TEXT: D4
  module
  Hungry
  Dead
  Are
  the
  a 3.5/ogl aDventure for level 6
  By Tim Hitchcock
  
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  Hungry Are
  tHe DeAD
  TM
  Pathfinder Module d4
  d series adventure
  Design: Tim Hitchcock
  Development and Editing: Christopher Carey, Sean K Reynolds, and James L. Sutter
  Editorial Intern: Claudia Golden
  Art Director: Drew Pocza
  Cover Artist: John Gravato
  Interior Artists: Concept Art House
  Cartographers: Rob Lazzaretti and Chris West
  Managing Art Director: James Davis
  Vice President of Operations: Jeff Alvarez
  Director of Marketing: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Sales Manager: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Special Thanks: The Paizo Customer Service and Warehouse Teams
  D4: Hungry Are the Dead is a Pathfinder Module designed for four 6th-level characters. By the end of this module, characters should reach 
  7th or 8th level. This module is designed for play in the Pathfinder Chronicles campaign setting, but can easily be adapted for use with any 
  world. This module is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular 
  fantasy roleplaying game.
  The OGL can be found on page 29 of this product.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, 
  storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are 
  Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License 
  and the d20 System License, please visit wizards.com/d20.
  Pathfinder Modules are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc. 
  All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing.
  Printed in China.
  
  2
  m o d u l e  d 4
  ur human nature leads us to speculate upon death. It stalks us, from the 
  moment we are granted self-awareness—we somehow sense that we can and 
  will someday die. But undeath is forever. With necromancy you can exceed 
  the normal human lifespan by decades, or centuries, or even longer. When the 
  sun and stars have winked out, or when another Starfall plunges the world into final 
  darkness, the undead will be here, studying ancient lore and researching new magic. 
  How could a scholar choose anything but undeath?
   
   
   
   
   
   
   
   
  —Drazmorg the Damned
  Hungry Are tHe DeAD
  O
  
  3
  Hungry are the Dead
  Adventure BAckground
  Drazmorg was an unremarkable wizard who dabbled in 
  Nethys’s religion. At the High Academae he acquired the 
  moniker Drazmorg the Drudger, for he carried himself 
  as a stodgy student of lost lore and antiquated rituals, so 
  enraptured with past events, it kept him from reaching 
  into the future. In particular, his gratuitous pursuit of 
  non-secular magic delayed him from learning those 
  powerful spells his peers had long mastered. Though his 
  diversity was unrivaled, his studies fell woefully behind—
  or so his colleagues believed. Drudgery, its seemed to 
  Drazmorg, was found in death, not studies. While other 
  students sought power, Drazmorg sought immortality. 
  Thus began his romantic fixation with the foolish works 
  of obscure wizards and priests who also sought such 
  impossibilities, and so it was that he stumbled upon a 
  seemingly innocuous copy of an ancient text called the 
  Whispers of the Immortal. Within the obscure tome’s faded 
  pages, a disciple of Tar-Baphon, the Whispering Tyrant, 
  documented his master’s journey from life into undeath 
  and on to divine ascension. When he queried his superiors 
  as to the origin of the text, they said they’d purchased it 
  from an adventurer who claimed to have found it in an 
  ancient, trap-laden crypt ruin in the Fangwood Forest. In 
  their esteemed opinion, the authenticity of the text could 
  hardly be held credulous.
  Conversely, Drazmorg was thrilled, though he kept his 
  exuberance masked with his usual dry countenance. The 
  location corroborated early research concerning several 
  covert locations, established by an elite circle of powerful 
  members of the Shining Crusade, designed to protect 
  the arcane seals binding the Whispering Tyrant in his 
  prison beneath his tower. Immediately, Drazmorg took a 
  sabbatical to travel to Andoran. In Almas he hired a team 
  of professional adventurers, and set out to excavate and 
  explore the lost dungeon in search of the fabled seal.
  His search for the secret location didn’t take long. As 
  he’d cleverly deduced, the elite members of the Shining 
  Crusade chose to hide the seal deep under an old dwarven 
  monastery on the edge of Darkmoon Wood. Finding the 
  place overrun by kobolds, they hacked and blasted their 
  way past the scaly inhabitants to reach the lower levels. 
  Discovering the Seal, Drazmorg’s investigations created 
  several undead shadows that immediately obeyed him. 
  Annoyed by the noise and occasional attacks from their 
  kobold neighbors, Drazmorg sent the shadows to harass 
  the scaly humanoids, eventually convincing them they were 
  cursed. These events are the cause of Pathfinder Module 
  D1 Crown of the Kobold King, where King Merlokrep kidnaps 
  children of the townsfolk to use their blood to break the 
  curse on his tribe. The PCs or another group of heroes find 
  the kobolds, free the children, and slay their king.
  Meanwhile, after much tampering and spellcasting, 
  Drazmorg finally uncovered the occult secrets of the seal’s 
  locking mechanism. What happened next was entirely 
  unexpected—the breaking seal triggered a massive 
  explosion of negative energy. Drazmorg took the worst 
  of the backlash. So potent were these forces that they 
  destroyed Drazmorg’s lower half, yet he survived and in 
  this incarnation believes himself the risen embodiment 
  of Tar-Baphon. Delusional or not, the threat he poses 
  is significant. Bolstered by his newfound power, he 
  reanimated the remains of Merlokrep and some of his 
  tribe. The undead kobolds immediately began crafting a 
  plan for revenge against their slayers and relocated to an 
  Azlant burial site (which causes the events of D1.5 Revenge 
  of the Kobold King). This exodus leaves the levels above 
  Drazmorg’s lair uninhabited (though the PCs may see 
  one or two of Drazmorg’s shadow minions flitting about, 
  spying on intruders rather than attacking).
  Meanwhile, necromantic energy has been bleeding 
  out of the broken Seal and seeping into the surrounding 
  lands, sapping them of life and transforming creatures 
  and corpses into undead. Most of the new undead come 
  from the town’s graveyard northwest of town. Some 
  of these skeletons and zombies wander near Falcon’s 
  Hollow and attack (precipitating the first encounter of 
  the adventure), others are drawn to the source of the 
  power and shamble to the broken seal (leading PCs to 
  the remainder of the adventure). These effects are just 
  incidental to the real threat—if Drazmorg explores the 
  vault further, he might just discover the existence and 
  location of another such seal, bringing the Whispering 
  Tyrant one step closer to freedom.
  Adventure Summary
  If the PCs have played through D1 Crown of the Kobold 
  King and D1.5 Revenge of the Kobold King, this adventure 
  takes place shortly after Revenge. Having dealt with the 
  reanimated kobolds, the PCs return to Falcon’s Hollow 
  Making this a Stand-Alone 
  Adventure
  Though this adventure has many ties to Pathfinder 
  adventures D1 Crown of the Kobold King and D1.5 Revenge 
  of the Kobold King, you can use this without having played 
  through those books as long as the PCs are in a town near 
  a strange wooded area. Undead attack the town, the PCs 
  rebuff the undead, and the path of staggering zombies 
  leads to the forgotten graveyard and beyond to the old 
  dwarven monastery. The place might be empty, filled 
  with monsters, or scattered with maimed kobold bodies 
  killed by previous heroes. You can also skip the zombie 
  encounter and simply attach the two dungeon levels 
  presented here to wherever the PCs are exploring.
  
  4
  m o d u l e  d 4
  Falcon’s Hollow
  Town nonstandard (lumber consortium); AL NE
  GP Limit 1,500 gp; Assets 40,550 gp
  DEMOGRAPHICS
  Population 315
  Type humanoid (human 99%, other 1%)
  AUTHORITY FIGURES
  Gavel Thuldrin Kreed, LE male human expert 3/rogue 6 
  (Gavel of the Lumber Consortium);
  Magistrate Vamros Harg, NE male halfling aristocrat 3/
  sorcerer 5 (Magistrate-Elect);
  Sheriff Deldrin Baleson, LN male half-elf expert 4/fighter 3 
  (Sheriff of Darkmoon Vale); 
  Boss Payden “Pay day” Teedum, LE male human monk 2/
  fighter 4 (Overboss of the Lumber Consortium).
  NOTES
  D0 Hollow’s Last Hope, D1 Crown of the Kobold King, D1.5 
  Revenge of the Kobold King, E1: Carnival of Tears, and Guide 
  to Darkmoon Vale all contain more information about 
  Falcon’s Hollow and Darkmoon Vale.
  Church: Run by Lady Cirthana (NG human female Cleric 4 of 
  Iomedae), most residents avoid the place as the Lumber 
  Consortium dislikes Cirthana’s meddling.
  Darkmoon Lumber Headquarters: Base of operations for the 
  business that runs this town.
  Ferry Dock: A dock large enough to moor the passenger-
  bearing ferries from elsewhere on the river.
  High Market: A marketplace for finer goods, but a rigged 
  lottery system keeps most townsfolk out.
  Hollow Tribunal: The magistrate’s office, which doubles as a 
  courthouse.
  Jak’a’napes: A ramshackle inn run by retired bard Jak 
  Crimmy, known for his flapjacks.
  Kreed Manor: Home of the head of the Lumber Consortium, 
  a brutish bully and criminal who enjoys the power he holds 
  over others.
  Low Market: Open to everyone, this market sells leftovers from 
  the High Market (including food just starting to go bad).
  Lumber Warehouse: A storage place for extra timber.
  Paper Mill: A smelly building full of vats and simple machines 
  that convert wood refuse to pulp and pulp to paper. 
  Roots and Remedies: An herbalist shop run by Laurel, who 
  helps those she can but is quick to exploit to the gullible.
  The Cutyard: A bustling place full of lumberjacks and woodcutters 
  hauling logs from the river and turning them into timber.
  The Goose n’ Gander: A general store run by the gnome 
  Brickasnurd Hildrinsocks.
  The Rouge Lady: A burlesque and gambling hall that doubles 
  as a brothel.
  The Sitting Duck: A tavern that caters to adventurers looking 
  for excitement in the nearby forest.
  Vade’s Tower: Little more than a two-story shack, this is the 
  home of Sharvaros Vade, a sullen hermit and wizard, and 
  his son.
  
