1) Entrance to barrow -
Pushcart outside -
A large giant stands next to a pushcart that appears to have digging tools and other miscellaneous equipment. Three bodies lie nearby that have large slashes that mark their deaths.
In the cart are boxes, mining tools, 3 dirt covered sacks. In the sacks is a scroll tube (Protection from Evil) - soiled, but usable if Disarm DC 15 is made in removing it from the tube. Amidst the rubble and in a quiver of arrows is a Wand of Enfeeblement 12 ch.
On the various bodies is 22gp, 124sp, and 109cp.
Skeleton, Wood Giant; CR: 6; XP: 2,400; Align: NE; Large humanoid (giant)
Init: +9; Senses: darkvision 60 ft.; Perception +2
DEFENSE: AC: 20 ; TAC: 14 ; FFAC: 15 ; HD: 9d8+6; HP: 47 ; Saves: For: +2 , Ref:+2 , Will: +2;
DR: 5/ bludgeoning, Immune: cold, undead traits
OFFENSE: Speed: 40 ft. ; Melee: longsword +10/+5 (2d6+5/19-20) or 2 claws +10 (1d6+5); Ranged: mwk longbow +9/+4 (2d6+5/x3) ; Space: 10 ft. ; Reach: 10 ft.
Statistics: Str: 20 ; Dex: 21 ; Con: -; Int: - ; Wis: 15 ; Cha: 12 ; BAB: +6 ; CMB: +12 ; CMD: 27
Feats: Improved Initiative
Organization: any
Treasure: none
“Standing tall this skeletal giant holds a bow. Its large brow gives it a somewhat primitive visage.”
2) Inside entrance - shattered bones lie on the ground (approximately 4 skeletons worth). the earth is torn up and is soft in many areas. Easily clump in one's hands and easy to dig through. To the north is a 5 foot dug passageway.
DC 15 - 2 maces, DC 20 - large steel shield, DC 25 - masterwork morningstar, DC 30 - Crystal of Cure Light Wounds (5th level)
3) 3 Freshly risen ghouls hide in the shadows (DC 20, 24, 12) trying to figure out what they are all about.
Searching reveals - DC 15- 34 pp, 386 gp, 252 sp, 690 cp, Bloodstone (40 gp), Lapis Lazuli (7 gp), Pyrite (10 gp), Rose Quartz (45 gp), DC 20 - masterwork long bow, Oil of Erase (cr, 50 gp), Potion of Guidance (cr, 25 gp), Scroll of Magic Missile (cr, 25 gp)
4) Dead cleric
This chamber can be discovered on a Search DC 20 check in the previous room if people are looking for secret/concealed doors.
Inside is an armored skeleton draped across the body of another skeleton. Next to the skeletons is a wooden chest which is ornately decorated with clenched bloody wolf fangs (Xellix). The chest is locked (key found in the dirt under the heavily armored corpse - DC 20 check).
The chest is also trapped:
POISONED DART TRAP CR 1
Type: mechanical Perception: DC 20 Disable Device: DC 20
EFFECTS:
Trigger: touch
Reset: none
Effect: Atk +10 ranged (1d3 plus greenblood oil)
GREENBLOOD OIL
Type: poison (injury)
Save: Fortitude DC 13
Onset: -
Frequency: 1/round for 4 rounds
Initial Effect: 1 Con damage
Secondary Effect: -
Cure: 1 save
Cost: 100gp
Inside the chest: Wand of Hide from Undead - 4 ch, Scroll of Raise Dead, Magic Missile (3rd level), Potion of Cure Light Wounds (3)
On the leaning skeleton - 23pp, 19gp, 26sp, 19cp
On the armored skeleton - 36pp, 82gp, Bloodstone (60 gp), Hematite (11 gp), Onyx (45 gp), Onyx (60 gp), Pyrite (10 gp), Saltwater Pearl (100 gp), Topaz (650 gp)masterwork chainmail - rusted
Buried in the room DC 23 - masterwork scythe,
If the party stays inside for longer than 4 rounds, the skeletons will rise and attack as burning skeletons.
Skeleton, Burning, Human; CR: 1/2; XP: 200; Align: NE; Medium undead
Init: +6; Senses: darkvision 60 ft.; Perception +0; Aura: fiery aura (1d6)
DEFENSE: AC: 16; TAC: 12; FFAC: 14; HD: 1d8+1; HP: 5; Saves: For: +1, Ref: +2, Will: +2; DR: 5/bludgeoning; Immune: fire, undead traits, Vulnerability: cold
OFFENSE: Speed: 30 ft.; Melee: broken cimitar +0 (1d6), claw -3 (1d4-1) or 2 claws +2 (1d4+2); Space:
Statistics: Str: 15; Dex: 14; Con: -; Int: -; Wis: 10; Cha: 12; BAB: +0; CMB: +2; CMD: 14
Feats: Improved InitiativeB
Special Abilities:
Fiery Aura (Ex): Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.
