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Zombies Ate My Baby!

A 4E Adventure for Character Levels 2 - 4

Written By: David Wainio Editing: Jeff Walker


Map Sections: Steven Ong & Dave Wainio

Zombies Ate My Baby is Copyright 2010 by Three Sages Games. This material is protected under the copyright laws of
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Any similarity to actual people, organizations, places, or events by material in this publication is purely coincidental.
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Fantasy Filler Artwork (copyright Rick Hershey), Corel corporation, Peter Szabo Gabor & Eastern Raider Games, and Cerberus
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First E-Publishing Release:

August, 2010

ISBN: None

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DUNGEONS & DRAGONS 4th Edition PLAYER'S HANDBOOK, written by Rob Heinsoo,
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and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt;
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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.

B7: Kyle’s Blacksmith and Stables


B4: Faith’s Home Temple Huge doors allow wagons and horses access inside this
This brick structure is painted white and has a bell building. Kyle can perform simple to medium level wagon
steeple with a large bronze bell. The bell is rung at 6 am, repairs and is skilled at shoeing horses. While he is not
Noon, 3 pm, 6 pm and 10 pm and can be heard to about six skilled enough to make swords, he can make ax and spear
miles away. This temple houses two cults. A healing deity heads and has a number of each type of weapon for sale.
and an agricultural god. Two full priests serve each of the Players can board their horses here for 1 sp per day. Kyle
deities, trading off giving sermons on worship day. There are has two riding horses and a pair of draft horses that he
four acolytes that serve the temple in general, paying 13 can rent to characters for 2 sp per day (1 riding horse or
the draft pair together). He requires a 30 gp deposit to cottage to a player character for 2 gp per month. First and
secure the rental. His animals are not for sale, he will direct last month in advance, 10 gp deposit for damages. There is
characters looking to buy mounts to visit the ranching area.
The sheriff has a contract allowing her or her staff to
borrow the horses for village business whenever needed.
Kyle sleeps in a loft in the building.
As he lives in his business location, Kyle can usually be
found here.

Sulphur Springs Notable Names

Mayor: MacTurren “Mac” Cheese


Sheriff: Andrea Taylor
Deputy: Barnaby Fife
Guardsmen: Hamlin “Ham” Cobbler
Marcus Dresdin
Village Clerk: Aristede Benson
B8: Toleson’s Mill and Grainery
A waterwheel attached to the rear of the building drives Village Clerics: Wendy Groves
a set of grinding stones. Grains (like wheat or barley) are Feldon Kildare
ground into flour for shipping to the city. Toleson acts as a
wholesaler, buying the grain from the farmers and then
selling it to brokers from the city. The grain is stored in Blayde, Cyn (Knife smith)
wooden barrels. Drayson, Kyle (Blacksmith)
The storage wing of the building does not connect
Grady, “Big” Ben (Village idiot)
internally to the grinding room. There is a danger of
explosion from the grain dust so no open flames are allowed Moonleaf, Fleandre (Inn staff)
in the storage room. Any magic that does fire damage used Mervin Family (Shop keepers)
in the room has a chance of sparking an explosion equal to Newheart Family (Inn operators)
2x the damage done as a percent. Use the highest damage
roll for a blast effect. Thus a spell that did 20 fire damage to
Rusty the dog (Village stray dog)
the target has a 40% chance of sparking an explosion. Salda, Nona (Restaurant owner)
If the storage room explodes it will cause 10d10 damage Toleson, Ben (Mill owner)
to anyone inside. Those outside and within 50 feet of the Velheir, Clem (Mill worker)
walls face a +10 attack verse Reflex for 5d8 or half on a
miss. This is fire damage. Wells, Gandre (Villager)
During the day Ben Toleson and one or two of his hired Zorn, Denny (Village drunk)
workers is in the building. Ben keeps four dogs there all the
time. They are a rat-chasing breed but also serve as guard
dogs for the building. At night that are locked in the storage
room.

All the H locations: These are all simple wood framed


homes with mud brick walls and thatch roofs. Most have an
upper story loft in the attic space of the roof. A few that are
close to the village core have specific village personalities
assigned to them. The rest are occupied mainly by people
that farm a small plot of land near the village or work in the
village. The village clerk can arrange to rent an empty
14
Side Plot One (Sp1) Stonetiller’s Skill Challenge
If the players can convince the shade that they plan to
This side story deals with the ghost that is haunting the bring his murderer to justice he will stop his attacks on them
Fey Bough Woods. It is the shade of Leonard Stonetiller. He and share what he knows of his own death. After that, should
was the husband of the Kirsta mentioned in village rumor they bring the killer to justice then Stonetiller’s soul will be
#6. He was murdered by Ben Cartleft (who had been at peace and he will reward them and then move on. This
having an affair with Leonard’s wife). So far, Ben has gotten will allow the players to contact the primal spirit of the
away with it as the murder was made to look like a freak woods if they so desire.
accident and Ben’s employees have testified that he was at The tricky part is that they must convince him of their
his ranch when the event occurred. Kirsta is not aware of intentions while he is in a hate fueled rage and attacking
the murder and wants to believe that Ben is innocent but them. Still, in the end he wants justice more than random
she has started to wonder if what the town thinks - that Ben carnage so this is only a Complexity 2 challenge requiring 6
was somehow involved - is true. successes before 3 failures. Players will tackle this challenge
This plot starts with a double encounter. A skill in their initiative order. They may make a skill roll as a free
challenge is wrapped inside a melee encounter as the players action while performing other combat related actions. Once
try to reason with Stonetiller’s ghost while dealing with the they reach 6 successes all the Hate Hounds will disappear
Hate Hounds that the ghost has summoned. and Stonetiller will calm down and tell his tale of woe.
As the players near the center of the Fey Bough Woods Players do not need to undertake this skill challenge.
(perhaps seeking the primal spirit within) read them the They can simply fight him. However they will not be able to
following descriptive text. contact the primal spirit until Stonetiller’s soul is laid to
Your party is following a game trail when suddenly a rest.
chill runs down your spine. The temperature rapidly Primary Skills that apply:
plunges; you can actually see your breath hanging in the Diplomacy (DC 12): Attempts to reason with the shade,
suddenly damp air. With growing alarm you all realize that point out that the players are not responsible for his
all of the animal and insect sounds have stopped. condition and are his best chance of help, etc.
A low moan sounds from seemingly all around you. It Heal (DC 14): Soothing words of psychological aid to
sounds almost like the wind rushing through the branches - calm the shade and ease his grief.
except that there is no breeze. The air around you is dead History (DC 12): Tales of cases where justice was
calm. donewhen it looked like the truth would never be
uncovered.
Any player character with a passive Insight of 10 or Intimidate (DC 13): Show that the character is not
higher will sense the following. afraid of the shade and that if the shade does not act
It would be difficult to say exactly how, but you sensing a reasonably it will never gain release from the woods.
great sense of rage and hatred focused up the trail ahead of Religion (DC 12): Attempts to convince the shade to
you. Other smaller motes of hatred are forming out in the trust in the gods, and information about gaining a better
trees around the party. afterlife than haunting a copse of woods.
Actions that apply:
Primal based characters might try to sense if the anger is A character who stops fighting and accepts a hit (they
from a primal spirit. An Insight check against DC 15 will choose to become AC 1 as a sign of good will) gains a success
tell them that they do not think so. Divine or Psionic after they take damage.
characters can try the same insight check. Success will Secondary Skills that apply:
indicate to them that some type of incorporeal spirit is A secondary skill check success can erase a failure (and
nearby. A very angry one. the new Hate Hound brought forth will disappear as well). If
there are no failures the next character gains a +2 to their
After three rounds the party will be attacked by the skill roll.
Hate Hounds. (Encounter groups are indicated on the next Arcana (DC 14): Recognize that some type of ritual has
page). Two rounds later Leonard’s shade will advance. He bound the shade, thus it should be possible to break that
will be lamenting his fate as he attacks, and the players can ritual and free Stonetiller’s soul.
respond to his words on their turn without using an action Insight (DC 14): Pick out something from the shade’s
point. The melee details are on page 16. The skill challenge actions or words that can be used to convince the shade that
details are in the next column. some part of it wants help seeking justice rather than
15 randomly applied vengeance.
Monster Tactics the party succeeds with the skill challenge then Stonetiller
The hate hounds will advance into ranged attack distance calms down and all the hounds will disappear. The attack
and use their howls as their first actions. After that they will will be over.
close on the player characters and melee with them. They Note that while Stonetiller is angry, some part of him
will try to spread out amongst targets rather than group on knows it is wrong to kill those not responsible for his death.
one or two players. During the early rounds before Any players taken below 0 HP are incapacitated but not
Stonetiller’s Shade arrives his moaning voice will be heard killed. No death saves are required and they will wake up
seemingly coming from all around. again and automatically spend a healing surge 3d4 minutes
Stonetiller will berate the characters, insulting them after they were rendered unconscious.
while complaining about his fate in general terms. Examples Should all the players get taken down, when they
are “More liars come to laugh at my fate”, “Begone useless awaken Stonetiller is gone and the players find scuff marks
fools that cannot see the truth before your eyes. Do not dare in the soil that spell out “Begone from my woods until
belittle my murdered soul”, and “Justice will be mine, no justice is done”.
matter how blind you villagers are.” His shade is in a rage While the battle is engaged the hounds are fearless and
and has not noticed that the players are not from the village attack without remorse (although they do not kill as they
yet. The first player to point this fact out as part of the skill are in effect part of Stonetiller’s emotional energy).
check will gain a +2 to their skill roll.
During the skill challenge a failure will further enrage Experience Awards
the shade who will then produce a new hound puppy within Success with Skill Challenge: 425 xp
three squares of his location that will join the attack. After Melee Encounter: Based on monsters reduced to 0 HP
three failures he can no longer be reasoned with today. If Minor Quest: (If bring Cartleft to justice) 125 xp

Encounter Groups for SP 1

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

Notes: All encounter monsters are from this module.

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.

Encounter Groups for SP 2

First Melee Wave (Level 2 Encounter)

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

Second Melee Wave

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.

R= Rodney the Hood Starting Placements


Rodney starts in his tent. He
1 through 6 represent
the location of the other and perhaps other brigands within
bandits. the tower will not be immediately
Start at the top of the visible to the players.
list and place them The placements on the map are
numerically. When you
run out of monsters, for when the players first see the
ignore any remaining area. The bandits might move
numbers. around, and will cluster together
behind Rodney if any type of
Example: A level 2
group of 5 would have
conversation is started between the
Rodney at R, a human players and the brigands.
bandit at locations 1 and
2, and a dwarf bolter at Scaling the Wall
location 3.
Numbers 4 through 6 DC 14 to climb. Tallest parts
are ignored. (where the white shows in the
See the next page for map) are 35 feet high. Dip section
the bandit grouping by is only 20 feet high. The inner stairs
player level.
go up to twenty feet high and stop
mid-air as the floor above is long
gone.
22
Encounter Groups for SP 4

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.

