rest in pieces d20 adventure

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Rest In Pieces Author: John Bowser Homepage: System: d20 Dungeons and Dragons Type: Scenario Category: Fantasy Requirements: 4-6 players levels 9-11 Hevicius, a mighty Paladin of Heironeous, known the land over as a valiant and fearless protector of life, recently died in a battle to rid the nearby mountains of a giant raiding party. He succeeded in ending the Giant threat, but succumbed to his wounds days later. Now droves of people are flocking to the temple of Heironeous at Glennoncurth for his funeral, and not just his friends. Introduction Hevicius, a mighty Paladin of Heironeous, known the land over as a valiant and fearless protector of life, recently died in a battle to rid the nearby mountains of a giant raiding party. He succeeded in ending the Giant threat, but succumbed to his wounds days later. Now droves of people are flocking to the temple of Heironeous at Glennoncurth for his funeral, and not just his friends. Verumbt, an arch-lich and old enemy of Hevicius, has amassed a huge army led by Dexor,a blackguard lieutenant. Hearing of his old nemisis’ final demise, the undead spellcaster plans to break up the funeral before the clerics of Heironeous can emolliate the body so he can raise Hevicius as a powerful undead slave. Preparation You, the Dungeon Master (DM), need a copy of the three core rule books, the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide. Italicized boxes of text is player information, which you may read aloud or paraphrase when appropriate. Monster and NPC statistics are given with each encounter. This adventure uses the first level of the castle map off of Wizards of the coast’s Map-a-week archive from 2000. Background Hevicius was a noble and honest Paladin who made a name for himself fighting a constant battle against the forces of evil in the country of Darnumbra. One constant foe in his career was Verumbt, an ancient archlich. Although Hevicius destroyed Verumbt many times, the Lich always returned because the hero could never find the Lich’s Phylactery. Upon hearing of his nemesis’ death at the hands of another, Verumbt flew into a rage. This did not last long, however, as his evil mind devised a plan to resurrect his old enemy as a Loch under the Lich’s control and use him to destroy the temple of Heironeous, his only impediment to gaining control of all Page 1 of 24 Adventure: Printer Friendly 9/5/2003 http://www.rpgarchive.com/adv1.php?advid=660

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Page 1: Rest In Pieces D20 Adventure

Rest In Pieces

Author: John Bowser Homepage: System: d20 Dungeons and Dragons Type: Scenario Category: Fantasy Requirements: 4-6 players levels 9-11

Hevicius, a mighty Paladin of Heironeous, known the land over as a valiant and fearless protector of life, recently died in a battle to rid the nearby mountains of a giant raiding party. He succeeded in ending the Giant threat, but succumbed to his wounds days later. Now droves of people are flocking to the temple of Heironeous at Glennoncurth for his funeral, and not just his friends.

Introduction

Hevicius, a mighty Paladin of Heironeous, known the land over as a valiant and fearless protector of life, recently died in a battle to rid the nearby mountains of a giant raiding party. He succeeded in ending the Giant threat, but succumbed to his wounds days later. Now droves of people are flocking to the temple of Heironeous at Glennoncurth for his funeral, and not just his friends.

Verumbt, an arch-lich and old enemy of Hevicius, has amassed a huge army led by Dexor,a blackguard lieutenant. Hearing of his old nemisis’ final demise, the undead spellcaster plans to break up the funeral before the clerics of Heironeous can emolliate the body so he can raise Hevicius as a powerful undead slave.

Preparation

You, the Dungeon Master (DM), need a copy of the three core rule books, the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide.

Italicized boxes of text is player information, which you may read aloud or paraphrase when appropriate. Monster and NPC statistics are given with each encounter.

This adventure uses the first level of the castle map off of Wizards of the coast’s Map-a-week archive from 2000.

Background

Hevicius was a noble and honest Paladin who made a name for himself fighting a constant battle against the forces of evil in the country of Darnumbra. One constant foe in his career was Verumbt, an ancient archlich. Although Hevicius destroyed Verumbt many times, the Lich always returned because the hero could never find the Lich’s Phylactery.

Upon hearing of his nemesis’ death at the hands of another, Verumbt flew into a rage. This did not last long, however, as his evil mind devised a plan to resurrect his old enemy as a Loch under the Lich’s control and use him to destroy the temple of Heironeous, his only impediment to gaining control of all

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of Darnumbra.

To this end, he recruited Dexor, a fallen Paladin of Heironeous, now a blackguard, and hired Shade, a human assassin from the assassins guild who owed the Lich a debt. Together with a small army of zombies and skeletons and his bodyguard Mohrg, Verumbt plans to sneak into the temple of Heironeous during the funeral, animate Hevicius, and destroy the temple and everyone inside it.

Character Hooks

The primary character hook in this adventure is obvious. Hevicius may be already known to the characters, if not personally, then the PCs have heard legends of his exploits. They may learn of his death by any means, rumor in a seedy tavern, word of mouth, or through any church known to the players. Although a Paladin of Heironeous, Hevicius was a friend to all good aligned peoples, and anybody with a heart to beat in his chest grieves for the worlds loss of such a hero.

If the PCs don’t elect to attend the ceremony themselves, they will be asked to go with a friend or represent the church of their deity at the funeral.

However it happens, the PCs end up at the temple of Heironeous, a large white stone temple set on a hilltop overlooking the city of Glennoncurth.

Running the Adventure

The Adventure begins in Glennoncurth, a city set on a plateau amidst high mountains (Although the location doesn’t matter, any city located near a mountain range will suffice). The players will either arrive at, or are currently in the Crafty Halfling Tavern. The first thing they notice is that no patron of the tavern is in their seats or at the bar.

At first glance, the tavern appears almost empty, but you quickly realize that is far from the truth. Instead, about twenty people are huddled around a wall to the left of the bar, quietly staring at something.

The patrons of the tavern are gathered around a public message board, on which was just posted the death notice of Hevicius the Paladin. When the players either ask someone what they are doing, or try to see what it is that they are reading, they will get this response.

A stout and hardy dwarf in a green jerkin and apron steps aside to make room for you to look, and simultaneously starts whispering to you in a hushed and almost reverent tone.

“Yeah, it’s a true shame, it is. The world needed more like him, not less. An inspiration, that’s what. Well, may he rest in peace.”

You realize that the patrons are gathered around a large wooden board spiked onto the wall with different older advertisements and public announcements posted on it. The attention of the crowd seems to be focused on a piece of parchment with a brief message written on it in a stern but delicate hand.

The Temple of Heironeous would announce the passing on of Hevicius, defender of

weak, protector of good, onto his final resting. A public funeral service will be held today,

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beginning at sundown at city square and proceeding to the temple on the hill for services.

All mourners are welcome. -Cardinal Cleric Rommulus

After the players finish reading the notice, the crowd will break up and go back to their tables and drinks. The dwarf that spoke to them was Fellner, the owner and barkeep of the Crafty Halfling. If the players choose to gather information about Hevicius or the order of Heironeous in the city, they will find the following:

DC: 5-9 Hevicius was a mighty Paladin, and protector of the whole land. He single-handedly slew whole armies of invading Drow and undead!

10-14 The Order of Heironeous has always kept peace in this part of the land. Their temple is located atop a hill just outside of the city.

15-19 Hevicius went off by himself last week to fight back a bunch of giants and succeeded but was mortally wounded and must have succumbed to his wounds yesterday.

20-24 The funeral service of a hero is a big deal to the Order of Heironeous. The body is dressed in his finest armor with his weapons and is placed on a pyre and cremated. It’s supposedly the only way a great warrior will be able to pass on into the next world.

25+ Hevicius saved my life! Last year while hunting in the forest, I was captured by this huge Lich, and I was about to be sacrificed, but Hevicius broke in and

saved me! I would have done anything for him! Can’t believe he’s really gone. Just goes to show you what being good in this world really gets you.

Fellner will hand each of the players a drink, and tell them it’s on him, then make a toast to Hevicius, a brave man and damn few left!

Fellner will then ask the PCs if they will go to the funeral. If they say no, then they will have to wait around until Verumbt has taken over the temple, and the city guard will find the PCs, and tell them something went wrong at the service, because there’s no smoke and the sounds of clashing blades can be heard echoing down to the town. The PCs will then have to fight their way into the temple if they hope to save anyone within.

