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The Grave Robber hides in the mist of society stealing corpses to fuel his

bizarre experiments. By day he may work a menial job close to the graveyard
or in the graveyard itself.

GRAVE ROBBER

DIFFICULTY 5

Size 1 Human
Perception 12 (+2)
Defense 11 (soft leather); Health 11
Strength 9 (-1); Agility 10 (+0); Intellect 12 (+2); Will 12 (+2)
Speed 10; Insanity 2; Corruption 2
Initiate of Death The Grave Robber has two compelled animated corpses with
him. Do not add these when calculating the encounter difficulty.
ATTACK OPTIONS
Dagger (melee or short range) +0 (1d3)
SPECIAL ACTIONS
Sustain Dead As a triggered action on his turn the Grave Robber can expend
one spell casting to heal a compelled Animated Corpse within short range 1d6
health per level of the spell spent.
MAGIC
Power 1
Necromancy
0 - Hide From Undead [Self] (2), Spectral Grasp [M/20] (2)
1 - Animate Dead [Reach] (1), Grave Grasp [S/5] (1)
Death
0 - Killing Touch [Reach] (2), Protection from Death [Reach] (2)
1 - Injure [S/5] (1), Life Drain [S/5] (1)
END OF ROUND
Prepared spells - Grave Grasp
TACTICS
Prepared Spells If prepared, the Grave Robber has Grave Grasp along the main
avenue of approach.
Start of Combat He starts combat with his Animated Corpses in front of him (spread
out) to hamper the players' advance. He tries to start at medium range using Spectral
Grasp.
Once in Short Range The Grave Robber sends his Animated Corpses to attack the
nearest player being sure to use a triggered action to heal any that have taken damage.
Later Rounds The Grave Robber casts Injure or Life Drain as needed, and Killing
Touch on anyone who draws within Reach. He continues to use Sustain Dead as a
triggered action every turn.

The Reviled Practitioner is now a known oddity in the area. He may have been
apprehended and punished several times for his perversions with corpses, or for
other petty crimes that support his dark crafts. Since the full scope of his secrets
have not been unveiled some regard him as just strange or deranged, but others
revile him, and are sure to keep themselves as far away as possible.

REVILED PRACTITIONER

DIFFICULTY 10

Size 1 Human
Perception 13 (+3)
Defense 12 (hard leather); Health 18
Strength 9 (-1); Agility 10 (+0); Intellect 13 (+3); Will 13 (+3)
Speed 10; Insanity 3; Corruption 3
Student of Death The Reviled Practitioner has three compelled animated
corpses with him. Do not add these when calculating the encounter difficulty.
ATTACK OPTIONS
Dagger (melee or short range) +0 (1d3 + poison)
Poison Make a Strength challenge roll. On a failure, the creature becomes
poisoned for 1 minute. If the creature is already poisoned, it takes 1d6 extra
damage.
SPECIAL ACTIONS
Bolster Dead As a triggered action on his turn the Reviled Practitioner can
expend one spell casting to give a number of compelled animated corpses equal
to the spent spell level within short range, 1 boon on their next attack rolls, and
heal them each 1d6 per level of the spell spent.
MAGIC
Power 2
Necromancy
0 - Hide From Undead [Self] (3), Spectral Grasp [M/20] (3)
1 - Animate Dead [Reach] (2), Grave Grasp [S/5] (2)
2 - Bone Splinters [M/20] (1)
Death
0 - Killing Touch [Reach] (3), Protection from Death [Reach] (3)
1 - Injure [S/5] (2), Life Drain [S/5] (2)
2 - Poison Breath [Reach-Cone] (1)
END OF ROUND
Prepared spells - Grave Grasp x 2
TACTICS
Prepared Spells If prepared, the Reviled Practitioner has one Grave Grasp along the
main avenue of approach, and another blocking any other advantagous terrain.
Start of Combat He starts combat with his Animated Corpses in front of him (spread out)
to hamper the player's' advance. He tries to start at Medium range using Bone Splinter to
full effect.
Once in Short Range The Reviled Practitioner orders two Animated Corpses to charge
the nearest player being sure to use a triggered action to give a boon and heal damage.
He then casts Poison Breath on the same target trying to catch as many other players in
the affect. He orders the third Animated Corpse to prepares a 'Charge' to intercept any
Melee combatant who approaches him.
Later Rounds The Reviled Practitioner casts Injure or Life Drain as needed, and Killing
Touch on anyone who draws with Reach. He continues to use Bolster Dead as a
triggered action every turn.

