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Mike’s free Encounter #24

Dividuicorporis

A CR 9 Encounter

by Dr. Michael LaBossiere

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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon
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Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com System Reference Document 5.0 Copyright 2016, Wizards
of the Coast, Inc.

Copyright 2019 Dr. Michael LaBossiere

Not for resale. Permission granted to print or photocopy this document for personal use only.
MFE#24 1
INTRODUCTION
This is the 24th in an ongoing series aimed to
CREDITS provide the overworked DM with ready-to run
Author: Dr. Michael C. LaBossiere
encounters. The PCs face off against the divided
Cover Illustration: Dungeon Masters Guild Resources
Cartographer: Dr. Michael C. LaBossiere
corpses of the dividuicorporis.
Additional Art: Dungeon Masters Guild Resource It includes a history/background for the
encounter, a map, and monster stats.
The companion ZIP file contains JPEG versions of
the maps (with and without grid), a Hero Lab file, the
Contents Word file of the encounter, and a PDF with character
sheets for all the monsters.
Credits ..................................................................... 2

Contents .................................................................. 2 HISTORY/BACKGROUND


The Ironpick clan of dwarves rose to fortune and
Introduction ............................................................ 2 prominence by following the dogma and dictates of
their deity, Therl. While almost as greedy as
History/Background ................................................ 2
Abbathor, Therl takes a much more organized
Getting the PCs Involved ......................................... 4 approach to his evil. He commands that his
worshippers live within a strict hierarchy built upon
Map Key .................................................................. 4 economic class. This is known as the Doctrine of
Wealth. Because the lower classes are so much
Encounter ................................................................ 5 worse off and the upper classes so well off,
worshipers are obsessed with increasing their
New Magic Items..................................................... 8 wealth and are willing to do almost anything to this
end.
Necrotic Ooze Urn ............................................... 8
Knowing that utter selfishness would destroy any
society, Therl also imposes upon his followers the
Hook? ...................................................................... 8
Doctrine of Social Debt: his followers are forbidden
Free Stuff!................................................................ 8 from acting in ways that would destroy their society
and each member must have at least some chance of
Free Map Collections........................................... 8 accumulating wealth. Therl also forbids theft,
narrowly defined, between his worshippers.
Free Rules ............................................................ 8 For centuries the Ironpick clan balanced these two
requirements: their elites acted to concentrate
Free Encounters .................................................. 8
wealth in their hands but were careful to allow the
underclasses enough opportunity to keep them from
Stuff to Buy! ......................................................... 9
rebelling. The clan thus rose to prominence and
Adventures .......................................................... 9 eventually used their wealth to create their own city,
Theroria, within the stone of Mount Gelida. While
About the Author .................................................... 9 cold and harsh, Gelida contained great mineral and
metal wealth, including diamonds.
Map ....................................................................... 10 For decades the lower classes of the Ironpick clan
toiled away within the mountain, mining gold and
diamonds for the upper classes and society stayed
stable. The status quo endured until the arrival of an