Special Qualities:
Fiery Death (Su): A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage. A Reflex save (DC 11) halves this damage.
Environment: any
Organization: any
Treasure: None, Gear (broken chain shirt, broken scimitar)
"The pile of bones suddenly stirs, rising up to take on a human shape and bursts into red-orange flane. Its long, bony fingers reach out to claw at the living, burning with an unending fire."
5) Descent
This room is strewn with bones and very rusted weapons. DC 10 - about 14 full skeletons are here if assembled.
The descent is a medium sized hole that slants at a 25 degree angle down. It is only two feet high and any creature larger than tiny must alter their body to descend. Large creatures cannot enter. It can be dug out very easily if the party members wish to take their time to do so.
Tracks in the earth reveal booted feet, skeletal feet, bare feet, critter feet (paws, insects, etc.)
6) Trapped animal.
The barrow-robbers had a pair of bull mastiffs with them, Doortrin and Brood. Brood, however, perished and Doortrin is backed into this small alcove, injured, but will fight if anyone enters the room. On the floor are 2 destroyed zombies and the body of Brood.
Dog, Bull Mastiff, Doortrin; CR: 1/2; XP: 200; Align: N; Medium animal
Init: +2; Senses: low-light vision; Perception +8
DEFENSE: AC: 13; TAC: 12; FFAC: 11; HD: 2d8+4; HP: 13 (3 currently); Saves: For: +5, Ref: +5, Will: +1;
OFFENSE: Speed: 40 ft.; Melee: bite +3 (1d6+3 plus trip);
Statistics: Str: 15; Dex: 15; Con: 15; Int: 2; Wis: 12; Cha: 6; BAB: +1; CMB: +3; CMD: 15 (19 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics (D) +5 (+13 jumping), Perception (W) +8, Survival (W) +2 (+6 scent tracking) Racial Modifiers: +4 Acrobatics when jumping, +4 Survival when tracking by scent
Special Abilities:
Tenacious (Ex): When ordered to track prey (usually humanoid prey), a Bull Mastiff receives a +4 bonus to any Will saves against enchantments or illusions directed at it, and the DC of any Handle Animal skill check by anyone other than the dog’s master is 5 higher.
Carrying Capacity: A light load for a Bull Mastiff is up to 99 pounds; a medium load, 100-200 pounds; a heavy load, 201-300 pounds. A Bull Mastiff can drag 1,500 pounds.
Average Price: 45gp
Environment: Any
Organization: Solitary, pair, or pack (2-8)
Treasure: None
7) Burial chambers
This chamber has been looted and bodies, both flesh-covered and skeletal are strewn about - (4 flesh, 10 skeletal). A search DC 25 reveals: 2 moonstone (65gp each)
8) Vermin
3 Giant Ant Drones are here working on dragging new bodies to their queen through a hole in the ceiling to the 6 worker ants and 1 soldier ant.
Giant Ant Drone; CR: 3; XP: 800; Align: N; Medium vermin
Init: +2; Senses: darkvision 60 ft.; Perception +7
DEFENSE: AC: 19; TAC: 12; FFAC: 17; HD: 2d8+13; HP: 22; Saves: For: +8, Ref: +2, Will: +3; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft., climb 20 ft., fly 30 ft. (average); Melee: bite +5 (1d6+4 plus grab), sting +5 (1d4+4 plus poison)
Statistics: Str: 18; Dex: 14; Con: 21; Int: -; Wis: 17; Cha: 15; BAB: +1; CMB: +5 (+9 grapple); CMD: 17 (25 vs. trip)
Feats: ToughnessB
Skills: Climb (S) +12, Perception (W) +7, Survival (W) +5 Racial Modifiers: +4 Perception, +4 Survival
Special Abilities:
Poison (Ex): Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
Environment: any
Organization: solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
Treasure: None
Giant Ant Soldier CR: 2; XP: 600; Align: N; Medium vermin
Init: +0; Senses: darkvision 60 ft., scent; Perception +5