The Depraved Exile has been exposed in some way and has been banished
from his local area. The full extent of his crimes remain hidden. He continues
to practice his dark arts on the periphery of society all the while thirsting for
more knowledge.

DEPRAVED EXILE

DIFFICULTY 25

Size 1 Human
Perception 13 (+3)
Defense 12* (hard leather, *+2 spirit shield); Health 22
Strength 9 (-1); Agility 10 (+0); Intellect 13 (+3); Will 13 (+3)
Speed 10; Insanity 4; Corruption 4
Disciple of Death The Depraved Exile has five compelled animated corpses
with him. Do not add these when calculating the encounter difficulty.
Spirit Shield The Depraved Exile has a bonus to defense equal to half the
number of animated corpses he has compelled (rounded down).
ATTACK OPTIONS
Dagger (melee or short range) +0 (1d3 + poison)
Poison Make a Strength challenge roll. On a failure, the creature becomes
poisoned for 1 minute. If the creature is already poisoned, it takes 1d6 extra
damage.
SPECIAL ACTIONS
Invigorate Dead As a triggered action on his turn the Reviled Practitioner can
expend one spell casting to give a number of compelled animated corpses
equal to the spent spell level within short range, 1 boon and 1d6 extra damage
on their next attack rolls,and heal them each 1d6 per level of the spell spent.
MAGIC
Power 3
Necromancy
0 - Hide From Undead [Self] (4), Spectral Grasp [M/20] (4)
1 - Animate Dead [Reach] (2), Grave Grasp [S/5] (2)
2 - Bone Splinters [M/20] (1)
3 - Well of Dark Power [M/20] (1)
Death
0 - Killing Touch [Reach] (4), Protection from Death [Reach] (4)
1 - Injure [S/5] (2), Life Drain [S/5] (2)
2 - Poison Breath [Reach-Cone] (1)
3 - Feast of Souls [M/20] (1)
END OF ROUND
Prepared spells - Well of Dark Power, Grave Grasp x 2
TACTICS
Prepared Spells If prepared, the Depraved Exile has Well of Dark Power and one
Grave Grasp cast on the main avenue of approach. The other Grave Grasp is cast to
block any other advantagous terrain.
Start of Combat He starts combat with his Animated Corpses in front of him (spread
out) to hamper the player's' advance. He tries to start and stay at Medium Range until
he can cast Feast of Souls and Bone Splinters.

Once in short range The Depraved Exile orders two Animated Corpses to charge at
each of the two nearest players being sure to use a triggered action to give boons,
extra damage, and heals. He then casts Poison Breath on the same target trying to
catch as many other players in the affect. He orders the fith Animated Corpse to
prepares a 'Charge' to intercept any Melee combatant who approaches him.
Later Rounds The Depraved Exile casts Injure or Life Drain as needed, and Killing
Touch on anyone who draws with Reach. He continues to use Invigorate Dead as a
triggered action every turn.

The Necromancer has unlocked the darkest secrets of death. While he continues
to yearn for even more power he also seeks revenge on those who cast him out.
A Necromancer's vengeance is a brutal affair as the dead have no mercy.

