1 Entrance
Read aloud"The rotting wood of the stairs protest against your weight as you decend into the darkness below. The faint light from the surface disappears leaving you in blackness. The nausiating smell of rot and mold is almost tangible in your nostrils and upon your skin. A faint sound of chesty breathing and slithering can be heard from beyond the northern door, a faint fiery glow can be seen under the southern door, and silence from the western door."
2. The Kennels
Read aloudThe thick odor of feces and corpses assalt you as you open the door. Slavering and rabid wolfs snarl and snap at you from across the room. Bony ridges and horns are visible through their dark fur. Two wolves the size of warhorses raise their hackles. The creatures look to one another with an unnatural insight for an animal. They utter quick phrases between themselves in a growly language "
Creatures. 2 Large Fiendish Worgs. A Knowledge (arcana) or Knowledge (the planes) DC 17 reveals what these creatures to be what they are. You learn their fiendish nature at DC 23.
Treasure. Hidden within the bedding is 130g, a peridot for 400g, and attached to a skeletal arm are a pair of Bracers of Arcane Freedom.
Reinforcements. For everyround the party is battling there is a 10% chance that 2 Spawn of Pestilence of pestilence will join the fray.
3. The Gathering Room
Read aloudThis room was once a gathering room for the soldiers. Tables and chairs have been broken and overturned. A hearth has grown cold. Leaning against a wall is a stone mace, the head and haft stained dark by some unidentified substance.
Deveopment. Searching the room takes 10 minutes DC 15 turns up an old journal and Journal of Captain Jarr. The stone mace deals damge as as a mace but is 16lbs, making you need 2 hands to weild it or a -6 in one hand. It's used for the pudding in the storage room.4. The Fountain
Read aloudMildew lingers in the warm air. A large fountain along the northern wall once brought fresh water to the hold, but now it's filled with a putrid liquid. A body floats face first in the fountain. Your footfalls on the flagstone floor cause the body to stir.
Creature. Drowned
5. Workshop
Read aloudThe faint ringing of steel being hammered rings off the stone walls. A beaten and battered man stands before you, smithing metal to anvil. He stops as you enter and averts his eye to the ground. Fresh water and gruel are in filth covered wooden bowls. The smell of excrement lingers, originating from a buckiet to the southern wall. "You have already fed me, masters." He states evenly without looking up.
When the tiefling notices you aren't the undead.
Read aloud"Who are you?" He moves back defensively. You see that his eyes glow like motes of yellow fire in the darkness, and small black bony horns line his brows.
Development. The Neutral Evil tiefling is Dandrex. He was taken from the northern lands and his nature makes him immune to the pestilence. He was a blacksmith from the city of Vonsea to the west. He is a master crafter, and was travelling with a group of clerics through the Span when they were ambushed by these creatures. The undead in the mists are smart, and corrupted. They kept him alive to outfit them with weapons and armor. He was to be traded to another, but he doesn't know when.
Dandrex is unfriendly. And knows that information may save his life. He promises the players inforamation if they will set him free.
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Human Expert 15
NE Medium Humanoid (human)
Init +6; Senses Listen +1, Spot +1
AC 15, touch12, flat-footed 13
hp 86 (15 HD)
Fort +7 Ref +7 Will +10
Speed 30ft.
Melee +2 hammer // () or
Ranged light crossbow ()
Base Atk +11, Grp +12
SQ Darkvision, resistance to cold 5, electricy 5, and fire 5.
Combat Gear Potion of Cure Moderate Wounds
Abilities Str 13 Dex 14 Con 14 Int 20 Wis 12 Cha 6
Skills Appraise +26, bluff +20, craft (armorsmith) +26, craft (bowmaking +26, craft (weaponsmith) +26, intimidate +11, knowledge (archetecture) +23, open lock +20, profession +26, sense motive +19
Feats Toughness, skill focus, skill focus, persuasive, skill focus, skill focus, skill focus
Equipment +2 hammer, light crossbow, mwk studded leather,
Encouner. There is a 25% chance that the characters will encounter Warrior of Pestilence at the end of the encounter.
6. Guard Room
Read aloudA chill shocks your bones as you enter a very non-discript room. It's a feeling of cold evil. Three horrid forms stand at attention. The undead bodies teaming with writhing worms. Two of the creatures wear battered heavy armor, and the third wears tattered soiled robes. Their attention focuses on the intruders.
Creatures. 2 Warrior of Pestilence and 1 Magi of Pestilence.
Desicration. +1 profane bonus on attack rolls, damage rolls, and saving throws
Strategy. The magi will drop Stinking Cloud, Fort DC 16 negates, on the party while the warriors attack.
Treasure. Eyepatch with mock eye of sapphire and moonstone (700gp), silver crown with opal inlay (700gp), jade cameo pendant (400gp), and Gloves of Manual Prowess
7. Storage Room
Read aloudAn acrid alchemical smell takes your breath as you open the unsealed room. This room contains numerous stone containers. A room of storaging alchemical supplies perhaps.