Starting the Plot How did they get away ?


At some point coerce the players to go to the inn if they By wagon. Odd, now that they think about it the horse
are not staying there already. The starting scene is best was already in it’s harness and standing out of the barn next
introduced in early evening (to discourage players from to the wagon, allowing them to hitch it up and escape. None
going to the burrows right away because chasing undead late of the zombies tried to chase them - but they avoided getting
at night is generally considered a foolish thing). close to any of them.
Your party is hanging out in the inn having a drink and
thinking about what you want to order for your meal when you Have they seen anything unusual the past few days ?
hear the sound of a wagon or carriage thunder up to the front door While herding their sheep in the hills they saw a cloaked
and come to a stop amid a barrage of shouts from the driver and a figure walking along the outside of the undead barrier two
shower of gravel. days ago. The person was too far way to see clearly and
A few moments later the door burst open and a middle aged 24 disappeared over a hill. The Greenjeans did not follow.
Plot Encounter One Basically you’re trying to get the sheriff out of the
upcoming fight so the players get all the xp. If anyone wants
The players have to cover about nine miles, heading out to go with the sheriff she will assure them that she can take
to about where the border line between the D and E grid care of herself, but will give in and let them if they insist. As
box meets the border line of the 6 and 7 grid boxes. They the encounter is scaled for party numbers you can use a
can walk, borrow horses, or use the wagon cart the lesser encounter if one or two players go off with the sheriff.
Greenjeans came in on if they swap out the horse. (It is tired The sheriff and anyone with her will come back empty
from the rush to the village). handed, but a Perception tracking check against DC 20 will
find signs that someone skilled at hiding their tracks was in
Walking Speed 5 3.5 hours the trees but is now nowhere to be found.
Speed 6 3 hours
Speed 7 2.5 hours The Farm Situation
Horse 2.1 hours All of the near-zombies are gone. However they left
Wagon 3 hours behind infected livestock which attacked and infected other
farm animals so the farm is now occupied by rabid near-
Characters can rush, reducing the travel time by 35%. zombie animals. Having a semblance of their former nature
However they (or the mount if they didn’t walk) will arrive they have stayed around the barn, however they will attack
in the Weakened state. A short 5 minute rest will be anyone that enters the farmyard. The few remaining normal
required to remove that status. animals have fled the farm or been killed outright by the
If they do not wait for the sheriff to lead them out there zombified animals.
they must make a Nature skill check against DC 15 to find
the farm. (A pure INT check at the same DC will also Encounter Start
work). Failure adds 2d6x10 minutes to the time required to Two rounds after a player enters the farmyard tile the
get there. Waiting for the Sheriff adds 30 minutes for her to chickens will come out from between the barn and house
round up and post her three deputies. while the cow and any other rabid zombified critters will
Truthfully, it doesn’t matter how long it takes to get charge out from the barn. Each player should make a
there. Try to get them there late night between 11 pm and 2 Perception check against DC 10. Failure means they suffer
am by guessing at their travel mode and starting the plot at surprise the first round and do not act. (Over-ride the base
the appropriate time. (Probably around 7 pm to 9 pm). rule that if any party member makes the whole party does in
When the players get close to the Greenjeans farm read this case. A flock of zombie chickens around everyone will be
them the following descriptive text: worth bending the rules).
The moon is three quarters full so for night time you have a
decent amount of light. Ahead of you some 50 yards is your Monster Tactics
destination - the Greenjeans farm. Chickens will mob the nearest players, but generally no
There is a small home on one side from which light glows throw more than three to a player. The bovine will charge the
two of the windows you can see. Parked almost corner to corner with largest player character by height / weight. Any other
the house is a red painted barn that has white trim that stands out animals present will seek to attack someone that is
well in the moonlight. It looks like a fence and hedge enclose a yard not under attack by other zombified critters.
in front of the house and barn.
A barn door is open but there is no light within. It looks like the
house door on the porch is ajar as you can see dim light spilling
from it.
After watching the barnyard for a few minutes you see no signs
of movement - living or otherwise.The farm appears to be
abandoned.

If the sheriff is with them she announces the following -


Its probably my imagination but I keep glimpsing a shadowy
form trailing us in the trees over there. I’m going to ride over and
check it out.Why don’t you folks go secure the barnyard.Try not to
disturb any clues to what might have happened until I get there
okay? Thanks. 25
Encounter Groups for Plot Encounter One

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

Notes: All monsters are from this adventure.


Treasure
Barn Walls Water Trough None. Everything here belongs to the Greenjeans
(Doors in white) anyway. The barn and house are filled with common living
implements one would expect to find on a farm.

Tracking the Zombies


A DC 15 Perception check can track five humanoid feet
(all wearing shoes) about 100 yards from the farm. Then the
tracks enter a dry rocky area and the tracks are lost.

Trevor Dandy Arrives


Trevor Dandy has followed while invisible. In fact if a
player character is about to get knocked negative you can
have him attack from hiding to assist the player. Otherwise
he will wait for the battle to be over then turn off his
invisibility and carefully approach the party before the sheriff
returns.
Refer to Role Play Encounter One for details on
Farmyard Information
what he has to say. In general he wants to enlist the players
All chickens start their move in the square with the C
to help his mage guild and will offer the players information
while all others start in the A square. The hedge is 5 feet
on what is going on and try to get them to go to the old
high and impassible. 10 points of fire damage will clear a
mansion to look for more clues.
square of hedge. The gate is unlocked, the fence four feet
He will flee if attacked and disappear before the sheriff
high and can be broken through with a DC 10 Strength roll.
returns if at all possible.
The well is not much wider than a bucket.
26
Plot Encounter Two
This is a straight forward skill challenge reflecting the
players search of the old Thurston estate for clues as to what
Randal might be up to or where he might have gone. It is
likely that NPC Trevor Dandy has contacted the party and
has led them to the abandoned home. Start with him talking
to the players in front of the compound gates then read the
area description. Let the players tell you what they plan to
do then have them make the appropriate skill check instead
of them just saying “I use Perception skill” or what not.

Trevor Dandy stops before a rusted iron gate warding a walled


outer yard. He reaches into his belt pouch and pulls out a tarnished
brass key and offers it to your group.
“Well, as promised this is it.The old Thurston estate. I don’t
think anyone has lived here for something like 20 years. After
Randal’s grandmother died here no other family member has
returned that we know of. The Skill Challenge
“Randal’s grandmother was a witch of some skill. She was cast
out of the Dark-moon Magic Guild for conducting illegal researches This is a complexity two challenge seeking 6 success
some forty years ago and moved here. My guess is that she was before 3 failures. Once the players hit 3 failures they can no
dabbling in necromancy and Randal probably visited here to see if longer find any useful information at the estate. Should they
he could find any useful notes that might help with his current reach 6 successes the DM should provide them with the
situation. Events Conclusions paragraph. As players can be from two
“When the grandmother left Camphus, she agreed not to destroy different level groupings on the difficulty by level charts,
any buildings in the city in exchange for the various Guild masters this adventure splits the difference for DCs.
promising that no member of any of their guilds would step foot on Some skills must be “unlocked” for use by success with a
her property here. Of course she also promised never to leave different skill. The player’s starting options are listed below:
Sulphur Springs - which she never did. As she kept her end of the
bargain, I have been instructed to not enter the Thurston demises 1) Search the grounds for signs of use.
and plan to abide by those orders. Perception vs DC 16. Finds signs of recent tracks
“However you, my friends, are not members of my mage guild.Yet, entering from a rear gate that has been closed and locked
anyway.... so you may search them without the Masters breaking upon exit. A small group, human sized, wearing shoes.
their pledge.Thus I offer you this, a key to the gates that was stolen Maybe a few days old.
and kept hidden away for fifteen years now.You know - just in case Nature vs DC 11. Notes that fruit is missing from the
anything ever happened down here that the guilds had to respond fruit bearing trees. Someone has picked fruit recently.
to.”
There is a stone wall eight feet tall surrounding an area 2) Examine the graves.
roughly 300 feet to a side.Through the gate you can see a No roll - they do not appear disturbed. They are all
weathered home that appears to have three internal levels judging Thurston family members buried between 30 and 20 years
by the windows.There is a garden area with short hedges that is ago. The grandmother is not listed on a tombstone.
mostly overgrown and off to one side a set of head stones are visible Religion vs DC 11. The grave stones all have mystic
spouting up from the earth. symbols etched into them meant to protect the bodies from
rising as undead.
If the players try the lock tell them the following.
The lock in the gate is rusted, but it yields to the key after a bit 3) Search the house.
of force is applied and clicks open. Rusty hinges screech in protest as Streetwise vs DC 11. This place has been robbed in the
you swing open the gates to gain entry to the abandoned estate. years it has been abandoned. If anything useful is left it will
You doubt anyone has opened it in years - but if the lock opened be well hidden.
for your key then it might have opened for another. Perception vs DC 16. Finds secret door to a basement
27 room. Enables History and Arcana to be used.
The Secret Room Encounter XP
After this has been discovered the players can tell that it If the players succeed with the challenge they will gain xp.
was used for arcane research. There are notes on delicate, The challenge level is lower than a combat encounter, and the
aging paper spread around, vials and bottles with dried average DC is between standard for levels 1-3 and 4-6. So the
residue of who knows what in them, and a small number of following xp is suggested regardless of level.
books on a book shelf.
Arcana vs DC 11. From the looks of the notes and books, 4 players 5 players 6 players
the grandmother was indeed involved in necromatic studies. 390 480 570
Arcana vs DC 16. The grandmother has some notes that
indicate that she was interested in discovering a way to return (This represents 2/3rds of the target xp for an encounter
intelligent undead back to living status. between 3rd and 4th level from the 4E DUNGEON MASTERS
History vs DC 11. A number of the books are about the GUIDE.)
old city of Tarn and the burial mounds they made. Her notes
indicate that the grandmother had a particular interest in the Information Sharing with Trevor Dandy
burrow of the son of the last leader of Tarn. That son died as a If the players succeed and share their conclusion with
young man and was named Yarbin. Trevor he will agree and then tell the players that he believes
History vs DC 16. After looking at the books, you are that the Yarbin’s death burrow is in the south east corner of
reminded of a tale that the last leader of Tarn had sworn that the burrow grounds somewhat near the current undead
her dead son would rise again to rule in her place.You do not barrier. As Yarbin was called the Hawk of Tarn, Trevor thinks
know of any stories that indicate that he ever left his burrow that his tomb burrow will be marked with hawk insignias.
though. This is E 8 on the map but Trevor will not use such
Thievery vs DC 16.You think that someone has recently coordinates. The rough directions and sketched map he
been in this room. They left notes laying out that were provides will correspond to that location on the map if the
removed from secret compartments that are still open and players are looking at the area map during the play session.
left no scratches on any locked drawers - indicating they had If the players fail, then Trevor will sigh and say that it was
the keys or were very, very good. It also feels like they tried probably too much to hope for that easy answers would be
to leave the room looking like no one had entered including laying around the dusty old house. The only recourse he can
resealing the secret door to the room. see at this point is to try to pick up the tracks from the
Greenjean’s farm at the other side of the rocky wash under
That allows ten possible skill checks (separate the two good daylight and follow them.
arcana and history ones above) that can be tried. If the players Succeed or fail, if the party finds the secret room and tells
fail to find the secret room before three failures they fail the Trevor of the discovery he will ask them to bring him all the
encounter. If they find the secret room but then fail their notes and books from the room. If the players refuse, he will
checks they still fail the encounter but gain the free offer them a potion of healing and a gravespawn potion (4E
information listed under the secret room entry at least. If ADVENTURER’S VAULT) in exchange for the documents. If
they run out of ideas before failures without finding the the players still refuse he will shrug it off for now but send
secret door, then have them make Perception checks to find word later to his guild to send hirelings down to break into
the secret room until they fail three checks. the home and look for the secret room.
Assuming that they succeed in six of the ten checks then
along with the specific information they gathered tell them
that after consideration of all the evidence they have come to
the following conclusion