DEFENSE: AC: 15; TAC: 10; FFAC: 15; HD: 2d8+9; HP: 18; Saves: For: +6, Ref: +0, Will: +1; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft., climb 20 ft.; Melee: bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)
Statistics: Str: 14; Dex: 10; Con: 17; Int: -; Wis: 13; Cha: 11; BAB: +1; CMB: +3 (+7 grapple); CMD: 13 (21 vs. trip)
Feats: ToughnessB
Skills: Climb (S) +10, Perception (W) +5, Survival (W) +5 Racial Modifiers: +4 Perception, +4 Survival
Special Abilities:
Poison (Ex): Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
Environment: any
Organization: solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
Treasure: None
Giant Ant Worker CR: 1; XP: 400; Align: N; Medium vermin
Init: +0; Senses: darkvision 60 ft., scent; Perception +5
DEFENSE: AC: 15; TAC: 10; FFAC: 15; HD: 2d8+9; HP: 18; Saves: For: +6, Ref: +0, Will: +1; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft., climb 20 ft.; Melee: bite +3 (1d6+2)
Statistics: Str: 14; Dex: 10; Con: 17; Int: -; Wis: 13; Cha: 11; BAB: +1; CMB: +3 (+7 grapple); CMD: 13 (21 vs. trip)
Feats: ToughnessB
Skills: Climb (S) +10, Perception (W) +5, Survival (W) +5 Racial Modifiers: +4 Perception, +4 Survival
Environment: any
Organization: solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
Treasure: None
9) Queen Lair
18 worker ants
3 soldier ants
3 drones
1 knight
1 queen
Giant Ant Soldier CR: 2; XP: 600; Align: N; Medium vermin
Init: +0; Senses: darkvision 60 ft., scent; Perception +5
DEFENSE: AC: 15; TAC: 10; FFAC: 15; HD: 2d8+9; HP: 18; Saves: For: +6, Ref: +0, Will: +1; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft., climb 20 ft.; Melee: bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)
Statistics: Str: 14; Dex: 10; Con: 17; Int: -; Wis: 13; Cha: 11; BAB: +1; CMB: +3 (+7 grapple); CMD: 13 (21 vs. trip)
Feats: ToughnessB
Skills: Climb (S) +10, Perception (W) +5, Survival (W) +5 Racial Modifiers: +4 Perception, +4 Survival
Special Abilities:
Poison (Ex): Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
Environment: any
Organization: solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
Treasure: None
Giant Ant Knight; CR: 4; XP: 1,200; Align: N; Large vermin
Init: +0; Senses: darkvision 60 ft. scent, tremorsense 30 ft.; Perception +1
DEFENSE: AC: 17; TAC: 9; FFAC: 17; HD: 4d8+24; HP: 42; Saves: For: +9, Ref: +1, Will: +2; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft., burrow 20 ft., climb 20 ft.; Melee: bite +7 (1d8+5 plus grab), sting +7 (1d6+5 plus poison); Space: 10 ft.; Reach: 5 ft.
Statistics: Str: 20; Dex: 10; Con: 21; Int: -; Wis: 13; Cha: 11; BAB: +3; CMB: +9 (+13); CMD: 19 (27 vs. trip)
Feats: Coordinated DefenseB, ToughnessB
Skills: Climb (S) +13
Special Abilities:
Hive Guard (Ex): Knight ants gain Coordinated Defense as a bonus feat, and giant ants from the same colony also gain this feat when adjacent to a knight ant. As a standard action, a knight ant can use its oversized head to provide total cover to creatures behind it or sharing its space, as if wielding a tower shield.
Poison (Ex): Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Str; cure 1 save.
Special Qualities: hive guard
Environment: any warm
Organization: solitary, pair, scouting party (2 plus 1d4 giant ants), colony (3–8 plus 10–100 workers, 3–12 soldiers, and 1 queen)
Treasure: None
"This hulking, wide-headed ant is the size of a horse, its antennae twitching and mandibles scarred."
Giant Ant Queen; CR: 5; XP: 1,600; Align: N; Large advanced giant vermin
Init: +1; Senses: darkvision 60 ft., scent; Perception +7
DEFENSE: AC: 20; TAC: 10; FFAC: 19; HD: 2d8+17; HP: 26; Saves: For: +10, Ref: +1, Will: +3; Immune: mind-affecting effects
OFFENSE: Speed: 10 ft.; Melee: bite +6 (1d8+6 plus grab), sting +6 (1d6+6 plus poison); Ranged: ; Space: 10 ft.