If they tell Fellner yes, they will go, then read the following.

Good! It never hurts a man to bear respect for those that have passed on. I’m going myself, as I knew Hevicius. He and I celebrated many a victory in this room. Well, let me give you a piece of advice. The order of Heironeous in these parts does a lot of good deeds, and is always in need of some help, so make a good impression and it certainly couldn’t hurt. Wear black cloaks, not your armor, and only bring one weapon as a sign of respect. Speak only when you’re spoken to, and as outsiders, don’t contradict anyone. When the time comes for you to step up to the pyre, it’s customary to put a few gold at the foot of the body as a sort of good luck token in the next world. If you need a place to store your gear, I’ve got plenty of room here, and your things couldn’t be safer. There’s so few good heroes left in the world, and I’m happy to do what I can to help the remaining ones out. Good luck to you.

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The Funeral

The sun is setting over the mountain horizon as you reach the great open commons in the middle of the city. Literally thousands of people have gathered on the commons, from cities and towns far away. Some women are crying, some men look on in stern disbelief; all are silent. On a raised platform in the middle of the square stand twenty figures robed in white, lighting torches. They stand around a long wooden bier that holds the body of a man in gleaming armor holding a shining sword and glimmering shield.

Without a word, the white robed figures descend from the platform, following a single figure holding a burning incense censer. Four of them pick up the bier and follow the others who walk two by two holding their flaming torches aloft.

A gruff but friendly voice behind you says “Well, come on.” Looking down, you see Fellner, who has traded in his green jerkin and apron for fine black clothes and a black hooded robe. He flips the hood over his head and says “Follow me.”

The dwarf joins a line of similarly black cloaked mourners who follow the white robed clerics up a sloping road towards a speck of light on the hill that must be the temple of Heironeous.

The cleric in the lead is the Cardinal Cleric Rommulus. Behind him walks the bier with the deceased and following them are the other clerics marching in formation with torches. Most of the crowd stays behind, as well as a few clerics to talk to the bereaved mourners. If the players join in the line with Fellner, the procession will walk out of town and up the hill towards the temple. When they leave town, the clerics will begin chanting prayers.

The Temple of Heironeous

The temple is a high building of white stone walls, and looks, by it’s very nature, strong and reassuring. In times of trouble, the temple could be used as a fortress and the main hall converted into bunks for the entire town. The high walls are crenellated and walkways surround the top of the building to fight off invaders. All of the doors within the temple are considered strong wooden ( 2 in. thick, hardness 5, hp 20, break DC 23, Pick Lock DC 25), except for the Main doors, which are thirty feet tall Iron Doors ( 2 in. thick, hardness 10, hp 60, break DC 28, pick lock DC 28), within which is an iron portcullis (2 in. thick, hardness 10, hp 60, lift DC 25).

When the players arrive, the great doors will be open, and the procession will continue in through the great Hall, through a second set of doors into the vestibule and through a final set into the Cathedral. The bier is placed on a pyre in front of the altar, and the Cardinal Cleric will sit in a high-backed stone chair behind the altar. The clerics will then sit in the first row of pews and the procession of mourners will approach the bier two at a time to leave a few coins and pay homage to the awesome warrior.

The Attack

Hidden amongst the mourners in thick black cloaks are Verumbt the Lich, Shade the assassin, Wexland the cleric of Nerull, and Verumbt’s shield guardian. Wexland and Shade will go up first, Wexland silently and stilly casting Unhallow to counter the Hallow already cast on the temple. They will stand at the pyre for a moment, then as they go to leave, Wexland’s Unhallow will be completed and Shade will leap over the altar, grab the Cardinal Cleric by the hair and put a dagger to his throat. At the same time, Verumbt’s Shield Guardian will cast it’s stored spell, whispering wind, and Dexor the Blackguard will

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begin the second wave of the attack.

The procession continues up to the pyre, and the sound of soft crying is the only noise in the pristine cathedral. As you watch the line process, something strange occurs. One of the black clad mourners hops across the altar, and grabs the Cardinal Cleric! As your hands go for your weapons, three other figures on the altar turn and lower their hoods. On the left is a human man with a shaved head covered entirely in dark tattoos and a long, dirty red beard. On the right is a towering construct, head and neck made of stone carved into the face of a grinning skull. In between the two is the most vile thing you have ever seen, a tall, gaunt human face, skin darkened and peeling, pulling impossible tight across a chalk white skull that pokes out in places where the skin has rotted off. The face has no lips, just yellowed teeth, and the eyes have long since rotted away, leaving twin pin-pricks of shining red light, like burning stars composed of pure hatred. It is then that this horrible face begins to speak.

“Nothing to worry about, folks, just a little technical difficulty. I am Verumbt, and it seems that my friends and I are having a difference of opinion with these boot-licking priests. You see, they want to have a funeral, and I want to have a slaughterfest! Decisions, decisions. Well, since I always get my way, and it doesn’t seem like Rommulus up there is about to disagree with me, I think we’ll do things my way.”

If any of the collected mourners pull weapons, or try to charge the altar, Verumbt will remind them:

“Ah, ah, ah. You’ll have your turn. Now put those little toys away, and Rommulus up here won’t end up gushing blood all over his nice white robes.”

Wexland will then use his sixth level spell for the day to cast Forbiddance around himself, Verumbt, the Shield Guardian, the pyre, altar, Cardinal Cleric and Assassin. This is a force field around the dais that holds the altar, and anyone of either lawful or good alignment will be thrown away from it and take 3d6 damage if they try to go through it. Anyone of lawful and good alignment will be pushed out and take 6d6 damage and be unable to enter. See the spell, Forbiddance, on page 206 of the Player’s Handbook.

After that, Verumbt will begin raising Hevicius, using his scroll of Create Loch (See the New Spells Index). When his back is turned, he’ll speak to the crowd one more time.

The baldheaded man mutters in a language you can’t understand, and makes a circular motion with his hands. Suddenly, a wall of black energy surrounds the raised dais holding the altar, pyre, and everyone on them. From within the blackness comes the rasping whisper of the Lich once again.

“Now go. I’ll get to you soon, and besides, it’s so much more fun when they run. Now stay still, Rommy. That’s a boy.” The sickening sound of flesh being rent from bone and joints ripping can be heard, and a scream is quickly silenced.

The Second Wave

Outside, in the meantime, Dexor the Blackguard will begin his invasion into the temple from his hiding places in the surrounding woods. Dexor’s invasion force consists of himself, 3 Shadows, 3 bodaks, 10 Wights, and 30 zombies.

When the message comes, Dexor will let the zombies, wights, and shadows go in first, then wait a round for the Bodak Guards and him to charge in, heading right to the cathedral.

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The undead will break down the doors to rooms 2, 3, 5, and 6 if given one round. The Shadows will pass right through the walls and end up causing trouble in the armory. Dexor will charge through the main hall, trying to carve up as many fleeing mourners as he can, but doesn’t really spend too much time. It’s not difficult, though, as there’s such a large crowd fleeing, many will simply be trampled under his horse. He will avoid a fight with the PCs here unless he absolutely has to, preferring to wait until he has regrouped with the Lich. He can easily ride out of the way, putting people in-between himself and the heroes to escape.

The Third Wave

No sooner will Dexor enter the building then the Morhg’s attack wave from the eastern woods will move into position. This wave is composed of Gladius the Morhg, 2 Hill giant skeletons, and thirty regular skeletons. They will enter the great hall and first break the chain attached to the portcullis’ winch, so that the portcullis is now down and cannot be cranked open from inside, then they will close and lock the main doors. The third wave will then stand outside the main doors, killing anyone who fled the cathedral and defending the entrance when the city guard shows up. The entire act of locking themselves out of the temple should take about five rounds.

What the PC’s can do

Meanwhile, of the two or three hundred mourners in the Cathedral when the attack began, half of them will flee in terror as soon as the Lich reveals himself. The majority of the rest will flee when they see a few clerics fry who try to get through the forbiddance barrier. Whether they get lost in the temple and destroyed by the undead, or they meet the Morhg’s attack wave or flee to safety is left at the DM’s discretion. The Blackguard will trample or slash no more than 10 mourners on making his entrance, and the Morhg’s defensive wave will take care of a great deal more. But the sheer law of averages state that a handful at least will get away down to the city to warn the guard. Verumbt isn’t dumb, he calculated all of these factors beforehand, and assumes he has about an hour from the time of his revealing himself to the time when the guards reach the temple. Although not as well trained as the clerics, the guards would vanquish Verumbt out of sheer numbers. Within 40 minutes, the entire city guard, consisting of 124 guards will arrive, engage the Morhg’s defense line, and burst into the temple to save whoever’s left.