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)

Encounter Groups for Plot Encounter Three

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

Notes: Near-Zombie Goblins and Damaged Skeletons


are from this adventure. All others are from the
4E MONSTER MANUAL.
30
Encounter 4 Area When characters examine the
casket they will see that it is
made of polished bronze. It
Area 4 is only the hallway on the right. A secret door
looks like gems used to be
(DC 17 to find with Perception) leads to Area 5.
This area is a trap for would-be tomb robbers. A fake 8
attached in sockets but the
sockets are now empty. The
casket and prayer area is in the chamber at the end of the
seal is broken and the lock on
hall. A pair of statues that fire flaming hot iron balls flank the
the casket has been broken
casket. There are trap triggers as indicated on the floor. The
open through force.
trap information box has the details for running the trap.
If they open the casket inside is
If the players arrive under daylight, light spilling in from
the mummified remains of a human.
the open doors will provide bright light for four squares and
It is clothed in tattered underclothes
dim light to the chamber at the end which has a magic red
and one hand is broken off. Any
glow providing dim light in the four squares around the
valuables that might have been in
casket.
When the players are in the doorway and looking into 8
here are long gone.
the passage, read them the following text.
The Secret Door
The passage before you is walled with stones and has an
It can be found with a DC 18
arching ceiling that reaches 15 feet high along the center Secret Door, Cut Sheet along the wall
Perception check. The floor is too
line. With the sunlight streaming in the doors you can see
hard for any tracks to be found.
that a straight hall runs about 50 feet then opens into what
might be a small chamber. In that chamber a red glow Blazing Iron-ball Trap Level 3 Blaster, XP 150
illuminates what likes like a casket set on a dias. There are a A pair of statues shoot fist sized flaming balls of heated iron
pair of statues against the wall on either side of the statue. In down the hall when the pressure plates are triggered.
the dim light you think they are either birds or winged Trap: Two statues fire a damaging shot down the hall once
humans with the wings extended out. A small pile of debris per round when the pressure plates are triggered.
lays near the chamber in the left half of the corridor. Perception:
From the doorway noticing that the debris pile is a
w DC 20: The character notices the trigger plates.
skeleton requires a DC 25 perception check. This is reduced
w DC 15: Upon activation, the character notices that the
by 5 every square.
attack came from a statue’s mouth.
The trap uses a mechanical system in the hollow statues
Trigger
that is powered by magic to trigger and operate the
The trap activates when a character enters one of the
machinery. As each side of the corridor is covered by one
trigger squares marked with a T.
statue, after one discharges there is a round when characters
Attack
can run up that side without triggering more shots.
Standard Action Ranged 15
Laying on the floor is the skeletal remains of a thief that
Targets: Each creature in the column of squares in which
penetrated the doors long ago. A close look at the body will
the trigger was activated. One shot travels the length of the
show that a fist sized chunk is missing from one side of his
hall, hitting up to 2 creatures.
head. There are old burn marks on the skull around the
Attack: +8 vs AC first target, +6 vs AC second target, +4
wound. A rotting leather belt pouch under the remains
vs AC any other targets in the column.
contains 40 gold pieces.
Hit: 1d8+3 plus 1d8 fire damage
Notes: Trap attacks all targets in the column of squares until
Fake Burial Chamber
two are hit. Then the iron ball has expended its energy and
The chamber has four plush chairs that are rotting with
stops movement.
age. Meant for mourners to sit on, they will collapse if more
Countermeasures
than 60 pounds of weight is put on one now.
On either side of the dais with the casket are a pair of w Athletics or Acrobatics check vs DC 11 to jump over a
statues depicting a man with a hawk-head and wings under trigger. DC 6 with a running start.
his arms. The beak is open and the trap fires hot balls of iron w Thievery check vs DC 25 from adjacent square can disable
from the beaks. A panel on the back can be opened to reveal the trigger plate.
the magically powered machinery that raises iron balls from w Thievery check DC 20 can jam the firing mechanism in a
a hopper so they can be heated and fired. statue to make the corresponding column safe.
31 w Statues can be destroyed. AC 16, others 13. HP 38.
Monster Reaction / Tactics
Encounter 5 Area If the players enter the room quietly the near-zombies
are all surprised.
Behind the secret door from area 4 is a short hallway with Once the near-zombies can react, three will step into the
a 90 degree bend. This hall is not lighted and ambient light open hallway. One must remain standing on a bed (the north
from the outer doors will only dimly illuminate the first two east bed) waiting for a chance to get down.
squares. If there are two in the corner at 3 they remain squeezed
Around the corner is a wooden door. It is not painted or into that square until some room opens up.
varnished and looks to be of new and poor construction. It Should the players retreat for the main entrance area, the
has a lock (DC 14 to pick). Busting it down is DC 16. If the near-zombies will follow. They know about the trap in the
hall is still dark, then a faint trace of light can be seen under hallway and will not go towards the fake casket even if the
the door from the room beyond. players do. (They are no longer smart enough to reason that
The room inside is crammed full with a pair of beds, a the trap might be turned off).
table and a chair plus some near-zombies. A set of four
candles casts a dim light in this room. If the players remain Treasure
quiet and pick the lock they will surprise the near-zombies. If Under the table is a locked wooden box. (pad lock). The
they bust open the door they will not surprise them. box is painted with the crest of the Thurston family, a design
When the players open the door read them the following with a boat, an island, and a pile of gold coins in it. The lock
text. is DC 18 to pick. A can be broken off with a weapon attack
You have found a small room 15 feet square. A small group of AC 15, HP 10, Resist 5 damage. Or the box can be broken
candles are lit in a table in the opposite left corner and there is apart with Strength against DC 16. The contents depend on
another door directly across from you.Two beds and a chair are the group’s level. Save for the goblets if the box is broken.
crammed in here so there is not much room to move about.The thing
that most urgently catches your eye though is that this room is Level 2: 2 crystal goblets (5 gp each), Silverware set (15
occupied by a number of raggedly looking humans in tattered clothes. gp), and 84 gold pieces.
They look like they are either very sick - or partially zombified !
Level 3: 6 crystal goblets (5 gp each), Silverware set (15
Monster Start gp), and 84 gold pieces.
The near-zombies are placed in pairs in order starting at
1, then 2 (which puts a pair squeezed into the beds) then any Level 4: 8 crystal goblets (5 gp each), Silverware set (15
remainders at 3 in the corner with the chair. gp), and 108 gold pieces.
Encounter Groups for Plot Encounter 5 Area

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

32 Notes: All monsters are from this adventure.


After that place any near-zombie gardeners, guards or
Encounter 6 Area maids in any order desired in the boxes marked NZ.

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.

Room Specifics Level 3: 200 sp, 50 gp, 2 Gravespawn potions


Anyone that gets moved into the fire square takes an (ADVENTURER’S VAULT) and a +2 Rod of Dark Reward.
attack (+8 vs AC, hit does 1d6+1 fire damage). Starting your
turn in the square also triggers an attack. Level 4: 250 sp, 70 gp, 2 Gravespawn potions
The coffin is not locked but has a latch. The source of the (ADVENTURER’S VAULT), a +2 Duelist Short sword
squealing is Baby the pig who is locked inside this makeshift and a +2 Rod of Dark Reward .
34
Encounter 7 Area R: Randal
D: Darwin
This is where Randal has been trying to cure his ailment Z1 through Z5: Any near-zombies present
while Darwin has been observing to decide how this arcane
ritual can be used for his own plans of conquest.
The door into this room has an arcane lock on it at DC 23
against thievery or strength checks. That might be too steep
for a lower level party to handle but there are other ways to
get the door open.
Randal set the password as Thurston, so if anyone says that
name within 5 squares of the door it will unlock for a round
and can be pushed open.
Also, the goblin hexer has access to the room. If he is alive
he can be made to open it or his dead body can be used to
place his hand on the latch. This will also open the door.
Once they open the door Randal will know the door has
been opened so he cannot normally be surprised. The players
will see the following. Chamber Furniture and Objects
This chamber is awash in magic light. In fact it is almost The coffins are all on raised stone platforms so that the
painfully bright in here. Directly across from you can see a work top of each is at four feet off the ground. The area under the
bench piled high with arcane items and scattered notes.The room has coffin is blocked by the stonework. If attacked they have AC
a small entryway that blocks some of your vision to the left which is 5, Fort 10 and HP 20. A DC 18 Strength check can break
the way the room opens up. What you can see is some type of magical apart one square of coffin as well. The coffins are two feet
circle painted on the floor, part of a coffin extending from the wall deep so the stone platforms are two feet high. A broken
closest to you and a statue of a robed female holding an orb next to coffin will only provide cover while a complete coffin on a
her chest and a rod over her head that is set on a pedestal. dias provides superior cover. There are skeletal remains in
There might be more creatures around the corner, but you can see each coffin (of Yarbin’s favored servants).
one of those wierd psuedo zombies by the work bench. It looks at you Starting your turn in the square with the magic circle
and croaks out “must protect master!” and starts to lumber your way. will cause 5 points of necrotic damage.
It looks like diplomacy is out of the question. If the work bench is subject to a fire or lightning attack
Once the players can see into the rest of the room you (by being in a blast or burst for example) then Randal’s notes
can tell them that they can see two other coffins and the are destroyed and the contents of the work bench explode.
bench plus any other monsters in the room. The bed is Close burst 2, Attack +7 vs AC, Hit: 3d6+2 force damage.
hidden but not of any real importance. Apply this against the statue and wall as well.
This is a harder than standard encounter, and is set at 1 The statue is part of a secret door. Perception against DC
level higher than standard xp for the level of the players. 20 to see that it slides forward, Thievery against DC 18 to
figure out how to trigger it to open. The statue itself is AC 5,
Monster Start Fort 12 with HP 40 and resists 3 all damage. If broken the
Randal is at one end of the room mixing some powders secret passage to the next chamber is revealed and may be
on the northwest coffin (because his work bench is over used.
flowing with junk). Darwin is sitting on the bench. He will The wall behind the statue and the squares on either side
use a minor action to stand up in his first turn. can be broken through to get to the chamber behind. AC 4,
Assign the near-zombies starting with the first listed on Fort 12, HP 65 per square. Only one square needs to be
the next page. There are between one and five of them destroyed to allow passage.
depending on the player’s level. Ignore any near-zombie start
locations more than the number of near-zombies in the Monster Reaction / Tactics
encounter group. Randal feels he is about to make his final breakthrough.
At the start of the encounter the near-zombies are not Any strangers interrupting him (like the players) will be
really doing anything. They are just standing around waiting attacked immediately. The near-zombies will head for the
for orders. If there are five, the fifth one is actually sitting on players while Darwin uses the nearby coffin for cover and
the end of the coffin that Randal is mixing on. Randal casts spells from the back of the room.
35
Encounter Groups for Plot Encounter Seven
(Note: This is a +1 Level difficulty encounter)

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

Notes: All monsters are from this adventure.