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MFE#24 2
agent of Durakor, a demon lord of the undead, posing Therl responded with the Frostcurse. This curse
as the dwarf Hubren. plunged the mountain into perpetual winter,
At first, Hubren offered the Ironpick elites his transformed the diamonds the undead mined into ice,
knowledge of improved mining and smelting and turned the dwarves into frozen corpses. Durakor
techniques. Once he had gained their trust and intervened on behalf of his followers, transforming
determined their weaknesses, he offered them a them into frozen undead. Whatever his other flaws,
replacement for their labor force: zombie miners. Durakor’s devotion to his faithful is a thing of legend.
The elites had considered using zombies as miners, The few living dwarves who escaped the civil war
but they did not have enough priests and clerics to brought word of these events to other dwarves. When
animate and control a viable undead labor force. they learned that the city was now haunted with
Hubren solved their problem by providing task undead, several dwarven clans contributed funds to
masters who could control large numbers of zombies. build guard posts to watch the mountain. Fortunately,
While a few of the mining elites opposed the idea, the frozen undead could not endure long outside of
they soon met with unfortunate (but plausible) the freezing cold and proved vulnerable to fire. They
accidents and the zombies were deployed. also proved little inclined to leave their cursed city—
Realizing they no longer needed to pay the the elite continued to direct their undead miners to
underclasses to mine, the elites stopped doing so. add to their ever-increasing but utterly useless
The miners then appealed to Lady Morellena, the wealth.
leader of the clan. Unfortunately for them, she was While the curse transformed the mined diamonds
profiting handsomely from the zombie labor force. into ice, the vast wealth of a dwarven city remains
When the miners tried to start mining on their own, within the mountain, tempting adventurers and the
warriors were sent to stop them, and dwarven blood Ironpick survivors.
was shed. After fleeing their fallen city, the living Ironpicks
Realizing that the social order was being started preparing their return. They toiled in the
threatened, the High Priest Herrel took up the cause mines of other dwarves, fought as mercenaries and
of the miners and beseeched the Lady Morellena to adventured to accrue the wealth needed to train and
send the zombies and Hubren away. The Lady equip a force suitable to retake the city. One fateful
Morellena wavered, for she respected the wisdom of day, the Ironpick leaders believed they had
her husband Herrel. Seeing this, Hubren persuaded assembled such a force and set out to reclaim their
another priest, Relleg, to arrange a fatal mining city. It turned out that they had miscalculated—the
accident for Herrel. undead proved far stronger than they imagined, and
Upon learning of the death of Herrel, the miners the attacking force was defeated, though not without
rose up and civil war erupted within the city. Since great cost to the Frostcursed.
the underclasses had the greater number, the matter As would be expected, later intrusions into the
would have been settled quickly but for the cursed city were not limited to dwarves. Adventures
intervention of Hubren—he brought powerful occasionally tried their luck in the frozen corridors
undead into the fight on the side of the elite. and various monstrous invaders entered the city
Therl sent warnings in the form of visions to Relleg, intentionally or by accident. While some adventurers
but Relleg had been seduced by the wealth and escaped with modest wealth and dark tales, most
power offered by Durakor and ignored these intruders fell to the guardians of the city.
warnings. So the war raged on. Neither dwarves nor followers of Durakor tend to
When the undead and elites eventually won the be wasteful, so the Frostcursed made evil use of
civil war, they set about converting their prisoners those that fell into their cold hands. Durakor
into undead miners and Relleg turned the temples of encourages his followers to emulate his creation of
Therl into temples of Durakor. undead and one way to win favor in his eyes is to
create a new type of undead. The Frostcursed

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MFE#24 3
Necrocrafters are renowned for their devotion and locked (DC 15 Dexterity (Thieves’ Tools)). Like other
they have spent their undeaths attempting to create areas of the city, the workshop area is cold, and the
new horrors to honor their master. One such surfaces coated with frost.
creation is the dividuicorporis.
Having learned of undead capable of splitting their 1. Corridor: The corridor to workshop.
bodies, such as the Penanggalan, the Necrocrafters
set out to do one (or three) better: they 2. Main Workshop: The workshop of the
developed the means to split a living Necrocrafters. The chamber contains seven wooden
creature into three undead horrors. The tables holding corpses and other items used in
oozing flesh is made of the creatures’ experiments. There is a normal well in the chamber;
muscles, organs and entrails. The waling it is a leftover from when the city was alive. The two
bones are made, obviously enough, from the green areas are pools of necrotic ooze.
bones of the creature. The skin is made into Significant contact with the ooze inflicts 1d6
a wriggling skin. Durakor was pleased with necrotic damage each round. If removed
the creation, praising his Necrocrafters for from the pool, it degrades into foul sludge
creating three undead from the body of one in a matter of hours unless properly
living creature. As such, the Necrocrafters preserved in a suitable container. Set in the
of the Frostcursed are eager to create floor of the chamber are three empty pools;
more of them while continuing to research they are used in the creation of undead.
new types of undead. There is also a statue of Durakor in the
chamber; each eye is a 100 gp emerald with
continual flame (a green flame) cast on it.
GETTING THE PCS Durakor is carved as an undead dragon-like
humanoid. One hand reaches out in an offer of
INVOLVED friendship, the other is ready to tear apart those
There are a variety of ways to get the who dare refuse this offer.
PCs involved in the encounter. One option
is to have the PCs wander into the 3. Workroom: This
cursed city, the classic random room contains six
encounter. tables loaded with
Another option is for the PCs to be in the area for equipment suitable for necromantic research and
a reason. This could be because they were hired by experimentation. There are 13 necrotic ooze urns in
dwarves to scout the city or because they are the workshop. The room is stocked with various raw
investigating the tales of the lost wealth of this materials for research and experimentation; these
cursed city. This encounter can easily be tied in with would be worth about 1,500 gp to a necromancer.
the other Mike’s Free Encounters involving the
Frostcursed (see Free Stuff!, below). 4. Corridor: A corridor.