At this juncture, the PCs will probably do one of three things.

1) Stay in the Cathedral and try to figure out how to get past the Forbiddance barrier. (If this happens, allow them to wait a few rounds until Verumbt has finished raising Hevicius and will dispel the barrier to attack whoever is left. If any character should succeed the save and break through the Forbiddance barrier, he will almost assuredly be hacked to pieces by the Lich, Assassin, Cleric, and Shield Guardian.

Go immediately to the description of Area 10 should the PCs choose this option. Instead of Dexor being in the Chapel, he will ride in three rounds into the battle, and immediately engage the nearest player, while the Bodaks will follow him instead of staying in the main hall, and gang up on a single player. The PCs will fail to save the lives of the woman in Area 8 and the templar in area 6, and will still have to go through and clean up the undead lurking in the corners of the temple after the battle is done. If the players opt for this, remind them that they hear screams of torture and horror from outside the Cathedral, and that there's not much they can do here right now. Still, some characters hate to back down, especially from a powerful enemy, so this is a possibility. Once everyone in the temple is dead, say within 10 minutes of the attack, any remaining undead will pour into the main hall and make way for the cathedral. If the players do not take care of them before the main battle, this will almost assuredly turn

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into a last stand between the undead army and the Lich’s followers.

2) Realize they can’t pass the barrier and leave the cathedral attempting to do some other good. The rest of the adventure is set up to use this possibility. The players will save a few lives this way, and be no worse for it in the final fight.

3) Run out of the temple and get the city guard. This is possible, but by the time the guard and the characters try to retake the temple, the clerics are dead, and all the NPCs have escaped.

The following is a numbered list of the rooms that provide the information if the characters choose the second option.

1. Main Hall (EL 8)-

This area is the main hall, characterized by high ceilings, and stark empty walls. Now the room is dark, a few of the tall standing torches knocked over in the mad rush of mourners and attackers. There are two doors on the left, and two on the right, all broken open.

The Main Hall is used for a number of ceremonies during the regular year, but is currently empty, except for the scattered bodies of fleeing mourners that litter the floor. In the shadows lurk the three Bodaks that followed Dexor’s charge.

Bodaks (3): SZ M (humanoid); HD 9d12; hp 58; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; Atk Slam +6 melee; Damage slam (1d8+1); Face 5 ft. by 5 ft.; Reach 5 ft.; SA Death Gaze; SQ undead, Damage reduction 15/silver, fire and acid resistance 20, electricity immunity, sunlight vulnerability, flashbacks; SV Fort +3, Ref +5, Will +7; Abilities Str 13, dex 15, Con-, Int 6, Wis 12, Cha 12; AL CE. Skills: Listen +11, Move Silently +14, Spot +13 Feats: Dodge, Improved Initiative, Weapon Focus (slam) Special Attacks: Death gaze (Su): Death, gaze attack, fortitude save (DC 15) negates, humanoids who are killed by this attack turn into a Bodak in one day. Special Qualities: Sunlight Vulnerability (Ex): Bodaks loathe sunlight, for it’s merest ray burns their impure flesh. Each round of exposure to sunlight deals 1 point of damage to the creature. Flashbacks (Ex): From time to time, a Bodak sees flashes of its past life. At the beginning of an encounter, there’s a 5% chance that the Bodak notices something on the PCs (randomly determined) that causes it to recall it’s life. If this happens, the Bodak takes no action for 1 round, and thenceforth suffers a -2 penalty to morale for all attacks against that opponent. Tactics: The Bodaks randomly attack whoever is closest to them until their opponents are destroyed.

2. Common Room (EL 6)-

This was a comfortable looking room, its rugs now stained red by blood. 3 Wights and 10 zombies feast on the bodies of a number of templars who made their last stand in this room. Their faces are stained red with blood, and ragged flesh hangs down from their mouths. It seems the templars put up a good fight, however, as the zombies are also feasting on a number of zombie corpses as well. As you enter the

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room, their heads turn with the smell of new flesh. Their red lips pull back into contorted black smiles.

This room was a lounge for the clerics and templars. There were fine rugs on the floor before the attack, and now deep comfortable chairs are arraigned around a large fireplace. A small locked cabinet in the corner (Break DC 10, Pick Lock DC 8) contains a half dozen bottles of fine wine, each worth 50 gp to a wine conniseur. A large force of templars who were either lounging or asleep when the attack happened were killed by the zombies here, but they killed a Wight and seven zombies before they fell. All that remains of their gear are four masterwork long swords, and one broken spear. A door in the Eastern wall leads to a hallway running North and South.

Wights (3): SZ M (humanoid); HD 4d12; hp 30; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 dex, +4 natural); Atk: Slam +3 melee; Damage Slam 1d4+1 and energy drain; Face 5 ft. by 5 ft.; Reach 5 ft.; SA energy drain, create spawn; SQ undead; SV Fort +1, Ref +2, Will +5; Abilities Str 12, Dex 12, Con-, Int 11, Wis 13, Cha 15; AL LE. Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8 feats: blind fighting Special Abilities: Energy Drain (Su): Living creatures hit by a Wights slam attack receive one negative level. The fortitude save to remove the negative level is DC 14. Create Spawn (Su): Any humanoid slain by a Wight becomes a Wight in 1d4 rounds. Spawn of the Wight are under the Wights command and enslaved until the Wights death. They do not possess any of the skills they had in life. Special Qualities: Undead: Immune to mind influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability drain, energy drain, or death from massive damage. Zombies (5): SZ M (humanoid); HD 2d12+3; hp 20; Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 natural); Atk: Slam +2 melee; Damage- slam melee (1d6+1); Face 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, partial actions only; SV Fort +0, Ref -1, Will +3; Abilities Str 13, Dex 8, Con-, Int-, Wis 10, Cha 1; AL NE. feats: toughness Special Qualities: 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. Partial Actions only (Ex): Zombies have poor reflexes and can perform only partial actions. Thus they can move or attack, but can only do both if they charge.

3. War Room (EL 7)-

A single flaming censer hangs from the ceiling, casting light over a round table surrounded by many high backed chairs. Five humanoids in tattered robes are crouching on the table in a circle over a mass of limbs. A sickly fast slurping and crunching emanates from their circle.

This room is used as a council room in times of war for planning strategies. On the western wall is a giant map of the surrounding area, and the current land holdings of the temple as opposed to hill giants and a dragon that lives in the mountains. The bodies here are of two clerics and three templars. They were fighting a group of five zombies who kept them busy just long enough for the wights to get there.

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There’s a secret door behind the map (Search DC 25) that leads to a hallway that Verumbt doesn’t know about.

Wights (5): SZ M (humanoid); HD 4d12; hp 30; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 dex, +4 natural); Atk: Slam +3 melee; Damage Slam 1d4+1 and energy drain; Face 5 ft. by 5 ft.; Reach 5 ft.; SA energy drain, create spawn; SQ undead; SV Fort +1, Ref +2, Will +5; Abilities Str 12, Dex 12, Con-, Int 11, Wis 13, Cha 15; AL LE. Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8 feats: blind fighting Special Abilities: Energy Drain (Su): Living creatures hit by a Wights slam attack receive one negative level. The fortitude save to remove the negative level is DC 14. Create Spawn (Su): Any humanoid slain by a Wight becomes a Wight in 1d4 rounds. Spawn of the Wight are under the Wights command and enslaved until the Wights death. They do not possess any of the skills they had in life. Special Qualities: Undead: Immune to mind influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability drain, energy drain, or death from massive damage.

4. Bedrooms-

Each of these rooms consist of twelve beds, lined up six on the left and six on the right with a space to walk between them. At the foot of each modest bed in a trunk. Each room ends in a small partitioned bath area.