  5
  Hungry are the Dead
  to recuperate (barring followup attacks by their human 
  adversaries from that adventure). If the PCs have not 
  played through the prequel adventures, they arrive in 
  Falcon’s Hollow for some other reason and stop for the 
  night for food and rest.
  The PCs’ next meal is interrupted by Verrin, a hysterical 
  local gravedigger, rambling about the walking dead. 
  Though the townsfolk initially don’t believe him, soon 
  after he arrives various undead attack the town. The PCs 
  deal with the undead threat and follow Verrin 
  to a cemetery, where they see tracks leading 
  to the northwest toward the Darkmoon 
  Wood. These tracks eventually reach a 
  Dwarven Monastery (with which the 
  PCs are familiar if they completed 
  the prequel adventures) where they 
  meet a strange worg necromancer 
  who asks them to find the source of 
  the magic that reanimated him after 
  decades of oblivion. The PCs delve below 
  the earth and find a formerly blocked 
  tunnel that now allows access to an even 
  deeper level. There they encounter traps and 
  the undead minions of Drazmorg, a mage-
  priest who sought immortality in undeath and 
  accidentally found it. The PCs must defeat 
  Drazmorg before he uses his newfound 
  powers to gather more undead and free 
  the Whispering Tyrant.
  Introduction
  The PCs have just settled down for a 
  meal, most likely at The Sitting Duck. 
  If they completed the prequel adventures, 
  the townsfolk are happily celebrating their victories 
  over the kobolds and undead kobolds; if they are new to 
  Falcon’s Hollow, the townsfolk are content to ignore the 
  PCs, long used to “adventurers” coming through their 
  town and shirking honest work. Suddenly their meal is 
  interrupted by a commotion outside—the PCs hear a 
  man desperately yelling and several others laughing in 
  response. If the PCs don’t go outside, the man pushes 
  his way into the building and begins waving his arms 
  and shouting that someone must do something about 
  the monsters taking over the graveyard.
  The barmaid or another person inclined to talk to the 
  PCs can explain that the upset man is Verrin, the local 
  corpseman—one who collects the dead for burial, builds 
  coffins, digs graves, and so on. He is prone to strange 
  outbursts, often at important meetings, and the villagers 
  have accepted that he is a harmless annoyance and usually 
  deal with him by escorting him to the edge of town and 
  pushing him in the direction of his home, usually with a 
  forceful kick.
  VERRIN TIERUK
   Verrin Tieruk (N male human commoner 5) stands short 
  and slender, with narrow shoulders and poor posture. 
  Though he is a slim fellow his arms and back have wiry 
  muscles from digging graves. His sloppily shaved face 
  bears a few razor nicks in it. Heavy dark circles rim his 
  dull gray eyes, which linger uncomfortably on whomever 
  he encounters, as often as not staring at some part of the 
  person’s face rather than the eyes. Though he’s yet had 
  opportunity to use it, he carries a homemade weapon, 
  just a coffin nail hammered through an axe handle, 
  hammered into a flat blade, and sharpened; while not 
  a terribly effective weapon, it is easily concealed in 
  sleeve of his threadbare coat.
  Though he is not stupid, he often forgets 
  the names of everyday objects (struggling to 
  recall the name of the tool he uses to dig graves, 
  for example), for which the people of Falcon’s 
  Hollow consider him a simpleton or half-
  wit. He serves as the groundskeeper of a 
  paltry tract of rocky soil a few miles 
  outside of town where the locals 
  bury their dead. Over the 
  years, his reputation as an 
  overly eager scavenger 
  has spread through the 
  town, and though none 
  have accused him of 
  being a grave robber, 
  they know better than to 
  leave valuables on bodies 
  he is to bury.
  He inherited the small cemetery from his great-
  grandfather. Verrin lives alone in a small shack at the 
  edge of the graveyard, and barely manages to survive off 
  a small garden and the meager supplies he purchases on 
  monthly trips to town. He travels about to various villages 
  and forts in a mule-drawn wagon that reeks of death and 
  cheap incense, and for the paltry sum of 1 sp each he carts 
  off the dead and buries them miles away from civilization. 
  This leaves him just enough money to cover his expenses, 
  and on those occasions when he comes up short he simply 
  borrows what he can from the corpses in his cart.
  During conversations, Verrin displays a strong tendency 
  to interrupt others mid-sentence, interjecting creepy 
  observations and comments into the PCs conversations 
  such as “I like your sword” and “I saw a dead sorcerer once.” 
  These comments are ill-placed and crop up seemingly 
  without explanation. His interruptions are distracting and 
  annoying, especially as the PCs are discussing plans and 
  trying to figure out what’s going on. His voice is raspy and 
  a little bit creepy, like that of a man much older than his 35 
  years with a frog in his throat.
  
  6
  m o d u l e  d 4
  Currently agitated beyond sensible composure, PCs 
  cannot hold a comprehensible conversation with him 
  until they first make a successful DC 15 Diplomacy check 
  to calm him down. Once he settles down, he explains how 
  the bodies in the cemetery pulled themselves up out of 
  the earth and started walking off without so much as a 
  “how do you do?” He points out that he had nothing to 
  do with it (even before anybody might suggest he does). 
  He can describe what they look like—he doesn’t know the 
  names but he’s good with details about corpses, and his 
  descriptions match that of zombies, ghouls, bloody bones 
  (see page 12), and festrogs (see appendix), though the PCs 
  may not be familiar with the last two types.
  While he talks to the PCs, a group of zombies approaches 
  from the north road. When they are about 200 feet away 
  one of the townsfolk realizes there’s something wrong 
  with the approaching “people” and shouts an alarm. 
  Beyond this first group is another, larger group, and 
  beyond them are more. 
  undead Invaders!
  This series of encounters is designed to test the PCs 
  endurance with multiple easy encounters in quick 
  succession. Smart players will hoard their resources 
  through these waves of undead, as none of them 
  are particularly dangerous to 6th-level characters. 
  Furthermore, Falcon’s Hollow is not a typical sleepy 
  town—it’s a rough-and-tumble place on the edge of a 
  dangerous wood, it’s recently faced attacking kobolds 
  and undead kobolds, and at least half the townsfolk are 
  axe-wielding lumberjacks. While good and neutral PCs 
  should help defend the town and keep an eye out for 
  locals about to be overwhelmed by zombies, in general 
  they should understand that the town could weather this 
  attack with some casualties but the help of the PCs will 
  make it much easier for them. If the PCs are having an 
  especially easy time, consider encouraging them to split 
  to deal with two different trouble spots (such as two 
  groups of NPCs getting swarmed).
  Most of the undead are following the north road toward 
  the town, but some of the more intelligent ones have 
  broken away (with zombie hangers-on) and are crossing 
  the open land north of the town and may enter the town 
  from the northwest or even west. A few groups have split 
  off from the main force and are creeping along toward the 
  eastern side of the town (which is unwalled but somewhat 
  protected by a short but fairly steep hill). If you need 
  to determine random packs of undead for additional 
  encounters, use the following table.
  The pace of these encounters should be fast but not 
  back-to-back; the PCs should have time between stages 
  to cast spells, drink potions, run to another defensive 
  position, and similar actions in between skirmishes. 
  Each stage says how many rounds pass between it and 
  the previous stage. The town is small enough that the 
  sounds of battle are audible from across town, so if the 
  PCs deal with their encounter early, they’ll know if there 
  is still fighting elsewhere. Likewise, cries for help can be 
  heard from across town—distant shouts might be a little 
  garbled but the urgency is clear.
  Stage 1: easy Fodder (eL3 and eL4)
  The first group of undead is a pack of six human commoner 
  zombies on the north road into town. While the PCs might 
  be tempted to move forward and deal with this group, that 
  puts them farther away from the NPCs and very close to 
  the large mass of undead that can surround them. Ninety 
  feet beyond the first group is a group of eight more, giving 
  the PCs 3 rounds to deal with the first group before the 
  second group limps its way to them.
  By the time this second group arrives, male and female 
  lumberjacks armed with wood axes have gathered at the 
  west, northwest, and north entrances, with a smaller group 
  keeping an eye on the unwalled east end of the town. There 
  are 20 lumberjack defenders in total, five at each location. 
  The remaining townsfolk (mainly wives, children, and those 
  too old or sick for hard physical labor) and Verrin do not 
  participate in the battle but shout encouragement or scream 
  in fear depending on the outcome of the battle. After Stage 1, 
  give the PCs 1d4+1 rounds to prepare for the next attackers.
  Stage 2: Splitters (eL4 and eL4)
  A group of six undead (four zombies and a pair of ghouls, 
  with the ghouls moving slowly like the zombies in an 
  attempt to blend in) approaches the northwest town 
  entrance; meanwhile a pack of eight zombies pulls into 
  the lead on the north road. The packs will reach town 
  within 1d3 rounds of each other, and as the two entrances 
  are 120 feet apart it is impossible for the PCs to remain 
  together and still deal with both—they’ll need to split up 
  or hope the NPCs can handle one group.
  If the PCs leave one group to the lumberjacks and that 
  group has the ghouls, treat the ghouls as zombies for this 
  encounter and let those NPCs deal with the zombies slowly 
  but effectively; this lets the players know that they aren’t 
  wholly responsible for the safety of the entire town.
  After Stage 2, give the PCs 1d3+1 rounds to prepare for 
  the next attackers.
  RANDOM UNDEAD PACKS
  Roll 
   
  (1d20) 
  Undead Pack 
  EL
  1–9 
  6 human zombies  
  EL3
  10–14 
  8 zombies 
  EL4
  15–17 
  2 ghouls and 4 human zombies 
  EL4
  18–20 
  3 ghouls and 6 human zombies 
  EL5
  
  7
  Hungry are the Dead
  Stage 3: Pandemonium (eL4 and eL5)
  This is similar to the previous stage except undead are 
  also trying to enter the town from the western road 
  and the eastern hill (which is steep enough to count as 
  difficult terrain but not actually require Climb checks). At 
  least one of these groups should include ghouls (see the 
  same undead packs in the random table above), while the 
  other two packs are just groups of eight zombies.
  If the NPC defenders are facing a group with ghouls, 
  the combination of stench and paralysis is likely to 
  quickly incapacitate all five lumberjacks in that area. If 
  a pack with ghouls takes down all defenders in the area, 
  they stop to feast on their victims. The PCs can run to 
  help the NPCs, but failing that, Lady Cirthana (the town’s 
  semi-shunned cleric of Iomedae) can show up and drive 
  off the ghouls with a turn attempt, giving the PCs or other 
  townsfolk time to drag the fallen to safety.
  After Stage 3, give the PCs 1d3+1 rounds to prepare for 
  the next attackers.
  Stage 4: the Last Waves
  With the loss of the most powerful undead from this 
  large mob, all that remains are several large groups of 
  zombies (four groups of six or eight zombies each) that 
  come staggering toward the north entrance. Lacking any 
  other obvious threat, some of the lumberjacks leave the 
  secondary entryways to the town to help the PCs with 
  this final push. Unlike the first encounters, these waves 
  follow each other in quick succession without giving 
  the PCs time to rest. The individual encounters should 
  be easy (even if the PCs have spent much of their daily 
  resources), it’s just a matter of holding out. If the PCs are 
  winning, there is no need to play out the details of all of 
  these encounters—just assume they finish the encounters 
  without expending any more resources or losing any 
  defenders.
  optional Stage: Boss encounter (eL 6)
  If the PCs are having a very easy time with these encounters, 
  consider throwing in one challenging encounter with 
  Karn the ghast, his two ghoul minions, and six zombies. 
  Karn and his troops approach the PCs after a lull in the 
  battle before or during Stage 4.
  Karn the Ghast 
  CR 3
  hp 29; MM 118
  Invasion Aftermath
  Once the last of the undead are dispatched, the PCs and 
  locals can take time to look at the bodies. The initial 
  impression is that the bodies are pretty old and quite 
  desiccated. A successful  DC 10 Knowledge (history) check 
  reveals that some of them are dressed in recognizably old 
  styles of clothing (that is, those wearing more than just 
  rags or a torn funereal shroud). None of the townsfolk 
  recognize any of the bodies, whether by size, clothing, 
  or distinguishing marks like tattoos. Verrin doesn’t 
  remember burying any of these people, but thinks some of 
  the better-preserved ones look like they were embalmed. 
  Apparently these bodies came from an older cemetery 
  unknown to the people of the town.
  With the ghoul attacks, the PCs and NPCs may have to 
  deal with ghoul fever. Fortunately, Lady Cirthana is able 
  to minister to those in town with magic and the Heal skill 
  (+8 modifier, easily beating the disease DC even by taking 
  10) and she assures the PCs that she can get the locals 
  through the sickness with no lasting effects. Meanwhile, 
  the lumberjacks plan to dismember all the undead corpses 
  and everyone will drag the remnants to the downwind 
  field outside of town for burning.
  Cirthana’s expertise allows the PCs to leave town and 
  find out the source of all these undead. As they came from 
  the general vicinity of Verrin’s property (adjacent to his 
  family-owned cemetery), he’s willing to show the PCs to 
  his place and see if they can discern any clues from the 
  unearthed graves there. It is an hour’s walk to Verrin’s 
  home. The corpseman alternates between angry silence 
  at the violation of his graveyard, wild speculation about 
  its causes (demons, warlocks, and Chelaxians top his list 
  of suspects), and amazed descriptions of things he saw 
  during the battle at Falcon’s Hollow (most of which the 
  PCs witnessed or caused).
  verrin’s Home
  The corpseman leads the PCs up the north road, which 
  quickly bears northwest. The dirt road is easy to follow, 
  and twin ruts from wheels show where many carts and 
  wagons have carried supplies and workers to the forest 
  to work for the Lumber Consortium. Characters with the 
  Track ability notice frequent shuffling footprints on and 
  around the road, as if the undead weren’t too far behind 
  Verrin when he came to town. He grumbles about having 
  to walk (“Damn zombies scared off my cart mule, I’ll be 
  lucky to get her back”). About an hour out of town Verrin 
  turns onto a less-used, wheel-rutted trail that leads into 
  an area of sparse saplings (“Them Erastil priests planted , 
  said something about regrowing the forest”).
  Trying to be sociable, he invites the PCs to stay the 
  night at his home if they feel the need, even offering them 
  a quick meal of bread and honey to strengthen them for 
  more adventuring. However, as his cabin comes into sight 
  between the saplings he starts to glower again, as he can 
  see the door is wide open (“I never leaves it open, raccoons 
  get in and eat my food”). His home is little more than a 
  shack, though he is not embarrassed by it—he owns it and 
  the land it’s on, a rarity in these parts even if it doesn’t 
  make him a wealthy man. Not only has the door been 
  broken open, but also his place has been ransacked, with 
  