5. Servants’ Quarters: The quarters for the servants


MAP KEY of the Necrocrafters. There are six rough cots and six
The encounter takes place within a Necrocrafter footlockers. Each locker holds 1d100 cp, 1d20 sp
workshop in the fallen city of the Frostcursed. and 1d6 gp.
The encounter area is illuminated with
strategically placed continual flame items. The 6. Assistants’ Quarters: The quarters for the
vaulted ceilings are 20 feet above the stone floors. Necrocrafter assistants. There are three beds, a
The stone doors (each door is AC 17 HP 18) are bookshelf with tomes on necromancy, a table and

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MFE#24 4
three lock boxes. The lock on the boxes is a DC 15 Dividuicorporis: Oozing Flesh
Dexterity (Thieves’ Tools) check to open. Each box Medium undead, chaotic evil
holds 4 d100 cp, 1d100 sp and 1d20 gp. Armor Class 9
Hit Points 51 (6d8+24)
7. Kitchen: When the city was alive, this kitchen was Speed 10 ft., climb 10 ft.
used to prepare excellent dwarven cuisine. Since the STR 16 (+3), DEX 9 (-1), CON 18 (+4), INT 9 (-1), WIS 10
undead have no need to eat mundane meals, it has (+0), CHA 6 (-2)
been repurposed to thaw and prepare corpses for use
Damage Resistances acid, necrotic
in various necromantic endeavors. Condition Immunities charmed, exhaustion, frightened,
prone
8. Necrocrafter’s Office: This room contains a desk, Senses darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish
bookshelves and a cold fireplace. The books are Challenge 1 (200 XP)
tomes on necromancy. Extensive notes on the
creation of the undead created by the Frostcursed
Three as One. The dividuicorporis has advantage on an
are on the desk; a PC necromancer might be able to Attack roll against a creature if at least one of its other two
learn to create such undead. Among the notes are body parts is within 5 ft. of the creature and the body part
pages from various spell books, these include the isn't Incapacitated.
spells false life, ray of enfeeblement, animate dead, Actions
vampiric touch, and create undead.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one


9. Necrocrafter’s Bedroom: This finely appointed creature.
room contains a bed, writing desk, leather chair, Hit: 10 (2d6+3) bludgeoning +1d6 Acid +1d6 Necrotic
fireplace and a locked (DC 20 Dexterity (Thieves’ damage.
Tools) chest. The chest contains 478 cp, 625 sp, 325 Description: Created from the organs, muscles and entrails
gp, and 800 gp in assorted gems. of a corpse, the oozing flesh is often mistaken as some sort
of mundane ooze monster—at least until a DC 10 Wisdom
(Medicine) check reveals its true composition. The oozing
10. Necrocrafter’s Bathroom: The now unused flesh retains the basic senses of the original creature, the eyes
bathroom contains a tub of ice and a toilet. flopping about at the end of the optic nerves. The oozing
flesh drips with digestive acid and is infused with necrotic
energy, contacting the creature rather painful. An oozing flesh
retains the languages it knew in life as well as some of its
ENCOUNTER memories and personality traits. It also retains a connection
to its bones and skin.
The encounter will begin when the PCs enter the
workshop or do something to get the attention of the
Dividuicorporis: Walking Bones
inhabitants. Medium undead, chaotic evil
The standard encounter consists of:
Armor Class 18 (scale mail, shield)
Hit Points 45 (6d8+18)
• 3 sets of the dividuicorporis (in area #2). Speed 30 ft.
• 3 Necrocrafter Assistants (ln areas #2 and
#3). STR 12 (+1), DEX 14 (+2), CON 16 (+3), INT 7 (-2), WIS 8 (-1),
CHA 9 (-1)
• 6 Servants (located in areas #2, #3, and #7).
• 1 Necrocrafter (located in area #8). Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Common, Dwarvish
The encounter can be adjusted by adding more Challenge 1 (200 XP)
monsters or decreasing their number.