The zombies, not smelling or hearing any signs of life in these rooms, passed them by. A few trunks stand open, and beds not made, because some of the off duty clerics and templars were sleeping when they heard the screaming and sounds of attack. Followers of Heironeous sleep with their swords next to them in case of emergency, so no weapons will be found here. Each trunk is locked, (wooden chest break DC 15, pick lock DC 10) and contain one set of traveling clothes, one set of ceremonial robes, a small pouch containing 1d10 gp and 1d20 sp, a set of silverware worth 1 gp wrapped in a piece of silk, and a masterwork dagger.

5. Dining Hall-

This room consists of a long table surrounded by chairs. A burning censer hangs over the table from the ceiling. A few chairs on he far side are knocked over, as though a struggle took place here. An doorway leads to another room to the South.

The truth is, a bunch of zombies abducted two templars who were having a late dinner and brought them to the kitchen.

6. Kitchen (EL 3)-

The pleasant smell of roasting wafts across the room as you realize that you have found the temple’s kitchen. Something must be cooking, as you see a small group of people gathered around one of the two great brick ovens on the southern side of this room. Horror grips you hard and your throat clenches in

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revulsion as you realize who these ‘chefs’ are; five zombies, pushing a templar into the fiery ovens!

One oven is already closed, the first templar from the dining room (or rather, what’s left of him) can be found within. Besides the ovens, this room contains a storage pantry on the western wall filled with salted meats, and a small metal box stuck in the ground to keep cold containing eggs and milk. Next to the pantry door stands a chest of drawers filled with plates, goblets, and silverware. The bottom shelf contains three sets of golden plates and matching golden goblets and silverware, worth a total of 500 gp (for special occasions like weddings, or respected company).

The eastern side of the room is dominated by a large fireplace with a cauldron hanging over it for soups and stews, and a large trough with running water from an underground well for water and washing. A secret door in the back of the fireplace leads to the vestibule (Search DC 20 on the fireplace to find).

If the PCs save the templar before the zombies can stuff him in the ovens, he’ll be shaken almost to the point of insanity, but immensely thankful to the PCs. He’ll ask if he can stick with them, and if not, he’ll cower in the barracks. If they think to ask him, he’ll tell them all he knows about the temple, including the secret passages. He won’t fight anymore under no circumstances and will have a terrible fear of fire for the rest of his life.

Zombies (5): SZ M (humanoid); HD 2d12+3; hp 20; Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 natural); Atk: Slam +2 melee; Damage- slam melee (1d6+1); Face 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, partial actions only; SV Fort +0, Ref -1, Will +3; Abilities Str 13, Dex 8, Con-, Int-, Wis 10, Cha 1; AL NE. feats: toughness Special Qualities: 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. Partial Actions only (Ex): Zombies have poor reflexes and can perform only partial actions. Thus they can move or attack, but can only do both if they charge.

7. Smithy (EL 5)-

This room is well lit by the fires of a mighty forge that continues to burn although no one seems to be attending it. Blacksmithing tools and a giant anvil dominate the center of the room. The heat of the forge makes it difficult for you to see. Wiping the tears from your eyes, you see a most distressing scene before you. A group of undead are currently clawing and bashing at a door in the southern wall of the room, it seems they’ve already taken care of the temple smith, because it’s just now that you see him. The former smith found his death on the western wall, crucified two feet above the floor, his own tools hammered through his wrists, pinning him to the wall. His belly is split open, and organs have spilled out onto the floor. On his face is a look of the most obvious pain and horror, and he is mercifully dead.

Two zombies and 1 wight are breaking down the door, but will turn to fight the PCs when they get close enough. The door in the southern wall is the only room the undead have yet to break into. The blacksmith’s tools here are worth 200 gp, but, including the anvil, weigh about 400 lbs. The smith had just finished completing a masterwork greataxe, and was on his way to the armory when the zombies attacked him, and he used the axe to swing mightily through the first zombie that attacked, but the other two zombies and the wight overwhelmed him. The axe can be found on the floor next to a zombie cut in half.

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Wight (1): SZ M (humanoid); HD 4d12; hp 30; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 dex, +4 natural); Atk: Slam +3 melee; Damage Slam 1d4+1 and energy drain; Face 5 ft. by 5 ft.; Reach 5 ft.; SA energy drain, create spawn; SQ undead; SV Fort +1, Ref +2, Will +5; Abilities Str 12, Dex 12, Con-, Int 11, Wis 13, Cha 15; AL LE. Skills: Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8 feats: blind fighting Special Abilities: Energy Drain (Su): Living creatures hit by a Wights slam attack receive one negative level. The fortitude save to remove the negative level is DC 14. Create Spawn (Su): Any humanoid slain by a Wight becomes a Wight in 1d4 rounds. Spawn of the Wight are under the Wights command and enslaved until the Wights death. They do not possess any of the skills they had in life. Special Qualities: Undead: Immune to mind influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability drain, energy drain, or death from massive damage. Zombies (2): SZ M (humanoid); HD 2d12+3; hp 20; Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 natural); Atk: Slam +2 melee; Damage- slam melee (1d6+1); Face 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, partial actions only; SV Fort +0, Ref -1, Will +3; Abilities Str 13, Dex 8, Con-, Int-, Wis 10, Cha 1; AL NE. feats: toughness Special Qualities: 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. Partial Actions only (Ex): Zombies have poor reflexes and can perform only partial actions. Thus they can move or attack, but can only do both if they charge.

8. Storage Area-

This room is dark, and stocked high with crates, training dummies, and assorted drapes of cloth. A slight whimpering can be heard from behind a stack of crates. When you look behind it, a young woman in a black cloak screams.

The young woman is just a mourner who found the secret door and hid here from the undead. When she heard the PCs enter, she mistook them for zombies, and screamed when they found her. At this point, the main door will be locked by the Morhg, and Dexor will have ridden into the cathedral with the rest of his invasion force. There’s no where for the girl to go, and the PCs must decide where she will be safest. Nothing in the room is of great value, cans of paint, crates of nails, pints of oil, and training materials for the clerics.

9. Vestibule (EL 8)-

This room is similar to the main hall, except that two bronze statues of Heironeous, ten feet tall, stand along the path between the main hall and the cathedral, swords held aloft and crossed. The eastern and western walls are mosaics of Heironeous in combat with the six armed god of tyranny, Hextor.

The only things of worth in this room are the two statues. Each weighs in excess of a ton, but are worth

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a combined total of 60,000 gold. There are two secret doors in the mosaics, the one in the west leading to Area 6 (the kitchen) and the one in the eastern wall leading to area 8 (the storage room). Each are a search DC 25 to find, because they are masterfully crafted into the mosaics.

10. Cathedral (EL 12)-

This once bright room is now tainted by the light of the Lich and his cohorts. Two rows of pews lead to a raised dais that once held the altar, and upon which now stand the Shield Guardian, the Cleric, and what once was the human being known as Hevicius. Now, he stands in shining armor, his face grown as pale as the steel of his sword, and his eyes as red as the blood that’s splattered upon it.

In front of the trio stands a pile of bodies clad in black and white cloaks. Behind them, the pyre that once held Hevicius’ body has been lit aflame, spewing black smoke to the rafter tops. The altar is invisible through the smoke, and the Cardinal Cleric and the Lich are nowhere in sight. The three guardians stand on the altar, ready to do battle, when suddenly a figure looms on the opposite side of the wall of fire. The smoke clears for a moment, and you can just make out the face of the Cardinal! He steps through the smoke and flames, and a speaks.

‘Rise and Shine, kiddies! Nap time’s over, and you’ve been very naughty!’

The voice sounds familiar, when you watch the Cardinal put his hand up to his face, and seemingly rip it off! Behind it is the face of the Lich, grinning up at you.

The Lich has finished off almost everyone left in the temple, including the Cardinal Cleric, and was wearing his face as a mask for fun. Hevicius has been turned into a Loch (See the New Monster Appendix). The Blackguard is still in the chapel (area 11), watching the players waiting for an opportune time to attack. The blackguard will attack in three rounds. The players don’t see Shade because he is currently invisible.

The open entrance to the chapel is located in the western wall. The cathedral has one secret passage, in the south that leads to the Cardinal Clerics room. The hidden door is behind a great tapestry of Heironeous.