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.

Players Tell Sheriff about Trevor


After the players handle the undeadish livestock at the
Sheriff Taylor will mull things over for a bit then say this.
Greenjean’s place a cloaked figure will step out from behind
“Well, I guess that the best thing to do is for you to meet with
the house and wave them over to talk. Read them the
him and find out what he has to say.Then come tell me about it at
following:
village hall and we’ll decide on a course of action from there.”
At a corner of the house a figure in a dark green cloak steps
out. He pulls his hood back, which opens the front of his cloak a bit.
He looks like a red headed half-elf with richly in a richly A Visit with Mister Dandy
embroidered shirt. He gestures for you to come close, saying; Finding his house proves easy. He is waiting for the party
“Quickly please my friends. I would like to talk with you before in a finely tailored suit and has a house servant named May
the sheriff gets tired of looking for my image in the woods and who will bring tea and biscuits to the parlor where Trevor
comes back.” will invite the party to sit.
Trevor himself will pace around the room as he talks,
If the players attack him he jumps back around the occasionally striking dramatic poses and making large arm
corner and disappears (goes invisible, then flies). If the gestures to punctuate his main points.
players go see what he wants he will introduce himself as
follows. “Well, let us start with a little back story to provide context to
“Greetings to you. I am Trevor Dandy, a representative of the the current situation. As you are probably aware, the city-state of
Camphus magic guild named the Order of the Silver Cowl. I am not Camphus is dominated politically by the major guilds of arcane
a suspicious person, I assure you. spell casters.Their leaders elect the city’s ruler who is called the First
Well, I imagine I probably seem suspicious to you popping up Seat.This worthy person rules until death or age 85.The current
like this in the middle of nowhere. But I assure you there is a logic First Seat is 83 so the guilds are already maneuvering for political
to it all. position to place their favored candidate in the Seat.
I believe I know what is going on with all this sudden zombie Which brings us to my guild, the Silver Cowls.We are one of the
trouble. I am willing to tell you what I know but it must be in the major ones and have a say in who will become First Seat. However a
strictest confidence.You see, this matter could create ...unwanted public scandal will reduce our influence.
political ramifications, should the lord of this Canton discover what And this, my friends, brings us to poor Randal Thurston. He is a
is going on.Thus my need to avoid bring the sheriff in as the sheriff Silver Cowl as his family forefathers have been for several
is sworn to her lord. By all rights she should report anything she generations.While Randal meant well, it seems that he has
learns to her Margrave. Same goes for the mayor and basically most overstepped both the City’s law and his own arcane talents. Randal
anyone around the village. was trying to devise a ritual that would return intelligent undead
To this end I would like to invite you to my home tomorrow back to a normal living state. A worthy goal, but technically this is
morning.Well, it’s not exactly my home; but it is a house I rented in necromancy which is against City law. So he did his work in his
the village so its close enough. I will explain everything then. It is home and in secret.
my belief that the zombies will be satisfied for a few days with the Unfortunately something went wrong and he infected himself
haul from this farm so no one will come to harm by waiting a day and his household with a magical affliction that is turning them all
or two. into living undead. Randal took his household staff and left the City
My place is about twenty yards behind the Glove and Dove inn. to protect the population from what he had created while he sought
I have a blue and red quilt hanging over the garden wall so you a cure. Or at least that’s what we think he’s trying to do anyway.
can’t miss the place.What do you say?Will you visit? Chasing If he is discovered and his story made public many people would
undead to their lair in the middle of the night seems an unwise believe that the Silver Cowls were part of the illegal research and
move after all.” this would cost my guild influence.
So to make a long story short - I am asking your group to
After saying what he had to say, Trevor will turn invisible subdue Randal and secure his research notes and deliver both to me.
and then fly to put some distance between him and the I will gate them to the Silver Tower where better minds than Randal
party. Basically, he just likes being mysterious. will complete the cure and restore him and his surviving household
The sheriff will return in another few minutes and say staff back to normalcy.To this end there is some aid I can provide.
that while she found some foot prints, she couldn’t find So what do you think my fine people. Is there reason to hope that
whoever it was in the dark. She will then suggest that they an accommodation can be made?”
all return to the village and make sure things are okay there.
38
What, Exactly, Is Trevorl’s Position In His Guild?
“I am proud to say that I am guild’s Administrator of Arcane
Research. I handle the records and paperwork that makes sure guild
members don’t intrude on each other’s intellectual property, handle
royalty payments for rituals, dal with the guild grant process, and
assist with regulation and law compliance. I work for and answer
directly to the Guild Council. It cuts into my personal arcane
development time but my work is fascinating.”

What, Exactly, Is Trevor’s Plan ?


“Well, our analysis of the notes he left behind and the corpse of
one of his servants that actually died from the disease, indicates that
they can be knocked out just like a normal person.
So I am asking that you defeat him and his remaining staff
without killing them.Then bind them and march them to me where I
will set up a transportation circle to zap the whole lot of them to a
secure location in the Silver Tower. Easy enough, right?”

Will Trevor Be Helping Directly ?