  8
  m o d u l e  d 4
  the food stores in particular scattered about (all the meat 
  is gone). A successful DC 20 Spot check lets a PC notice 
  the faint smell of ghoul in the area. Nearby, the half-eaten 
  corpse of a mule attracts a cloud of flies. A mule cart lies 
  overturned behind the cabin.
  Upon seeing the state of his home and mule, Verrin 
  flies into a tantrum and angrily kicks the side of his shack, 
  complaining bitterly (“Nothin’ good ever happens to me!”). 
  Then he becomes despondent and sulks while the PCs look 
  around. If anyone tries to cheer him up, his eyes grow wide 
  and he studies them intently for a moment, then draws 
  his homemade nail-shank and declares he’s going to give 
  up his business and become an adventurer. Fortunately, a 
  Bluff, Diplomacy, or Intimidate check (DC 10) talks him out 
  of it. If the PCs offer him money or other compensation 
  for his losses he initially refuses (“The Tieruk’s don’t take 
  handouts, we’ve got our pride”) but looking at the damage, 
  he changes his mind and permits himself to accept up to a 
  single gold piece and no more.
  Outside the shack, trackers find that the zombie 
  footprints pass around and beyond Verrin’s home and 
  proceed a little west of true north. Once he gets over 
  his mood, Verrin waves for the PCs to follow him to his 
  cemetery, where he saw the undead clawing their way out 
  of the graves. The small graveyard has been defiled—
  graves torn up, markers scattered, old flowers trampled, 
  and so on. Altogether there are at least 20 bodies missing. 
  From the position of the earth scattered around the 
  graves it is clear that the corpses dug themselves up rather 
  than some agent on the surface exhuming them—the 
  openings in the graves are no more than 2 feet across and 
  are surrounded by long scrapes pointing toward the hole. 
  The initial tracks from the graves are dirty, wet, and easy 
  to follow; they lead north-northwest—unlike the main 
  mass of undead that attacked the town, none of these ones 
  went south. PCs familiar with this area (such as those who 
  played through the prequel adventures) may realize that is 
  the same general direction as the old dwarven monastery 
  (DC 15 Intelligence check if no PC specifically mentions 
  it). They run parallel to the path made by the southward-
  moving undead.
  If the PCs decide to follow the tracks, Verrin says he’ll go 
  back to town and tell everyone that the PCs are following 
  the zombies north, and that they’re welcome to stay in his 
  home (“such as it is”) if they need a place to rest in between 
  battles—a generous offer but he doesn’t know the source 
  of the problem is a day away. The trail is less than a day 
  old, and with the number of undead in the traveling mob, 
  the Survival DC to track them is only 9, easy enough for 
  even an unskilled person to follow and clear enough that 
  a reasonably skilled tracker can follow them at normal 
  speed instead of half speed (-5 penalty to the check). Any 
  experienced tracker can recognize (Survival DC 15) that 
  these tracks were made by undead; a ranger with undead 
  as a favored enemy can apply his bonus to Survival checks 
  to follow the trail.
  
  9
  Hungry are the Dead
  the tainted Forest
  As the PCs approach the Darkmoon Wood they feel unease, 
  as if there were a bad smell on the edge of their perception 
  or an almost-visible gloom in the air. These sensations are in 
  addition to the normally bleak and dark appearance of the 
  Wood. Characters paying attention to the tracks notice that 
  from time to time one or more sets of tracks diverge from 
  the main group, change their pacing as if moving slowly, 
  then gain a burst of speed and end at a partially-eaten  forest 
  animal, then scurry back to the main group (these are ghouls 
  or festrogs hunting, though it’s hard to tell that from a typical 
  zombie footprint). A few miles after Verrin’s graveyard they 
  find another set of northward-pointing tracks that runs 
  parallel to Verrin’s clients and eventually merges with them 
  (these are the small number of undead from the forgotten 
  old graveyard who went north instead of south).
  Eventually the PCs reach the stream that bisects 
  Darkmoon Wood. The break in the treeline is a welcome 
  change from the oppressive atmosphere, but only slightly. 
  A few fish float belly-up on the shallow banks of the stream 
  but others swim by and seem healthy. Beyond the stream 
  the trail becomes very easy to track for about a hundred 
  feet, then the water dries, the ground firms up, and the trail 
  becomes easy again rather than ridiculously easy.
  The woods on the north side of the stream are spookier 
  than the south side. Instances where the trail splits off to 
  maul some animal are less frequent and eventually stop. 
  By the time they reach this area, PCs familiar with this 
  area should realize the trail is leading them back to the 
  old dwarven monastery, or at least very close to it (DC 15 
  Intelligence check if no PC mentions it). If the characters 
  played the prequel adventures and camped in this part of 
  the forest then, have them find one of their old campsites. 
  Eventually the PCs reach the vicinity of the monastery, 
  which is on the slopes of the hill.
  the Strange guardian
  As the PCs approach the ruined monastery, they get the 
  feeling they are being watched. Anyone looking for tracks 
  can attempt a Survival check (DC 15) to notice strange 
  wolf tracks crisscrossing this area, including over and 
  under the obvious path of the undead. A successful DC 
  10 Knowledge (nature) check lets a PC realize that most 
  normal animals avoid the undead, and its presence in the 
  vicinity and willingness to cross the trail several times 
  indicates this is no normal animal.
  Whether PCs try to follow these tracks or ignore them and 
  proceed toward the monastery, they are eventually hailed.
  A gravelly voice calls out, though you cannot see who it belongs to. 
  “I greet you, bearers of metal. I wish you no harm, but I fear my 
  appearance may startle you. May I have your word that you will 
  not attack? I wish to speak with you.” 
  If the PCs agree, from behind a nearby rock outcropping 
  or large tree steps a gaunt, black-furred wolf with glowing 
  green eyes. PCs who succeed at a DC 20 Spot check notice 
  there is something odd about the creature’s paws, though 
  at the current distance of 60 feet it is hard to tell exactly 
  what is so unusual about them. The wolf looks unhealthy, 
  perhaps even undead.
  “I am Lucimar, friend of Kasthak, a druid of Erastil who watched 
  over this area years ago. I… apologize for my current state. Some 
  great evil has been unlocked below these dwarven ruins. It has 
  corrupted the earth and infused flesh with its energy. Dead flesh, 
  such as the creatures you have been following, and living flesh… 
  such as my own.”
  Lucimar explains that he was once a common wolf but 
  Kasthak used his magic to awaken true thought in his 
  OPTIONAL SITE: OLD GRAVEYARD
  If the PCs continue to backtrack up the trail made by 
  the undead that attacked the town, a few miles later 
  they reach an old graveyard. This place is in even 
  worse shape than the one by Verrin’s home. Before the 
  undead tore themselves free of the ground, it was only 
  barely recognizable as burial site if you were specifically 
  looking for one—grass had grown over all the graves, 
  the few markers were made of wood and are eroded by 
  weather, and the graves were arranged haphazardly. 
  Now that the corpses have risen as undead, the 
  displaced earth mostly covers even these few details. 
  It looks like this place was abandoned over 100 years 
  ago. Most of the undead from here went south toward 
  the town, but a few went north-northwest in roughly 
  the same direction as those from Verrin’s graveyard. If 
  the PCs follow this small group heading away from the 
  town, their trail eventually merges with that of Verrin’s 
  lost corpses.
  OPTIONAL SITE: LUMBER CAMP
  If the PCs are friends with people in town or if they played 
  through D1.5 Revenge of the Kobold King, they may wonder 
  if the lumber camps on the edge of the forest were also 
  attacked by undead. If they decide to pursue this idea, 
  they find that the first camp they visit was attacked, and 
  some of the workers are still missing; presumably other 
  camps met a similar fate. Revenge has a map of a lumber 
  camp if you want to have a similar undead invasion 
  encounter there (for example, if the PCs leave Falcon’s 
  Hollow fast enough and head straight to the camp, they 
  might reach it before the first undead arrive).
  