NECROMANCER

DIFFICULTY 50

Size 1 Human
Perception 14 (+4)
Defense 12* (hard leather, *+3 spirit shield); Health 26
Strength 10 (+0); Agility 10 (+0); Intellect 14 (+4); Will 14 (+4)
Speed 10; Insanity 5; Corruption 5
Immune Disease and Poison
Devotee of Death The Necromancer has seven compelled animated corpses
with him. Do not add these when calculating the encounter difficulty.
Spirit Shield The Necromancer has a bonus to defense equal to half the number
of animated corpses he has compelled (rounded down).
ATTACK OPTIONS
Dagger (melee or short range) +0 (1d3 + poison)
Poison Make a Strength challenge roll. On a failure, the creature becomes
poisoned for 1 minute. If the creature is already poisoned, it takes 1d6 extra
damage.
SPECIAL ACTIONS
Powerful Dead As a triggered action on his turn the Necromancer can expend
one spell casting to give a number of compelled animated corpses equal to 2x the
spent spell level within medium range, 1 boon and 1d6+1 extra damage on their
next attack rolls. Also, reanimate a number of Animiated Corpses equal to the
spell level within medium range that have already been slain (unless the bodies
have been destroyed).
MAGIC
Power 4
Necromancy
0 - Hide From Undead [Self] (5), Spectral Grasp [M/20] (5)
1 - Animate Dead [Reach] (2), Grave Grasp [S/5] (2), Command Undead [S/5] (2)
2 - Bone Splinters [M/20] (2)
3 - Well of Dark Power [M/20] (1)
4 - Seal the Underworld's Gate [M/20] (1)
Death
0 - Killing Touch [Reach] (5), Protection from Death [Reach] (5)
1 - Injure [S/5] (2), Life Drain [S/5] (2)
2 - Poison Breath [Reach-Cone] (2)
3 - Feast of Souls [M/20] (1)
4 - Death Fog (C) [L/100] (1)
END OF ROUND
Prepared spells - Death Fog, Seal the Underworld's Gate, Well of Dark Power,
Grave Grasp x 2.
TACTICS
Prepared Spells If prepared, the Necromancer casts Death Fog, Seal the Underworld's
Gate, Well of Dark Power, and Grave Grasp on the main avenue of approach. The other
Grave Grasp is cast on any other advantageous terrain.
Start of Combat He starts combat with his Animated Corpses in front of him (spread out)
to hamper the player's' advance. He tries to start and stay at Medium Range until he can
cast Feast of Souls and Bone Splinters.

Once in short range The Necromancer sends two Animated Corpses at each of the three
nearest players being sure to use a triggered action to give boons, extra damage, and
heals. He then casts Poison Breath on the same target trying to catch as many other
players in the affect. He orders the seventh Animated Corpse to prepare a 'Charge' to
intercept any Melee combatant who approaches him.
Later Rounds The Necromancer casts Poisonous Breath, Injure, or Life Drain as needed,
and Killing Touch on anyone who draws with Reach. If he can use Wall of Darkness to
block distant ranged combatants line of sight he will. He continues to use Empower Dead
as a triggered action every turn.

The Necromancer Lord has mastered darkest secrets of death. Having laid waste
to those who opposed him he now is an established threat to the region as he
pursues ancient necromantic knowledge long lost to time.

NECROMANCER LORD

DIFFICULTY 100

Size 1 Human
Perception 14 (+4)
Defense 12* (hard leather, *+5 spirit shield); Health 30
Strength 10 (+0); Agility 10 (+0); Intellect 14 (+4); Will 14 (+4)
Speed 10; Insanity 6; Corruption 6
Immune Disease and Poison
Master of Death The Necromancer Lord has one compelled Corpse Mob with
him. Do not add this when calculating the encounter difficulty.
Spirit Shield The Necromancer Lord has a bonus to defense equal to half the
number of animated corpses he has compelled (rounded down). Corpse Mobs
count as 10 animated corpses.
ATTACK OPTIONS
Dagger (melee or short range) +0 (1d3 + poison)
Poison Make a Strength challenge roll. On a failure, the creature becomes
poisoned for 1 minute. If the creature is already poisoned, it takes 1d6 extra
damage.
SPECIAL ACTIONS
Implacable Dead As a triggered action on his turn the Necromancer Lord can
expend one spell casting to give a number of compelled animated corpses equal
to 3x the spent spell level within medium range, 1 boon and 1d6+2 extra damage
on their next attack rolls, and reanimate a number of Animiated Corpses equal to
2x the spell level within medium range that have already been slain (unless the
bodies have been destroyed).
MAGIC
Power 5
Necromancy
0 - Hide From Undead [Self] (6), Spectral Grasp [M/20] (6)
1 - Animate Dead [Reach] (3), Grave Grasp [S/5] (3), Command Undead [S/5] (3)
2 - Bone Splinters [M/20] (2)
3 - Well of Dark Power [M/20] (2)
4 - Seal the Underworld's Gate [M/20] (1)
5 - Army of the Dead [M/20] (1)
Death
0 - Killing Touch [Reach] (6), Protection from Death [Reach] (6)
1 - Injure [S/5] (3), Life Drain [S/5] (3)
2 - Poison Breath [Reach-Cone] (2)
3 - Feast of Souls [M/20] (2)
4 - Death Fog (C) [L/100] (1)
5 - Stop Heart [M/20] (1)
END OF ROUND
Prepared spells - Army of the Dead, Death Fog, Seal the Underworld's Gate,
Well of Dark Power, Grave Grasp x 2.
TACTICS
Prepared Spells If prepared, the Necromancer Lord casts Army of the Dead to bring in
2d6 more Animated Corpses to his side. Then he casts Death Fog, Seal the Underworld's
Gate, Well of Dark Power, and Grave Grasp on the main avenue of approach. The other
Grave Grasp is cast on any other advantageous terrain.