“Ohh, I wish I could face danger and hardship with you but that
Players Ask What Help He Can Give won’t be possible.The guild’s agreement with the grandma Thurston
“Why the most important aid of all - information.What you is still in effect.We promised to stay off her property and to take no
probably don’t know is that the Thurstons have an estate here. His direct action against her heirs. So I can’t go search the estate nor
grandmother was expelled from the Silver Cowls for illegal can I directly fight against the Thurston household. I’m not really
experimenting and moved down here in a secret deal with the guild an adventuring type wizard anyway. My spells are mainly geared
leaders. She stayed out of Camphus and they left her alone. toward administrative and transportation tasks”
She passed away six years ago but Randal would have known of An Insight check against DC 10 will tell the player that
her past and probably came to Sulpher Springs to look for her old they feel Trevor is not being honest in that he is actually
research. She was quite skillful. In fact, it was she that designed and quite happy not to be directly involved in facing danger.
helped install that undead barrier back in the day.
I can lead you to the house.We might find information telling Insight Checks Against Trevor
us where he went to do his research.” A player might want to use their Insight to determine if
If the players press for more aid, he does have two it seems Trevor is telling the truth and can be trusted. Use
potions of healing he will give them if the agree to his plan. the following list based on the roll result. All information at
DCs lower than that rolled are gained in addition to the DC
Players Ask What They Get For Cooperating that is reached.
“Indeed, self interest does make the world go round doesn’t it?
Truth be told, I came down here to scout around and didn’t expect DC 10 He feel that he is telling you what he knows and
to find Randal this close to Camphus. So I am not carrying a bunch his story is genuine.
of money nor do I have authorization to enter contracts on the DC 15 He might be underplaying the guild’s involvement
Silver Cowl’s behalf. in this Randal’s research. But that probably doesn’t matter to
But I am not without my own resources. It usually costs 1,000 the direct issue.
gold to become a practicing guild member. However as a council DC 20 This guy is an egotistic fop. He’s probably good at
official I can sponsor three new members per lifetime. I am willing his job but it’s undoubtedly a good thing he plans to stay in
to sponsor any of you with arcane casting into the guild.That the village. Hopefully he can at least handle the transport
means its free to join. magic he promised.
Additionally, I can arrange a 10% discount when you buy
magic resources or items from the guild, or hire our members to Players Go To Sheriff Taylor Later
perform rituals. She will thank the players for telling her and promise to
Finally, it never hurts to have a powerful organization feel a be discreet in her reporting to the Margrave. As long as the
little indebted to you.Who knows what the future might bring for a threat of Randal goes away she doesn’t care if the players
group like yours.” 39 slaughter Randal or send him to the Silver Tower.
Roleplay Encounter 2 Whether it was an accident or on purpose this living death creation
of his must be destroyed.
Randal has fallen in with an evil cleric who recently tried to
The players will be on their way to the Yarbin burrow or
recruit the goblin tribe that lives on the other side of these burrows
following the tracks of the undead from the Greenjean’s
at the edge of the swamp.What they might be planning is something
farm. As they get near the undead barrier read them the
I don’t want to think about.
following:
I would like you to destroy the wizard Thurston and his creations
There is actually a game trail going towards the barrier and
and burn or give to me any research notes he may have.These
your destination. Up the trail on your side of the barrier pole line
burrows are holy ground dedicated to a god of the Tarnians and I
sits a dark skinned human woman with long braids. She is sitting in
cannot enter. On behalf of my goddess I ask that you finish my task
a lotus position on a blue blanket with her pack laying to one side.
for me. If you will do this then I have some aid I can offer and a
Spotting your group she bows in your direction and then stands.
boon from my temple.”
She isn’t armored but has a short sword strapped to her side.
Something about the dot tattoos on her face, the golden ring in her
nose, and the bone jewelry she wears is a bit unsettling.
The woman is not making any threatening moves and appears
to be waiting to speak with your group.When you draw near she
bows and introduces herself.
“Be at ease travelers, I mean you no harm. I am Adrianna
Flechette. I have the honor of serving (either “the Raven Queen”
or “the Mother of the Dead” depending on which death
god is in your campaign). I assume that you are seeking the
apostate wizard Randal Thurston. I would speak to you of
this matter if you will grant me a little of your time.”
The Mother of the Dead is Vell, an unaligned, mostly
benevolent deity of death in the Worlund campaign setting.
Or use the Raven Queen from the standard D&D 4E books
if desired. Either way, she is an avenger of the cult.
If the players ignore her and continue she does nothing
to hinder them. If they attack she uses a special Word of
Recall item to teleport herself back to her home temple at
first opportunity.
Assuming they converse with her she has this to say.
“My order is barred from openly worshiping or meeting in
Camphus because the mages there fear facing my temple’s wrath for
their unholy experiments with changing life and polluting death.
While arcane ability is itself just a tool, neither evil or good, the
mages of Camphus feel that the pursuit of arcane knowledge
transcends morality.This is wrong of course.There is dignity in life What Is This Boon?
and dignity in death. Both should be observed. If the players want to know what the prize is, it is a pair
Often the wizards and warlocks claim their necromantic goals of medallions that can be traded at a Raven Queen / Vell
are just - to find a way to stop undead.This is a fallacy. Many temple for any healing or religion category ritual of up to
faiths have divine spells that handle the undead already.The 8th level at no cost to the players. This covers raising the
arcanists just want to play with forces that are best kept out of dead, so in effect it is a pair of “get out of death free cards”.
mortal hands.
The Thurston family is one of those arcane blood lines that just If The Players Agree
cannot leave necromancy alone. For six generations now the Order of “Here is the aid I can offer.This magical pouch I prepared will
the Night Ravens has been watching this family.The earlier track the path of these unusual undead to whatever burrow they are
generations did unspeakable things.The past three seem to have been hiding in. In the burrow there will likely be too much necromantic
trying to undo their legacy of blood. Perhaps they even fooled energy for it to function however. Also, I managed to steal this from
themselves into thinking that their necromantic research was for the the evil cleric after he attacked the goblins when I failed to kill him.
good of society. I think it is their tribal totem and would be a useful bargaining
But now a line has been crossed that cannot be condoned. 40 chip if you encounter the tribe.” It is a foot bone fetish.
GM End Game Notes If they accepted Trevor’s deal but told the sheriff then in
2d6 months a Margrave brings up the subject of the Silver
Cowls illegal research by member Randal Thurston in a city
Players Are “Double Dipping” meeting. The guild will restrict the 10% discount and stop
It is possible that the players might agree to help both doing business with the players at all. In another 2d4 months
Trevor and Adrianna either just to hear what information no major guild in Camphus will deal with the players. Some
the NPC had or maybe they agreed to help Trevor then of the small ones will be willing to do so in secret.
change their minds once they meet Adrianna and don’t want Should a player be a guild member they are not kicked
to walk back to tell Trevor the deal is off. Then of course out but almost no one in the guild will have time to trade
they might have told the sheriff about what Trevor wanted spells, share research, or otherwise help or interact with the
them to do as well. Heck, maybe the players are so wishy- player until they do something for the guild’s benefit to get
washy they want to see if there really is an evil cleric before off the black list.
they decide.
If both NPCs expect the players to do their bidding, XP and Treasure Administration
when the players return both of them are waiting just past The total XP the players can pick up is enough to clear a
the barrier about ten yards apart. They don’t get the level if they succeed at everything, but not all parties are
medallions for the rituals until they return or the influence even going to search out every last possible encounter. As
from Trevor unless they deliver Randal and his notes so a each XP worthy encounter has the XP values listed, just
decision collision cannot be avoided if the players let things keep a running total of the XP gained and add it all up.
go this far unresolved.
Group Quest XP Bonus - Capturing/Stopping Randal
Players Return With Near-Zombies Level 2 = +125 xp Level 4 = + 175 xp
Should the players have the near-zombies with them, Level 3 = + 150 xp
Adrianna will issue a stern command.
“You accepted the aid of my goddess. Now repay her largess and The total treasure laying around exceeds the
destroy those things or expect the payment due to betrayers!” recommended amount for 10 encounters by about 200 gp
The players will either have to tell her no and bring the with potion values factored in. Again, not all players will
near-zombies to Trevor or do as she asks. ferret out all the cash. For the record, level 2 can find about
1,250 gp, Level 3 can find about 1,650 gp and level 4 about
Players Return Empty Handed 1,950 gp. If 6 players increase gold found by 25%.
Trevor will throw his hands up in disgust and yell at the
party then disappear home. There are four magic items placed in this adventure. The
“Oh, I should have known better than trust an ill bred lot like distribution pattern looks like this.
you. Betrayers !Your name will be mud in Camphus. I suggest you
never go near the Silver Tower of even the City itself or your very life Level 2 = Items of level 3,4,5 and 6.
may be forfeit.” Level 3 = items of level 4,5,6 and 7
To which Adriana will retort, Level 4 = items of level 5,6,7 and 8.
“Better to risk your life than your immortal soul. A wise choice
my friends.” The Items Placed Are -
Level Item
Either Way - 3 Symbol of Hope +1
Whichever NPC the players assist, the other will accept 4 Everlasting Provisions
that they have lost and leave the area without trying to 5 +1 Deathcut Leather Armor
attack anyone. The group the party turned down - either a 6 +2 Magic Longsword
death goddess cult or a powerful magic users guild - will be 7 +2 Rod of Dark Reward
alert for chances to get even with the players in the future. 8 +2 Duelist Short sword
They Narced To The Sheriff Replace items with different ones of the same level if the
Adriana will not care what the players tell the sheriff. listed ones are not appropriate for your player group. (No
If the sheriff knows about Randal and the players warlocks for example).
stopped him (in any fashion) then the mayor will give each If there are six players, add another item of player
player 30 + their levelx10 gold pieces reward money.
41 level +2. (A level 4 item for 2nd level group, etc.)
Monsters and NPCs
Darwin Malefance (Evil Cleric)
Darwin is a male half-orc cleric. He worships either
Vecna or Vademyhrr (if you are using the Realms of Wor
D&D campaign setting) or any evil deity that takes the DM’s
fancy. At the moment he has attached himself to the self
cursed wizard Randal Thurston to see if there is anything
that Darwin can use profitably from Darwin’s situation.

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.

Track Changes: Endurance- Improve DC 25, Maintain DC 21


gets worse with DC 20 or less.

Initial Effect: Lose one healing surge that cannot be regained


until cured. Also lose 1 speed but gain +1 strength.

Middle Track: Become near-zombie. Lose speech ability, Con &


STR go up a bit, most attributes are at ½. This stage calls for a
new check once a week rather than once every long rest.