Statistics: Str: 22; Dex: 12; Con: 25; Int: -; Wis: 17; Cha: 15; BAB: +1; CMB: +8 (+12 grapple); CMD: 19 (27 vs. trip)
Feats: ToughnessB
Skills: Climb (S) +14, Perception (W) +7, Survival (W) +5 Racial Modifiers: +4 Perception, +4 Survival
Special Abilities:
Poison (Ex): Poison (Ex): Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
Environment: any
Organization: solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
Treasure: None
Treasure: (1,180gp total in gems): DC 15 - quarter, DC 20 - half, DC 25 - all: Agate (8 gp), Agate (10 gp), Aquamarine (450 gp), Azurite (10 gp), Bloodstone (50 gp), Chrysoprase (45 gp), Chrysoprase (55 gp), Coral (110 gp), Freshwater Pearl (8 gp), Hematite (12 gp), Ivory (50 gp), Lapis Lazuli (9 gp), Lapis Lazuli (11 gp), Onyx (55 gp), Onyx (60 gp), Peridot (45 gp), Pyrite (10 gp), Rhodochrosite (10 gp), Rock Quartz (12 gp), Rose Quartz (55 gp), Rose Quartz (65 gp), Shell (9 gp), Shell (10 gp), Turquoise (9 gp), Turquoise (12 gp)
10) Food storage
3 soldiers
4 workers
Treasure: Found under the bodies of a few orcs: DC: 20: Wand of Summon Nature's Ally I - 10 ch, Ivory (55gp), Peridot (60gp)
11) Food storage part two
3 workers
Treasure: DC 20: Skeletal body buried - pouch (108 gp, 424 sp, 1074 cp)
12) Food storage part two
Attack of the zombie wolves (6) and goblin riders (6)
Zombie Wolf; CR: 1; XP: 400; Align: NE; Fast zombie wolf
Init: +3; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 15; TAC: 13; FFAC: 12; HD: 3d8+3; HP: 16; Saves: For: +1, Ref: +4, Will: +3; Immune: undead traits
OFFENSE: Speed: 60 ft.; Melee: bite +4 (1d6+3 plus trip), slam +4 (1d6+3); Special Attacks: quick strikes;
Statistics: Str: 15; Dex: 17; Con: -; Int: -; Wis: 10; Cha: 10; BAB: +2; CMB: +4; CMD: 17 (21 vs. trip)
Feats: ToughnessB
Special Abilities:
Quick Strikes (Ex): Whenever a zombie wolf takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.
Environment: cold or temperate forests
Organization: solitary, pair, or pack (3–12)
Treasure: None
Zombie, Goblin; CR: 1/2; XP: 200; Align: NE; Small undead (goblinoid)
Init: +1; Senses: darkvision 60 ft., Perception +0
DEFENSE: AC: 12 ; TAC: 10 ; FFAC: 13 ; HD: 2d8+3; HP: 12; Saves: For: +0 , Ref: +1, Will: +3; DR: 5/slashing ; Immune: undead traits
OFFENSE: Speed: 30 ft.; Melee: slam +3 (1d4+1)
Statistics: Str: 13 ; Dex: 13 ; Con: - ; Int: - ; Wis: 10 ; Cha: 10 ; BAB: +1 ; CMB: +1 ; CMD: 12
Feats: ToughnessB
Special Qualities:
Staggered (Ex): Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
Organization: any
Treasure: none
“This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.”
13) Hand of the giant - a large hand sticks out from the wall and clutches a large rusted great sword.
The giant's other hand is lurking across the room under some dirt trying to hide, Stealth DC: 15.
Giant Crawling Hand; CR: 5; XP: 1,600; Align: NE; Medium undead
Init: +2; Senses: blindsense 30 ft., darkvision 60 ft.; Perception +7
DEFENSE: AC: 19; TAC: 13; FFAC: 16; HD: 7d8+21; HP: 52; Saves: For: +4, Ref: +6, Will: +6; Immune: undead traits
OFFENSE: Speed: 30 ft.; Melee: claw +11 (1d6+7 plus grab); Special Attacks: mark quarry, pus burst
Statistics: Str: 21; Dex: 15; Con: -; Int: 2; Wis: 13; Cha: 14; BAB: +5; CMB: +10 (+14 grapple); CMD: 23
Feats: Dodge, Lightning Reflexes, Toughness, Weapon Focus (claw)
Skills: Acrobatics (D) +3, Perception (W) +7, Stealth (D) +12 Racial Modifiers: +4 Stealth
Special Abilities:
Mark Quarry (Su): A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry’s blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of the target’s location as if under the effect of a continuous locate creature spell. The hand gains a +1 bonus on all attack rolls, damage rolls, and skill checks made to seek out and destroy the marked quarry. The mark quarry ability lasts until the quarry or the hand is slain.
Pus Burst (Su): When damaged by a piercing or slashing melee weapon, a spray of vile pus strikes the attacker unless the attacker makes a DC 15 Reflex save. Weapons that provide reach protect the attacker completely from a pus burst. Creatures struck by pus become nauseated for 1d3 rounds and take 2d6 points of negative energy damage. The save DC is Charisma-based.
