minutes you
matter that much for how the scenario plays out.
finally get the main information.
This couple has a small farm about 9 miles north east from the
Main Plot Flow village near the hills.They heard a commotion out in their barn and
In general, the events should happen in this order: went out to investigate.What they believe to be zombies were
running all around the barn chasing the animals.The couple -
1) The players are informed of the zombie and baby named the Greenjeans - then ran to the nearest farm and borrowed a
problem as detailed in Starting the Plot. wagon and team to rush to town seeking help.
2) The players go out to the Greenjeans farm to If the players ask about the baby, they will discover that
investigate and undergo Plot Encounter One. Discourage “Baby” is the name of their prize winning pig. They do not
them from immediately following the tracks to the burrows have a child, and no small children have been harmed in the
by introducing NPC Trevor Dandy and Role Play creation of the main plot.
Encounter One. Trevor tells them the general story of Assuming that the mayor is in the inn (and he should be,
Randal Thurston and tries to get them to work for his mage as DM you have control over these things), he will wonder
guild. He tells the players of the estate that the Thurstons how any undead could have gotten past the barrier fence
had nearby. then order the sheriff to gather the other three village
3) Hopefully the players will go to the estate rather than watchmen and set up a patrol around the village proper. He
try to track undead in the dark. There they have a skill will then ask the adventurers if they would be willing to go
challenge to gather clues and information in Plot check out the farm. Sheriff Taylor will volunteer to lead
Encounter Two. them to the farm as soon as she gets her men posted to
4) Armed with new info they set out for the burrows. protect the village.
Along the way they meet NPC Adrianna Flechette who will The players can ask questions of the Greenjeans. Listed
put a different spin on the Thurston story and ask the by subject are answers to things they know to help you the
players to act for the death goddess in this issue. Role Play DM answer questions on the Greenjeans’ behalf.
Two.
5) After the players pass the undead ward boundary you How many zombies OR What did they see ?
might want to run Side Plot 3 with the goblins. Or skip it There were five or maybe six crusty looking humans with
if you’re eager to get to the dungeon crawl section. parts of their flesh rotting off. All wore common city folk
6) The players enter the burrow and face Thurston and clothing in the Camphus style. Baby’s squealing brought the
his minions. They might or might not unleash a powerful Greenjeans out to see what was going on. One zombie was
undead that is sleeping in a hidden place in the process. shambling away carrying baby while others were chasing
These are the remaining Plot Encounters. livestock around the yard between the house and barn. Being
scared of undead, the Greenjeans fled.
Level 2 Players
4 Players (500 xp) 5 Players (600 xp) 6 Players (725 xp)
(1) Zombified Cow 250 (1) Zombified Cow 250 (1) Zombified Cow 250
(1) Zombified Dog 125 (1) Zombified Dog 125 (2) Zombified Dogs 250
(5) Zombified Chickens 125 (1) Zombified Lamb 100 (1) Zombified Lamb 100
(5) Zombified Chickens 125 (5) Zombified Chickens 125
Level 3 Players
4 Players (600 xp) 5 Players (750 xp) 6 Players (900 xp)
(1) Zombified Cow 250 (1) Zombified Cow 250 (1) Zombified Bull 300
(1) Zombified Dog 125 (2) Zombified Dogs 250 (2) Zombified Dogs 250
(5) Zombified Sheep 100 (1) Zombified Lamb 100 (2) Zombified Sheep 200
(5) Zombified Chickens 125 (6) Zombified Chickens 150 (6) Zombified Chickens 150
Level 4 Players
4 Players (725 xp) 5 Players (875 xp) 6 Players (1,050 xp)
(1) Zombified Bull 300 (1) Zombified Bull 300 (1) Zombified Bull 300
(1) Zombified Dog 125 (2) Zombified Dogs 250 (3) Zombified Dogs 325
(2) Zombified Sheep 200 (1) Zombified Lamb 100 (2) Zombified Sheep 200
(4) Zombified Chickens 100 (9) Zombified Chickens 225 (9) Zombified Chickens 225
Events Conclusion -
It appears that Randal did visit this home and had the
family keys with him. He and his people must not be full
undead yet as they bothered to take food with them when
they left. It is unclear if he found any useful information to
add to his own research but from the positioning of the notes
and materials and the grandmother’s interest in a potential
intelligent undead (the Tarn leader’s son Yarbin) it would be
reasonable to assume Randal has gone to Yarbin’s burrow.
28
Plot Encounters 3 - 8 Encounter 3 Area
These are the encounters involved with going into Either by following tracks from the retreating near-
Yarbin’s burial burrow to chase down Randal Thurston. zombies, or by directions they received from an NPC, the
Shown below are the encounter areas laid out to show players have arrived at Yarbin’s burrow. Start by reading
the above ground entrance and underground portions of the them the following area description.
burrow. Stone block averaging two feet long and 10 inches You have been walking on the remnants of an old paved path for
high line the walls. They have support columns of stone a little while now. Around you rise the mounds of various burial
every ten feet or so to keep the surrounding dirt from burrows. Some have had obvious entrances and some seemed to have
pushing into the passages. The floor is tile over stone, and no entrance at all, but none bore the hawk insignia you have been
covered with a fine layer of collected dust. The ceiling is looking for.
generally arched in the hallways and chambers and is also However your luck seems to have changed. As the path winds
stone blocks - these held in place with limestone mortar. around and between two tall mounds, between them ahead of you
Only a few of the areas are lighted. The other sections are lays a mound with a set of great white and purple doors. Five foot
completely dark unless the players provide their own light. tall statues of hawks flank the doors, set a bit up the hillside. A pair
(Some light can spill in from the entryway. of wooden benches sit before the statues.Those benches look a bit out
Note that there are two secret doors. Make sure to cut of place as they appear to be of recent make and not a few hundred
the provided map sheets as indicated so you don’t clue in years old.
the players accidentally. Its not going to be a cakewalk though. Shuffling around in front
Encounter 8 area:
of the doors are a few zombie goblins and humanoid skeletons of an
unknown race.They do not appear to have sensed your presence yet.