  10
  m o d u l e  d 4
  head and taught him to honor Erastil. After Kasthak died 
  over a decade ago, Lucimar continued to patrol the area, 
  alert for evil or a human in trouble but mainly staying to 
  himself, as the company of normal wolves gives him no 
  comfort. He says he felt the surge of energy flow over him 
  and transform him into whatever he is now. For the time 
  being he is able to hold onto his memories and beliefs, 
  but he fears the darkness will overwhelm him and make 
  him nothing but a beast intent on murder. He knows the 
  source of the power is deep below the ruins, and asks the 
  PCs to destroy it if they can. He doesn’t know if this will 
  reverse the damage done to him and to others in the area, 
  but he hopes it will, and if the destruction of the source 
  is insufficient he hopes that the PCs will put him out of 
  his misery before the bloodlust consumes him. Until that 
  time, he will wait, for he does not wish to die just yet if he 
  does not have to. He can feel the power growing stronger 
  the closer he gets to the ruin and refuses to go inside lest 
  it overcome his will to resist. 
  Lucimar willingly tells all of the above information 
  to the PCs. If the PCs react to him with caution or 
  friendliness, but not hostility, he allows them to approach 
  him. When they get closer they can see that all four of his 
  paws have changed to become more hand-like, though he 
  can still walk on them, if a bit awkwardly. He detects as 
  evil, though the entire area is faintly suffused with evil, 
  and his alignment could easily be a result of the dark 
  power embodying him.
  Lucimar is lyng. He’s actually a necromancer follower of 
  Urgathoa who became imprisoned into this worg form after 
  a conflict with a rival. His appearance has nothing to do with 
  the breaking of the Seal—he has looked like this since he 
  became an undead creature over a year ago. His modified 
  hands allow him to cast somatic spells, though he has a hard 
  time carrying material components. He is evil but knows 
  enough about religion to pass as a follower of Erastil. He 
  sensed the power from the breaking of the Seal and came 
  sniffing about, but seeing the many undead entering the 
  ruin he felt it might be too much for him to take on alone, 
  so he waited to see if something came out (that he could 
  kill or bargain with) or if meddling fools might show up 
  (which he could convince to “eradicate the evil”). He plans 
  to kill the PCs once they have dealt with the current undead 
  inhabitants so he can seize the remaining power for himself. 
  In his interactions with the PCs he pretends to be nothing 
  more than a simple awakened animal; in this persona he 
  knows very little of human culture (only having visited 
  Falcon’s Hollow once with Kasthak when he was younger), 
  the outside world, or magic. As the PCs are already inclined 
  to enter the ruins to deal with the undead threat, the idea 
  of helping “suffering” Lucimar should be an extra incentive, 
  especially if there is a follower of Erastil in the party.
  If the PCs attack now, Lucimar runs away but does not 
  break character, hoping that they might accept him if he 
  visits later (such as when they retreat from the dungeon to 
  make camp). When Drazmorg is dead, Lucimar senses the 
  dissipation of power and knows it is time to strike—when 
  the PCs exit the ruin, preferably weakened. His stat block 
  is on page 26.
  the Monastery
  The surface level of the monastery is described in D0 
  Hollow’s Last Hope. If you don’t have that adventure, use 
  the following description (modify this text if your PCs 
  have been here and altered this area).
  Tall grasses and chunks of stone debris have all but overtaken this 
  small yard. Off to one side, a wooden stable has collapsed into 
  a mound of rotting timbers. The outer eastern wall is collapsed, 
  leaving a ragged hole. Remnants of the old foundations suggest the 
  original shape of this place but none of the interior walls remain.
  In addition to the path of the undead, other notable 
  things in the area include some broken kobold weapons 
  and a group of uprooted bushes surrounding a staircase 
  leading into darkness. The first level under the monastery 
  had various monsters competing for territory. The second 
  level was the home to a lair of kobolds. When Drazmorg’s 
  team arrived they fought past the kobolds to enter the 
  vault levels (third and fourth levels belowground). The 
  trickle of energy from the Seal gave Drazmorg the ability 
  to create a few shadows; these harried the kobolds to such 
  an extent that the kobold king moved his tribe to the first 
  underground level, killing or displacing the creatures 
  living there.
  With the death of the kobolds (and later their animated 
  remains, courtesy of Drazmorg), the upper two levels are 
  essentially empty, with only the Vault levels having any 
  worthwhile encounters at this point. There is no need for 
  the PCs to have to make round-by-round decisions about 
  their path through the upper dungeon levels; they can 
  climb the surface-level stairs, pass through a level of fine 
  (if plain) dwarven construction, continue on through most 
  of an old dwarven mine recently inhabited by kobolds, 
  and reach area 28 in the same manner as you’d describe a 
  two-week journey by sea that passed without incident.
  It is worth noting that most of the undead in this area 
  came from bodies that left Verrin’s graveyard. This means 
  the PCs are going to face the undead parents, friends, 
  and relatives of the people of Falcon’s Hollow. If they 
  played through the sequel adventures and some of the 
  townsfolk died during that time, it is quite possible that 
  the PCs recognize some of these people now animated as 
  undead. Unfortunately there is nothing the PCs can do to 
  restore these people to life or to reverse their corruption 
  by negative energy; the only way to put them at rest is to 
  destroy them with violence. Good PCs (especially those 
  who worship Pharasma) might want to make note of 
  
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  Hungry are the Dead
  which corpses they recognize (or at least those which seem 
  more recent than those of the old graveyard) and make 
  arrangements to have them identified and reburied.
  PArt 2: tHe uPPer vAuLt
  Drazmorg has two undead shadows in his service whose 
  sole job is to search the entrance to the Upper Vault and 
  spy on intruders. Once they detect the PCs, the shadows 
  creep along just within the walls (they can sense adjacent 
  creatures while within the wall), occasionally poking their 
  heads out to make sure the PCs are still nearby. The PCs 
  are likely to become paranoid because of the constant 
  spying, but the shadows are under strict orders not to 
  battle the PCs, just watch. Because Drazmorg’s staff of all-
  sight allows him to scry at will, he is easily able to keep 
  track of where the PCs are. In his hubris believes that 
  he cannot be defeated and accepts that the PCs may kill 
  some of his minions, but the dead PCs will make fine 
  replacements for the fallen. If Drazmorg is destroyed, 
  these shadows (and any undead not immediately engaged 
  in battle with the PCs) are free to go where they please, 
  and while they hate the living they realize that any group 
  capable of killing Drazmorg would have no trouble with 
  them, and they flee the dungeon.
  Forsaken tunnel (not shown on map)
  This place looks like recently it was entirely caved in, but someone 
  has dug out the collapsed area, revealing a continuation of the 
  tunnel leading to a large hole in the floor.
  If you have D1 Crown of the Kobold King, this cave is area 
  28 in that book; it is not shown on the map in this book 
  but its dimensions aren’t important—its connection to the 
  Seal level is. When Drazmorg’s shadows started preying on 
  the kobolds, the kobold king had this tunnel collapsed to 
  prevent more of them from coming (not understanding 
  that the incorporeal shadows could easily pass through 
  the rubble). After the kobolds died (at the hands of the PCs 
  or others), Drazmorg had his minions clear out a passage 
  through the collapsed area. The two kobold corpses left here 
  were animated by Drazmorg in D1.5 Revenge of the Kobold King, 
  and presumably the three shadows haunting this place were 
  destroyed by the heroes during the events of Crown. There is 
  enough dust and loose dirt in this area from the collapse and 
  digging that even PCs unskilled at tracking (DC 10 Search or 
  Survival) can see shuffling footprints and boot prints leading 
  through the tunnel and toward the large hole—the undead 
  from the graveyards have come this way. The bottom of the 
  hole leads to area 1 on the third level.
  A DC 12 Knowledge (architecture and engineering), 
  or Knowledge (dungeoneering) check reveals the hole 
  is of even older construction than most of the finishing 
  work in the upper levels, as if these upper chambers were 
  completed long after this shaft. The hole quickly widens 
  to 30 feet across and is grimy, lichen-covered, and damp. It 
  drops 40 feet into dark stagnant waters—the dim light of a 
  torch is just enough to reach the water, and the reflection 
  of torchlight is visible below. Though the bottom of 
  the shaft appears flooded, the pool is only 10 feet deep 
  (falling 40 feet into water deals 2d3 nonlethal damage). 
  Drazmorg’s undead minions are immune to nonlethal 
  damage and simply drop in. A DC 18 Search check notes 
  scraping claw marks in the sludge-coated walls, revealing 
  where Drazmorg’s creatures climbed out.
  1. the Stagnant Pool (eL 7)
  This large circular room smells strongly of old earth and faintly of 
  rot. Slime coats the walls and old pieces of wood and patches of 
  congealed muck float on the surface. A large hallway leads south.
  This area and all others beyond were constructed by 
  the dwarves long ago and later repurposed by the Shining 
  Crusade to house a Seal helping to bind the Whispering 
  Tyrant. PCs knowledgeable in stonework recognize that 
  its construction is similar to the upper levels of the 
  monastery—efficient and precise, but without creative 
  ornamentation—but in places human hands have 
  remodeled it. The dwarves originally used a sturdy wooden 
  staircase to get from the second level to the bottom of 
  this chamber; the crusaders found it still in good working 
  order when they were here but tore it apart when they 
  A SAFE HAVEN
  With the upper levels cleared and Drazmorg currently 
  uninterested in patrolling them, PCs who want to rest can 
  find a relatively safe place to wait out the night. Drazmorg 
  has a limited number of undead, so eventually the PCs can 
  wear down his numbers with hit-and-run tactics, though 
  he starts sending patrols (taken from “spare” undead 
  in various levels of the Vault) to the upper portions to 
  try catching the PCs while resting. It is far safer for the 
  PCs to fall back to the surface, as Drazmorg is currently 
  unwilling to send troops much farther than the Vault. As 
  it is a day’s march back to Falcon’s Hollow and another 
  day to get back to the ruined monastery, a trip to town to 
  re-equip is probably out of the question unless the PCS 
  are willing to give whatever controls the undead two full 
  days with no interruptions to work on its plans. Even if 
  they are “friendly” with Lucimar, he can’t go into town 
  in his “current condition,” as the townsfolk will probably 
  kill him on sight. Of course, the PCs can send cohorts or 
  other NPC allies back to town if necessary while the main 
  force continues the exploration of the Vault.
  
  12
  m o d u l e  d 4
  finished to make it more difficult for others to access the 
  Seal; remnants of the staircase still float in the water.
  Creatures who jump or fall from the upper level land in the 
  middle of this room. The water level is about a foot below the 
  lip of the southern hallway, and it only takes a move action 
  for a creature to exit the water and stand up in the hall.
  Trap: Drazmorg ensorcelled the lower end of the chamber 
  with scrying eyes to alert him of living intruders. Set into 
  the stonework and washed with slime are six skull-sized, 
  necrotic eyeballs stolen from some monstrous beast. As 
  soon as any living creature reaches the water in this room, 
  the eyes suddenly pop open and stare at the interlopers. 
  The eyes alert Drazmorg, who immediately summons 
  undead guards to attack. Immediately after triggering the 
  trap, a loud hiss rises from bottom of the flue.
  Creatures: Drazmorg has a small patrol of bloody bones (a 
  type of undead) guarding this area, hiding under the opaque 
  surface of the water. Muscle and sinew hangs from their 
  skeletal bodies while four long, sinewy tendrils writhe from 
  their midsections. Their hollow eye sockets show nothing and 
  their rotting flesh oozes a vile mixture of blood and mucus. 
  Thick metal rings keep their mouths permanently shut. They 
  emerge shortly after the scrying eyes trap is triggered, or 1d4 
  rounds after the first opponent touches the surface of the 
  water (if the PCs somehow disable the trap). During combat, 
  Drazmorg uses his staff of all-sight to speak through his undead 
  vessels, vocalizing threats and curses through long gashes in 
  the creatures’ throats. The projected voice sounds dry and 
  raspy, almost like a whisper, but it eerily seems to carry great 
  a distance and resonates as if the speaker whisperer were 
  standing right next to the listener’s ear.
  Bloody Bones (3) 
  CR 4
  Tome of Horrors 
  CE Medium undead
  Init +1; Senses Darkvision 60 ft.; Listen +9, Spot +9
  DEFENSE
  AC 16, touch 11, flat-footed 15
  (+1 Dex, +5 natural)
  hp 32 (5d12)
  Fort +3, Ref +2, Will +3
  Immune undead immunities; Resist fire/10
  OFFENSE
  Spd 30 ft.
  Melee 4 tendrils +4 ranged touch (drag) and claw +5 melee 
  (1d4+3)
  Space 5 ft.; Reach 5 ft. (30 ft. with tendril)
  Special Attacks Improved grab, rend 2d4 +4, tendrils
  TACTICS
  Before Combat The bloody bones hide, submerged beneath the 
  water until PCs come within range of their tendril attack. 
  During Combat The bloody bones lash out with their 
  tendrils, trying to grab targets, pluck them from the walls 
  and pin them beneath the water, attempting to drown 
  