Environment: any land or underground
Organization: solitary or gang (2-5)
Treasure: None
14) The merchant is hiding: Stealth DC 26
Merchant - Gerrtyn
Wight; CR: 3; XP: 800; Align: LE; Medium undead
Init: +1; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 15 ; TAC: 11 ; FFAC: 14; HD: 4d8+8; HP: 26; Saves: For: +3, Ref: +2, Will: +5 Defensive Abilities: undead traits; Weaknesses: resurrection vulnerability
OFFENSE: Speed: 30 ft.; Melee: masterwork battle axe +5 (1d8+1) or slam +4 (1d4+1 plus energy drain)
Special Attacks: create spawn, energy drain (1 level, DC 14);
Statistics: Str: 12; Dex: 12 ; Con: - ; Int: 11; Wis: 13; Cha: 15 ; BAB: +3 ; CMB: +4 ; CMD: 15
Feats: Blind-Fight, Skill Focus (Perception)
Skills: Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifiers: +8 Stealth
Special Qualities: create spawn
Special Abilities:
Create Spawn (Su): Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than the typical wights and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities that had in life.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.
Languages: Common
Organization: solitary, pair, gang (3-6), or pack (7-12)
Treasure: standard, masterwork battle axe, Oil of Magic Weapon, 34gp,
"The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light."
15) Buried chamber of torture - here can be seen 6 skeletons of humanoids chained together. Another is still stuck on a rack that is deteriorating. If the party stays for 3 rounds, the skeletons will animate and attack.
Treasure: DC 20: +1 Ring of Mighty Luck (+1 luck bonus to both attack and damage with melee attacks)
16) Putrid Gas - If the group opens into this chamber, a gas explodes into the hall. They must make a Fortitude Save DC 15 or collapse to the ground for 2d4 minutes wretching and prone.
Dettrik the Black sarcophagus
17) Sunburst - 6 Bloody Skeletons animate and attack
18) Mauled bodies: The mauled bodies of a family of humans lie here set out peacefully with their arms crossed over their chests. 1 woman, 2 teen girls, 2 teen boys.
19) The Final Descent - A giant zombie rests here to guard the passage.
Zombie, Giant, Hill; CR: 4; XP: 1,200; Align: NE; Large humanoid (giant)
Init:-1 ; Senses: low-light vision; Perception +6
DEFENSE: AC: 23 ; TAC: 10 ; FFAC: 25 ; HD: 12d8-24+12; HP: 65; Saves: For: +4 , Ref: +3, Will: +6; DR: 5/slashing; Immune: undead traits
OFFENSE: Speed: 40 ft. (30 ft. in armor); Melee: greatclub +16/+11 (2d8+11) or 2 slams +15 (1d8+8); Ranged: rock +6 (1d8+10) ; Space: 10 ft.; Reach: 10 ft. ;
Statistics: Str: 27 ; Dex: 6 ; Con: - ; Int: - ; Wis: 10 ; Cha: 7 ; BAB: +8 ; CMB: +17 ; CMD: 25
Feats: ToughnessB
Skills: -
Special Qualities: Staggered (can only perform a single move up to its speed and attack in the same round as a charge action)
Organization: any
Treasure: standard (hide armor, greatclub, other treasure), 2,600gp
“This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.”
20) Severed Ogre head - In the ogre's mouth is a small gem - bloodstone (25gp)
21) Dug up grave site - A 10 foot wide pit is dug into the floor and continues down for 60' at a 45 degree angle. At the bottom of the tunnel is the skeletal remains of a robed figure with its skull crushed in. Around its neck is a medallion (platinum worth 500gp) with a gemstone missing.
22) Sack - a large sack leans against the south wall.
Inside the sack is a +1 warhammer, undead bane, spellbook, and notes.
1st - 2 - mage armor, ray of enfeeblement, identify, burning hands, sculpt corpse, repair undead.
"The draw is too great. To command the undead is my life. I must enter the cairn. I must collect them all. I must spread Brazen's will upon the world."
Centipede Swarm; CR: 4; XP: 1,200; Align: N; Diminutive vermin
Init: +4; Senses: darkvision 60 ft., tremorsense 30 ft.
DEFENSE: AC: 18 ; TAC: 18 ; FFAC: 14 ; HD: 9d8-9; HP: 31 ; Saves: For: +5 , Ref: +7 , Will: +3 Defensive Abilities: swarm traits; Immune: weapon damage
OFFENSE: Speed: 30 ft.; Melee: swarm (2d6 plus poison); Space: 10 ft.; Reach: 0 ft. ;
Special Attacks: distraction (DC 13), poison
Statistics: Str: 1 ; Dex: 19 ; Con: 8 ; Int: - ; Wis: 10 ; Cha: 2 ; BAB: +6 ; CMB: - ; CMD: -
Feats: Weapon Finesse
Skills: Climb +12, Perception +4; Racial Modifiers: +4 Perception
Special Abilities:
Poison (Ex): Bite – injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Organization: solitary, pair, or tangle (3-6 swarms)
Treasure: none
“A writing mass of legs and poisonous pincers swarm across the ground in a deadly, undulating wave.”