Three as One. The dividuicorporis has advantage on an


Attack roll against a creature if at least one of its other two
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MFE#24 5
body parts is within 5 ft. of the creature and the body part target is restrained, blinded and starts suffocating. The
isn't Incapacitated. wriggling skin can only smother one target at a time.

Actions Description: A wriggling skin is an undead creature made


from the skin of an once living being. The skin is typically
split down the back, thus leaving the face recognizable. The
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature moves by wriggling and its mouth constantly moves,
creature. no doubt trying to howl in pain and horror. Like the other
Hit: 4 (1d6+1) slashing damage. parts, the wriggling flesh is linked to its oozing flesh and
walking bones.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
100 ft./400 ft., one target.
Hit: 7 (1d10+2) piercing damage. Frostcursed Dwarf Necrocrafter
Frostcursed dwarf necrocrafter
War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft., one Medium undead, chaotic evil
target.
Hit: 5 (1d8+1) piercing damage. Armor Class 12 (natural armor)
Hit Points 65 (10d8+20)
Description: While appearing to be a “normal” skeleton, the Speed 20 ft.
walking bones is considerable stronger due to a much greater
infusion of negative energy. Linked to its original flesh and STR 12 (+1), DEX 10 (+0), CON 14 (+2), INT 18 (+4), WIS 12
skin, a walking bones retains the languages it knew in life as (+1), CHA 12 (+1)
well as basic skills, such as the ability to use weapons and
wear armor. Saving Throws Int +7, Wis +4
Damage Resistances necrotic
Dividuicorporis: Wriggling Skin Damage Vulnerabilities fire
Wriggling skin Damage Immunities cold, poison
Medium undead, chaotic evil Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Armor Class 13 Senses darkvision 60 ft., passive Perception 11
Hit Points 39 (6d8+12) Languages Common, Dwarvish
Speed 20 ft. Challenge 6 (2,300 XP)

STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 5 (-3), WIS 10


(+0), CHA 6 (-2) Cursed Chill. The frostcurse infects the cursed with a soul
deep cold that spreads into their melee weapons. Melee
Skills Stealth +5 weapon and unarmed attacks by a frostcursed inflict an extra
Damage Resistances necrotic 1d6 cold damage.
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, Necrocrafting (1/day). The necrocrafter can spend eight
exhaustion, frightened, poisoned, prone hours to create one or more undead creatures whose total CR
Senses blindsight 30 ft., passive Perception 10 is 3 (or lower) from appropriate components. The undead
Languages — creatures are friendly to the necrocrafter but are not directly
Challenge 1 (200 XP) under its control. Up to three necrocrafters assistants can
craft together with a necrocrafter to create undead creatures
of a higher CR (up to CR 6). Up to three necrocrafters can
Three as One. The dividuicorporis has advantage on an work together to create an undead creature of CR 9 or less.
Attack roll against a creature if at least one of its other two
body parts is within 5 ft. of the creature and the body part Stonecunning. Whenever a dwarf makes an Intelligence
isn't Incapacitated. (History) check related to the Origin of stonework, they are
considered proficient in the History skill and add double their
Actions Proficiency Bonus to the check, instead of their normal
Proficiency Bonus.

Smother. The wriggling skin targets a medium or smaller Actions


creature within 5 feet of it. The creature must succeed on a
DC 12 Dexterity saving throw or be grappled (escape DC 12).
Until the grapple ends, the target takes 8 (2d6 + 1) Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
bludgeoning damage plus 3 (1d6) necrotic damage at the target.
start of each of its turns. While grappled in this way, the Hit: 5 (1d8+1) slashing damage or 6 (1d10+1) slashing
damage if used with two hands to make a melee attack.