  13
  Hungry are the Dead
  them as they make their rend attacks.
  Morale These creatures are fearless and fight until destroyed.
  STATISTICS
  Str 16, Dex 12, Con —, Int 12, Wis 14, Cha 12
  Base Atk +2; Grp +5
  Feats Great Fortitude, Weapon Focus (tendril)
  Skills Climb +10, Escape Artist +23, Hide +8, Listen +9, Move 
  Silently +6, Spot +9 
  SQ slippery, undead traits
  SPECIAL ABILITIES
  Improved Grab (Ex): To use this ability, a bloody bones must 
  hit an opponent up to its size or smaller with a tendril 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If it 
  wins the grapple check, it pulls its opponent into a space 
  adjacent to it and attacks with its claws.
  Rend (Ex): A bloody bones that hits an opponent with both 
  claw attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an additional 
  2d4+4 points of damage.
  Tendril (Ex): A bloody bones can fire up to 4 sinewy tendrils to 
  a maximum range of 30 feet (no range increment). A tendril 
  has 10 hit points and can be attacked by making a successful 
  sunder attempt. However, attacking a tendril does not 
  provoke an attack of opportunity. If the tendril is currently 
  wrapped around a target, the bloody bones takes a –4 penalty 
  on its opposed attack roll to resist the sunder attempt. 
  Severing a tendril deals no damage to a bloody bones.
  Slippery (Ex): Bloody bones are difficult to grapple or snare 
  due to the constant flow of blood and mucus across their 
  bodies. Webs, magic or otherwise, do not affect bloody 
  bones. They have a +15 racial bonus to Escape Artist checks.
  Treasure: A DC 25 Search check in the muddy waters in 
  the bottom of the chamber reveals a rotting leather pouch 
  of gems. There are a total 13 small gems in the satchel, 
  mostly quartz, jasper, and agate, each worth 50 gp.
  2. chamber of gears (eL 6) 
  The tunnel opens into a large cone-shaped room. Near the entrance 
  churn a pair of tremendous iron gears. A low-clicking sound 
  emanates as they grind and the air reeks of incense.
  This chamber once served as a trap-filled corridor, but 
  Drazmorg’s minions triggered them all. With no slight 
  amount of aid from Grimbal (see area 3), his minions 
  converted the traps into butchering weaponry. 
  Creatures: Two ghasts and four festrogs guard this 
  room, hiding behind the large statues on the south 
  end. They wait for opponents to enter the room before 
  attacking. The festrogs initiate the assault by releasing 
  bladed pendulums that swing into the three squares in 
  front of the entryway, preferring to use the blades to 
  divide a group of intruders. Once the pendulums start 
  swinging, the ghasts scamper into the southern corridor, 
  blocking it. Meanwhile, the ghasts hit a tripwire, activating 
  a spike-throwing trap that shoots projectiles northward 
  from above the statues. After the spike volley, one of the 
  ghasts turns the spinning crank behind the southwest 
  statue, which closes the doors to area 4.
  Festrogs (4) 
  CR 1
  hp 13; see Appendix 
  TACTICS
  During Combat The festrogs work as a team, blocking the 
  corridor and lashing at any opponent attempting to pass by.
  Morale The festrogs fight until destroyed.
  Ghasts (2) 
  CR 3
  hp 29; MM 118
  TACTICS
  Before Combat Ghasts hold their actions until the festrogs 
  release the swinging blades. Once the first blade swings, 
  the ghasts trigger the flying spikes trap.
  During Combat After using the spike trap and locking the 
  south door, the ghasts move in to melee with the PCs.
  Morale The ghasts fight until destroyed.
  Pendulum Blades Trap 
  CR —
  Type mechanical; Search DC 15; Disable Device DC 18 
  EFFECTS
  Trigger proximity (by operator); Reset manual (full-round 
  action)
  Effect Six blades; Atk +15 melee (2d6+1/x3 slashing); blade 
  passes through the area once per round until it hits 
  something, at which point it stops moving and needs to be 
  reset; resetting the trap affects all pendulum blades.
  Spike Thrower Trap 
  CR —
  Type mechanical; Search DC 15; Disable Device DC 18
  EFFECTS
  Trigger proximity (by operator); Reset manual (full-round 
  action)
  Effect Atk +3 ranged (2d4 piercing); uses operator’s ranged 
  attack (listed value is for a ghast), separate attack roll for 
  each target in the north half of the room
  3. the Priest and the Head (eL 5)
  Within this room stands the disfigured corpse of a cleric of Nethys, 
  its eyes and mouth stitched shut with coarse cord. In one of its 
  desiccated hands, it clutches a weird metal cage with a rotting 
  dwarf’s head bolted within. The room is otherwise empty, as if the 
  creature were imprisoned here or locked up for safekeeping.
  The door to this room is locked (Open Lock DC 30).
  Creature: This undead priest was once a human named 
  Cilios, part of Drazmorg’s group of explorers. Weakened by 
  
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  m o d u l e  d 4
  the backlash of negative energy released by opening the seal, 
  he was easily overcome by the transformed Drazmorg, who 
  killed him and turned his corpse into an undead creature.
  The head in the cage belongs to a dwarven architect, 
  spelunker, and employee of Drazmorg named Grimbal 
  Slipstone who solved most of the dungeon’s traps. The 
  undead Drazmorg tore off Grimbal’s head to prevent him 
  from revealing the dungeon’s secrets to anyone. However, 
  he wanted to keep the dwarf nearby just in case needed the 
  trapfinder’s expertise, so he put the head into the Cresset of 
  Grisly Interrogation (see below), an eldritch container that 
  turned it into a macabre consultant. To prevent anyone 
  from learning the architect’s secrets, Drazmorg 
  tasked Cilios with protecting it and locked him 
  in this small room.
  If PCs learn the secret to the strange box, they 
  can use it to interrogate Grimbal. He knows 
  many of the dungeon’s layout and traps, as 
  well as the location of the safe room.
  Cilios, Blinding Mummy 
  CR 5
  hp 55; MM 190
  Senses blindsense 60 ft.
  Melee slam +11 (1d6+10 plus blinding 
  sickness)
  TACTICS
  During Combat Cilios’s eyes are sewn 
  shut but there are small gaps in 
  the sewing allowing him to see 
  normally up to 5 feet away. He uses 
  his blindsense to find opponents, 
  closes with them, and attacks (as 
  he uses normal vision for his melee 
  attacks, he has no miss chance).
  Morale Cilios fights until destroyed.
  SPECIAL ABILITIES
  Blinding Sickness DC 16, 1d3 days 
  incubation, 1d4 Str. Each time the 
  victim takes 2 or more points of 
  Strength damage from this disease, 
  he must make another Fort save or be 
  permanently blinded. (DMG 292)
  Treasure: Cilios’s treasure is the 
  Cresset (and its current target) and a 
  ring of counterspells (currently empty).
  4. the Archives (eL 5)
  Within this athenaeum is a grid of 
  square pillars, each carved with 
  words large enough to 
  be readable when 
  standing 
  at 
  an arm’s length. At first glance you see some places where a pillar 
  was chiseled down and affixed with a flat square slab of stone, 
  perhaps as a revision or correction to the writing. Some sort of 
  humanoid creature is visible on the floor near the back of the room, 
  moving listlessly.
  The words on the pillars date back over 800 years and 
  are carved in an archaic form of the Hallit language. 
  Reading them requires either some type of magic or a DC 
  20 Decipher Script check. Carved by representatives of 
  the Shining Crusade, the pillars detail the horrific rule of 
  the despotic wizard Tar-Baphon and his rise to power as 
  he became consumed with a philosophy antithetical to all 
  life, known as the Whispering Way. The tablets recount 
  how Tar-Baphon was first slain by Aroden himself 
  and his uncanny return as a powerful lich. Seeking 
  to again challenge Aroden, he committed a series 
  of atrocities, including the genocide of an entire 
  nation. Eventually the combined forces of his enemies 
  subdued him, and using powerful seals, imprisoned 
  him for all eternity.
  The square stones affixed to the pillars are 
  corrections made to replace damaged pillars 
  or places where faults in the stone caused 
  the writing to chip. If the PCs remove these 
  stones (which are mortared in place) they 
  can barely make out the earlier (damaged) 
  writing, sanded or chiseled away to keep 
  the covering stone from sticking out too 
  much.
  Creatures: The listless creature is the 
  decapitated carcass of a dwarf, Grimbal 
  Slipstone. The wound in its neck is 
  ragged, as if the head were removed using 
  a blunt object or a dull blade. Suffused 
  with dark energy from the breaking 
  of the seal, it eerily flops about like a 
  dying fish. The negative energy giving 
  it this motion is also responsible for 
  animating the dwarf’s spirit as an 
  undead creature (a mind wraith, see 
  below), which spends its time flitting 
  about the stone pillars. The corpse 
  does not attack or react to attacks. The 
  corpse stops moving and is destroyed 
  if it takes 5 points of damage. It can be 
  turned as 1 HD creature, though turning 
  (rather than destroying) merely makes it 
  flop about more erratically. If Grimbal’s 
  head (from area 3) is brought to the 
  body and placed against the neck, 
  the body stops moving and 
  both pieces collapse 
  into dust; this 
  Cilios
  