23) Zedrok - The hallway leading into this area is trapped.
PIT TRAP CR 1
Type: mechanical Perception: DC 20 Disable Device: DC 20
EFFECTS:
Trigger: location
Reset: manual
Effect: 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)
Along with Zedrok in the middle of a pool of dark viscous liquid are 4 ghouls and any number of skeletons he has raised since the group has destroyed undead as they moved around.
24) Cairn Wight
Heech rests within these walls and has created Zedrok when he was searching the cairn. He lets Zedrok do what he wills as long as he keeps his treasure trove filled with goods and keeps creating undead of the living.
If he hears combat in area 23, h will burst through the dirt walls and kill off intruders after he has sent Novee through the walls to check on the situation.
Treasure Trove: 149gp, 54sp, 237cp; Gems (1284gp): Amber (80 gp), Aquamarine (500 gp), Carnelian (55 gp), Chrysoberyl (90 gp), Freshwater Pearl (10 gp), Moonstone (35 gp), Onyx (60 gp), Rose Quartz (50 gp), Sard (45 gp), Topaz (350 gp),Turquoise (9 gp); Art (900gp): Gold and silver hand mirror (120 gp), Gold puzzle box (500 gp), Polished darkwood chalice (50 gp), Set of six ivory dice (30 gp), Silver chalice with dragon carvings (150 gp), Silver chess set (50 gp); Magic: Potion of Stabilize (cr, 25 gp), Scroll of Cat's Grace (cr, 150 gp), Scroll of Monstrous Physique I (um, 375 gp), Wand of Message (cr, 375 gp) (design provides clue to function), Wand of Shocking Grasp (cr, 750 gp) (design provides clue to function), +1 impervious ranseur
Monsters:
Skeleton, Bloody, Human; CR: 1/2; XP: 200; Align: NE; Medium undead
Init: +6; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 16; TAC: 12; FFAC: 14; HD: 1d8+2; HP: 6; Fast healing 1; Saves: For: +2, Ref: +2, Will: +2; +4 channel resistance; DR: 5/bludgeoning; Immune: cold, undead traits,
OFFENSE: Speed: 30 ft.; Melee: broken scimitar +0 (1d6), claw -3 (1d4-1) or 2 claws +2 (1d4+2); Space:
Statistics: Str: 15; Dex: 14; Con: -; Int: -; Wis: 10; Cha: 14; BAB: +0; CMB: +2; CMD: 14
Feats: Improved InitiativeB
Special Qualities:
Deathless (Su): A bloody sjeleton is destroyed when reduced to 0 hit points, but returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Environment: any
Organization: any
Treasure: None, Gear (broken chain shirt, broken scimitar)
"The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living. It is coated in a slick layer of blood and gore infused with negative energy. This gore allows the skeleton to reform and heal itself."
Ghoul; CR: 1; XP: 400; Align: CE; Medium undead
Init: +2; Senses: darkvision 60 ft.; Perception +7
DEFENSE: AC: 14 ; TAC: 12 ; FFAC: 12 ; HD: 2d8+4; HP: 13 ; Saves: For: +2 , Ref: +2, Will: +5; Special: channel resistance +2
OFFENSE: Speed: 30 ft.; Melee: bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis); Special Attacks: paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
Statistics: Str: 13 ; Dex: 15 ; Con: - ; Int: 13 ; Wis: 14 ; Cha: 14 ; BAB: +1 ; CMB: +2 ; CMD: 14
Feats: Weapon Finesse
Skills: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages: Common
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard, 260gp
“This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.”
Skeleton, Human; CR: 1/3; XP: 135; Align: NE; Medium undead
Init:+6 ; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 16 ; TAC: 12 ; FFAC: 14 ; HD: 1d8; HP: 4 ; Saves: For: +0 , Ref: +2 , Will: +2;
DR: 5/bludgeoning ; Immune: cold, undead traits
OFFENSE: Speed: 30 ft.; Melee: broken scimitar +0 (1d6), claw -3 (1d4+1) or 2 claws +2 (1d4+2)
Statistics: Str: 15 ; Dex: 14 ; Con: - ; Int: - ; Wis: 10 ; Cha: 10 ; BAB: +0 ; CMB: +2 ; CMD: 14
Feats: Improved Initiative
Gear: broken chain shirt, broken scimitar
Organization: any
Treasure: none
“The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.”