Verumbt the Lich (Sor12): SZ M (human); HD 12d12; hp 118; Init +6 (+2 Dex, +4 improved initiative); Spd 30 ft.; AC 15 (+5 natural); Atk +8/+3 +2 dagger or +8 touch attack; Damage +2 dagger (1d4 +4, 19-20 Crit/x2) or touch (1d8+5); Face 5 ft. by 5 ft.; Reach 5 ft.; SA fear aura, paralyzing touch, spells; SQ undead, turn resistance, damage reduction, immunities; Saves Fort +4 Ref +6, Will + 13; Abilities Str 14, Dex 15, Int 20, Wis 24, Cha 18; AL LE. skills: alchemy +12, Concentration +24, Craft +16, disguise +14, Escape Artist +10, Forgery +9, Knowledge (arcana) +20, Listen +13, Move Silently +16, Scry +17, Search +14, Spot +14 Feats: combat casting, craft wondrous item, deflect arrows, improved initiative, maximize spell, empower spell Special Attacks: Fear Aura (Su): Loches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 40 ft. radius that look at a Loch must succeed a Will save or be affected as though by fear cast at the Loch’s level. Paralyzing Touch (Su): Any living creature the Lich touches must succeed a fortitude save or be permanently paralyzed. Remove Paralysis or any other spell that can remove a curse can free the victim.

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The effect cannot be dispelled. Anyone paralyzed by a Loch seems dead, though a successful spot or heal check (DC 15) reveals the character to still be alive. Spells: A Lich can use all of the spells he knew in life. Special Qualities: 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. turn resistance (Ex): A Loch gets a +5 turn resistance. Damage Reduction (Su): A Loch’s body is tough, giving it a damage reduction of 15/+1. This effect stacks with any other damage reduction the Loch may have had in life. Spells Known: 0 Level- ray of frost, daze, flare, light, disrupt undead, detect magic, read magic, arcane mark 1st level- endure elements, protection from Chaos/Evil/Good/Law, Mage Armor, obscuring mists, charm person, magic missile, ray of enfeeblement, burning hands 2nd level- resist elements, see invisibility, flaming sphere, blur, invisibility, bull’s strength, knock, cat’s grace 3rd level- dispel magic, fireball, lightning bolt, vampiric touch, blink, haste 4th level- stoneskin, fire shield, improved invisibility, wall of fire 5th level- dominate person, Cone of Cold, animate dead 6th level- globe of invulnerability, chain lightning, create Loch Spells per Day: 8/8/8/8/7/6/4 Possessions: tattered robes, +2 dagger, plain copper ring (actually the Lich’s Phylactery), keyed amulet to his Shield Guardian. Tactics: before the battle, Verumbt will have cast Mage Armor, stoneskin, blur, see invisibility, and protection from good on himself and Bull’s Strength on Hevicius. As soon as the battle commences, Verumbt will duck behind his shield guardian. He’ll cast improved invisibility on Shade so he may more effectively sneak attack. He may cast stoneskin or mage armor on Wexland if Wexland looks to be taking too much damage, because Verumbt is smart enough to recognize that when the healer falls, the battle is close to being over. Then from the safety of behind his guardian he’ll cast flame shield on himself so that anyone attacking him takes damage. From then on he’ll cast his most powerful spells first, trying to dominate fighters and turn them against the rest of the group and trying to eliminate spellcasters as quickly as possible with his most powerful offensive spells. If the guardian, the assassin, and the cleric are killed he will continue fighting, but thinks Hevicius and Dexor too precious to lose, so if they fall, he will retreat, confident that the temple is destroyed. Verumbt will save one spell slot for his teleport spell so he and whoever is left alive can get out of the temple without having to break down the front doors. Verumbt: Verumbt began his career as an evil and corrupt sorcerer at an early age. He grew old and hateful, and decided that one lifetime wasn’t enough in which to institute his master plans. He became a Lich, and set about a shadow campaign against the governments of the surrounding cities, his ultimate goal to be total domination and elimination of the people in the country. He crossed paths with Hevicius in combat many times, but never was successfully destroyed because Hevicius never destroyed the Lich’s ring. He plans to eliminate the temple and a good number of citizens in this coordinated attack, so that he may come back soon leading an army of undead to sweep the countryside leaving a trail of bloody death in their wake. Verumbt will by no means fight to the death if he can avoid it, because he’s got bigger plans than just the PCs.

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Verumbt’s Shield Guardian: SZ L (construct); HD 15d10; hp 82; Init +0, Spd 30 ft.; AC 24 (-1 size, +15 natural); Atk +16/+11/+6 slam melee; Damage slam (1d8+9); Face 5 ft. by 5 ft.; Reach 10 ft.; SA Spell storing; SQ Construct, fast healing 5, shield other, guard, find master; Saves Fort +5, Ref +5, Will +5; Abilities Str 22, Dex 10, Con-, Int-, Wis 10, Cha 1; AL LE. Special Attacks: Spell Storing (Sp): The shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It casts this spell when commanded or when a predetermined situation arises. Once it is used, it can store another spell (or the same spell). Special Qualities: Construct: Immune to mind influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability drain, energy drain, or death from massive damage. Shield Other (Sp): The wearer of the keyed amulet can activate this defense ability if within 100 ft. of the shield guardian. Just as the spell of the same name, this transfers to the guardian half the damage that would be dealt to the amulet wearer (this ability does not provide the spell’s AC or save bonuses, but see below). Guard (Ex): The shield guardian moves swiftly to defend the amulet wearer by it’s side, blocking blows and disrupting foes. All attacks against the amulet wearer suffer a -2 deflection penalty. Find Master (Su): No matter the distance, as long as they are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called). Tactics: The shield Guardian will simple employ the Guard and Shield Other abilities to protect Verumbt until it is destroyed. Wexland, Clr11 of Nerull: SZ M (human); HD 11d8+33; hp 84; Init+3 (dex); Spd 30 ft.; AC 20 (+2 scale mail, +4 dex); Atk: +16/+9 (+2 unholy flaming scythe); Damage (2d4+2, +1d6 flaming, +2d6 against good aligned characters, Crit 17-20/x4); Face 5 ft. by 5 ft.; Reach 5 ft.; Saves Fort +10 Ref +6, Will +8; Abilities Str 19, Con 16, Dex 17, Int 15, Wis 21, Cha 16; AL CE. Skills: Balance 8, Climb +13, Concentration +10, Craft +7, Diplomacy +20, disable device +8, Heal =15, Jump +16, Knowledge (religion) +18, Listen +13, Move Silently +9, Ride +11, Search +14, Spot +14, Swim =13, Tumble +12 Feats: Power attack, cleave, great cleave, deflect arrows, weapon focus (scythe), improved critical (scythe) holy spells per day: 6/6+1/5+1/5+1/4+1/3+1/2+1 Domains: Death, Evil Possessions: +2 scale mail, +2 unholy flaming scythe, boots of speed Tactics: Wexland will jump right into battle, cleaving with his scythe in a fury, only stopping to heal himself and cast high level spells. Wexland will attack any clerics or paladins of other deities first, then attack the others. Wexland: Wexland is a devout cleric of Nerull, lusting after death and torture. He brings it upon himself to be a scourge to all that is good, and subsequently tattooed his entire head, and is known to drench his face in blood and light his beard on fire in combat to frighten opponents. Once Verumbt told him that he would get the chance to slaughter a drove of Heironeous’ followers, Wexland gladly took the deal. Shade Rog5/Ass7: SZ M (human); HD 5d6+20 (rogue) + 7d10+28 (Assassin); hp 108; Init +8 (+4 Dex, +4 improved initiative); Spd 30 ft.; AC 25 (+2 shadow studded leather armor, +5 dex, +5 ring of