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  Hungry are the Dead
  also destroys Grimbal’s undead spirit (though other attacks 
  on the body do not harm the spirit).
  Grimbal’s mind wraith looks like a normal wraith except 
  it has no head and thus no eye-like lights. It can see and 
  hear perfectly well without eyes and its darkvision allows 
  it to spot almost anything that enters this room. It waits 
  1d4 rounds after the PCs enter the area with the pillars, or 
  begins combat immediately if they disturb its corpse.
  Grimbal the Mind Wraith 
  CR 5
  hp 32; MM 258
  Senses blindsense 60 ft.
  Melee incorporeal touch +5 (1d6 plus 1d6 Intelligence 
  damage)
  TACTICS
  During Combat Grimbal’s wraith approaches anyone who 
  goes near, touches, or attacks his corpse.
  Morale Grimbal fights until destroyed.
  SPECIAL ABILITIES
  Intelligence Damage Living creatures hit by Grimbal’s 
  incorporeal touch attack must succeed on a DC 14 Will 
  save or take 1d6 points of Intelligence damage. On each 
  successful attack, Grimbal gains 5 temporary hit points.
  Treasure: Grimbal’s body still holds a few of his 
  possessions, including a magnifying glass, some drafting 
  papers, a skeleton key he fashioned that provides a +2 
  circumstance bonus to three Open Lock checks before 
  breaking, and 470 gp (Drazmorg’s payment for his 
  services, minus a few expenses).
  5. More gears (eL 5)
  Stone partitions divide this chamber into a series of interconnected 
  rectangular-shaped rooms. Mounted to several places on the walls 
  and floor, great iron gears spin slowly. Toward the back of the room 
  a 5-foot-diameter wooden turnstile blocks a shallow alcove.
  Creatures: A small patrol of festrogs actively wander 
  this chamber. As soon as the monsters detect intruders 
  they charge in for the kill.
  Festrogs (6) 
  CR 1
  hp 13; see Appendix 
  Developments: The turnstile feels jammed, though a 
  DC 20 Search check uncovers a locking mechanism. A DC 
  20 Open Lock check or DC 25 Disable Device check makes 
  the turnstile operable. Cranking the turnstile in either 
  direction rotates a 10-foot-square section of the granite wall, 
  permitting access to the rest of the dungeon; making an 
  opening for a Small creature takes 1 full round of turning 
  the gear, 2 full rounds to allow a Medium creature to pass, 
  and 3 full rounds to open it completely. Closing the door 
  takes the same amount of time as opening it.
  6. the trough (eL 6)
  The passage opens to a thirty-foot-wide wide room with an open 
  doorway on the far end. Thousands of slimy mottled fist-sized 
  spheres cover the floor. Upon closer inspection, the spheres are 
  actually disembodied eyeballs stacked so deep you can’t actually 
  see the floor. With a horrible concert of sliding, squishing noises, 
  the eyeballs somehow turn to stare at you.
  The eyeballs were once baked clay, part of a strange magical 
  trap. The burst of energy from the broken Seal converted all 
  of them to animate flesh. The eyeballs are alive but cannot 
  attack; each has 1 hit point. They rotate to watch PCs near 
  them but have no offensive or defensive abilities.
  Much of the floor under the eyeballs is riddled with 
  10-foot-deep pits, all of which are filled with eyeballs; the 
  non-pit areas are covered to a depth of 1 foot with eyes and 
  slime. Shallow areas are considered difficult terrain (each 
  square counts as two squares of movement), and deep areas 
  are considered quicksand (see sidebar).
  A small hand-crank in the northeast corner opens or 
  closes the door-wall to area 5. Opening or closing the door 
  from this side takes twice as long as the mechanism in area 
  5. There is no locking mechanism on this side, though the 
  PCs could force a shield, table, or similar object under the 
  wheel to jam it in place and keep the wall from moving.
  Creature: The leaking energy from the Seal mixed with the 
  guardian magically bound to this room’s trap and created 
  a gibbering mouther which now lurks buried under the 
  eyeballs near the center of the room.
  Gibbering Mouther 
  CR 5
  hp 42; MM 126
  Cresset of Grisly Interrogation
  Aura moderate necromancy; CL 5th
  Slot none; Price 10,000 gp; Weight 1 lb.
  DESCRIPTION
  This small iron cage is engraved with dozens of ancient 
  funerary runes. On opposing sides of the cage frame, two 
  large bolts can be adjusted to hold a humanoid head in a 
  stationary position within. When a head is placed inside and 
  the command word is spoken, you can sequester information 
  from it as if it were under the effect of a speak with dead 
  spell. The cage can coerce three answers per day, which do 
  not need to be from the same head or asked in a limited 
  period of time (for example, you could ask a kobold’s head 
  a question in the morning, an orc’s head a question in the 
  afternoon, and an ogre’s head a question in the evening).
  CONSTRUCTION
  Requirements Craft Wondrous Item, speak with dead; 
  Cost 5,000 gp, 400 XP
  
  16
  m o d u l e  d 4
  TACTICS
  Before Combat The noise of the turnstile door in area 6 is 
  loud enough that the mouther is aware of the PCs’ arrival. 
  It immediately uses its ground manipulation ability to 
  soften the nearby non-pit areas.
  During Combat The mouther tries to grapple and engulf an 
  opponent, then move to the bottom of a pit to finish off 
  its prey. If characters pursue it, it continues to attack the 
  grappled creature and all others from the bottom of the 
  pit (its 22 Constitution means it can hold its breath for 
  longer than most characters).
  Morale If outnumbered and reduced to 10 hit points or less, 
  the mouther releases its captives and tries to hide in a pit 
  until its opponents leave.
  7. the copper Priest (eL5)
  In the center of this room stands a life-sized, copper-plated statue 
  of a paladin. Emblazoned on his tabard, a code of arms identifies 
  him as of a member of the Shining Crusade. He holds a small 
  candle in each of his outstretched arms. A set of double doors hangs 
  on the far wall; an inscription is above them.
  The statue and its pedestal radiate faint abjuration magic. 
  The inscription reads “By Your Light, We Follow” in Hallit; 
  this provides a hint to revealing a secret passage beneath the 
  statue. Carved into the base of the statue is a small, marble-sized 
  hole. Placing any candle into the hole and lighting it magically 
  unlocks a catch that allows the statue to tilt back, revealing a 
  passage in its base that leads to a hidden safe room (area 7a).
  Trap: These doors once led to the tunnels below the 
  monastery. The Crusaders deliberately collapsed the hall 
  beyond the door to help isolate and hide the Seal of Tar-
  Baphon. If the doors are opened, a small avalanche of rock 
  and stone pours into the room. 
  Avalanche Doors Trap 
  CR 5
  Type mechanical Search DC 14; Disable Device DC —
  EFFECTS
  Trigger touch; Reset none
  
  17
  Hungry are the Dead
  Effect Atk +15 melee (6d6 stone blocks and boulders); 
  multiple targets (all targets in a 10-foot-square area).
  7a. Safe room
  This small room appears to be some sort of secret storage area. Various 
  items line the walls, including several rolls of vellum, some stone decanters, 
  a few books, and a wooden staff. Unfortunately, most of the items appear 
  to have suffered irrevocable decay and damage. The entire floor is engraved 
  with a giant map of Avistan, centered on Lake Encarthan. 
  The architects designed this room as a safe place in case 
  something went wrong with the seal; a permanent hallow 
  spell protects the room. The map has several large marks 
  indicating cities, natural terrain features, and settlements; 
  some of these marks use older names for modern locales, 
  some indicate places that no longer exist—forests were 
  eradicated, towers ruined, towns abandoned, and so on. 
  At the GM’s discretion, some of these “lost” locations can 
  turn into adventure seeds if the PCs decide to go there in 
  search of treasure. One scrap of fragile parchment on the 
  floor near the map says (in Hallit) “...perhaps the Dungeon 
  of Ten Thousand Tears…” (this refers to the location of 
  the second Seal, and finding its actual location should be 
  an adventure in itself ).
  Treasure: Along one of the walls sit three potions of cure 
  moderate wounds and a staff of healing (12 charges remaining), 
  placed here for any guardians or watchers who might need 
  them in future battles against the Whispering Tyrant.
  8. Fork in the road
  Here the corridor splits in three directions. To the east is an alcove 
  with a small waterfall spilling from the open mouths of four carved 
  human faces and collecting in a small stone pool beneath. The 
  south passage ends in an iron-reinforced wooden door emblazoned 
  with six prayers of Aroden. To the north a massive ten-foot-square 
  slab of solid granite rests in a wheeled track permitting it to slide 
  left or right to allow or deny access to the northern hallway; it is 
  currently slightly ajar.
  The fountain is filled with holy water (10 vials’ worth), 
  thus the undead avoid it. The fountain keeps the holy water 
  from evaporating but does not replenish it if removed from 
  the system. The southern door leads to the laboratory where 
  Drazmorg and his minions spend their time; making noise 
  near the door attracts their attention. 
  The sliding granite slab on the north side of this area is 
  held in place at the top with an iron guide track. As long 
  as the track is there, the door slides easily (DC 10 Strength 
  check to open or close the door). If the track is destroyed 
  (hardness 10, hp 20, break DC 28), the slab tilts northward 
  to rest against the north wall; thereafter moving the door 
  (DC 15 Strength check) causes it to scrape noisily. It is 
  possible to tip over the slab (DC 30 Strength check) so it 
  falls southward, crushing creatures in a 10-foot-by-15-foot 
  area. Creatures with room to flee the falling wall may do 
  so if they attempt a Reflex save (DC 19), otherwise they take 
  5d6 points of damage. 
  9. the Laboratory (eL 4)
  Thick iron chains line the interior walls of this T-shaped room, 
  linked and welded into a single, massive candelabra. Upon twisted 
  branches of symmetrically positioned blackened chain rest scores 
  of half-burnt candles. Within, the air chokes with greasy soot and 
  the unbearable scent of rotting flesh. An oversized granite altar 
  serves as the room’s centerpiece. At the far end of the room, a 
  slightly raised dais holds several long knives, a glass alembic, and 
  six bisected skulls filled with strange, putrescent powders.
  The Shining Crusade constructed this sanctum as 
  a shrine to Aroden. After Drazmorg discovered it, he 
  converted it into his workroom. Originally he and 
  his crew used the room as a base camp, but since his 
  vile transformation it now serves as primitive lab. The 
  liquid in the alembic is necrobinding serum, a potent 
  blend of Drazmorg’s own bodily fluids and other arcane 
  substances he uses to dominate his subjects. The various 
  powders are additional regents used in the complicated 
  brewing process.
  Creatures: One of Drazmorg’s most ferocious allies is 
  Hymmir, an undead barbarian from Belkzen. While lost high 
  in the mountains, Hymmir stumbled upon the cairn of an 
  ancient mystic dedicated to the Whispering Way. The mystic 
  attempted the transition to lichdom, but he failed and his 
  QUICKSAND
  Characters in quicksand must make a DC 10 Swim 
  check every round to simply tread water in place, or a 
  DC 15 Swim check to move 5 feet in whatever direction 
  is desired. If a trapped character fails this check by 5 or 
  more, he sinks below the surface and begins to drown 
  whenever he can no longer hold his breath.
  Characters below the surface of quicksand may swim 
  back to the surface with a successful Swim check (DC 15, 
  +1 per consecutive round of being under the surface).
  Pulling out a character trapped in quicksand can be 
  difficult. A rescuer needs a branch, spear haft, rope, or 
  similar tool that enables him to reach the victim with one 
  end of it. Then he must make a DC 15 Strength check to 
  successfully pull the victim, and the victim must make a 
  DC 10 Strength check to hold onto the branch, pole, or 
  rope. If the victim fails to hold on, he must make a DC 15 
  Swim check immediately to stay above the surface. If both 
  checks succeed, the victim is pulled 5 feet closer to safety.
  