Skeleton, Wood Giant; CR: 6; XP: 2,400; Align: NE; Large humanoid (giant)
Init: +9; Senses: darkvision 60 ft.; Perception +2
DEFENSE: AC: 20 ; TAC: 14 ; FFAC: 15 ; HD: 9d8+6; HP: 47 ; Saves: For: +2 , Ref:+2 , Will: +2;
DR: 5/ bludgeoning, Immune: cold, undead traits
OFFENSE: Speed: 40 ft. ; Melee: longsword +10/+5 (2d6+5/19-20) or 2 claws +10 (1d6+5); Ranged: mwk longbow +9/+4 (2d6+5/x3) ; Space: 10 ft. ; Reach: 10 ft.
Statistics: Str: 20 ; Dex: 21 ; Con: -; Int: - ; Wis: 15 ; Cha: 12 ; BAB: +6 ; CMB: +12 ; CMD: 27
Feats: Improved Initiative
Organization: any
Treasure: none
“Standing tall this skeletal giant holds a bow. Its large brow gives it a somewhat primitive visage.”
Zombie; CR: 1/2; XP: 200; Align: NE; Medium undead
Init: +0; Senses: darkvision 60 ft., Perception +0
DEFENSE: AC: 12 ; TAC: 10 ; FFAC: 12 ; HD: 2d8+3; HP: 12; Saves: For: +0 , Ref: +0, Will: +3; DR: 5/slashing ; Immune: undead traits
OFFENSE: Speed: 30 ft.; Melee: slam +4 (1d6+4)
Statistics: Str: 17 ; Dex: 10 ; Con: - ; Int: - ; Wis: 10 ; Cha: 10 ; BAB: +1 ; CMB: +4 ; CMD: 14
Feats: ToughnessB
Special Qualities:
Staggered (Ex): Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
Organization: any
Treasure: none
“This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.”
Controlling all of the undead is a wight of an evil duergar wizard who died in the battle of Gerrosh. He rose from the dead and found himself touching a glowing black stone, he named the "Undying Stone." He himself has created another wight when he slew a merchant on the roads. However, the true master of the barrow is a cairn wight, Heech, who dwells within the walls and will awaken if he hears the battle nearby.
Merchant - Gerrtyn
Wight; CR: 3; XP: 800; Align: LE; Medium undead
Init: +1; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 15 ; TAC: 11 ; FFAC: 14; HD: 4d8+8; HP: 26; Saves: For: +3, Ref: +2, Will: +5 Defensive Abilities: undead traits; Weaknesses: resurrection vulnerability
OFFENSE: Speed: 30 ft.; Melee: slam +4 (1d4+1 plus energy drain)
Special Attacks: create spawn, energy drain (1 level, DC 14);
Statistics: Str: 12; Dex: 12 ; Con: - ; Int: 11; Wis: 13; Cha: 15 ; BAB: +3 ; CMB: +4 ; CMD: 15
Feats: Blind-Fight, Skill Focus (Perception)
Skills: Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifiers: +8 Stealth
Special Qualities: create spawn
Special Abilities:
Create Spawn (Su): Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than the typical wights and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities that had in life.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.
Languages: Common
Organization: solitary, pair, gang (3-6), or pack (7-12)
Treasure: standard, 800gp
"The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light."
Zedrok
Wight, Necromancer - Zedrok; CR: 4; XP: 1,200; Wight undead dwarf necromancer 01 Align: LE; Medium undead (duergar)
Init: +1; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 15 ; TAC: 11 ; FFAC: 14; HD: 4d8+8; HP: 26; Saves: For: +3, Ref: +2, Will: +5 Defensive Abilities: undead traits; Weaknesses: resurrection vulnerability
OFFENSE: Speed: 30 ft.; Melee: slam +4 (1d4+1 plus energy drain)
Special Attacks: create spawn, energy drain (1 level, DC 14); channel negative energy (DC 13, 6/day);
Arcane School Spell-like Abilities:
6/day - grave touch (1 round)
Wizard Spells Prepared: (CL 1st, concentration +4)
1st - 2 - mage armor, ray of enfeeblement (DC 16)
0 (at will) - 3 - detect magic, bleed (DC 15), touch of fatigue (DC 15)
Opposition Schools: enchantment, illusion
Statistics: Str: 12; Dex: 12 ; Con: - ; Int: 11; Wis: 13; Cha: 15 ; BAB: +3 ; CMB: +4 ; CMD: 15
Feats: Blind-Fight, Skill Focus (Perception)
Skills: Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifiers: +8 Stealth
Special Qualities: create spawn
Special Abilities:
Create Spawn (Su): Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than the typical wights and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities that had in life.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.