Yarbin’s resting The doors and undead are about 100 feet away from you at the
place. Hidden, moment.
Encounter 7 area: might not be found. If the players ask, these undead do not look like they
Randal’s would be members of the Thurston household. Mainly
experiment room. because they are not humans, and are not wearing Randal’s
Overall Notes
family livery. A Religion check against DC 17 will tell the
Randal has brought in character that they believe these skeletons to be standard
Encounter 6 area: some common living undead, but that the zombies look a little too “fresh”.
materials like beds and The skeletons are the creation of a crazed Vecna priest
Kitchen area for kitchenware that were
that stumbled across Randal in these burrows and was
Thurston retainers. not originally in the
burrow.Yarbin has interested in what the mage was up to. The priest offered to
ignored Randal so far, help Randal with his research, although mainly the priest is
preferring to remain in stealing what information he can while waiting for the mage
his own dreams. to become a complete undead at which point the priest
Encounter 5 area: hopes to place Randal under his control.
Encounter 4 area: You can tell the players the exact compliment of the door
Living quarters guard group by using the encounter chart on the next page
for Thurston Underground, this for the correct level and number of players in the group.
retainers. is a trapped hallway to
divert invaders.
Area Description
The ground in front of the entrance is a bit damp and
covered with a sickly green moss. The mound rises 10 feet
vertically for every 10 feet of run until it hits 80 feet high at
Encounter 3 area: the top. There is a stone entrance tunnel extending from the
mound that houses the doors.
Above ground, this Set a little back and flanking each door is a stone statue
is the entrance to the of a hawk in a perched pose (as opposed to wings extended).
burrow. If the players get close enough they can read the inscription
“Disturb not the rest of Yarbin, the Hawk of Tarn”. (Within
10 feet of so).
29
The doors are painted purple with white trim. The paint Treasure
is faded and chipped. The doors are of heavy wood sheathed Varies by player group level. The goblin near-zombies
in copper and bound with iron bands. There is a large lock have coins from when they were normal tribe members just
mechanism and they are locked at the moment. a few days ago while some of the skeletons have jewelry
Thievery skill check against DC 20 will open the lock, or items on them from their original burial.
a DC 18 STR check can break the doors open. If two
characters hit the door together roll once using the better Level 2: 2 Golden Armbands (30 gp each) and 20 gp.
strength score with a +4 to the roll. Level 3: Ruby earrings (40 gp), silver neck chain with gem
stones (60 gp), and 35 gp.
Monster Tactics Level 4: As level 3 plus an emerald chip ring of gold (33
Any decrepit or damaged skeletons will rush the nearest gp)
party member when the players get within 4 squares of the
start of the play map. (So place it on a battle mat for spill off Monster Starting Locations
play). The near-zombie goblins will wait one round after the G: Near-Zombie Goblins
lesser skeletons attack, then wade into the melee as well. (If only two, ignore one of
the starting boxes)
They do not have orders and are hungry so they hope to eat
the party. The level 3 skeletons will move to make a S: Skeletons
defensive line across the doors and will not advance to (Place them until you run
attack until a player character moves to within 4 squares of out based on the group)
the doors. When one suffers a ranged attack that hits, it will
O: Others (Damaged and
then go after the character that damaged it and leave the Decrepit Skeletons)
doors behind. (Fill locations from left to
They are incapable of retreat or surrender. This group right until you run out of
will fight to the bitter end. monsters to place)
Level 2 Players
4 Players (500 xp) 5 Players (625 xp) 6 Players (750 xp)
(2) Near-Zombie Goblins250 (3) Near-Zombie Goblins 375 (3) Near-Zombie Goblins 375
(1) Skeleton 150 (1) Skeleton 150 (2) Skeletons 300
(4) Decrepit Skeletons 100 (4) Decrepit Skeletons 100 (3) Decrepit Skeletons 75
Level 3 Players
4 Players (600 xp) 5 Players (750 xp) 6 Players (900 xp)
(2) Near-Zombie Goblins250 (3) Near-Zombie Goblins 375 (3) Near-Zombie Goblins 375
(1) Skeleton 150 (2) Skeletons 300 (3) Skeletons 450
(4) Decrepit Skeletons 100 (3) Decrepit Skeletons 75 (1) Decrepit Skeletons 25
(1) Damaged Skeleton 100 (1) Damaged Skeleton 100
Level 4 Players
4 Players (725 xp) 5 Players (875 xp) 6 Players (1,050 xp)
(3) Near-Zombie Goblins375 (3) Near-Zombie Goblins 375 (3) Near-Zombie Goblins 375
(1) Skeleton 150 (2) Skeletons 300 (3) Skeletons 450
(2) Damaged Skeletons 200 (2) Damaged Skeletons 200 (2) Damaged Skeletons 200
(1) Decrepit Skeleton 25
Level 2
4 players (500 xp): 4 Near-Zombie Maids
5 players (625 xp): 5 Near-Zombie Maids
6 players (500 xp): 6 Near-Zombie Maids
Level 3
4 players (600 xp): 4 Near-Zombie Gardeners
5 players (750 xp): 5 Near-Zombie Gardeners
6 players (900 xp): 6 Near-Zombie Gardeners
Level 4
4 players (700 xp): 4 Near-Zombie Guards
5 players (875 xp): 5 Near-Zombie Guards
6 players (1,050 xp): 6 Near-Zombie Guards
The next chamber does not have doors. A coffin from the Sneaking Up On (or past) the Kitchen
original burial of servants is here but a bunch of other stuff The near-zombies here have heard some noise from the
has been added to make the area a kitchen of sorts. Bright room below them but are too engrossed in the food to care
light fills the room and dim light the north/south halls that about it. They are listening and occasionally looking in that
enter and leave the chamber from the fire burning within it. direction though. Assume they have a combined Perception
When the players open the door from area 5 read them check of 14. Any stealth checks to sneak up on them are
the following text. against a DC 14.