Start of Combat The Necromancer Lord starts combat with his Corpse Mob and other
Animated Corpses in front of him (spread out) to hamper the players' advance. He tries to
start and stay at Medium Range until he can cast Feast of Souls and Bone Splinters. He
then uses Stop heart to try and kill an injured player.
Once in short range The Necromancer Lord sends his Corpse Mob at the most
threatening Melee combatant, and Animated Corpses at each of the other players being
sure to use a triggered action to give boons, extra damage, and heals. He then casts
Poison Breath on the same target trying to catch as many other players in the affect. He
orders two Animated Corpses to prepare a 'Charge' to intercept any Melee combatant who
approaches him.
Later Rounds The Necromancer Lord casts Injure or Life Drain as needed, and Killing
Touch on anyone who draws with Reach. He continues to use Implacable Dead as a
triggered action every turn.

CORPSE MOB

DIFFICULTY 10

Size 3 frightening undead (mob)

Perception 5 (5); sightless


Defense 8; Health 40
Strength 10 (+0), Agility 8 (2), Intellect , Will 15 (+5)
Speed 6
Immune damage from cold, disease, or poison; gaining Insanity; asleep, blinded,
charmed, dazed, deafened,diseased, fatigued, frightened, poisoned, stunned
Mob A corpse mob takes half damage from attacks that target individual
creatures and double damage from attacks that affect an area. The mob acts as a
single creature, but it counts as ten creatures for the purpose of choosing targets.
The mob makes Strength and Will challenge rolls with 1 boon.
Creatures can move through a mobs space, but they treat the area as difficult
terrain. The mob can squeeze through an opening large enough to accommodate
a Size 1 creature and can move through spaces occupied by other creatures.
Spawn When the mob becomes incapacitated, it dissipates, and 1d6 animated
corpses that made up the mob appear in open spaces within the space it formerly
occupied. The animated corpses can act on the next available turn.
ATTACK OPTIONS
Fist or natural weapon (melee) +0 (Strength) with 2 boons
(3d6 + 1 or 1d6 + 1 if the mob is injured)
END OF ROUND
Overwhelm If the corpse mob is not injured, each creature in its space or within 1
yard of it that is not a swarm or a mob must get a success on an Agility challenge
roll or take 2d6 damage.

The Necromancer King is the king of death. His named is feared throughout the
region. In a twisted irony, those under his cruel yoke pray for death.