Languages: Common
Organization: solitary, pair, gang (3-6), or pack (7-12)
Treasure: standard, 1,150gp
"The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light."
Novee
Shadow; CR: 3; XP: 800; Align: CE; Medium undead (incorporeal)
Init:+2 ; Senses: darkvision 60 ft.; Perception +8
DEFENSE: AC: 15 ; TAC: 15 ; FFAC: 12 ; HD: 3d8+6; HP: 19; Saves: For: +3 , Ref: +3 , Will: +4 Defensive Abilities: incorporeal, channel resistance +2, Immune: undead traits
OFFENSE: Speed: fly 40 ft. (good); Melee: incorporeal touch +4 (1d6 Strength damage)
Special Attacks: create spawn
Statistics: Str: - ; Dex: 14 ; Con: - ; Int: 6 ; Wis: 12 ; Cha: 15 ; BAB: +2 ; CMB: +4 ; CMD: 17
Feats: Dodge, Skill Focus (Perception)
Skills: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers: +4 Stealth in dim light (-4 in bright light)
Special Abilities:
Create Spawn (Su): A humanoid creature killed by a shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Strength Damage (Su): A shadow’s touch deals 1d6 Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Organization: solitary, pair, gang (3-6), or swarm (7-12)
Treasure: standard, 800gp
“Barely seen out of the corner of the eye, this wisp of shadow is vaguely humanoid in outline and writhes with unholy life.”
Heech
Wight, Cairn; CR: 4; XP: 1,200; Align: LE; Medium undead
Init: +1; Senses: darkvision 0 ft,; Perception +13
DEFENSE: AC: 20; TAC: 13; FFAC: 17; HD: 4d8+16; HP: 34; Saves: For: +5, Ref: +4, Will: +7; SR: ; DR: ; Defensive Abilities: undead traits; Weaknesses: resurrection vulnerability
OFFENSE: Speed: 30 ft.; Melee: longsword +6 (1d8+3 plus energy drain) or slam +6 (1d4+3 plus energy drain);
Special Attacks: create spawn, energy drain (1 level DC 16);
Statistics: Str: 16; Dex: 16; Con: -; Int: 15; Wis: 17; Cha: 19; BAB: +3; CMB: +6; CMD: 19
Feats: Blind-Fight, Skill Focus (Perception)
Skills: Climb (S) +10, Intimidate (Ch) +11, Knowledge (Religion) (I*) +9, Perception (W) +13, Sense Motive (W) +10, Stealth (D) +17, Racial Modifiers: +8 Stealth
Special Abilities:
Create Spawn (Su): Any humanoid creature that is slain by a cairn wight becomes a ordinary wight itself in only 1d4 rounds. Spawn are under the command of the cairn wight that created them and remain enslaved until its death, at which point they become full-fledged and free-willed cairn wights. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su): A raise dead or similar spell cast on a cairn wight destroys it (Will negates). Using the spell in this way does not require a material component.
Languages: Common
Special Qualities: create spawn
Environment: any
Organization: solitary, pair, gang (3–6), or pack (7–12)
Treasure: standard, 1,150gp
Treasure Trove:
76 pp, 910 gp, 2340 sp, 8200 cp
Alabaster (11 gp)
Azurite (12 gp)
Black Pearl (450 gp)
Bloodstone (45 gp)
Coral (100 gp)
2 x Ivory (55 gp)
Jasper (35 gp)
Jet (100 gp)
Opal (600 gp)
Peridot (50 gp)
Rose Quartz (35 gp)
Saltwater Pearl (100 gp)
Sard (40 gp)
Topaz (550 gp)
Freshwater Pearl (9 gp)
Pyrite (10 gp)
Rock Quartz (9 gp)
Sard (50 gp)
Shell (9 gp)
Turquoise (13 gp)
Oil of Arcane Mark (cr, 25 gp)
Oil of Bless Weapon (cr, 50 gp)
Oil of Erase (cr, 50 gp)
Potion of Guidance (cr, 25 gp)
Potion of Resistance (cr, 25 gp)
Potion of Virtue (cr, 25 gp)
Scroll of Shield of Faith (cr, 25 gp)
+1 Tower Shield
Ring of Climbing
Masterwork Battleaxe (310 gp)
Masterwork Breastplate (350 gp)
Masterwork Composite Shortbow (+1 Str bonus) (450 gp)
Masterwork Scale Mail (200 gp)
Masterwork Shortsword (310 gp)
Masterwork Shortsword (310 gp)