You can see a glow coming from an opening along the hall The goblins are at passive check should the players sneak
before you to your right but cannot see in that chamber from the past the kitchen to where they are. That would be DC 11.
door.You think you can spot the end of a coffin laying at the edge of They are practically blocking the hall so they cannot be
the chamber. From the smell of smoke in the hall, you assume that a sneaked past.
fire is providing the light. Occasionally you hear a muffled,
frightened squeal and what sounds like tuneless humming. Monster Reaction / Tactics
Once the players can see into the room read this: Once the near-zombies become aware of the players they
It is a coffin in the north west corner. It is a wooden stand and will surge to the attack. The zombie-cook is less advanced in
the squealing is coming from inside.The top of the coffin has several the infection and is thinking a bit more clearly. He will
pots and cups along with a bag of salt and flour sitting on it.There is attempt to gain a flanking position by crawling over the
a chair across from the coffin and a pair of tables in the back of the coffin to get behind anyone engaged with the other near-
room hold cooking materials. A butchered hog is on the one in the zombies if that is his only path. He will accept opportunity
north east. attacks for movement if necessary.
There are two fire pits and one has a blaze going. A stand holds a Near-zombie kids will wait to get to the players if they
cooking pot over the fire and something is bubbling within. must, then attempt to grab so they can use their bite attack.
You have run into more of those sorta-zombie people again. One The other near-zombies just go for the nearest player they
is obviously cooking and the others were just standing around can get to and attack.
waiting. The two or three goblins are defectors from the local
tribe. If a fight breaks out in the kitchen they will move to
Monster Start the locations marked 1 through 3. If the warrior is present
All the groups have a goblin hexer and sharpshooter as he goes to location 1 and uses his great position and
well as a near-zombie cook. The goblins will be in the upper mobile ranged attack abilities then melees if necessary
hall as indicated as they don’t like the near-zombies very after that. The goblin sharpshooter will go to 2 and use
much. If the goblin warrior is in play he is there too. Place ranged attacks while the goblin hexer will go to 3 and do the
any near-zombie kids in spots marked for them. same. The hexer will use his lead from the rear ability to
shift ranged attacks against him to the sharpshooter.
Placements If the goblin sharpshooter and hexer cannot gain line of
GH: Goblin Hexer
sight on anyone they will advance farther south but will try
GS: Sharpshooter to avoid closing for melee. If all the near-zombies are taken
GW: Goblin Warrior out and there is no active goblin warrior the hexer will try
ZC: Cook to run away to his new master to the north.
ZK: Near-zombie kid
NZ: Any other near-
zombies in the
Goblin Presence
‘ group. The astute player will wonder what the goblins are doing
in the burial burrow. Assuming that they met the members
Note: Not all the of the Blackfeet goblin clan they will see that these goblins
boxes might be filled. have the same tribal face paint but that the wooden
Number of monsters
depends on the
medallions they wear with the clan symbol all have a deep
encounter group in scratch through the insignia. A Nature check for Goblin lore
use by player level. against DC 14 will tell the player that the scratched
medallion indicates that they were cast out of the tribe
33 for some reason.
Encounter Groups for Plot Encounter Six
Level 2 Players
4 Players (501 xp) 5 Players (613 xp) 6 Players (725 xp)
(1) Goblin Hexer 150 (1) Goblin Hexer 150 (1) Goblin Hexer 150
(1) Goblin Sharpshooter 125 (1) Goblin Sharpshooter 125 (1) Goblin Sharpshooter 125
(1) Near-Zombie Cook 150 (1) Near-Zombie Cook 150 (1) Near-Zombie Cook 150
(2) Near-Zombie Kids 76 (1) Near-Zombie Gardener 150 (2) Near-Zombie Gardeners 300
(1) Near-Zombie Kid 38
Level 3 Players
4 Players (601 xp) 5 Players (763 xp) 6 Players (913 xp)
(1) Goblin Hexer 150 (1) Goblin Hexer 150 (1) Goblin Hexer 150
(1) Goblin Sharpshooter 125 (1) Goblin Sharpshooter 125 (1) Goblin Sharpshooter 125
(1) Near-Zombie Cook 150 (1) Near-Zombie Cook 150 (1) Near-Zombie Cook 150
(2) Near-Zombie Kids 76 (2) Near-Zombie Gardeners 300 (2) Near-Zombie Guards 350
(1) Goblin Warrior 100 (1) Near-Zombie Kid 38 (1) Near-Zombie Kid 38
(1) Goblin Warrior 100
Level 4 Players
4 Players (726 xp) 5 Players (888 xp) 6 Players (1,038 xp)
(1) Goblin Hexer 150 (1) Goblin Hexer 150 (1) Goblin Hexer 150
(1) Goblin Sharpshooter 125 (1) Goblin Sharpshooter 125 (1) Goblin Sharpshooter 125
(1) Near-Zombie Cook 150 (1) Near-Zombie Cook 150 (1) Near-Zombie Cook 150
(2) Near-Zombie Kids 76 (2) Near-Zombie Gardeners 300 (2) Near-Zombie Guards 350
(1) Goblin Warrior 100 (1) Near-Zombie Kid 38 (1) Near-Zombie Kid 38
(1) Near-Zombie Maid 125 (1) Near-Zombie Maid 125 (1) Goblin Warrior 100
(1) Near-Zombie Maid 125
Notes: Near-Zombies are from this adventure. All goblins are from the 4E MONSTER MANUAL.