Final Track: Die. If save verse death become a natural corpse. If


fail the save become a real zombie.
44
Randal Thurston continued Skeleton - Damaged
Tactics & Abilities Often these skeletons are
Randal retains the majority of his spell casting ability. His made from skeletal forms that
necromantic bolt is not from becoming semi-undead but were already damaged. Perhaps
from his study of necromantic magic techniques. He lacks a broken leg or smashed rib
the immunities and resistances of undead but also lacks the cage. The result is an undead
vulnerabilities although Channel Divinity class features that is less powerful than a
against undead will damage him (but not cause extra effects) standard humanoid skeleton
and powers that target undead affect him in the same way. undead.
He will use his phantasim attack early while he still has On rare occasions the damaged
functioning allies, then follow with flame burst. If his allies skeleton is the scarred survivor of a
are going down he will put up guardian blades. Burning battle long ago and the necromantic energy
hands is held for after his allies have gone down. If two or sustaining it has been slowly deteriorating.
more enemies get adjacent to him he uses mage escape. Those that animate damaged skeletons often arm them
Randal Thurston Level 6 Artillery with bows to make up for their generally slow movement
Medium natural humanoid (undead) XP 250 speed.
Initiative +4 Senses: Perception +2, Darkvision
HP: 50 Bloodied: 25
Other than the lesser armor and a ranged weapon, there
Speed 5 is little difference between a standard skeleton and a
AC 18; Fortitude 17, Reflex 14, Will 15 damaged one.
M Poisoned Dagger (standard; at-will)u Weapon, Damaged Skeleton Tactics
Poison
+10 vs AC; 1d4+5 damage and Randal makes a The are usually programmed with a set of instructions to
secondary attack of +8 vs Fortitude; ongoing 5 poison defend something. In most cases they will use their bow until
damage. (save ends). their enemy reaches a certain location close to whatever is
S Necromantic Bolt (standard; at-will) u Arcane, being defended then switch to short sword. If engaged in
Necrotic
Ranged 10; +11 vs Fort; 1d6+3 necrotic damage direct melee they will switch to short sword as well.
c Burning Hands (standard, encounter) u Arcane,
Fire Skeleton Lore
Close blast 5; +11 vs Reflex vs each creature in range; The same lore as listed in the 4E MONSTER MANUAL
2d6+4 fire damage.
a Flame Burst (standard, encounter) u Arcane, applies to this type of skeleton as well.
Fire
Burst 3 in range 10; +11 vs Reflex; 1d8+5 fire damage
to all enemies in the burst and targets pushed 1 square.
s Phantasim Attack (standard, daily) u Arcane, Skeleton - Damaged Level 1 Soldier
Illusion, Psychic Medium natural animate (undead) XP 100
Ranged 20; +11 vs will; 2d8+4 psychic damage plus Initiative +2 Senses: Perception +0, Darkvision
onging 5 psychic damage and target grants combat HP: 21 Bloodied: 10
advantage (save ends both) Speed 4
Mage Escape (immediate interrupt, encounter) Immune: disease, poison; Resist:10 necrotic;
u Arcane, Teleportation Vulnerable:5 radiant
Trigger: Randal is hit with a melee attack. AC 16; Fortitude 13, Reflex 11, Will 12
Effect: Randal teleports 5 squares to space not next to
an enemy. M Shortsword (standard; at-will) u Weapon
Guardian Blades (standard, daily) u Arcane, Force +8 vs AC; 1d6+2 damage.
Effect: Until the end of the encounter or Randal R Shortbow (standard; at-will) u Weapon
becomes unconscious, each adjacent enemy to him that Ranged 15/30+8 vs AC; 1d8+3 damage.
makes an attack roll against Randal takes 3 damage. Lesser Speed of the Dead
When making an opportunity attack the skeleton gets +1
Alignment: Unaligned Languages: Common bonus to attack and deals an extra 1d4 damage.
Skills: Arcana +9, Endurance +10, Heal +6 Alignment: Unaligned Languages: None
Str 14 (+5) Dex 12 (+4) Wis 6 (+1) Skills: None
Con 14 (+5) Int 13 (+4) Cha 8 (+2) Str 15 (+2) Dex 16 (+3) Wis 12 (+1)
Equipment: Mage robe, keys (his estate gate and burrow Con 13 (+1) Int 3 (-4) Cha 3 (-4)
front doors). Equipment: Hide armor, shortsword, shortbow (12
45 arrows)
Spiders - Tree and Beauty Tree Spiders
Tree spiders have bodies as big as very large dogs. As their
name implies, they tend to live in trees. While they can make
Beauty webs, they tend to hunt rather than wait for prey to get
She is a common spider that has been made huge and trapped.
given intelligence through magical experimentation. Beauty
thinks of herself as monstrosity that is probably better off Tree Spider Tactics
dead because of comments she overheard by the wizards that The females are more aggressive and usually lead a tree
made her before they abandoned her in the woods. spider attack. They will leap at a target and cling to it with a
grab then bite it on the next turn. Males will wait around at
Beauty’s Tactics jumping range for a target to get grabbed then leap in with a
She expects to die in combat bonus to bite.
against heroes so she won’t
use advanced tactics or work Female Treespider Level 2 Lurker
Small natural animal XP 125
closely with allies. She will use Initiative +5 Senses: Perception +3, tremorsense 5
her web attack early HP: 24 Bloodied: 12
then close to melee using her Speed 7, climb 6 (spider climb)
bite when facing a single foe Resist: 5 poison
AC 16; Fortitude 13, Reflex 14, Will 13
and her repelling legs if two or
more enemies are adjacent to her. M Poison Bite (standard; at-will) u Poison
+7 vs AC; 1d10+3 damage and target slowed (save
Beauty Lore ends). If target already slowed then immobilized (save
ends)
A successful Nature check will reveal the following: M Hunting Leap (standard; at-will) u Poison
DC 15: The horse sized monster spider before you looks Treespider leaps at prey, shifting 4 squares and making
like a normal house spider common to the area enlarged by a a bite attack. If the attack hits the target is also grabbed.
huge amount. The spinnerets on this beast look unusually Bite attacks gains +3 to hit against grabbed targets.
Alignment: Unaligned Languages: None
mutated however.You do not thing that this beast is a Skills: Athletics +8, Stealth +9
naturally occurring creature. Str 14 (+3) Dex 16 (+4) Wis 12 (+2)
Con 12 (+2) Int 1 (-4) Cha 8 (+0)
Beauty the Spider Level 3 Elite Controller Equipment: None
Large magical beast (spider) XP 300 Tree Spider Lore
Initiative +5 Senses: Perception +5, tremorsense 5
HP: 60 Bloodied: 30 Action Points: 1
With a Nature skill check the following is known.
Speed 6, climb 6 (spider climb) Saves: +2, +4 vs poison DC 15: Female tree spiders have yellow markings and are
AC 17; Fortitude 15, Reflex 16, Will 14 more aggressive than the blue marked, smaller males. Both
sexes are very fast and can jump around 20 feet to make an
M Poison Bite (standard; at-will)
+7 vs AC; 1d10+3 damage and target is weakened
attack. Females will often cling to an enemy to make it an
(save ends). easier target for future attacks.
C Repelling Legs (standard; at-will) Male Treespider Level 1 Minion
Close burst 1; targets enemies; +6 vs Fortitude; Small natural animal XP 38
2d6+3 damage and target is pushed 3 squares. Initiative +4 Senses: Perception +1, tremorsense 5
a Sprayed Web (standard, encounter) HP: 1 (a missed attack never damages a minion)
Area burst 2 within 10; +6 vs Reflex; 2d10 poison Speed 9, climb 7 (spider climb)
damage and the target is grabbed. Escape attempts at -2. Resist: 5 poison
Spider’s Escape (immediate interrupt, recharge 6+) AC 15; Fortitude 12, Reflex 14, Will 12
Trigger: Hit with a melee attack. Effect: Beauty shifts
3 squares with a jump. Can move through enemies and M Poison Bite (standard; at-will) u Poison
ignore difficult terrain. +6 vs AC; 4 damage plus 5 poison damage.
Final Moment (when reduced to 0 hit points) M Hunting Leap (standard; at-will) u Poison
Beauty leaks a caustic magical gas that is inside her. Treespider leaps at prey, shifting 4 squares and making
Close Burst 2; +6 vs Reflex; 2d6+2 acid damage. a bite attack. Bite attacks gains +3 to hit against grabbed
targets.
Alignment: Unaligned Languages: Common Alignment: Unaligned Languages: None
Skills: Intimidation +6, Perception +5, Stealth +9 Skills: Athletics +6, Stealth +9
Str 16 (+4) Dex 17 (+4) Wis 8 (+0) Str 12 (+1) Dex 18 (+4) Wis 12 (+1)
Con 12 (+2) Int 12 (+2) Cha 11 (+1) Con 12 (+1) Int 1 (-5) Cha 8 (-1)
Equipment: None
46 Equipment: None
Villagers and NPCs Villager B
Medium natural humanoid (human)
Level 1 Skirmisher
XP 100
Initiative +1 Senses: Perception +1
The majority of the villagers are either Villager “A”s HP: 22 Bloodied:11
(usually male adults), Villager “B”s (female adults, male or Speed 6
AC 13; Fortitude 13, Reflex 11, Will 11
female teens), or Villager “C”s (mainly children and the
elderly. If they are armed it will be with a farm implement or M Weapon (standard; at-will) u Weapon
a dagger - and the damage is the same either way. +5 vs AC; 1d4+1 damage.
If called out to militia duty status then the Villager “A”s M Fending Away Attack (standard; at-will) u Weapon
will have spears, leather armor and a light shield. Change +3 vs AC; 1d4+1 damage, and Villager B gains +2 AC
until the end of her next turn.
damage to 1d8 and increase AC by 3 and Reflex by 1. Vicious Opportunist
The following individuals have special statistic blocks - Villager B does +1d6 damage to targets she has combat
Mayor “Mac” Cheese advantage against.
Sheriff Taylor Alignment: Varies Languages: Common
Skills: Diplomacy +7, Insight +6, Nature +6
Deputy Barnaby Fife Str 11 (+0) Dex 12 (+1) Wis 12 (+1)
The guardsmen Cobbler & Dresdin Con 15 (+2) Int 12 (+1) Cha 14 (+2)
The clerics Kildare & Groves Equipment: Farm implement or dagger.
Merchant Cyn Blayde
Adriana Flechette Villager Tactics
Trevor Dandy First and foremost, if the situation allows villagers will
Rodney “the Hood” run away from danger. Most will not abandon their family or
friends however.
Villager A Level 1 Soldier In a “street” altercation (player gets caught breaking into
Medium natural humanoid (human) XP 100 a house, the drunk on the street gets rowdy, or a fleeing
Initiative +1 Senses: Perception +1
HP: 22 Bloodied:11
crime suspect, etc.) a villager B will attempt to grab and
Speed 6 hold the offender until the sheriff or other help arrives.
AC 13; Fortitude 13, Reflex 11, Will 11 In a monster attack situation they really only have one
option - melee attack. Villager A’s will try to group together
M Weapon (standard; at-will) u Weapon
+5 vs AC; 1d4+1 damage.
against a single enemy while Villager B’s hover nearby
M Grab (standard; at-will) looking for a chance to sneak in a vicious opportune attack.
+4 vs Reflex; target grabbed (until escape). Villager C’s will generally only fight in self-defense.
Militia Training
Gain +1 to hit and AC of two other villagers are adjacent
to the same target. Villager Lore
Alignment: Varies Languages: Common A History skill check will tell the player the following
Skills: Endurance +7, Insight +6, Nature +6 regarding the culture of Sulphur Springs.
Str 13 (+1) Dex 12 (+1) Wis 12 (+1) DC 15: Even though they live out in the country,
Con 14 (+2) Int 12 (+1) Cha 12 (+1) the leaders of their nation are wizards and warlocks
Equipment: Leather armor, spear, light shield kept at
home. Dagger or farm implement when not on militia call. so the people of area are used to having spell casters
come and go and are not unduly alarmed by such
people.
Villager C Level 1 Minion
DC 20: Females are expected to keep their
Small natural humanoid (human) XP 25
Initiative +1 Senses: Perception +1 heads covered in public from the age of 13 and
HP: 1 (A miss never damages a minion) up. Female visitors that do not adhere to the
Speed 6 local custom will sometimes catch villagers
AC 13; Fortitude 13, Reflex 11, Will 11 looking at them with disapproval.
Tradition requires all males between the
M Unarmed (standard; at-will) ages of 16 and 30 to be in the village militia.
+4 vs AC; 3 damage.
All of men of age keep a set of leather armor and
Plea for Help
Other villagers gain +1 to hit and damage against a shield and spear at home for militia duty.
enemies that have attacked a Villager C. DC 25: Before the Margrave annexed this
Alignment: Varies Languages: Common area the people were druid followers. Some of
Skills: History +5 (if an elder), Athletics +5 if a child their customs and superstitions stem from
Str 8 (-1) Dex 12 (+1) Wis 10 (+0) their time when druids led the society. This
Con 10 (+0) Int 8 (-1) Cha 13 (+1) was before the memory of any living
Equipment: None 47 villager though.
Mayor MacTurren “Mac” Cheese Sheriff Andrea Taylor
Sheriff Andrea Taylor Level 4 Elite Skirmisher
Mayor “Mac” Cheese has just Medium natural humanoid (human) XP 350
turned 50 though he is still in Initiative +6 Senses: Perception +4
HP: 56 Bloodied: 28 Saves: +1
robust health. He is a level headed Speed 6 Action Points: 1
man that likes to consider all of his AC 18; Fortitude 17, Reflex 16, Will 16
options before acting or making a
decision. His primary concern is M Spear (standard; at-will) u Weapon