NECROMANCER KING

DIFFICULTY 250

Size 1 Human
Perception 15 (+5)
Defense 13* (hard leather, *+10 spirit shield); Health 34
Strength 10 (+0); Agility 11 (+1); Intellect 15 (+5); Will 15 (+5)
Speed 10; Insanity 7; Corruption 7
Immune Disease and Poison
King of Death The Necromancer King has two compelled Corpse Mobs with him.
Do not add these when calculating the encounter difficulty.
Spirit Shield The Necromancer Lord has a bonus to defense equal to half the
number of animated corpses he has compelled (rounded down). Corpse Mobs
count as 10 animated corpses.
ATTACK OPTIONS
Dagger (melee or short range) +0 (1d3 + poison)
Poison Make a Strength challenge roll. On a failure, the creature becomes
poisoned for 1 minute. If the creature is already poisoned, it takes 1d6 extra
damage.
SPECIAL ACTIONS
Unstoppable Dead As a triggered action on his turn the Necromancer King can
expend one spell casting to give a number of compelled animated corpses equal
to 4x the spent spell level within long range, 1 boon and 1d6+3 extra damage on
their next attack rolls, and reanimate a number of Animiated Corpses equal to 3x
the spell level within long range that have already been slain (unless the bodies
have been destroyed).
MAGIC
Power 6
Necromancy
0 - Hide From Undead [Self] (7), Spectral Grasp [M/20] (7)
1 - Animate Dead [Reach] (3), Grave Grasp [S/5] (3), Command Undead [S/5] (3)
2 - Bone Splinters [M/20] (2)
3 - Well of Dark Power [M/20] (2)
4 - Seal the Underworld's Gate [M/20] (2)
5 - Army of the Dead [M/20] (1)
Death
0 - Killing Touch [Reach] (7), Protection from Death [Reach] (7)
1 - Injure [S/5] (3), Life Drain [S/5] (3)
2 - Poison Breath [Reach-Cone] (2)
3 - Feast of Souls [M/20] (2)
4 - Death Fog (C) [L/100] (2)
5 - Stop Heart [M/20] (1)
Teleportation
0 - Dismiss [Self] (7), Fetch [M/20] (7)
3 - Boundless Step [Self] (2)
END OF ROUND
Prepared spells - Boundless Step, Army of the Dead, Death Fog, Seal the
Underworld's Gate, Well of Dark Power, Grave Grasp x 2.
TACTICS

Prepared Spells If prepared, the Necromancer King casts Boundless step. Then he casts
Army of the Dead to bring in 2d6 more Animated Corpses to his side. Then he casts Death
Fog, Seal the Underworld's Gate, Well of Dark Power, and Grave Grasp on the main
avenue of approach. The other Death Fog is cast on any other advantageous terrain.
Start of Combat The Necromancer King starts combat with his Corpse Mobs and other
Animated Corpses in front of him (spread out) to hamper the player's' advance. He tries to
start and stay at Medium Range until he can cast Feast of Souls and Bone Splinters. He
then uses Stop heart to try and kill an injured player.
Once in short range The Necromancer Lord sends his Corpse Mob at the most
threatening Melee combatant, and Animated Corpses at each of the other players being
sure to use a triggered action to give boons, extra damage, and heals. He then casts
Poison Breath on the same target trying to catch as many other players in the affect. He
orders two Animated Corpses to prepare a 'Charge' to intercept any Melee combatant who
approaches him.
Later Rounds The Necromancer King casts Injure or Life Drain as needed, and Killing
Touch on anyone who draws with Reach. He continues to use Unstoppable Dead as a
triggered action every turn.

CORPSE MOB

DIFFICULTY 10

Size 3 frightening undead (mob)

Perception 5 (5); sightless


Defense 8; Health 40
Strength 10 (+0), Agility 8 (2), Intellect , Will 15 (+5)
Speed 6
Immune damage from cold, disease, or poison; gaining Insanity; asleep, blinded,
charmed, dazed, deafened,diseased, fatigued, frightened, poisoned, stunned
Mob A corpse mob takes half damage from attacks that target individual
creatures and double damage from attacks that affect an area. The mob acts as a
single creature, but it counts as ten creatures for the purpose of choosing targets.
The mob makes Strength and Will challenge rolls with 1 boon.
Creatures can move through a mobs space, but they treat the area as difficult
terrain. The mob can squeeze through an opening large enough to accommodate
a Size 1 creature and can move through spaces occupied by other creatures.
Spawn When the mob becomes incapacitated, it dissipates, and 1d6 animated
corpses that made up the mob appear in open spaces within the space it formerly
occupied. The animated corpses can act on the next available turn.
ATTACK OPTIONS
Fist or natural weapon (melee) +0 (Strength) with 2 boons
(3d6 + 1 or 1d6 + 1 if the mob is injured)
END OF ROUND
Overwhelm If the corpse mob is not injured, each creature in its space or within 1
yard of it that is not a swarm or a mob must get a success on an Agility challenge
roll or take 2d6 damage.

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