If they take any of the goblins alive, Intimidation or larder. Baby is used to being carried and will let a player
Diplomacy against DC 12 will get the goblin(s) to tell their pick him up and carry him around. However if baby gets
story. A human cleric came to the tribe to recruit them and within 10 squares of a goblin or near-zombie he will smell it
the chief said no, the Blackfeet would have nothing to do with and freak out. Baby will squeal loudly and struggle to escape
human gods. But these three (who are brothers) were led by so he can run away.
the oldster (the hexer) to argue against the chief as the human
god promised power and control of the region. The hexer Treasure
would not stop arguing with the chief so he was cast out with The goblins have half of the silver coins on their person
his brothers. They then found the cleric and joined him, while the rest of the treasure is in a sack under the stand
helping him attack their old tribe with near-zombies a while holding up the coffin. Any magic weapon or rod is in the
back so that the cleric could see if goblins could be infected. coffin with Baby.
The cleric is named Darwin Malefance and follows Venca
(or Vademyhrr in the Worlund world. Pronounced “vade- Level 2: 100 sp, 30 gp, 2 Gravespawn potions
mer”) (ADVENTURER’S VAULT) and a +1 Symbol of Hope.
Level 2 Players
4 Players (600 xp) 5 Players (750 xp) 6 Players (900 xp)
(1) Randal 250 (1) Randal 250 (1) Randal 250
(1) Darwin 200 (1) Darwin 200 (1) Darwin 200
(1) N-Zombie Gardener 150 (1) Near-Zombie Guard 175 (1) Near-Zombie Guard 175
(1) Near-Zombie Maid 125 (1) Near-Zombie Gardener 150
(1) Near-Zombie Maid 125
Level 3 Players
4 Players (725 xp) 5 Players (875 xp) 6 Players (1,050 xp)
(1) Randal 250 (1) Randal 250 (1) Randal 250
(1) Darwin 200 (1) Darwin 200 (1) Darwin 200
(1) N-Zombie Gardener 150 (1) Near-Zombie Guard 175 (1) Near-Zombie Guard 175
(1) Near-Zombie Maid 125 (2) Near-Zombie Maids 250 (2) Near-Zombie Gardeners300
(1) Near-Zombie Maid 125
Level 4 Players
4 Players (800 xp) 5 Players (1,050xp) 6 Players (1,200 xp)
(1) Randal 250 (1) Randal 250 (1) Randal 250
(1) Darwin 200 (1) Darwin 200 (1) Darwin 200
(2) Near-Zombie Guards350 (2) Near-Zombie Guards 350 (2) Near-Zombie Guards 350
(2) Near-Zombie Maids 250 (1) Near-Zombie Gardener 150
(2) Near-Zombie Maids 250
If at least two player characters get within 2 squares of He tried to recruit the goblins but that didn’t work out,
the workbench roll 1d12 for Randal on his turn. If the result although he did pick up a few goblin followers and
is higher than 9 he will fire a blast that includes the work confirmed that Randal’s magical disease would infect the
bench to cause the sympathetic explosion. He is betting that goblins. The near-zombie goblins out front don’t follow
he no longer needs his notes or won’t get a chance to use orders very well though so he decided that zombifying the
them if the invaders win. Add +1 per extra player that would goblin tribe was not a viable tactic. He met Randal while the
get caught above two. Check each time that Randal’s turn mage was moving into the burrow and decided to join
comes up. Randal to see what might become of Randal’s efforts.
Darwin will resort to melee combat once the players get
to or past the end of the coffin near him. His preferred battle Treasure
tactics are in his write up in the Monsters and NPCs If the magic item is present, it is in Randal’s pack. He has
section. hidden it from the hungry bear-zombies. The coins in the
coffin that Randal was mixing ingredients upon. Ritual
Darwin Malefance’s Story components are on the workbench (and might get destroyed)
First, his last name is three syllables. “Mal-e-fanz”. He is a
cleric of an evil god that likes to ferret out secrets and has no Level 2: 200 gp, and magic item Everlasting Provisions.
qualms about using undead to advance the deity’s agenda.
Darwin really hates the mage guilds of Camphus and has Level 3: 300 gp, and magic item Everlasting Provisions.
been trying to take over part of a canton to then stage a
revolt against the mage-rule of the city. He has failed twice in Level 4: 300 gp, alchemical reagents (40 gp), residuum (60
other areas. He decided to try for Sulphur Springs as his next gp), and Lvl 8 Brightleaf reagent (125 gp) (ADVENTURER’S
conquest because it is removed from the city and has little VAULT.)
protection. 36
to his sarcophagus and use ranged attacks as long as possible.
Encounter 8 Area
Statue or Wall Broken
If an opening is created to his chamber by any means, in
the third round after it was made Yarbin will go on the
offensive and send his undead through the breach then stand
in it and use his attacks. He will start with the players first
(as Randal and Darwin have not annoyed him so far) but if he
wins he will then turn on any survivors of Randal’s party to
finally clear out his lair.
Players Retreat
If the players retreat then Yarbin will attack Randal and
Y: Yarbin 1, 2 and 3: Any support monsters company and leave the players for later. Should the players
exit the burrow then after two hours if they left any of their
members dead in the burrow, the bodies will be dumped
Behind the statue secret door from area 7 is the final
outside the doors and the main doors shut.
resting place of Yarbin.
