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Skeletons (6)
Terrain: Graveyards
Location: Drown
Average Party Level: 1st
!! "$%#
* There has been a series of grave-robberies. Everything has been stolen from the tombs; all
the funerary goods, the offerings to the gods and even the bodies themselves. Short on cash, the PCs
have agreed to take on the job of graveyard guards.
* The tomb of Jateux, one of the distinguished warriors in Drown’s recent history, appears to
have been the target of an abortive raid last night. Although the raiders failed to break into the tomb,
the presence of a few skeletons, destroyed by one of the clerics of Istishia, reveals that there’s
something unpleasant afoot.
&(/') *$%+,.0-
Is nothing sacred?

The first encounter should alert the party to the fact that they are not dealing with any ordinary
tomb robbers. If the PCs decide to guard the tomb or graveyard during the night, they will have to deal
with a second raid on the area. An excellent map of a cemetery can be found in the official DUNGEONS
& DRAGONS website’s ‘Map-a-Week’ supplement at
http://www.wizards.com/dnd/images/mapofweek/mar_2681_cem.jpg.

Skeletons (6): CR 2; Medium-Size Undead (6 ft. tall); HD 1d12; hp 6; Init +5 (+1 Dex, +4
Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atk 2 claws +0 melee (1d4); Face 5
ft. × 5 ft.; Reach 5 ft.; SA (brief description of special attacks); SQ undead, immunities; SR 0; AL
NE; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con -, Int -, Wis 10, Cha 11.
Skills: none. Feats: Improved Initiative.
SQ – Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease.
Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive
damage.
SQ – Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs,
they take only half damage from piercing or slashing weapons.
Possessions: the skeletons carry with them four cloth sacks and a stretcher.

The skeletons attempt to gain entrance to the tomb, marching directly towards them. If
challenged or attacked, they break off their tomb-robbing activities and attack. They have been
instructed to return to their base if half their number or more are destroyed. If this happens, or the
skeletons are successfully turned by a cleric or a paladin, then they walk out of the graveyard and head
outside of Drown, out into Raokh’s hills. Since the skeletons cannot run and are unintelligent, the PCs
will be able to follow them unmolested, unless of course the PCs decide to attack them. If the PCs
manage to track the skeletons to their ultimate destination, then they will find a shack some two miles
south of Drown. This shack appears to be a storage dump for treasures. They’ll find five silver funerary
urns, each worth 25 gold pieces, and in bags, a total of 500 gold pieces. If the PCs return these
treasures, they will each receive 75 gold pieces as a reward. The matter of dealing with the controller of
the skeletons will be detailed in a future False World One-Shots module.

If the PCs instead destroy all the skeletons or succeed in cutting off their retreat, the trail is
likely to go cold. Not to worry; another attack will follow after a week or so of game time. During this
lull, the temple guardians will voice the suspicion that the attacks are not over yet; after all, all the
skeletons in the first attack were destroyed too. They each receive 10 gp for their actions, however, and
will have earned a few favours for them from the church.


1234 5 6 7 839 :;@5<=>7?4
Hide ‘n’ Sneak

If the PCs make a habit of drinking in one tavern more than others, the controller of the
skeletons will pick up on this fact, thanks to him keeping the PCs under surveillance. Build up suspense
during the game week by requiring the PCs to make Spot and Listen checks as they go about their
business. The skeletons’ controller has hired a rogue to sneak around and record the PCs’ movements.

If the PCs succeed in spotting or catching the sound of the sneak as he makes Hide and Move
Silently checks, then lead them on a chase throughout the town; he’ll slip down alleys, climb walls
(making use of his potions of spider climb) and attempt to get to a spot that will allow him to hide,
making use of his potion of hiding. Once the PCs Spot check is beaten by the sneak’s hide check, he
will have escaped.

Sneak (1): male halfling Rog1; CR 1; SZ M (humanoid); HD 1d6+1; hp 7; Init +7; Spd
20; AC 18 (+3 masterwork studded leather, +5 Dex); Atk: masterwork rapier +1 melee (1d6+1) or
masterwork light crossbow +6 ranged (1d8); Face 5ft × 5ft; Reach 5ft; SA Sneak attack +1d6; SQ
halfling traits; SR 0; AL CN. SV Fort +1, Ref +5, Will +0; Str 10, Dex 20, Con 13, Int 14, Wis 10,
Cha 8.
Skills: Appraise +2, Disable Device +6, Hide +9, Listen +4, Move Silently +9, Open
Locks +9, Search +6, Spot +4, Tumble +9, Use Magic Device +3
Feats: Point Blank Shot, Improved Initiative.
Possessions: masterwork studded leather armour, masterwork rapier, mighty [Str 12]
masterwork composite shortbow, 2 potions of cure light wounds, 10 masterwork arrows, potion of
hiding, potion of sneak, and 2 potions of spider climb each.

Of course, the PCs’ speed is superior to that of the sneak. If they manage to catch up with him,
he does not attack. They can attempt to interrogate him. An Interrogate check (DC 11) will persuade
him to part with the truth.

• He was hired to keep tabs on the PCs by some intinerant priest of some kind; no names
were exchanged and he was paid 70 silver pieces; ten per day of surveillance.
• The transaction was made in the Wetted Whistle inn.
• The priest in question was a tall, scrawny man with balding grey hair and a long grey
moustache. He wore a black cassock with a red cord belt.
• He has no personal quarrel with the PCs; he was just told to find people matching their
description and take notes on where they’d been going and what they’d been doing for the
past week.

If the PCs succeed in catching the sneak before the week’s up, then naturally the priest
controlling the skeletons will not receive as much information as he intended. There is of course still
the matter of the priest; what is he after? What will he try to do next? More to the point, where is he?
These questions will be answered in the next False World One-Shots module!

A
BCDE F G H IDJ KL@FMNOHPE

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