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  m o d u l e  d 4
  disciples buried him high in the snowy hills. The ice and 
  necromantic substances kept the mystic’s corpse perfectly 
  preserved for years, and when starving Hymmir found it he 
  ate it out of desperation and became a ghoul, retaining some 
  of his former skills. Now strange and terrible whispers echo 
  in his skull like the sour eastern winds and he wanders the 
  world trying to find its source. When Drazmorg broke the 
  seal, Hymmir was nearby and sensed the release of negative 
  energy, which drew him to the vault.
  Hymmir Urath 
  CR 4
  Male ghoul Barbarian 3
  CE Medium undead (augmented human)
  Init +2; Senses Darkvision 60ft.; Listen +4 Spot +7
  DEFENSE
  AC 17, touch 12, flat-footed 17; Uncanny Dodge (Dex bonus 
  to AC)
  +5 armor, +2 Dex, +2 natural , -2 rage
  hp 32 (5d12)
  Fort +3, Ref +3, Will +6
  Immune undead immunities
  OFFENSE
  Spd 40 ft.
  Melee +1 bastard sword +9 (1d10+5) and
  bite +6 (1d6+2 plus paralysis)
  claw +6 (1d3+2 plus paralysis)
  Special Attacks rage/1day (3 rounds)
  TACTICS
  During Combat Upon seeing intruders, Hymmir rages and 
  flies into battle. Because undead are immune to mind-
  affecting effects (including the morale bonus to saves from 
  barbarian rage), the calm emotions spell cannot end his rage.
  Morale Fearless, Hymmir fights until destroyed.
  Base Statistics When Hymmir isn’t raging, his statistics 
  change as follows:
   
  AC 19, touch 14, flat-footed 19
  Melee +1 bastard sword +7 (1d10+3) and
  bite +4 (1d6+1 plus paralysis)
  claw +4 (1d3+1 plus paralysis)
   
  Str 14
   
  Grp +6
   
  Skills Climb +4, Jump +3
  STATISTICS
  Str 18, Dex 15, Con —, Int 13, Wis 14, Cha 12
  Base Atk +4; Grp +8
  Feats Exotic Weapon Proficiency (bastard sword), 
  Multiattack, Weapon Focus (bastard sword)
  Skills Balance +4, Climb +6, Hide +3, Jump +5, Move Silently 
  +4, Listen +4, Spot +7, Survival +5
  Languages Common (illiterate)
  SQ trap sense +1
  Combat Gear +1 bastard sword; Other Gear +2 hide armor, 
  potion of bull’s strength, 120 gp
  SPECIAL ABILITIES
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation 
  period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted 
  humanoid who dies of ghoul fever rises as a ghoul at 
  the next midnight (or a ghast if it has 4 HD or more). A 
  humanoid who becomes a ghoul in this way retains none 
  of the abilities it possessed in life. It is not under the 
  control of any other ghouls, but it hungers for the flesh of 
  the living and behaves like a normal ghoul in all respects.
  Paralysis (Ex): A creature damaged by Hymmir’s natural 
  attacks must succeed on a Fortitude save (DC 12) or be 
  paralyzed for 1d4+1 rounds; the save is Charisma based. 
  Elves are immune to this paralysis.
  10. the Broken room
  Snarls of toppled scaffolding and shelves fill this workroom with 
  their skeletal wreckage, and miscellaneous tools lie scattered across 
  the floor. Extensive structural damage has collapsed the east wall, 
  entirely transforming it into a pile of rubble leading to a natural 
  cavern beyond. Shards of metal sculpture poke from beneath the 
  rubble. Beyond the hole in the east wall you hear the sounds of 
  human suffering.
  When Drazmorg’s minions unwittingly triggered an 
  explosive magical trap here, it all but destroyed this room. 
  Fortuitously for them it revealed a nearby natural cavern 
  with a large pit tainted by the necromantic energy of the 
  Seal. The scattered tools are various items for carving and 
  sculpting stone.
  Treasure: A Search (DC 15) of the rubble pile uncovers a 
  golembane scarab beneath the miscellaneous debris.
  NECROBINDING SERUM
  Aura faint necromancy; CL 7th
  Slot none; Price 700 gp; Weight —
  DESCRIPTION
  This potent alchemical serum is distilled from the body 
  of an intelligent corporeal undead who seeks to establish 
  absolute control over his undead minions. In a wicked 
  ritual, the creator sloughs his own flesh into specially 
  prepared receptacles filled with mystic herbs, where it 
  dissolves and ferments in fluids siphoned from his body. 
  When completed, the creator can then inject the fluids 
  into an undead creature, allowing him to control it for 7 
  days if under the effect of a command undead spell.
  CONSTRUCTION
  Requirements Craft Wondrous Item, command undead, 
  creator must be undead; Cost 350 gp, 28 XP
  
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  Hungry are the Dead
  11. changing Pit (eL 8)
  Cries and shrieks echo as a mob of hideous undead brutally beat 
  helpless victims and hurl them headlong into a gaping pit. A few 
  victims struggle vainly, but to no avail. Their assailants quickly 
  lash into them, felling them where they stand and kicking the 
  corpses. Others barely move at all but stare with blank sunken 
  eyes as their vicious fates are inflicted upon them. Those pitiful 
  wretches within the pit roil with feverish delusions as death seizes 
  them. Struggling to maintain coherence, one poor dying farmer 
  almost claws his way out of the pit and begs for death before 
  a kick to the face sends him sprawling back into the churning 
  morass of bodies.
  Creatures: Within this chamber, Drazmorg excavated 
  a Changing Pit, a massive hole filled with dead and 
  dying humans all afflicted with some sort of undeath. 
  Others are simply unfortunate victims, loggers, trappers, 
  and farmers caught in and near the woods—nobody in 
  Falcon’s Hollow has realized they’re missing yet. Their 
  origins make little difference to Drazmorg, as all these 
  poor dying souls face gristly transformation. Several 
  undead workers and their overseers stand atop of the pit, 
  tossing in fresh bodies. These creatures ferociously charge 
  and attack any living beings that enter the chamber. Still, 
  the smell of life beckons a potent elixir, avidly drawing 
  the attention of the undead in the pit. Every 1d6 rounds, a 
  new festrog clambers out of the pit to join in the fray. 
  Any living creature entering the pit faces even more trouble 
  as the mob of undead greedily seizes and devours them.
  Ghasts, a bloody bones, and festrogs surround the edge 
  of the pit, beating the captives into submission before 
  throwing them in.
  Ghasts (2)                                                          CR 3                                                     
  hp 26; MM 118
  Bloody Bones                                                CR 4
  
  20
  m o d u l e  d 4
  hp 32; see page 12
  During Combat The bloody bones uses its tendrils to throw 
  opponents into the pit.
  Festrogs (6)                                                      CR 1
  hp 12; see Appendix
  Changing Captives (12) 
  CR —
  hp 2
  All the captives are beaten to the brink of death. 
  Even if healed of physical injury, their flesh is afflicted 
  with necrotic rot that will transform them into festrogs 
  within the next few hours. A remove disease spell remedies 
  the affliction. If freed, they beg for healing; if the PCs 
  can’t cure, them they beg to be put out of their misery 
  before they transform into to hellish undead (these 
  mercy killings are not an evil act). The experience of 
  being here has shattered the survivors’ wills if not their 
  sanity; at this time, none possess the fortitude to face 
  undead opponents without fleeing in fear.
  The Pit: The 15-foot-deep pit emanates tangible 
  necromantic energy that slowly transforms creatures into 
  undead. Within the pit churns a swarm of bodies—dead, 
  dying, and undead, all writhing and clawing in various states 
  of transformation. Rather than account for each creature 
  in the pit, simplify the encounter by treating it as a trap. 
  Any living creature falling in the pit lands in the grasping 
  arms of ravenous death. The creatures within grapple the 
  individual, then try to tear him apart and devour him alive.
  Changing Pit Trap 
  CR 5
  Type mechanical Search —; Disable Device —
  EFFECTS
  Trigger location; Reset —
  Effect Atk melee +10 claws and bites (grapple plus 4d6). A hit 
  means the creatures attempt to start a grapple (grapple 
  bonus +10). The mob attacks every round. If a victim 
  breaks free of the grapple and still has a move action, he 
  can attempt a DC 18 Climb check to climb out of the pit. 
  The mob is easily damaged by weapons, spells, or other 
  attacks. If a single attack deals more than 10 points of 
  damage to the mob, it releases their victims. The pit-mob 
  is AC 8 and 150 hp. Once it takes 75 hit points of damage 
  or more, the mob disbands into 6 festrogs. Each round a 
  living creature is in the pit he must succeed at a DC 15 
  Fortitude save or take 1 point of Con damage. Eventually, 
  dead bodies in the pit (whether killed by the pit’s energy 
  or otherwise) reanimate as festrogs.
  12. chamber of graves
  The passage empties into an octagonal chamber. Vaulted 
  crawlspaces sealed with iron bars are in the northwest, 
  northeast, southwest, and southeast corners. In the center of 
  the room stands another statue of a priest, dressed in formal 
  robes with his head bowed. A set of double doors exit from the 
  southernmost side.
  The smaller crawlspaces serve as ossuaries for the 
  bones of four workers who perished during the Seal’s 
  construction. They have since risen as skeletons, though 
  they pose no threat as they cannot get past the iron bars 
  and the PCs can destroy them easily. The doors at the 
  south end of the room open to a staircase that leads down 
  to Level 2.
  Creatures: Drazmorg positioned a pair of guards to 
  protect this area; they hover silently behind the door. As 
  soon as anyone opens it, they attack.
  Shadows (2) 
  CR 5
  hp 19; MM 221
  PArt 3: tHe LoWer vAuLt
  The leaking energy of the broken Seal is much stronger 
  here. The air feels thicker, heavy with ugliness, and the air 
  is stale with a noticeable scent of decaying flesh. The effect 
  is not enough to actually affect die rolls, but PCs should feel 
  that they’re experiencing resistance whenever they try to cast 
  healing, good, or other spells or effects that channel posi-
  tive energy. To add to the tension, have the PCs make Will 
  saves every time they use these kinds of abilities; nothing 
  happens, but if they roll a 1 or otherwise spectacularly low, 
  make a note of it to keep them worried.
  13. the toxic Brazier (eL 4)
  Stairs bisect a bell-shaped foyer that opens into a broad rectangular 
  chamber with wickedly spiked walls. The rectangular section 
  recesses into the floor almost five feet below the foyer, creating a 
  tiered section of ledges adorned with rows of statues. In the center 
  of the room, a three-foot-tall iron furnace stands atop a marble 
  dais belching out gouts of toxic-looking smoke. A moat filled with a 
  curious bubbling liquid surrounds the smoky brazier.
  The curious bubbling liquid is a mild acid that essentially 
  affects organic material like green slime (DMG 76) except 
  that it cannot move and cannot be destroyed by fire, cold, 
  sunlight, or remove disease. However, it can be washed off or 
  diluted with water or other liquids, rendering it harmless.
  Trap: Drazmorg’s minions sprang a trap in this area that 
  releases gouts of poisonous vapor, which then circulated 
  into several of the surrounding chambers. Though the 
  toxin poses no threat to the undead, it proves deadly to 
  living creatures, therefore disabling the trap provides the 
  added advantage of removing the deadly vapor from the 
  other chambers (area 15 and the hallways leading to areas 
  14 and 18). Creatures in the affected area must save once 
  