Yarbin will then place an Arcane Lock that has a DC 32
Yarbin is an intelligent undead. He has been quite content
value to keep the pesky player characters out and then go
to lay dreaming in his sarcophagus where his spirit can
back to his napping.
contact the souls of his departed family members in the after-
life. Randal’s efforts woke Yarbin and held his attention for a
Treasure
while but then Yarbin decided that Randal would probably go
There are 165 gp laying on the floor for all player levels.
away in a relatively short time and started ignoring him.
Additionally there is gold and platinum inlay in the
If the secret door is opened or the statue or wall
sarcophagus that can be pulled out and sold as for it’s weight
destroyed he will know it and rise from his sarcophagus ready
value. This is worth 35 gp.
to battle those that dare intrude on his sleep.
Once the players can see inside read them this..
Unlike the other chambers in this burrow, the walls of this one Encounter Groups for Plot Encounter7 Area
are covered with frescos depicting the exploits ofYarbin while living (Hard encounter, +2 levels XP)
and a scene of his soul leaving for the heavens while his body walks
on.The floor is a white marble tile and there is a sarcophagus etched All Parties (any size & level): Yarbin
with many runes and magic symbols jutted out from the far wall.
Closer to you is a small pile of loose gold coins and some books Then add the following
and scrolls before a throne made of a red stone. A pair of dead bushes Level 2
flank either side of the throne. 4 players (750 xp): Yarbin is alone
As nice as those coins look - you are not alone.... 5 players (875 xp): 1 Zombie Brute
Then tell the players about any monsters they see inside. 6 players (1,050 xp): 2 Skeletons
Monster Start
Yarbin starts in his sarcophagus and needs a move action Level 3
to climb out. He can exit to any open square next to his 4 players (800 xp): 2 Decrepit Skeletons
sarcophagus. Start with the first extra monster listed and 5 players (1,000 xp): 2 Decrepit & 1 Blazing Skeleton
place it at position 1, the next at 2 and if there is a third it 6 players (1,150 xp):1 Blazing &1 Boneshard Skeleton
goes at position 3. Ignore positions that you do not have a
monster for. There are 0 to 3 extra monsters in the encounter Level 4
groups. 4 players (1,000 xp): 2 Decrepit & 1 Blazing Skeleton
5 players (1,250 xp): 2 Mad Wraiths
Monster Reaction / Tactics 6 players (1,500 xp): 3 Mad Wraiths
Any extra undead will move to form a line between the
players and the sarcophagus. If they only have melee attacks Notes: Yarbin is from this adventure, all others are
they will move to engage the players.Yarbin will stand next from the 4E MONSTER MANUAL.
37
Roleplay Encounter 1 Any further investigations can wait for daylight tomorrow.
Description
Darwin’s features carry a lot of the orc side of his blood.
He has pronounced canine teeth and a boney ridge of a
forehead with somewhat pointed ears. His hair is a greasy
jet black and little beady brown eyes.
He stands a bit over six feet tall and has muscular arms.
His chainmail is cut to leave his arms uncovered and he
wears a spiked bracer on one arm along with a thin leather
cuirass that has chest and stomach muscles cut into the
leather. Both pieces are black and he cuts a rather imposing
figure.
Darwin Malefance - NPC Cleric Elite Controller Lvl 1
Personality Medium natural humanoid XP 200
Initiative +1 Senses: Perception +2
He has grand plans of conquest in his god’s name and HP: 26 Bloodied: 13 Saves: +2
remains confident that fate will smile on him despite him Speed 6 (5 in armor) Action Points: 1
repeated setbacks. Darwin is an arrogant bully who likes AC 16; Fortitude 13, Reflex 11, Will 14
ordering people around and is fond of saying things like “the
strong eat the weak” and “survival goes to the strongest”. M Weapon Attack (standard; at-will) u Weapon
+6 vs AC; 1d10+3 damage.
Despite his bravado, when things get dangerous for him S Lance of Faith (standard; at-will) u Divine, Radiant
personally he will seek to run away. He tells himself that it is +3 vs Reflex; Range 5. 1d8+2 radiant damage and one
“cunning” to withdraw from a losing situation in such times. of Darwin’s allies gains +2 to hit on next attack.
However if cornered his orcish battle rage surges to the m Healing Strike standard; daily) u Weapon
+6 vs AC; 2d10+3 radiant damage and marked until end
front and he fights with ferocity. of Darwin’s next turn. Also, if Darwin has an ally with a
healing surge within 5 squares it can be spent. (Darwin
History and Current Agenda does not have any surges).
He grew up in an orc tribe where his fortunes kept Cleric Features
Channel Divinity - Divine Fortune
swinging back and forth between being bullied for his (free action; encounter) u Divine
human blood and being fawned over for his strength and Darwin gains +1 to next attack or save before the end
potential for the tribe. One day a cleric of the god he would of his next turn.
become devoted to visited the tribe on a recruiting drive. Channel Divinity - Healing Word
(minor; encounter- special) u Divine, Healing
This cleric easily convinced Darwin that the young half -orc Close burst 5, Darwin or one ally regains 1d6 HP
was destined for greater things so Darwin (who’s name was plus can spend a healing surge. Can be used twice per
actually Bru’nog at the time) joined the cult and left the encounter but only once per round..
tribe for training. Half-Orc Racial Power
Furious Assault (free action; encounter)
Darwin has been running around trying to accomplish Trigger when hit with weapon attack. Add 1d10 extra
something grand for about year now. He tried the recruiting damage to the attack.
bit himself with some goblins and picked up a few followers.