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MFE#24 6
total CR is 1 (or lower) from appropriate components. The
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one undead creatures are friendly to the necrocrafter but are not
creature. directly under its control. Up to three necrocrafters assistants
Hit: 4 (1d6+1) slashing +1d6 cold damage. can craft together or with a necrocrafter to create undead
creatures of a higher CR.
Light Hammer. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20 ft./60 ft., one target. Stonecunning. Whenever a dwarf makes an Intelligence
Hit: 3 (1d4+1) bludgeoning damage. (History) check related to the Origin of stonework, they are
considered proficient in the History skill and add double their
Spellcasting. Spellcasting. The necrocrafter is a 9th-level Proficiency Bonus to the check, instead of their normal
spellcaster. Its spellcasting ability is Intelligence (spell save Proficiency Bonus.
DC 15, +7 to hit with spell attacks). The necrocrafter has the
following spells prepared: Actions
Cantrips (at will): chill touch, fire bolt, light, ray of frost
1st level (4 slots): false life, mage armor, magic missile,
protection from Evil and Good Battleaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one
2nd level (3 slots): blindness/deafness, ray of enfeeblement target.
3rd level (3 slots): animate dead, fear, vampiric touch Hit: 5 (1d8+1) slashing damage or 6 (1d10+1) slashing
4th level (3 slots): fire shield, icestorm damage if used with two hands to make a melee attack.
5th level (1 slot): cone of cold
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Description: Once a dwarven wizard, the Necrocrafter is now creature.
devoted to the creation of undead for its master Durakor. Like Hit: 4 (1d6+1) slashing +1d6 cold damage.
the other Frostcursed, the Necrocarfter is an undead, frozen
mockery of its living self. Light Hammer. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20 ft./60 ft., one target.
The Necrocrafter prefers to let its minions bear the brunt of Hit: 3 (1d4+1) bludgeoning damage.
melee combat but will engage in combat using its spells. It is
willing to take prisoners for experimentation; but is also fine Spellcasting. The necrocrafter is a 5th-level spellcaster. Its
with getting new corpses to work with. It does try to minimize spellcasting ability is Intelligence (spell save DC 13, +5 to hit
the structural damage done to intruders, wanting to have with spell attacks). The necrocrafter has the following spells
intact subjects to work with. prepared:

Cantrips (at will): chill touch, light, ray of frost


Frostcursed Dwarf Necrocrafter Assistant 1st level (4 slots): false life, mage armor, unseen servant
Medium undead, chaotic evil 2nd level (3 slots): blindness/deafness, ray of enfeeblement
3rd level (2 slots): animate dead, vampiric touch
Armor Class 11 (natural armor)
Hit Points 32 (5d8+10) Description: Once a dwarven wizard apprentice, the
Speed 20 ft. Necrocrafter is now devoted to the creation of undead for its
master Durakor. Like the other Frostcursed, the Necrocarfter
STR 12 (+1), DEX 9 (-1), CON 14 (+2), INT 16 (+3), WIS 11 is an undead, frozen mockery of its living self.
(+0), CHA 12 (+1)

Saving Throws Int +5, Wis +2


Damage Resistances necrotic Frostcursed Dwarf Servant
Damage Vulnerabilities fire Frostcursed dwarf
Damage Immunities cold, poison Medium undead, chaotic evil
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned Armor Class 12 (natural armor)
Senses darkvision 60 ft., passive Perception 10 Hit Points 22 (3d8+9)
Languages Common, Dwarvish Speed 20 ft.
Challenge 2 (450 XP)
STR 14 (+2), DEX 10 (+0), CON 16 (+3), INT 10 (+0), WIS 10
(+0), CHA 10 (+0)
Cursed Chill. The frostcurse infects the cursed with a soul
deep cold that spreads into their melee weapons. Melee Saving Throws Con +5
weapon and unarmed attacks by a frostcursed inflict an extra Damage Resistances necrotic
1d6 cold damage. Damage Vulnerabilities fire
Damage Immunities cold, poison
Necrocrafting (1/day). The necrocrafter assistant can spend Condition Immunities charmed, exhaustion, frightened,
eight hours to create one or more undead creatures whose paralyzed, poisoned
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MFE#24 7
Senses darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish HOOK?
Challenge 1/2 (100 XP) The obvious hook for this encounter is more
adventure within the Frostcursed city. An entire city
Cursed Chill. The frostcurse infects the cursed with a soul of undead certainly provides interesting
deep cold that spreads into their melee weapons. Melee opportunities.
weapon and unarmed attacks by a frostcursed inflict an extra
1d6 cold damage.