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protection); Atk sword of subtlety +11 melee (1d6+5, Crit 19-20/x2 (See DMG p.190)) and assassin’s dagger +11 melee (1d4+5, Crit 19-20/x2 (See DMG p.188)); SA sneak attack death attack; SQ uncanny dodge, evasion; Face 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +7, Ref +13, Will +5; Abilities Str 18, Dex 19, Con 18, Int 18, Wis 14 Cha 11; AL NE. Skills: Balance +15, Bluff +18, Climb+20, Diplomacy+15, Disable Device +22, Disguise+20, escape artist +12, Forgery +8, heal+10, Hide +25, Listen+18, Move Silently +28, Open Lock +17, Pick Pocket +16, search +20, Spot +20, Swim +15, use magic device +15, use rope +11 feats: ambidexterity, two weapon fighting, improved two weapon fighting, dodge, mobility, spring attack, expertise, whirlwind attack Special Attacks: sneak attack (Ex): By sneaking up on an opponent, Shade can deal an extra +7d6 damage to an opponent. Special Qualities: Save Vs. Poison: Assassins, being masters of poison, get +5 to their fortitude saves against poison Uncanny Dodge: Shade can intuit danger before it happens, allowing him to never lose his Dex bonus to AC, and he cannot be flanked. Spells: 1st level- change self, ghost sound, obscuring mist, spider climb 2nd level- alter self, pass without trace, undetectable alignment 3rd level- deeper darkness, invisibility, misdirection 4th level- improved invisibility, freedom of movement Possessions: +2 shadow studded leather armor, ring of protection +5, Cloak of elvenkind, Assassin’s Dagger, Sword of Subtlety, pouch with 50 pp. Tactics: If Verumbt does not cast improved invisibility on Shade, then he will cast it on himself. After that he should have no problem sneaking up on anyone, but he’ll still hide in the shadows using his shadow armor and cloak of elvenkind to make himself completely unnoticeable. Shade will sneak up on any wizards first, using his sneak attack bonus to his full advantage, but he will never stray far from the main fighting. If Shade falls below 50 hp, or Verumbt dies, thus negating their contract, Shade will turn invisible and run. If captured, he’ll bargain with his 50 pp, but not even upon torture will he tell anyone anything about his guild, profession, or deal with Verumbt. Shade: Shade was born the son of a wealthy merchant, and grew up getting everything he needed. He soon tired of this, and began taking what didn’t belong to him for fun. One day he crossed the path of a rogue breaking in to his father’s business, and engaged him in combat. The rogue easily defeated shade, but didn’t kill him, choosing only to destroy his beautiful face with a huge gash down the left side. Shade swore revenge, and soon after his father died, began using his modest fortune to fund his training. Now an accomplished Assassin, he knows how to hit where it hurts. He’s one of the three leaders of the Assassins guild in the nearby city of Vreeland, who was hired by Verumbt for the tidy sum of 20,000 gp to aid him in getting rid of the ever-present Order of Heironeous, who had faced Shade and his men more than once before. Shade is an old veteran of combat, and knows how to pick people apart. He also knows that a fighters weak spot is his back, and loves plunging in his two knives there. Shade does not talked, nor has he since the death of his father.

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Dexor, Pal6/Bkg6: SZ M (humanoid); HD 6d10 +30 (paladin) + 6d10+30 (blackguard); hp 145; Init +5 (dex); Spd 30 ft.; AC 26 (+2 black dragon hide full plate armor, +5 dex, +1 ring of protection); Atk +19/+13 +2 keen unholy great sword melee; Damage (2d6+7, +2d6 vs. good aligned characters, Crit 15-20/x2); SA detect good, spells, smite good, aura of despair, sneak attack; SQ dark blessing, lay on hands, command undead; Face 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +15, Ref +9, Will +7; Abilities Str 20, Dex 21, Con 20, Int 16, Wis 16, Cha 18; AL CE. skills: Balance +9, Climb +15, disguise +10, Handle Animal +15, Heal +15, Hide +20, intimidate +18, knowledge (religion) +13, listen +15, move silently +20, Ride +20, Search +14, Spot +14, Swim +14 feats: power attack, cleave, sunder, improved critical (great sword), maximize spell, mounted combat. ride-by attack, spirited charge Special Attacks: detect good: At will a Blackguard can cast detect good as the spell. spells: 3/3/3 per day, see the Blackguard spell list (DMG p. 30) for spell list. smite good: twice per day, a Blackguard can attempt to smite evil, adding his Charisma modifier to his attack roll and doing 1 extra point of damage per character level. aura of despair: the blackguard emanates a cloud of fear that causes anyone within a 20 ft. radius to suffer a -2 morale penalty to all saving throws sneak attack: If Dexor can sneak up on a character, he adds +2d6 to his damage roll. Special Qualities: Dark Blessing: A Blackguard applies his charisma modifier to all saving throws Lay on Hands: Once per day, the Blackguard can cure himself of hit points equal to his charisma bonus times his level. Command Undead: Dexor has the ability to rebuke undead as a 4th level cleric. Possessions: +2 black dragon hide full plate armor, +2 keen unholy longsword, a darkskull, +1 ring of protection. tactics: Dexor will attempt to gauge his enemies first, if possible, cast bull’s strength on himself, then make spirited charges into battle against any paladins first, using his unholy sword bonus, as well as his spirited charge bonus to the best of his ability. Dexor will cure himself only when he needs to, preferring to save his spells for inflict serious wounds. He sees this battle as his last stand, and so will fight to the death. If captured, he will go mad, and attempt suicide the first chance he gets. Dexor: Dexor was once a Paladin of Heironeous, but the Order expelled him after he ruthlessly slaughtered an entire colony of Kobolds because they had been quietly stealing from markets about town. Dexor vowed revenge, and Vecna, hearing his plea, granted him the power to crush the order of Heironeous. Dexor’s Mount: Dexor rides a giant black warhorse named Dreadnought. See the Monster Manual page 197 for stats on a heavy warhorse, and the Dungeon Master’s Guide page 31 for it’s special abilities. In addition to those, Dreadnought wears heavy full plate armor customized for him, bringing his AC up to 23, but slows his Speed down to 45 ft. per round. 11. Chapel-

This small room is off to the west of the cathedral and holds two smaller rows of pews and a small marble altar on which sits a golden chalice.

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This chapel is used for daily masses and prayer, but is currently empty. The blackguard Dexor was waiting here in ambush in case the town guard or any clerics who escaped the undead army. He hasn’t picked up the chalice on the altar because he’s waiting for all the threats to be neutralized. The chalice is a cup of endless water (See New Items Appendix).

12. Trophy Room (EL 9)-

This long room is filled with trophies of different battles the order of Heironeous fought. Hanging from the ceiling is a huge great sword, sized for a giant. The shell of a dragon turtle dominates the eastern wall opposite from the door. On pedestals in the room are different skulls, some humanoid, one with hideous spikes all over it. The arms of an iron golem hang from tall rack in front of you. A door in the Northern wall stands closed.

The Trophy Room is one of the two rooms that is only reachable by a secret door from the War Room (area 3) or the Cathedral (Area 10). It contains the trophies of many battles, more than a few fought by Hevicius. A door to the north leads to the armory. Everything in the trophy room is of astethic value to the paladins, but nothing worth particularly much. The three shadows who could move through walls were the only ones to find this room.

Shadows (3): SZ M (undead); HD 3d12; hp 19; Init +2 (dex); Spd 30 ft., fly 40 ft. (good); AC 13 (+2 Dex, +1 deflection); Atk: Incorporeal touch +3 melee; Damage incorporeal touch 1d6 temporary strength; Face 5 ft. by 5 ft.; Reach 5 ft.; SA strength damage, create spawn; SQ undead, incorporeal, +2 turn resistance; SV Fort +1, Ref +3, Will +4; Abilities Str-, Dex 14, Con -, Int 6, Wis 12, Cha 13; AL CE. skills: Hide +8, Intuit Direction +5, Listen +7, Spot +7 feats: dodge

13. Armory-

The walls of this room are lined with weapons of different kinds and racks of shields. The Western wall is bare, except for a tall statue of Heironeous in salute.

The racks of weapons should make it obvious that this is the temple’s armory. The contents of this room include ten masterwork daggers, 1 +1 heavy mace, 3 masterwork heavy maces, 12 short spears, six heavy crossbows, a crate with 100 crossbow bolts, a case with 10 +1 bolts, 30 javelins, 2 lances, 1 +2 battleaxe, 20 short swords, 10 masterwork short swords, 3 +1 shortswords, 30 masterwork longswords engraved with the crest of Heironeous, 4 +1 longswords, 1 +2 disruption longsword, 6 guisarmes, 10 long spears, 8 masterwork greatswords, 1 +3 great sword, 30 longbows, 17 quivers, crate containing 200 arrows, 2 mighty composite longbows, 20 chain shirts, 4 suits of +1 scale mail, 6 suits chain mail, 11 tower shields, 23 large steel shields 13 bucklers with Heironeous’ crest , and one suit +1 full plate.