Then he ran into Randal and was enthralled by the mage’s Skills: Bluff +5, Intimidation +5, Religion +6
Str 16 (+3) Dex 12 (+1) Wis 14 (+2)
story. Sensing that this strange semi-undead magic might Con 14 (+2) Int 12 (+1) Cha 11 (+0)
become something he could use to control or threaten the Equipment: Chainmail, Morningstar
area he has talked his way into staying at Randal’s side. He
doesn’t really want Randal to succeed at undoing the curse. 42
Near-Zombies - Various Types Near-Zombie - Cook
Medium natural animate (undead)
Level 3 Skirmisher
XP 150
These unfortunate souls are Initiative +0 Senses: Perception +5, Darkvision
result of an arcane ritual gone HP: 36 Bloodied: 18 (see zombie weakness)
really, really wrong. They are Speed 5
now turning into zombies but AC 15; Fortitude 15, Reflex 11, Will 12
still retain some attributes of
the living. M Butcher Knife (standard; at-will) u Weapon
+8 vs AC; 1d4+3 damage.
Near-zombies gain some
M Skewer & Knife (standard; at-will) u Weapon
strength and constitution but 2 attacks. Butcher Knife above plus skewer at +7 vs
lose half of most every other AC; 1d4+3 damage. If both hit same target, it takes 5
attribute. It is a disease-like ongoing damage (save ends)
condition that can be spread m Infectious Bite (standard, encounter) u Poison
by biting after it reaches the +5 vs AC; 1d6 poison damage and infection attack.
middle of three states. The Zombie Weakness
final state results in either Any critical hit to the near-zombie reduces it to 0 HP
instantly.
true death or a true zombie Alignment: Unaligned Languages: None
status. Skills: Perception +5
The household staff that Str 12 (+2) Dex 9 (+1) Wis 6 (-1)
Randal infected continues to Con 15 (+4) Int 6 (-1) Cha 6 (-1)
serve their basic functions by
instinct. The goblins were Near-Zombie - Gardener Level 3 Soldier
recently infected and have not Medium natural animate (undead) XP 150
developed the hunger (or Initiative +0 Senses: Perception +0, Darkvision
the’ bite attack). A by-product of HP: 36 Bloodied: 18 (see zombie weakness)
this infection is a desire to Speed 5
feed often. On meat. Any kind AC 15; Fortitude 15, Reflex 11, Will 12
of meat. Cooked or raw.
M Sickle (standard; at-will) u Weapon
Near-zombies lack the immunities or resistences of true +9 vs AC; 1d6+3 damage. .
zombies but they also lack the vulnerabilities. They are still M Grab (standard; at-will)
affected by Turn Undead channel divinity features and attacks that +5 vs Reflex; target grabbed a(until escape). Checks to
specifically target the undead. escape the grab are at -3.
While they can take damage in amounts that would kill a living m Infectious Bite (standard, encounter) u Poison
being and continue to function, they share the head shot weakness +5 vs AC; 1d6 poison damage and infection attack.
of standard zombies. A critical hit will automatically reduce them Zombie Weakness
Any critical hit to the near-zombie reduces it to 0 HP
to 0 HP (it is assumed to be a head shot) as the magic infection
instantly.
that is centered in the brain is disrupted. Alignment: Unaligned Languages: None
Skills: Nature +5
Near-Zombie - Goblin Level 2 Brute Str 14 (+3) Dex 7 (-1) Wis 6 (-1)
Medium natural animate (undead) XP 125 Con 15 (+3) Int 4 (-2) Cha 6 (-1)
Initiative -1 Senses: Perception +0, Darkvision
HP: 40 Bloodied: 20 (see zombie weakness) Near-Zombie - Guard Level 4 Soldier
Speed 5 Medium natural animate (undead) XP 175
AC 15; Fortitude 13, Reflex 11, Will 12 Initiative -1 Senses: Perception +0, Darkvision
HP: 44 Bloodied: 22 (see zombie weakness)
M Spear (standard; at-will) u Weapon Speed 5
+6 vs AC; 1d8+4 damage. (used two handed). AC 17; Fortitude 15, Reflex 12, Will 13
M Grab (standard; at-will)
+4 vs Reflex; target grabbed (until escape). Checks to M Mace (standard; at-will) u Weapon
escape the grab are at -3. +10 vs AC; 1d6+4 damage.
Burst of Speed (encounter, daily) m Infectious Bite (standard, encounter) u Poison
Near-zombie gains +1 speed until end of it’s next turn. +5 vs AC; 1d6 poison damage and infection attack.
Zombie Weakness Zombie Weakness
Any critical hit to the near-zombie reduces it to 0 HP Any critical hit to the near-zombie reduces it to 0 HP
instantly. instantly.
Alignment: Evil Languages: None Alignment: Unaligned Languages: None
Skills: Stealth +5 Skills: Intimidate +6
Str 14 (+3) Dex 7 (-1) Wis 6 (-1) Str 16 (+4) Dex 7 (-1) Wis 6 (-1)
Con 15 (+3) Int 4 (-2) Cha 6 (-1) Con 15 (+3) Int 4 (-2) Cha 6 (-1)
43 Equipment: Hide armor, light shield, mace
Near-zombies continued Randal Thurston
Randal is a human mage who is currently struggling with
Near-Zombie - Kid Level 3 Minion
Small natural animate (undead) XP 38 an arcane infliction he accidentally gave himself. He has
Initiative +0 Senses: Perception +5, Darkvision tested his best cures on himself and has maintained most of
HP: 1 (takes no half damage effect from misses) his intellect and his ability to talk. He feels he is close to
Speed 4 perfecting his ritual and has become paranoid that others
AC 13; Fortitude 11, Reflex 11, Will 12
will try to stop him so he is past the point where he can be
M Grab (standard; at-will) reasoned with. Darwin was only able to befriend him
+8 vs Reflex; target grabbed (until escape). Checks to because Randal had not set up shop in the burrow yet and
escape the grab are at +2. was not yet convinced that he was near a breakthrough.
m Infectious Bite (standard, encounter) u Poison
+5 vs AC; 1d6 poison damage and infection attack. This
attack is +8 against a target that has been grabbed. Description
Burst of Speed (encounter, daily) Randal is now a wreck of humanity. His flesh is starting
Near-zombie gains +2 speed until end of it’s next turn. to putrefy in places and his lips have melted away. He stands
Alignment: Unaligned Languages: None
Skills: Perception +5
only five foot six and has been wearing the same blue robe
Str 12 (+2) Dex 9 (+1) Wis 6 (-1) with green and yellow designs for two weeks now so it is
Con 15 (+4) Int 6 (-1) Cha 6 (-1) quite ratty in appearance now. His hands remain in very
Equipment: Bloody fabric teddy bear toy good shape however.