Stonecunning. Whenever a dwarf makes an Intelligence


(History) check related to the Origin of stonework, they are
considered proficient in the History skill and add double their
Proficiency Bonus to the check, instead of their normal
FREE STUFF!
Proficiency Bonus. I regularly make free D&D stuff available,
including map collections and encounters.
Actions
FREE MAP COLLECTIONS
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Mike's Free Maps Collection #1
creature. Mike's Free Maps Collection #2
Hit: 5 (1d6+2) slashing +1d6 cold damage. Mike's Free Maps Collection #3
Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, Mike's Free Maps Collection #4
reach 5 ft. or range 20 ft./60 ft., one target. Mike's Free Maps Collection #5
Hit: 4 (1d4+2) bludgeoning damage. Mike’s Free Maps Collection #6
Description: Once a dwarven servant, it made the poor Mike’s Free Maps Collection #7
choice of following its master in the worship of Durakor.
FREE RULES
Mob Rules

NEW MAGIC ITEMS FREE ENCOUNTERS


NECROTIC OOZE URN
Mike's Free Encounter #1: Necromancer's Stash
Wondrous Item, Common Mike’s Free Encounters #2: Worg Riders
This small urn can be used to store 8 ounces of Mike’s Free Encounter #3: Haunted Stones
necrotic ooze indefinitely. Necrotic ooze can be used Mike’s Free Encounter #4: Kobold Emissary
to augment the casting of any spell that does necrotic Mike’s Free Encounter #5: Gnark Horse
damage; the ooze is consumed in the casting but Mike’s Free Encounter #6: Ghost of Kella Thar
Mike’s Free Encounter #7: Capraemortu
increases the effective level of the spell by one. The
Mike’s Free Encounter #8: Bonewalkers
caster takes 1d4 necrotic damage from handling the Mike’s Free Encounter #9: Alena Trel the Eye Piercer
ooze during the casting. Mike’s Free Encounter #10: The Bog Witch
A full urn can also be used as grenade weapon. As Mike’s Free Encounters #1-10 (pay what you want)
an action, you can throw this urn up to 20 feet, Mike’s Free Encounter #11: Shadow Fang Gnolls
shattering it on impact. Make a ranged Attack against Mike’s Free Encounter #12: Shadowed Fields
a creature or object, treating the urn as an Mike’s Free Encounter #13: River Pirates
Mike’s Free Encounter #14: Bad Mercenaries
Improvised Weapon. On a hit, the target takes 1d4
Mike’s Free Encounter #15: Dwarven Guard Post
necrotic damage at the start of each of its turns. A Mike’s Free Encounter #16 Necrolossi
creature can end this damage by using its action to Mike’s Free Encounter #17: Frostcursed Guard Post
make a DC 10 Dexterity check to scrape off the ooze. Mike’s Free Encounter #18: Death Captain
Mike’s Free Encounter #19: Corporagelida
Mike’s Free Encounter #20: Frostcursed Headless
Mike’s Free Encounters #1-20 (pay what you want)
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MFE#24 8
Mike’s Free Encounter # 21: Frostcursed Forge money by writing for Chaosium, GDW, R. Talsorian
Mike’s Free Encounter #22: Frostcursed Docks Games, and TSR. After graduate school, he became
Mike’s Free Encounter #23: Frostcursed River Diamond a philosophy professor at Florida A&M University.
His first philosophy book, What Don't You Know?,
Stuff to Buy! was published in 2008. He continues to write
I also sell stuff for D&D: philosophy and gaming material. He is also a
blogger, but these days who isn't?
ADVENTURES When not writing, he enjoys running, gaming and
the martial arts. Thanks to a quadriceps tendon tear
Arrogo's Tomb
in 2009, he was out of running for a while, but
Belmey (pay what you want)
returned to the trails and wrote a book about it, Of
Broken Mine 5E
Tendon & Trail. He can be contacted at
Dragon Hunt
ontologist@aol.com.
Tower of Zakelana
Michael LaBossiere’s Amazon Author Page
Michael LaBossiere’s Paizo Page
ABOUT THE AUTHOR
Michael LaBossiere’s DriveThru RPG Page
Dr. Michael LaBossiere is a gamer/runner from
Maine who went to school in Ohio and ended up a
philosophy professor in Florida.
While acquiring his doctorate in philosophy at
Ohio State University, he earned his ramen noodle

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MFE#24 9
MAP

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MFE#24 10

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