14. Cardinal Cleric’s Chambers-

This room is a comfortable living chamber, the furniture made of wrought iron. A four poster bed stands on the eastern wall, a desk and chair stand on the northern wall, and a large fireplace against the southern wall.

This is the Cardinal’s bedchamber. The desk contains a number of sheets of vellium, as well as regular paper, fine writing quills, and ink. A drawer in the desk also contains Cardinal Rommulus’ manuscripts

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and church commentary, which would be worth quite a bit, especially after his death. If the Cardinal survives, the players could sell the writings for 50 gp to a publisher, that number quintuples if the Cardinal is killed in the attack. On a night stand next to the bed is the Judgment book, the holy scriptures of Heironeous’ followers.

15. Heironeous’ Chamber-

This chamber is well lit by multiple everburn torches, and the walls reflect the light with a golden glow. As you set foot into this room, a feeling of peace and strength flow into you. In the middle of the room stands a simple wooden altar covered in the purest white cloth. On the cloth rests a shining sword and a gauntlet.

Only two people know about this room, Cardinal Cleric Rommulus and Hevicius. Now, both of them are dead and unless the players spot this door, crafted seamlessly into the wall of the temple (Search Check DC 30) and can cast a holy Bless spell to open the door, their secret will die with them. Ten years ago, Hevicius met a hermit up in the mountains, who was actually Heironeous in disguise. The hermit handed these items to the Paladin, and then vanished. The sword is a +2 holy keen flaming longsword, and the Gauntlet is the Shield of Heironeous (See the New magic Items Index).

Outside (EL 10)-

The Main doors crash open, and you expect a cool breeze of fresh night air to meet your nostrils that have been dominated by the stench of death. Instead, a sickening smell of grave dirt assaults your senses, as does the clacking and clanking of thousands of moving bones. In the pale moonlight you see a massive sea of skeletons blocking your passage out of the temple, two huge skeletons hulking behind them. in the middle stands a great skeleton with a slavering purple tongue that darts around his face. His dark eyes glow suddenly brightest red, and he raises one hand, finger pointed towards you. That is all the cue the army of skeletons need before they fall on you.

If the players make it outside before the city guard shows up, the Morhg's defense party is waiting for them. If enough time has come by, the characters will meet the city guard outside atop a mountain of bones, the Morhg will have fled into the woods. To reach the outside, the players must first lift the broken portcullis, then open the main doors.

Skeletons (30): SZ M (humanoid); 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; Damage claws 1d4; Face 5 ft. by 5 ft. Reach 5 ft.; SQ undead, immunities; SV Fort +0, Ref +1, Will +2; Abilities Str 10, Dex 12, Con-, Int-, Wis 10, Cha 11; AL NE. feats: improved initiative Special Qualities: 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. Immunities(Ex): Skeletons have cold immunity because they lack flesh and organs, they also take only half damage from piercing or slashing weapons. Hill Giant Skeletons (2): SZ H (Giant); HD 4d12; hp 26; Init +5 (+1 dex, +4 improved initiative); Spd 40 ft.; AC 13 (-2 size, +1 dex, +4 natural); Atks 2 claws +4 melee; Damage claws 1d8+4 melee; Face 10 ft. by 10 ft.; Reach 15 ft.; SQ undead, immunities; SV Fort +1, Ref +2, Will +4; Abilities Str 18, Dex

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12, Con-, Int-, Wis 10, Cha 11; AL NE. feats: improved initiative Special Qualities: 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. Immunities(Ex): Skeletons have cold immunity because they lack flesh and organs, they also take only half damage from piercing or slashing weapons. Gladius the Morhg: SZ M (undead); HD 14d12; hp 92; Init +5 (+1 Dex, +4 improved initiative); Spd 30 ft.; AC 15 (+1 dex, +4 natural); Atk 2 slams +12 melee, tongue touch +7 melee; Damage Slam 1d6+5, tongue paralysis; Face 5 ft. by 5 ft.; Reach 5 ft.; SA improved grab, paralyzing touch, create spawn; SQ undead; SV Fort +4, Ref +5, Will +9; Abilities Str 21, Dex 13, Con-, Int 12, Wis 10, Cha 10; AL CE. skills: Climb +11, Hide +15, Listen +12, Move Silently +15, Spot +12, Swim +10 Feats: alertness, dodge, improved initiative, mobility Special Attacks: Improved Grab (Ex): to use this ability, a Morhg must hit with it’s slam attack. Paralyzing Touch (Su): A Morhg lashes out with it’s tongue in combat. An opponent the tongue touches must succeed at a Fortitude save (DC 17) or become paralyzed for 1d4 minutes. create spawn (Su): Creatures killed by a Morhg rise after 1d4 days as zombies under the Morhg's control. They do not possess any of the abilities they had in life. Special Qualities: 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. Tactics: The Morhg will lead the skeletons into a frenzy and the entire group will blindly attack, hoping to overwhelm any attackers by force of numbers. Any characters paralyzed by the Morhg's tongue will be immediately attacked by as many skeletons as can reach it that round. Gladius: When in the city in disguise buying spell components, Verumbt was fallen upon by Gladius in a dark alley. Gladius was an insane homeless man, killing anyone he came across with a shard of jagged glass and dragging the corpses back to his alley to slowly eat them. Verumbt easily fried the meat off of Gladius’ bones, and was surprised when as a Morhg, Gladius attacked Verumbt again the next time he was in the city. Verumbt controlled the mad undead creature, and since has trusted Gladius when a sickening display of slaughter was necessary.

Concluding the Adventure

After the Lich’s attack, regardless if he was successful in his escape or not, a great percentage of the Order’s followers will have died. The PCs are free to keep anything they find in the temple, as long as the Cardinal Cleric is dead, and they are discreet and wait until they are out of the area to try and sell anything with the Order’s crest on it without raising suspicions. Any remaining clerics and templars will begin rebuilding the site. If they defeated the Lich, the whole town owes them a great debt of thanks, and if the PCs put Hevicius to rest again, the whole land will praise them. The city will lament the loss of the Order, and request that the PCs stick around until the community gets back on it’s feet. They’ll offer the PCs land, and possibly titles if they stay to protect the city.

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Furthering the Adventure

This adventure provides for a number of opportunities for continuation, including unanswered questions like :

How was Verumbt tied to the church of Nerull?

What did the church of Nerull have against the Order of Heironeous?

Where has Dexor been since he left the Order?

With the order so weak, the country once watched by Hevicius and the clerics of Heironeous is now without defenses. Possible ideas to further this plot device if the PCs decide to stay and protect the area include the Hill Giants that Hevicius drove off coming back with an invasion force bent on revenge, or a red dragon living in the mountains that has secretly been plotting against the Order and has something to gain from the order’s downfall.

If Verumbt or any of his followers escaped, count on him showing up again, especially if the adventurers decide to stay in the area and protect it. Verumbt will go underground for a while, planning his next attack and revenge on the PCs.

New Magic Items Index

cup of endless water- The cup of endless water is a holy item, usually a chalice made of a precious metal, and will, when it is drained, refill with water in one round, even if no water is present in it’s environment. Not only that, but due to its’ holy nature, any person drinking from the cup will reheal 1 point of damage and 1 point of permanent constitution drained from the drinker. It does not add hit points or charisma points above a characters maximum, only heals. Sick people have been known to make pilgrimages to the sites of cups of endless water.

caster level: 8th; Prerequisites: Craft wondrous item, Create Water, Bless, Cure minor Wounds, Restoration; Cost to Make: 500 gp; Exp. to make: 200; Market Value: 6,000 gp; raw materials: A chalice and a pint of Holy Water.