Near-Zombie - Maid Level 1 Lurker
Medium natural animate (undead) XP 100 Personality
Initiative -1 Senses: Perception +0, Darkvision Not much is left of his original personality. He wanted to
HP: 26 Bloodied: 13 (see zombie weakness) save his household staff from the infection and that is still a
Speed 5 drive factor for him. He will attack those that have harmed
AC 14; Fortitude 14, Reflex 10, Will 11
his servants. Mostly though he has become obsessed with
M Nailed Hand Slam (standard; at-will) perfecting his undead “cure” to the extent that he really isn’t
+6 vs AC; 1d6+2 damage. trying to undo the infection that much. His assumption is
M Grab (standard; at-will) that cracking the original problem he was working on will
+5 vs Reflex; target grabbed a(until escape). Checks to
escape the grab are at -2. provide an infection cure as a side benefit.
m Infectious Bite (standard, encounter) u Poison
+5 vs AC; 1d6 poison damage and infection attack. History and Current Agenda
Zombie Weakness Randal was carrying on the family tradition of messing
Any critical hit to the near-zombie reduces it to 0 HP
instantly. around with necromancy with “benign” intentions when his
Alignment: Unaligned Languages: None ritual went wrong and he infected himself and his
Skills: Stealth +4 household. Knowing the authorities would soon spot the
Str 14 (+3) Dex 7 (-1) Wis 6 (-1) worsening condition of his staff he fled the city looking for a
Con 15 (+3) Int 4 (-2) Cha 6 (-1)
place to create a cure.
Infectious Bite - Thurston Virus
Characters that suffer a bite hit must make a save at the end of
the encounter. If they fail, they are infected. Level 9 disease.
Description
Adriana has a dark skin tone and wears her long hair in
braids that resemble dred-locks. She has facial tattoos and a
golden nose ring and wears a steel choker that has the talon
of a wyvern dangling from it. Adriana is unarmored and
carries a wicked looking short sword and keeps numerous
daggers upon her person.
53
Yarbin (Mummy-ish Sorcerer)
Yarbin was always self centered in life, but he was still
accounted as a great hero of his city for his many
adventures. His mother was the leader of the city. When
Yarbin fell in battle against a dragon his body was too
damaged to return to life. So his mother had a sorcerer that
served her killed and transferred Yarbin’s soul into the body
and then worked rites that would make Yarbin into an
intelligent undead.
It worked, but Yarbin soon found that being an undead
unsettled the household and the people that once cheered
him in the street now feared him. So he had a burial burrow
built for himself and settled into it to sleep. The legend was
that if Tarn should ever need him he would rise and aid his
city. However Tarn was swallowed by the swamp and there
was nothing Yarbin could do to save his home.
When he sleeps,Yarbin finds that his shade can manifest
in the land of the dead. There he can be with his parents
(who are long dead) and the people he once knew no longer
fear him. He is happier there among his kin then wandering
the mortal world alone so he spends most of his time
napping and has no plans regarding the mortal realm.
Yarbin’s Tactics
Yarbin Solo Level 3 Artillery Yarbin tends to rely on his combo attack of khopesh
Medium natural humanoid (undead) XP 750 and power staff, even if he has to give up an opportunity
Initiative +2 Senses: Perception +3, Darkvision attack for using the blast from the staff. He regenerates
HP: 140 Bloodied: 70 Saves: +5 so dazing an opponent with two hits is worth the trade
Regeneration: 5 (will not function in a round Yarbin
takes radiant or fire damage) off to him.
Speed 5 Action Points: 1 When he takes ranged damage of fire or radiant type
AC 20; Fortitude 18, Reflex 16, Will 14 he tries to use his doom cast power on the enemy attacking
Immune: disease, poison. Resist: 5 necrotic. Vulnerable: him to soften them up then go for the dragonfang attack
5 fire and radiant.
M Khopesh (standard; at-will) u Weapon
to poison them.
+6 vs AC; 1d8+2 damage (Brutal 1) and 1d6 necrotic His bedeviling burst he saves for when more than three
damage. enemies are adjacent to him or if he is being flanked.
S Power Staff (standard; at-will) u Arcane, Force
Ranged 10; +6 vs Reflex; 1d10+3 force damage.
m Heroic Effort (standard; encounter) Yarbin Lore
Yarbin makes both a khopesh and power staff attack. If With a Religion skill check a character can discern
they hit they same target that target is dazed (save ends). the following after seeing Yarbin.
c Bedeviling Burst (standard; encounter, recharge 4+) DC 15: Yarbin looks like some type of modified
u Arcane, Psychic
Close burst 3 up to 2 targets; +6 vs Will; 1d10+4 mummy. He will probably be a regenerating undead
psychic damage, and target pushed 1 square. vulnerable to fire and might be able to spread the
s Doom Cast (standard; daily, recharge 5+) u Necrotic mummy rot disease.