Creatures. 2 huge black puddings. A Knowledge (dungeoneering) DC 20 check reveals the smell is that of a black pudding. A Spot check DC 21 reveals the puddings holding onto the ceiling.
Treasure. In the stone containers you find long rotted away rations and cutlery. You find 3 scrolls of create food and water.
Traits An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
Not subject to critical hits or flanking.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.
8. Dragon Hammer Trap.
Read aloudThis long hallway shows the statue of Pelor, the god of the sun at the far end. He holds a staff in front of him, with a glowing gem at its top. Six stone alcoves flank the hall. At the feet of the statue is a large stone sarcophgus. Charred remains of undead line the halls, while smashed undead can be found in the alcoves
Trap. Dragon Hammer Trap
Treasure. Blue sapphire (1200gp), Amulet of Tears, and +1 warhammer of undead bane, Crimson dragonhide bracers (+1 Natural Armor, fire resistance 5), and Goggles of Lifesight
9. The Ogre's Library
Read aloudA feeling of cold evil fills you. The dusty smell of old tomes is thick on the stale air. The sound of pages wrustling in the north east corner. Along the northen wall a mass of thick mucus and violet flesh splays along the masonry. In the center, a skeletal face is engulfted by the living malignance.
"The living have graced me once again?" it muses to itself.
"The living have graced me once again?" it muses to itself.
Creature. Jarr, the once proud paladin is stuck here in the pestilence. Jarr's mind is gone, corrupted and insane. He has been forsaken by the Radiant Sword and has protected his brethren for centuries and hates that the party has killed his brothers in arms. They were intelligent dead and he was working on a way to resurrect them.
Development. Jarr is insane, and has no way to resurrect the party. If they mension they have deis Desicration. +1 profane bonus on attack rolls, damage rolls, and saving throws
Death Knell. Once per day, Kresht can cast Death Knell from his Skull Plague at DC 13.
Treasure. 3000gp, Sapphire pendant on golden chain (3000gp), F (1300gp), the ogre is wearing a Skull Plaque M136, key to the vault.
10. Barraks
Read aloudBeds filled with slime, dead worms, and sloghed flesh litter this room. What was once a guards barraks is now a mockery of the rest it gave its residents.
Treasure. Star Ruby (800gp), ring of feather falling, potion of cure serious wounds
11. Officers Quarters
Read aloudYou enter this room and it would seem that this is the one room that the undead have not bothered to destroy. Though, the dust tells the story that it hasn't been inhabited for a long time. An unmade bed sits along the northern wall as well as a finely crafted armoire to the west.
Develoment. This is Captain Jarr's quarters. Even though the undead are corrupted by the mists, they still held Captain Jarr in high reguard and haven't disturbed his quarters since.
Keys. If you search the room for 10 mintues, there is a 15% chance you will be confronted by wandering monsters, but you can find the key to the tomb here.
12. Flaming Greataxe Trap
Traps13. Communication Room
Read aloudA desk with quill and dried ink wells on the souther wall of this room. Long rusted and empty birds cages hang from the ceilings. It would seem this was the communications room for the hold. A familiar Arcane Messenger pedistal rests in the center.
Develoment. If you have arcanum, you can use 1 xp worth to power the communications pedistal and send a message. Or, 5 xp worth to teleport you from this place to any of the other runes you have found.
14 Trap
Burnt Othur Vapor Trap. CR 715 Sacreligious Temple
Read aloudThe buzz of flies is almost too loud to hear anything else as you open the door beyond. A cold evil permiates your skin, stronger than you've felt beore. The sweet smell of incense smokes from the censurs in the room. Soiled and torn tabards that once depicted the symbols of the Radiant Sword hang along the wall. A broken sword and sun statue litters the ground. An altar has been profaned, and sitting above it is the rotted head of a human filled with living maggots. 5 undead forms in full plate armor, wearing the same rotted and worn tabards turn to you. The worms falling from their body with their motion.
Knowledge. A Knowledge (religion) check DC 25 lets you know this is an altar to the demon lord Baal'zebul.
Desicration. +2 profane bonus on attack rolls, damage rolls, and saving throws
Creatures. 3 Devout of Pestilence and 2 Warrior of Pestilence.
Tactics: The undead in this area use their profane bonus to their advantage and the clerics will cast death touch after the first casts bane. The warriors attack the weakest looking of the team.
Treasure: Emerald (600gp), Lesser rod of Metamagic (Enlarge)
17. Gathering Room
Read aloudThis room seems to have been where the guards would once have gathered to relax, play card and darts. Now, it seems that no one comes through this area.
18 The vault
Locked. A metal door is magically treated iron (Thickness: 3", Break DC 28, Hardness 20, 180 hp)Treasure. This is where the undead store their coinage. 2,900pp, 13000gp, 20,000 sp, Sapphire (900gp), Ruby (700gp), ivory bust of Jarr (300gp), matching pair of gold and ruby rings (10,000 ea), violet garnet (600gp), brass mug with jade inlays (300gp), scroll of greater restoration (D), and shield of mercy M21.
19. Training Area.
You find 45 arrows, 5 throwing daggers, and 5 mundane martial weapons,