always the safety and property of +8 vs AC; 1d8+3 damage.
R Crossbow (standard; at-will) u Weapon
the villagers over other concerns. Ranged 15/30; +9 vs AC; 1d8+3 damage.
Most often heard to say, “Well, S Eldritch Blast (standard, at-will) u Arcane
let’s hear everything out and Ranged 10;+7 vs Reflex; 1d10+3 damage. Basic attack.
then look at all our options. No s Eye Bite (standard, at-will)u Arcane, Charm,
Psychic
need to be hasty you know.” Ranged 10;+7 vs Will; 1d6+3 psychic damage and she is
invisible to the target until the end of her next turn.
Personal History s Eldritch Rain (standard, encounter)u Arcane
“Mac” served as a member of the household guard of the Ranged 10 vs 2 targets with 5 squares of each other; +7
vs Reflex; 1d10+5 damage.
current Margrave of Lofton’s father. When the elder s Curse of the Dark Dream (standard, daily)
Margrave died, “Mac” was installed as the mayor of Sulpher u Arcane, Charm, Psychic
Springs as a retirement bonus for his outstanding service to Ranged 10;+7 vs Will; 3d8+3 psychic damage and she
the Lords of Lofton. slides the target 3 squares.
Warlock Class Features
In his heyday, “Mac” was an accomplished swordsman. Eldritch Pact (fey). Prime Shot, Warlock’s Curse (+1d6)
He was as quick with his wit as he was with his blade. Now Feats
he is aging and only half the fighter he used to be, but he is Combat Mount, Alertness
still capable if push comes to shove. Alignment: Good Languages: Common
Skills:Arcana +9, Diplomacy +9, Insight +8,Intimidate +9
As his last name is Cheese, it struck his fancy to go into Str 12 (+3) Dex 15 (+4) Wis 13 (+3)
the business of making cheese. So his personal farmland Con 16 (+5) Int 15 (+4) Cha 16 (+5)
near the village is involved with the dairy and cheese trade.
He has had no need to call up the militia during his time Sheriff Taylor studied as a warlock for a number of years
as mayor. Nothing much at all has happened in fact. in Camphus but did not like living in the city very much.
Mayor MacTurren Cheese Level 4 Elite Soldier Her brother was in the city watch and got a job as a sheriff
Medium natural humanoid (human) XP 350 which gave her the idea to try for the same position
Initiative +7 Senses: Perception +4 elsewhere.
HP: 50 Bloodied: 25 Saves: +1 Her fey contractee was tired of the city so when she
Speed 6 (5 in scale mail) Action Points: 1
AC 15; Fortitude 17, Reflex 14, Will 14 landed the sheriff position in Sulphur Springs she was happy
to move to the sticks.
M Rapier (standard; at-will) u Weapon
+11 vs AC; 1d8+5 damage. Characteristics
M Sure Strike (standard; at-will)
+13 vs AC; 1d8+2 damage. Andrea is a no-nonsense type that is
m Piercing Thrust (standard, encounter) u Weapon dedicated to doing a professional job.
+13 vs AC; 1d8+7 damage. She’s of medium height and build and
m Brute Strike (standard, daily) u Weapon above average beauty. She wears her hair
+11 vs AC; 3d8+5 damage.
Fighter Class Features short and almost always sports what she
Combat Challenge, Combat Superiority (+2), Weapon calls her “uniform jacket” - a dark brown,
Talent (+1 w/ one handed, factored into attack). short cut duster type coat.
Feats In an arrest she will use her dream curse
Weapon Proficient (Rapier), Improved Initiative
Alignment: Good Languages: Common
power to subdue the foe and pull him to a
Skills: Diplomacy +9, Intimidate +9, Streetwise +9 place where her men and grab the criminal.
Str 17 (+5) Dex 12 (+3) Wis 14 (+4) In a fight she tries to stay at range, using the
Con 13 (+3) Int 13 (+3) Cha 14 (+4) crossbow or eldritch blast and saving her
Equipment: +2 Rapier. Scale mail and light shield
available in his home. AC is +5 with armor and shield in
spells in case the combat turns against
use. 48 her. Then its eye bite time.
Deputy Barnaby Fife Armsmen Cobbler & Dresdin
Deputy Fife was born in Sulphur Springs This pair is from the Margrave’s personal armsmen force
and has lived in the village his entire life. on detached duty to Sulphur Springs and placed under the
He was one of the village guardsmen under sheriff’s command. They aren’t the sharpest tools in the
the old sheriff and was promoted to deputy shed but they are loyal and brave to almost foolhardy levels.
by sheriff Taylor when she came to the Hamlin Cobbler Level 3 Soldier
village because she felt someone that Medium natural humanoid (human) XP 150
knew everyone in the area would Initiative +5 Senses: Perception +6
HP: 42 Bloodied: 21
be good to have at her side. Speed 6 (5 in armor)
Fife is a bit over serious about his job. He AC 18; Fortitude 16, Reflex 15, Will 14
feels like he has to perform at a high level
to prove himself “equal” to the mayor and M longsword (standard; at-will) u Weapon
+10 vs AC; 1d8+3 damage and the target is marked
sheriff who are both big city folk. until the end of Hamlin’s next turn.
R Shortbow (standard; at-will) u Weapon
Characteristics Ranged 15/30; +9 vs AC; 1d8+2 damage.
Barnaby is in his early thirties and sports a mustache and m Powerful Blow (standard, encounter) u Weapon
goatee. He always carries his crossbow around (that he calls +10 vs AC; 2d8+3 damage.
Buddy System
“bessy”). Despite his strong dexterity score, Fife often gets Hamlin gains +1 to hit and AC when adjacent to his
nervous when he is the center of attention and then he friend Marcus Dresdin.
tends to become clumsy. In general though, there is nothing Alignment: Unaligned Languages: Common
remarkable about him and he would be easily lost in a Skills: Athletics +9, Streetwise +7
Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
crowd (if a crowd ever formed out in Sulphur Springs). Con 15 (+3) Int 9 (+0) Cha 12 (+23)
He is militantly proud of his hometown and will snub Equipment: Chainmail, longsword, shortbow
visitors that insult the place. His most curious trait is that he (12 arrows), light shield, lantern, 2 pints oil
swears he saw a werewolf steal a goat from his family’s farm
when he was a teenager. He has been obsessed with the idea Marcus Dresdin Level 3 Artillery
Medium natural humanoid (human) XP 150
that a werewolf stalks the hills around the village every Initiative +5 Senses: Perception +6
since. Whenever an animal goes missing, Barnaby blames a HP: 40 Bloodied: 20
werewolf. He even spent a good chunk of his life’s savings to Speed 6
have a silvered bolt made. He only has one - but he is sure AC 16; Fortitude 16, Reflex 15, Will 14
that one will be all he needs. M longsword (standard; at-will) u Weapon
+10 vs AC; 1d8+3 damage and the target is marked
Deputy Barnaby Fife Level 3 Artillery
until the end of Hamlin’s next turn.
Medium natural humanoid (human) XP 150
R Shortbow (standard; at-will) u Weapon
Initiative +4 Senses: Perception +7
Ranged 15/30; +9 vs AC; 1d8+2 damage.
HP: 38 Bloodied: 19
a Thunder Burst (standard, encounter) u Thunder
Speed 6
Area burst 1 within 10; +7 vs Fortitude; 1d8+4 thunder
AC 15; Fortitude 13, Reflex 14, Will 12
damage and target is dazed (save ends).
Buddy System
M Shortsword (standard; at-will) u Weapon
Marcus gains +1 to hit and AC when adjacent to his
+8 vs AC; 1d6+3 damage.
friend Hamlin Cobbler.
R Crossbow (standard; at-will) u Weapon
Alignment: Unaligned Languages: Common
Ranged 15/30; +9 vs AC; 1d8+3 damage.
Skills: Athletics +9, Streetwise +7
r Lucky Shot (standard, encounter) u Weapon
Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
Ranged 15/30; +9 vs AC; 2d8+3 damage.
Con 15 (+3) Int 9 (+0) Cha 12 (+23)
m Desperate Stab (standard, daily) u Weapon
Equipment: Hide armor, longsword, shortbow
+8 vs AC; 3d6+3 damage.
(12 arrows), lantern, 2 pints oil
Dexterity Trained
Barnaby uses dexterity rather than strength with light
blades.
Dresdin learned one spell and he often kids his friend
Alignment: Good Languages: Common about being the smarter of the two because he “knows
Skills: Bluff +8, History +7, Nature +8, Perception +7 magic”. Cobbler retorts that he has a special sword move
Str 13 (+2) Dex 16 (+4) Wis 12 (+2) that Dresdin could never master. Both of them like to tease
Con 14 (+3) Int 12 (+2) Cha 14 (+3)
Equipment: Hide armor, crossbow (19 bolts, 1 silvered
Barnaby Fife about werewolves. “Hey deputy Fife, a pie
bolt) 49 got swiped off the Miller’s porch. Werewolves for sure!”
Priests Feldon Kildare and Wendy Groves Merchant Cyn Blayde
Wendy Groves is a nature priestess. Cyn is a knife maker of very high skill. She has
She blesses the fields and animals. Her customers that come from the major cities for her especially
husband owns a farm near the village sharp bloodletter knives. She is a fit and attractive woman
and she has recently given birth so she who can pass for a full human even though she is half-orcish.
is at home more than the village church Cyn is often unkept looking, and her face can take on a
at the moment. sinister cast when she talks about her favorite subjects -
She is a kind person with dark hair knives and knife fighting techniques.
and a petite build. She prefers to wear
Cyn Blayde Level 3 Skirmisher
blue and likes silver accessories. Wendy Medium natural humanoid (half-orc) XP 150
is intrigued by those with the primal power source and on Initiative +5 Senses: Perception +4, low-light
the rare times she meets such a person Wendy always tried HP: 38 Bloodied: 19
to convince the visitor that her god is a friend of the primal Speed 6
AC 17; Fortitude 14, Reflex 15, Will 15
spirits rather than a foe.
It used to be commonplace to find her meditating alone M Kukri (standard; at-will) u Weapon
out in the hills or forests of the area. During her pregnancy +8 vs AC; 1d6+3 damage (brutal 1)
she stopped wandering too far from home, which is a main R Throwing Knife (standard; at-will) u Weapon
Ranged 5/10; +8 vs AC; 1d4+3 damage.
reason why no one has blundered into any of the encounter r Double Throw (standard, encounter) u Weapon
issues that currently infest the village. Make two throwing knife attacks.
Feldon Kildare is a bald man with a sour disposition Blood Letter Kukri
despite his calling as a healing god priest. If he feels an The first ten times she hits with the kukri, Cyn can get a
critical hit on a 19 or 20.
injury was from stupidity (or combat) Feldon tends to be a Furious Assault (free action, encounter, personal)
little rough in handling his patient. As his only source of Cyn deals 1[w] extra damage on the hit.
income is church donations, he Alignment: Unaligned Languages: Common, Giant
is never shy about suggesting to Skills: Athletics +6, Bluff +7, Nature +7, Streetwise +7
Str 11 (+1) Dex 16 (+4) Wis 12 (+2)
visitors that giving alms to the Con 15 (+3) Int 12 (+2) Cha 12 (+2)
church is a wise thing to do. Equipment: Bloodletter Kukri, (6) throwing knives
Especially if the visitor plans
to do something foolish like get History and Connection to Rodney
into a fight. Cyn and Rodney were born and raised near the springs to
an orc mother and the human warrior that spared her life
Either Village Priest Level 2 Controller
Medium natural humanoid (human) XP 125 after a raid on the orc camp. When the pair became elder
Initiative +4 Senses: Perception +7 teens, their parents decided to seek out the wife’s remaining
HP: 38 Bloodied: 19 tribe members and left for places unknown.
Speed 6 Rodney left for Camphus while Cyn staying in the village.
AC 15; Fortitude 13, Reflex 14, Will 12
She had already mastered the craft of making knives and
M Dagger (standard; at-will) u Weapon other small metal items so she set up shop in the village
+7 vs AC; 1d4+1 damage. proper. The villagers are always a little wary around her, but
S Sacred Light (standard; at-will) u Weapon she has never harmed anyone and if push comes to shove
Ranged 5; +7 vs Feflex; 1d6+3 radiant damage.
aBody Lock (standard, encounter) u Divine
they see her as one of their own and would defend
Burst 1 within 10 against enemies; +7 vs Fortitude; her from outsiders.
target is immobilized (save ends). Cyn never got along well with her
Healing Power (standard, encounter) u Divine older brother. He often roughed her up -
Close burst 5 self or an ally; target can spend a healing a reason she got her father to teach her
surge if they have one, also gain 1d6 additional HP.
Protect the Faithful (standard, encounter) u Divine about knife fighting. He has not visited her
Close burst 5 self or an ally; Target gains +1 to all since returning to the area but he did
defenses until the end of the priest’s next turn. break into her shop and steal some coins
Alignment: Good Languages: Common and daggers. If players ask Cyn where her
Skills: Diplomacy +9, Heal +9, Insight +9
Str 12 (+2) Dex 14 (+3) Wis 16 (+4) brother might be, she will say that he will
Con 14 (+3) Int 15 (+3) Cha 16 (+4) try to pick someplace in the trees near the
Equipment: Dagger, robes, holy symbol, (2) holywater 50 road so he can watch who passes by.
Adriana Flechette
Adriana is an avenger, a special holy warrior agent of a
goddess of death. Either the Raven Queen or in a Worlund
Campaign Adriana serves Vell. Her current duty is to see
that Randal’s undead experiment does not spin out of
control any larger than the problem has already become.