Heironeous’ Shield- This seemingly harmless steel Gauntlet fits on the wearers left wrist. When the wearer takes a full round action to pray, The Gauntlet projects a shield of brilliant energy in the shape of a lightning bolt that acts like a +4 large steel shield with a permanent light spell cast upon it. In addition, the holy light cast by the shield adds a +4 to turning checks as undead are naturally afraid of its’ holy light. The shield is affixed to the players wrist at the gauntlet. The shield lasts until the end of an encounter and then must be reactivated using another full round prayer action at the beginning of the next encounter. Artifact; Prerequisites: Craft wondrous arms and armor, extra turning, light, bless, shield of faith; market price: 60,000 gp. New Spells Create Loch Necromancy level: Sor/Wiz 7, Death 7 Components: V,S,M Casting Time: 4 full round actions Range: Touch

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Targets: one corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No

This spell is used to animate a deceased person or creature and transform him/her into a Loch. Only Sorcerers or Wizards who are currently undead and fall under the category of Lich may cast this spell, and only on persons or creatures with HD equal to or lower than their own. A Loch serves the Lich that created it as though under a charm person or charm monster spell. A Loch will serve the Lich that created it until it is destroyed or until the Lich is destroyed. When the master of a Loch is destroyed, the Loch has a cumulative 20% chance to go insane and attack the first living thing it sees until it is destroyed. If a Loch’s master is destroyed and the Loch retains control, he may act freely.

New Monster Appendix

Loch character template

A Loch is any undead creature brought back from the realm of the dead with all of it’s original skills and cunning intact.

These creatures can only be brought back by a Lich, an undead Wizard, until a time in which the Lich or the Loch is destroyed. A Loch who’s servitude to a Lich has been broken has in many cases been more of a danger than the Lich itself.

Lochs look like they did in life, except their skin gives off a slight pale glow, and their eyes become completely blood red. A Loch was almost always a very powerful person in life, or normally a Lich wouldn’t bother, as there is no difference between two zombies, regardless what they were like in their mortal lives. Loch’s often wear whatever suit of armor they were buried in, but pay as close attention to the upkeep of their weapons and armor as they did in life.

A Loch speaks common in addition to any languages it spoke in life.

Creating a Loch

“loch” is a template that can be added to any humanoid or half humanoid creature (henceforth known as “the character”). The creature’s type changes to “undead”. It retains all of its scores and special abilities unless otherwise noted here.

Hit Dice: Increases to d12 Speed: Same as the Character AC: A Loch adds +5 for his natural armor, or applies his Dex modifier to his AC, whichever is better. Damage: An unarmed Loch gains an unarmed attack that uses negative energy to deal 1d8+5 points of damage to living creatures. Special Attacks: A Loch retains all of the special attacks it had in life, and gains in addition those listed here. Fear Aura (Su): Lochs are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 40 ft. radius that look at a Loch must succeed a Will save or be affected as though by fear cast at the Loch’s level. Paralyzing Touch (Su): Any living creature the Lich touches must succeed a fortitude save or be permanently paralyzed. Remove Paralysis or any other spell that can remove a curse can free the victim.

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The effect cannot be dispelled. Anyone paralyzed by a Loch seems dead, though a successful spot or heal check (DC 15) reveals the character to still be alive. Spells: A Loch cannot use any spells he knew in life. This does not affect his ability to use magic weapons, or use magic items if he could do so in life, but he does lose all spell casting capabilities. Life Drain (Su): During combat, for every enemy a Loch kills, he regains 1d8 hitpoints by absorbing the dying embers of the victims life source channeled through the Loch’s weapon. Special Qualities: A Loch retains all the special qualities he has in life and gains the following. 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. turn resistance (Ex): A Loch gets a +5 turn resistance. Damage Reduction (Su): A Loch’s body is tough, giving it a damage reduction of 15/+1. This effect stacks with any other damage reduction the Loch may have had in life. Immunities (Ex): A Loch is immune to heat, cold, and electricity. Total Control (Ex): Lochs of HD higher than 10 cannot be flanked. Saves: Same as character. Abilities: A Loch gains +4 to strength and +2 to Dex, but being undead, has no ability score. Skills: Same as the character. Feats: Same as the character. Climate/terrain: Any land or underground Organization: Always with a Lich, solitary, or a phalanx (2-4) Challenge Rating: Same as the Character +2 Treasure: standard Alignment: Always Evil Advancement: By Character Class

Loch Characters

Any Loch was a dead human, soul already in a different plane. The process by which a soul is ripped from another plane and shunted back to reality is unspeakably torturous. No character comes out of it not changed to evil in alignment. A Loch is often a more difficult opponent than the Lich, because the Loch will follow no agenda, and so therefore has nothing to lose. All Lochs strive for the destruction of all living things.

A Loch’s Weapon

A Loch’s soul is bound to this plane by a dimensional anchor spell set within his chosen weapon. If that weapon is destroyed, a Loch’s soul is free to travel back to the peace of the outer planes. If not, the Loch will regenerate in 1d4 weeks. A weapon must be melted in a holy forge in order to be considered destroyed.

A sample Loch

Hevicius, Loch/Pal 12- SZ M (human); HD 12d12+66; hp 176; Init +10 (+4 improved initiative, +6 dex); Spd 30 ft.; AC 29 (+2 Full Plate Armor, +5 natural, +2 large steel shield); Attacks- +19/+14/+9 +3 keen longsword or unarmed; Damage- +3 keen speed longsword (1d8+10, 15-20 Crit/x2), unarmed (1d8+5);Face 5 ft. by 5 ft.; Reach 5 ft.; Special Attacks: fear aura, paralyzing touch, life drain; Special Qualities: turning resistance, damage reduction, immunities, total control; Saves: Fort +8, Ref +10, Will +6; Abilities: Str 24, Dex 21, Con-, Int 19, Wis 19, Cha 17; AL LE.

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Skills: Balance +9, Climb +13, Diplomacy +14, escape artist +10, handle animal +8, Heal +15, Intimidate +9, Intuit direction +7, Jump +10, Knowledge (religion) +15, Listen +10, Ride +14, Search +10, Spot +10, Swim +13, Tumble +10, Use Rope +8 Feats: power attack, cleave, great cleave, weapon focus (longsword), improved critical (longsword), Improved Initiative, sunder Special Attacks: Fear Aura (Su): Lochs are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 40 ft. radius that look at a Loch must succeed a Will save or be affected as though by fear cast at the Loch’s level. Paralyzing Touch (Su): Any living creature the Lich touches must succeed a fortitude save or be permanently paralyzed. Remove Paralysis or any other spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a Loch seems dead, though a successful spot or heal check (DC 15) reveals the character to still be alive. Spells: A Loch cannot use any spells he knew in life. This does not affect his ability to use magic weapons, or use magic items if he could do so in life, but he does lose all spell casting capabilities. Holy Abilities: Any Loch who suffers a sudden negative alignment change to evil will lose the favor of their deity and hence lose any abilities gained in that deity's service. Note, however, that this does not effect evil Clerics and paladins whose deities are already within the range of an evil alignment. Life Drain (Su): During combat, for every enemy a Loch kills, he regains 1d8 hitpoints by absorbing the dying embers of the victims life source channeled through the Loch’s weapon. Special Qualities: A Loch retains all the special qualities he has in life and gains the following. 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. turn resistance (Ex): A Loch gets a +5 turn resistance. Damage Reduction (Su): A Loch’s body is tough, giving it a damage reduction of 15/+1. This effect stacks with any other damage reduction the Loch may have had in life. Immunities (Ex): A Loch is immune to heat, cold, and electricity. Total Control (Ex): Lochs of HD higher than 10 cannot be flanked. Possessions: +2 full plate armor, +3 keen longsword, gloves of arrow snaring, a ring of evasion. besides these, the small mound of coins at the corpses feet can be found scattered around the altar area total 463 gp. Tactics: Hevicius is a master fighter and tactician, used to being outnumbered and outmatched. He can easily create a battle plan, which usually involves taking out healers, then wizards, and picking off fighters at his leisure. Hevicius: As a mortal, Hevicius was a feared enemy of evil and a stalwart defender of good. He drove back hoards of undead, Drow, Giants, and even conquered Dragons. As an evil Loch, he has become even more dangerous, losing his moral code of fair fighting in favor of destroying the enemy. If Hevicius escapes, he will become a scourge of the land and a terror by horseback.

About the Author

John Bowser lives in the Connecticut woods where he has nothing better to do than cater to the whims of ridiculously overpowered characters created by his friends, and like Dr. Claw, try to come up with cool new ways to kill them off.

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He would like to dedicate this adventure to his girlfriend, Kristin, who has, as of this writing, yet to dump him over his obsession with silly games.

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