Finding their way to the abandoned village should be easy, there they will come across a lizardman corpse trapped in a spiders web - they are attacked by a bloodweb spider swarm and a deathrattle viper.
# | Monster | XP |
---|---|---|
1 | Bloodweb spider swarm | 300 |
1 | Deathrattle viper | 200 |
The lizardman corpse clasps a potion of healing and wears a +1 belt of vigour
Item | Level | Value |
---|---|---|
Belt of Vigour | 2 | 520 |
Potion of Healing | 5 | 50 |
Heading inland from here they will pick up the trail to the necromancers easily, it is lined with fetishes and totems. Ahead they can hear movement as of bone scraping on stone. As they crouch in the undergrowth to hide, they are surprised by a vine horror that is rapidly joined by a second spellfiend. As they attack, the alerted decrepit skeletons join the melee.
# | Monster | XP |
---|---|---|
1 | Vine Horror | 200 |
1 | Vine Horror Spellfiend | 300 |
4 | Decrepit Skeletons | 100 |
Near to the entrance to the earthworks the party can approach with some confidence as the ground is clear and offers little cover, but once within it is dark with many corners fo foes to surprise them. Furthermore, the red sandstone walls have been covered with a scree of mud with many bones embedded within, some of those bones are restless.
The antechamber is defended with a glyph of warding doing 4d6+4 necrotic damage and on a +10 vs reflex (p 90 DMG) at the same time 12 decript skeletons almost invisible where they have been coated in mud and set against the wall.
# | Monster | XP |
---|---|---|
1 | Glyph of Warding | 300 |
12 | Decrepit Skeletons | 300 |
The collapsed chamber was an area where initial excavation was done for the earthworks, it is clear that the area is unsafe and there are effectively rockslide traps covering the area.
The morgue is a storage area for the slain captives that the necromancer has delivered, they are stripped bare and as yet unanimated, however any noises here will be heard from the dry rooms where the zombies await.
# | Monster | XP |
---|---|---|
1 | Zombie Hulk | 350 |
1 | Chilborn Zombie | 250 |
The dead end beyond the zombies appears to be a storage room in which smashed bones and rubbish have been thrown. If the praty investigate they will disturb the skeleton tomb guardian who will rise from the bones and attack attempting to drive a party member into the false floor pit a the ack of the room.
# | Monster | XP |
---|---|---|
1 | Skeleton tomb guardian | 500 |
1 | False flootr pit | 100 |
The hidden passageway is revealed with a DC 15 perception and takes the party through to the necromancer bog hag's chambers.
# | Monster | XP |
---|---|---|
1 | Necromancer Bog Hag | 600 |
The hag will be found in the form of an elven woman, with a chain about her neck.
Bog Hag Necromancer | Level 11 Skirmisher |
---|---|
Medium fey humanoid (aquatic) | XP 600 |
Initiative +11 | Senses Perception +7; low light vision |
Unwholesome Presence Unwholesome Presence aura 3; | enemies in the aura gain only half the normal hit points from spending healing surges. |
HP 115; | Bloodied 57; see also rending claws |
AC 25; | Fortitude 24, Reflex 22, Will 20 |
Speed 8 (swamp walk), swim 8 | |
m Claw (standard; at-will) | +15 vs. AC; 1d8 + 6 damage |
M Rending Claws (standard; recharges when first bloodied) | The bog hag makes two claw attacks against the same target; if both claws hit, the hag deals an extra 5 damage to the target. |
Change Shape (minor; at-will) * Polymorph | A bog hag can alter its physical form to appear as a beautiful young female elf, half-elf, eladrin, or human (see Change Shape, page 280) |
Evasive Charge | The bog hag shifts 2 squares after charging |
Alignment Evil | Languages Common, Elven |
Skills Intimidate +12, Nature +12, Stealth +14 | |
Str 22 (+11) Dex 18 (+9) Wis 15 (+7) | Con 19 (+9) Int 12 (+6) Cha 14 (+7) |
Her horde is hidden amongst some stinking rags:
Item | Value |
---|---|
Bag of Holding | 1000gp |
Eleven Cloak +2 | 2600gp |
Coins | 720gp |
Gems | 300gp |
Potion of Healing | 50gp |
Coming in the other direction, the pool chamber is reached first - here the necromancer strips the flesh from the bodies to make her minions, the Gibbering Mouther that obliges is hidden beneath the surface of a stinking pool that must be waded through to get to the other side. A few skeletal minions also stir in its murky depths.
# | Monster | XP |
---|---|---|
1 | Gibbering Mouther | 500 |
4 | Skeletal Minions | 100 |