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.

History and Current Agenda


Adriana was taken in by a death cult temple after her
parents were killed in an explosion caused by an illegal
arcane experiment in the building next to her folk’s home.
She was raised in the ways of the cult and exhibited early
martial skills that lead to her being offered a chance to train
as one of her goddess’ avengers.
She has undertaken several missions for her goddess,
each ending in success. Recently she has been working with
Adriana Flechette Elite Level 4 Skirmisher
Medium natural humanoid (human) XP 350
Initiative +5 Senses: Perception +5
HP: 50 Bloodied: 25 Saves: +2
Speed 6 Action Points: 1 an observation team stationed in Camphus where her
AC 18; Fortitude 15, Reflex 16, Will 15 temple cannot legally operate in the open. Her team found
evidence of the magical infection Randal caused and
M Short Sword (standard; at-will) u Weapon
+9 vs AC; 1d6+3 damage. watched as he left the city.
R Thrown Dagger (standard; at-will) u Weapon Adriana was dispatched to make sure that Randal and his
Ranged 5/10; +9 vs AC; 1d4+3 damage. research never trouble mankind again. Unfortunately for
S Radiant Vengeance (standard; at-will) u Radiant her, Randal moved into an area that is taboo for her to enter.
Ranged 10; +7 vs Reflex; 1d8+3 radiant damage and
Adriana gains 3 temporary hit points.
She has circled that area, looking to see if he emerged from
m Sequestering Strike (standard; encounter) u Weapon the opposite side. Near the swamps she witnessed the attack
Teleportation of near-zombies led by the cleric Darwin on the goblin
+9 vs AC; 2d6+3 damage and teleport target 2 squares tribe.
then teleport self adjacent to the target.
m Aspect of Might (standard; daily) u Weapon
Later when Darwin stopped to rest, she tried to slip in
+9 vs AC; 3d6+3 damage (half on a miss). Effect: Until and kill the cleric. However she only got one weapon thrust
end of encounter Adriana gains +5 bonus to Athletics and in before near-zombies rushed to his aid and were about to
+2 bonus to speed and melee attack damage rolls. overwhelm her. So she fled.
Distracting Flare (move; encounter) u Divine Lurking around the village she spied the player
Effect: Adriana becomes invisible and moves her speed.
She is invisible until the end of the movement. characters. After she sees them handle the zombified farm
Avenger Class Features animals she will decide to approach them in an attempt to
Avenger’s Censure, Channel Divinity, Oath of recruit them to her cause.
Enmity. She is aware of Trevor Dandy and has guessed his mission,
Alignment: Unaligned Languages: Common
Skills: Acrobatics +10, Intimidation +8, Stealth +10, but will not attack him to avoid starting an all-out war
Streetwise +8 between her temple and the mage guilds of Camphus.
Str 15 (+4) Dex 17 (+5) Wis 16 (+5) Adriana will also avoid engaging the players in combat
Con 14 (+4) Int 11 (+2) Cha 12 (+3) because there is no need for it. The mistress of death
Equipment: Shortsword, 6 daggers.
51 will call for the heroes on her own time and way.
Trevor Dandy outdoors.
Trevor is a young wizard who is a member of the Order While the guild council had guessed at what member
of the Silver Cowl in Camphus. He happens to work for the Randal was doing in his home, the instructed Trevor to look
guild council in the experimenting department and is on the the other way and not leave any records of Randal’s work,
track of Randal Thurston trying to get him back to the guild Then the work went really, really wrong. In fact, Trevor
tower before matters go public. happened to visit the Thurston home in the city on the day
after the mishap and was almost infected himself.
Description As Trevor already knew about the situation, the guild
Trevor is a pleasant looking half-elf who likes to dress in council decided to send him after Randal in an attempt to
fancy clothing. He stands 5’7”, is on the thin side, and has bring the wizard
reddish brown hair. back to the city.
While he is indeed a wizard, he has not learned many They gave
attack oriented spells. His other spell book spells deal with Trevor s scroll
analyzing and transportation. His rituals tend to be in those with a gate ritual
areas as well. that will lead to
a prepared place
History and Current Agenda in the tower. All
Trevor was born and raised in Camphus and feels that it Trevor has to do
is the natural order that those with the greatest arcane skill is figure out how
should rule the countryside. His mother is a member of the to get Randal
same guild as him, his father was a visiting elf wizard that and company to
left for the woods when he was 15. In point of fact Trevor stand still long
prefers the streets of the city over the dirt tracks of the enough inside
the ritual circle.
Trevor Dandy Elite Level 4 Artillery As Trevor is
Medium natural humanoid (half-elf) XP 350 something of a
Initiative +4 Senses: Perception +4
HP: 42 Bloodied: 21 Saves: +2
coward - and he
Speed 6 Action Points: 1 is especially
AC 16; Fortitude 16, Reflex 16, Will 17 afraid of undead-
he hopes to talk
M Dagger (standard; at-will) u Weapon the players into
+9 vs AC; 1d4+1 damage.
S Magic Missile (standard; at-will) u Force handling the
Ranged 20; +9 vs Reflex; 2d4+3 force damage. tough part of
a Icy Terrain (standard; encounter) u Cold wrangling the
Burst 1 within 10 vs all creatures; +9 vs Reflex; 1d6+3 near-zombies
and the target is knocked prone.
a Sleep (standard; encounter) u Sleep into the circle.
Area burst 2 within 20 vs all creatures; +9 vs Will; While Trevor
target slowed (save ends). If fail first save then does not know Adriana, he will recognize what she is and
unconscious (save ends). who she represents. He will not want to mess with her and
Quick Retreat (move; daily, personal)
Effect: Randal shifts up to twice his speed. start a major problem for his guild so if she wins the help of
s Lightning Wand (standard; daily) u Lightning the players he will not interfere.
Ranged 15; +9 vs Reflex; 2d6+3 lightning damage and
target stunned (save ends). Guild Magic Items
Cloak of Missions (minor; daily) u Illusion,
Teleportation
Trevor was given two magic items to help keep him safe
Effect: Randal becomes invisible until the end of the on his mission. One is a powerful wand that fires a big
encounter (or he attacks), also he gains fly 6 move until lightning zap. The other is the Cloak of Missions. This item is
end of the encounter. meant to allow an agent working for the guild to escape
Wizard Class Features
Cantrips, Ritual Casting, Implements - wands
from a situation and retreat to a safe distance.
Alignment: Unaligned Languages: Common, Elven Neither item is his, so he will guard them well so he can
Skills:Arcana+10, Diplomacy +9, History +10, Insight +9 return them to the council. He must also be aware of the
Str 12 (+3) Dex 14 (+4) Wis 14 (+4) daily use nature of both items. If he zaps, he cannot flee. So
Con 12 (+3) Int 17 (+5) Cha 14 (+4) he will not use the wand unless he is sure there will be
Equipment: Dagger, Lightning wand, Cloak of Missions.
52 no need for him to go invisible and fly away.
Rodney “The Hood” Blayde Rodney “the Hood” Blayde Elite Level 3 Brute
Rodney is a male half-orc who has been living the life of Medium natural humanoid (half-orc) XP 300
Initiative +1 Senses: Perception +2
a bandit leader for a few years now. Recently he promised HP: 60 Bloodied: 30 Saves: +2
to marry a noble’s daughter (planning to marry his way out Speed 6 (5 in armor) Action Points: 1
of legal trouble) only to have it discovered that he had AC 20; Fortitude 18, Reflex 16, Will 14
already married a tavern girl in the city the past year. This
M Broad Sword (standard; at-will) u Weapon
made the noble excessively angered at the embarrassment +7 vs AC; 1d10+4 damage.
caused and he had made sure that the legal heat was turned R Long bow (standard; at-will) u Weapon
up against Rodney. So Rodney had to flee Camphus. Ranged 20/40; +7 vs AC; 1d10+2 damage.
c Sweep Attack (standard; encounter) u Weapon
Description Close burst 1vs up to 3 targets. +7 vs Reflex; 1d10
damage and the target is knocked prone.
Rodney looks far more orc than human. Still his Dodge Ranged Attack (immediate interrupt; daily)
muscular form and savage looks have garnered his share of Trigger: Enemy making a ranged attack against him.
female admirers. He can be unexpectedly charming. Effect: Rodney gains +4 to the AC, Fort and Reflex
Unfortunately he has a very short temper and is prone to until the end of his next turn.
Slippery Maneuver (immediate interrupt; daily)
entering violent rages. While he can harness this rage for Trigger: Enemy moves into flanking position on him.
battle, he sometimes loses his tempter and injures his allies Effect: Rodney shifts 2 squares.
when he is angry. Murderous Frenzy
Rodney gains 1 action point the first time he reduces a
foe to 0 HP in an encounter.
History and Current Agenda Berserking Regeneration
Rodney is mainly about getting money with minimal Rodney regenerates 5 when bloodied.
effort. He’d like to be famous too. After his plans of Half-Orc Racial Power
marrying into status and fortune fell apart he fled the city Furious Assault (free action; encounter)
Trigger when hit with weapon attack. Add 1d10 extra
with the law on his trail. The bounty on his head was leading damage to the attack.
to too many close escapes so he decided to try reversing the Skills: Athletics +10, Bluff +9, Intimidation +9
idea. He gave away most of the take from two heists and Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
spread a story that he was rebelling against made rule of the Con 15 (+3) Int 11 (+1) Cha 16 (+4)
Equipment: Hide armor, broadsword, longbow
lands. His hope was that people would start to view dealing
with him as a chance for profit rather than ratting him out.
It has worked to a limited degree. The main problem his much. Thus the people of the countryside are not as
plan has is that the people of the countryside do not directly opposed to mage rule as some groups within the city
deal with the major mage guilds very often. In the city the itself. But the city is too dangerous for him to stay in so
guilds affect all aspects of life. In the countryside - not so he can’t try his plan there.
Also, he isn’t really interested in leading a rebellion.
That would be far too much work.
He has fled to the area he knows best, his home town.
Rodney is aware of the fact that he used to pick on his
sister quite fiercely and assumes that she would not
welcome seeing him again. Rodney broke into her place
and took some stuff that he figured was due as his
inheritance from their parents that he never got but has
not tried to make contact with her.
In a way, staying away from his sister is the only
kindness he can do for her. She has managed to make a
place for herself in the village and doesn’t need her
outlaw brother showing up and dragging her into any
trouble.
He is laying low at the moment, looking for a chance
to score some more wealth in banditry while trying to
decide what his best course of action would be.

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
55
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

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