Ranged 10; +6 vs Fortitude; 2d6+3 necrotic damage, The character knows the following information with
and target is -2 all defenses until end of Yarbin’s next
turrn. a History check.
s Dragonfang Bolt (standard; daily) u Arcane, Poison DC 15: Yarbin was the son of the last ruler of the
Ranged 10 vs up to 2 targets; +6 vs Fortitude; 2d6+4 free city of Tarn. Stories say that he was killed fighting a
damage and ongoing 5 poison damage (save ends) dragon and his body was too damaged to return to life so
Despair (Fear) aura 5
Effect: enemies within aura are -2 to attack rolls against his mother bound his soul to the body of a dead sorcerer
Yarbin. and then used ancient rituals to turn Yarbin into an
Alignment: Evil Languages: Common undead.
Skills: Arcana +8, History +7, Intimidation +10
Str 16 (+4) Dex 12 (+2) Wis 10 (+1)
Con 14 (+3) Int 14 (+3) Cha 18 (+5)
Power Staff: This only functions through Yarbins innate
Equipment: Clothing, khopesh, staff 54 power and is not a magic item others can use.
Zombified Barn Animals Zombified Chicken Level 1 Minion
Tiny natural beast (undead) XP 25
Initiative +0 Senses: Perception -3
The infection that created the near-zombies from HP: 1 (will not take damage from a miss)
humans and goblins has a quicker and harsher effect on Speed 5
common animals. They become creatures that are essentially AC 12; Fortitude 10, Reflex 13, Will 10
weak zombies. They lack the immunities and vulnerabilities M Peck (standard; at-will) uWeapon
of full zombies. +3 vs AC; 1 damage and possibility of infection.
A number of the animals can pass the infection through a Alignment: Unaligned Languages: None
bite or peck. See the Near-Zombie entries for information Skills: None
on the infection itself. Str 4 (-3) Dex 10 (+0) Wis 3 (-4)
Con 10 (+0) Int 1 (-5) Cha 3 (-4)
Equipment: None
Zombified Animal Lore
The player will know the following with a Religion
Zombified Cow Level 2 Elite Brute
check. Large natural beast (undead) XP 250
DC 15: Zombie animals are extremely rare. They usually Initiative +4 Senses: Perception +0, darkvision
decompose before becoming zombies because no one HP: 60 Bloodied: 30 Action Points: 1
embalms them to preserve the corpse. Speed 7 Saves: +2
AC 15; Fortitude 14, Reflex 12, Will 13
Zombified Lamb/Sheep Level 1 Skirmisher
Small natural beast (undead) XP 100 M Bite (standard; at-will)
Initiative +0 Senses: Perception +0, Darkvision +6 vs AC; 1d6+2 damage and chance of infection.
HP: 26 Bloodied: 13 (see zombie weakness) M Charge Attack (standard; at-will)
Speed 6 Cow charges; +7 vs AC, 1d8+2 damage and target is
AC 14; Fortitude 14, Reflex 10, Will 11 pushed 1.
M Stomp (standard, at-will) Only verse prone targets
M Bite (standard; at-will) +6 vs AC; 2d6+3 damage and target dazed (save
+5 vs AC; 1d6+2 damage and chance of infection. ends).
M Head Butt (standard; at-will) Zombie Weakness
+7 vs Reflex; 1d6+2 damage and target knocked prone. Any critical hit to the near-zombie reduces it to 0 HP
Requires a charge attack to function. instantly.
Zombie Weakness Alignment: Unaligned Languages: None
Any critical hit to the near-zombie reduces it to 0 HP Skills: None
instantly. Str 16 (+4) Dex 12 (+2) Wis 8 (+0)
Alignment: Unaligned Languages: None Con 12 (+2) Int 12 (+2) Cha 3 (-2)
Skills: None Equipment: None
Str 12 (+3) Dex 10 (+0) Wis 3 (-4)
Con 15 (+3) Int 1 (-5) Cha 6 (-1) Zombified Bull Level 3 Elite Brute
Equipment: None Large natural beast (undead) XP 300
Initiative +4 Senses: Perception +0, darkvision
Zombified Dog Level 2 Soldier HP: 80 Bloodied: 40 Action Points: 1
Medium natural beast (undead) XP 150 Speed 7 Saves: +2
Initiative +0 Senses: Perception +0, Darkvision AC 15; Fortitude 15, Reflex 13, Will 14
HP: 30 Bloodied: 15 (see zombie weakness)
Speed 5 M Gore (standard; at-will)
AC 14; Fortitude 15, Reflex 11, Will 12 +8 vs AC; 1d10+3 damage and target is pushed 1.
M Charge Attack (standard; at-will)
M Bite (standard; at-will) u Weapon Bull charges and applies gore attack, with a hit the
+7 vs AC; 1d6+3 damage and chance of infection. target is also knocked prone.
m Bite and Grab (standard; encounter) M Stomp (standard, at-will) Only verse prone targets
+7 vs Reflex; target grabbed (until escape). Checks to +8 vs AC; 2d6+3 damage and target dazed (save
escape the grab are at -2. ends).
Zombie Weakness Zombie Weakness
Any critical hit to the near-zombie reduces it to 0 HP Any critical hit to the near-zombie reduces it to 0 HP
instantly. instantly.
Alignment: Unaligned Languages: None Alignment: Unaligned Languages: None
Skills: Nature +5 Skills: Intimidation +5
Str 14 (+3) Dex 7 (-1) Wis 6 (-1) Str 16 (+4) Dex 12 (+2) Wis 8 (+0)
Con 15 (+3) Int 4 (-2) Cha 6 (-1) Con 12 (+2) Int 12 (+2) Cha 3 (-2)
Equipment: None Equipment: None
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Side Plot 1 map
Side Plot 2 map
Side Plot 4 map
Plot Encounter 1 map
Plot Encounter 3 map
Plot Encounter 4 and 5 map
Plot Encounter 6 map
Plot Encounter 7 and 8 map