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  Hungry are the Dead
  per minute against the poison. Once the trap is disabled, 
  its vapors quickly dissipate, decreasing the ungol dust 
  poison’s DC by -1 per round in all affected areas, until 15 
  rounds pass and the threat is entirely gone.
  Toxic Brazier Trap 
  CR 5
  Type mechanical Search DC — (sprung); Disable Device DC 20 
  EFFECTS
  Trigger — (already sprung); Reset none
  Effect multiple targets (all targets in room; never miss); 
  poison (ungol dust) Fortitude DC 15 negates, 1 Cha/1d6 
  Cha + 1 permanent Cha.
  14. the Hanging Seer (eL 7)
  In the center of a thirty-foot-diameter antechamber is a large green 
  transparent crystal. Large iron chains extend from the crystal into 
  the ceiling, holding it a few feet above the floor. Within the crystal 
  is a heavily tattooed man dressed in a hooded robe of archaic style. 
  A piece of the crystal is broken off, exposing the man’s hand, and 
  tiny fragments of the broken crystal are scattered about the floor.
  A DC 10 Knowledge (religion) check identifies several of 
  the intricate tattoos as sacred symbols of Pharasma, god 
  of fate, death, prophecy, and birth. A DC 20 Knowledge 
  (history) identifies his clothes as being at least a century 
  out of date, probably longer.
  Formerly a priest of Pharasma, the Hanging Seer accepted 
  a hellish fate as the eternal guardian of Tar-Baphon’s vault. 
  When Drazmorg first arrived, the hanging seer attempted to 
  defeat him, but woefully underestimated the necromancer’s 
  ability. Drazmorg was unable to kill the immortal priest 
  but managed to drain him of all his powers, leaving him 
  hanging helpless in his crystal, and using the Seer’s body to 
  store the undead spirit of one of his former allies.
  In his current state, the Hanging Seer is unable to move 
  or speak, though he can still communicate telepathically. 
  As soon as PCs enter, he immediately attempts to contact 
  them to warn them that a reckless necromancer broke 
  the ancient seal entombing the Whispering Tyrant. In 
  addition to understanding the history of the dungeon and 
  the atrociousness of Tar-Baphon, he knows the following 
  information:
  •  
  The Seal is one of several that keep the Whispering 
  Tyrant imprisoned.
  •  
  There is a safe room in the dungeon that indicates the 
  location of at least one other Seal. 
  •  
  Tar-Baphon is aware the Seal is broken.
  •  
  He fears Tar-Baphon could well be strong enough to 
  seize mental command of the necromancer who broke 
  this Seal, and use him to locate and break the other ones.
  •  
  The invader has bound an undead spirit within him 
  (the Seer) and from time to time he can sense the 
  invader watching him through the spirit.
  Creature: 1d4+3 rounds after PCs begin communicating 
  with the Hanging Seer, their activities attract Drazmorg’s 
  attention. In retaliation, the necromancer calls forth the spirit 
  of one of his most vicious former allies to destroy them. The 
  spirit arrives by possessing the Seer’s body. The next round, 
  the crystal begins swaying menacingly. Within his prison shell, 
  the seer’s face contorts to a menacing snarl and he mentally 
  spews forth curses in a fiendish tongue. On the following 
  round, the spirit forces its way out of his body through his 
  mouth (knocking him unconscious) and attacks.
  Tazimir’s Wraith 
  CR 7
  hp 32; MM 258
  Development: Once the wraith is dead, the PCs can 
  rouse the Seer with any healing spell or a DC 15 Heal 
  check. The expulsion of the wraith has weakened him but 
  also restored a small amount of his power; he is able to 
  cast up to three restoration spells and four cure moderate 
  wounds spells, but he withholds them until the PCs agree 
  to destroy the invader and either reseal the Vault (which 
  the Hanging Seer
  
  22
  m o d u l e  d 4
  he believes is beyond their power) or collapse the tunnels 
  leading to it (which is within their power). No ability the PCs 
  have can free him from his prison, and he still feels duty-
  bound to watch over the Vault.
  15. the tallow golem (eL 8)
  Entering the room, a foul smoke clots the air that reeks of burnt 
  animal fat. Drizzling from corner alcoves, streams of pallid wax pool 
  across the floor from the two-foot-diameter stubs of once-massive 
  candles, their sputtering wicks now moments from winking out. 
  Beyond the alcoves is a semi-attached room filled with oversized 
  metal and stone cogs. Blocking the path stands the hulking form of 
  a misshapen humanoid creature seemingly carved from solid wax.
  In his explorations, Drazmorg lit the candles here to see 
  what would happen, but they had no magic. The power of the 
  broken Seal turned the melted wax into a guardian creature. 
  It is not friendly to Drazmorg or his undead followers.
  Creature: Formed from the tallow of ancient funerary 
  candles, this man-shaped construct guardian attacks any 
  creature (living or undead) entering the room.
  Tallow Golem 
  CR 8
  N Medium construct (Tome of Horrors Revised 222)
  Init -1; Senses darkvision 60 ft., low-light vision; Listen +0, 
  Spot +0
  DEFENSE
  AC 13, touch 9, flat-footed 13
  (-1 Dex, +4 natural)
  hp 75 (10d10+20)
  Fort +3, Ref +2, Will +3
  DR 10/adamantine and bludgeoning; Immune cold, 
  construct immunities; 
  Weakness vulnerability to fire
  OFFENSE
  Spd 20 ft.
  Melee 2 slams +9 melee (1d8+2)
  
  23
  Hungry are the Dead
  Space 5 ft.; Reach 5 ft.
  Special Attacks absorption, improved grab
  TACTICS
  During Combat The tallow golem is a simple creature and 
  continues to attack one target until it is destroyed, then 
  moves on to another available target.
  Morale The golem fights until destroyed.
  STATISTICS
  Str 15, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +7; Grp +9
  SQ Construct traits
  SPECIAL ABILITIES
  Absorption (Ex): A tallow golem can break down and absorb 
  fluids from a living victim by making a successful grapple 
  check. If it pins the foe, it deals 1d4 points of Constitution 
  damage each round the pin is maintained.
  Improved Grab (Ex): To use this ability, a tallow golem must 
  hit an opponent up to its own size or smaller with a slam 
  attack. It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it wins the 
  grapple check, the tallow golem establishes a hold.
   
  Secret Door: This secret door requires no roll to notice 
  it, as it is quite visible as a 20-foot-long section of stone 
  wall that is slightly separated from the surrounding walls 
  and ceiling. The gap is too small to allow creatures to see 
  through to the other side, but a character using gaseous 
  form can slip through it easily. On the south wall is a lever 
  and a small cogwheel with a handle. If the lever is pulled, the 
  western wall and a circular area of floor beneath it rotates 
  180 degrees in 3 seconds. A character on the spinning section 
  may attempt a DC 20 Reflex save to hop off and remain in 
  this room. Pulling the lever also causes the small cogwheel 
  to spin rapidly as the moveable wall completes its rotation. 
  Cranking the cogwheel winds up a spring mechanism in 
  the floor; once fully wound (which requires 3 successful 
  DC 15 Strength checks, each a full-round action) the lever 
  returns to its original position with a loud click. Pulling the 
  lever again causes the wall, floor, and cogwheel to spin as 
  before. There is no way to manipulate the door-wall or its 
  mechanisms from the west side; characters trapped on the 
  west side of the door must break through it, travel the long 
  way north and through area 13, or wait for others to activate 
  the mechanism from this room.
  Stone Wall: Thickness 6 inches, hardness 8, hp 90, 
  Break DC 32.
  Treasure: The tallow golem’s heart is a hard mass 
  of hard tallow and burnt wick fiber. It functions as a 
  tallowheart mass.
  16. undead Storage (eL 6)
  A large number of undead stand all over this large room, mainly 
  huddled in the middle. Most are clearly zombies, a few are 
  obviously ghasts. The zombies stand still, while the ghasts shift 
  about as if waiting for something to do. To the north and south 
  are deep alcoves.
  Drazmorg stores all of his “spare” undead here until he can 
  find a use for them. They all have orders to attack any living 
  creature that comes into view. The zombies are too mindless to 
  understand more complex orders but Drazmorg told the ghouls 
  to stay in this room and keep the zombies corralled if anything 
  forced them to move elsewhere. If the ghouls spot anyone, they 
  try to draw the PCs into sight of the zombies so the zombies are 
  likely to see the PCs and join in the battle.
  The copper-plated statues in the northern and southern 
  alcoves are similar to the one in area 7, though the poses are 
  more stoic, and the statues do not cover secret compartments.
  Human Zombies (2) 
  CR 1/2
  hp 26; MM 266
  Ghouls (2) 
  CR 1
  hp 13; MM 118
  17. the disciples (eL 8)
  This strangely-shaped chamber is essentially an oblong room with 
  six oval subrooms branching off of it at regular intervals. The ceiling 
  here is 30 feet high and vaulted like a cathedral. Each of the small 
  rooms has a short flight of stairs leading up to a narrow platform. 
  Each platform has an intricately-carved, upright, closed sarcophagi 
  and a set of large, broken iron chains that at one point probably 
  held the sarcophagi shut.
  Tallowheart Mass
  Aura faint abjuration, conjuration, and transmutation; CL 
  5th
  Slot none; Price 2,250 gp; Weight 1 lb.
  DESCRIPTION
  This disgusting mass of hardened beef tallow is always found 
  divided into three parts, each with a different function. If 
  you rub the first piece on a weapon it acts as a potion of 
  haste. If you eat the second piece it acts as a potion of cure 
  serious wounds. If you eat the third piece it acts as a potion of 
  protection from fire, absorbing 60 points of damage before 
  losing its effectiveness, but any round you take fire damage 
  causes you to cough sticky black smoke like a pan of grease 
  on fire (harmless to you or others but disturbing to see or 
  experience). You can separate the three pieces of the mass 
  without harming its properties. Each piece can only be used 
  once.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cure serious wounds, 
  haste, protection from energy; Cost 1,125 gp, 90 XP.
  
  24
  m o d u l e  d 4
  Creatures: Architects built the sarcophagi to imprison the 
  remains of six of Tar-Baphon’s most promising disciples, all 
  of whom were tried by the Shining Crusade and found guilty 
  of the gristly slaughter of thousands of innocents. Backlash 
  from the broken Seal animated them as undead and gave 
  them the strength to break out of their stone coffins and 
  merge into a strange composite creature. It becomes alert 
  if it hears the PCs approach and attacks immediately if they 
  linger in its room, but slinks after them if they leave quickly, 
  trying to ambush them when they are distracted.
  This horrid creature’s limbs are composed of parallel bones from 
  several humanoid creatures. Its head is a broken-and-fused amalgam 
  of three skulls. Its ribcage numbers nearly twenty overlapping pairs 
  of ribs, some of which are jutting out at odd angles. Its feet and 
  hands are large and tangled like the roots of a great tree, made up of 
  at least three hands and feet each. Withered intestine and dry sinew 
  writhe in its empty gut and dangle from its open jaws.
  Despite its unusual appearance it has the same statistics 
  as a mohrg.
  Composite Disciple Freak (mohrg) 
  CR8
  hp 91; MM 189 
  18. the vestibule (eL6)
  You enter a vestibule with curved walls on the north side and 
  square corners on the south. On either side sit two copper braziers 
  partially filled with a sour-scented oil that does little to mask 
  the nauseating scent of rotting flesh that seems to seep from the 
  shale stone walls. In the center of the room is a wretched-looking 
  creature, a dessicated human form with new-looking armor and 
  weapons. Flies buzz about this creature’s exposed flesh.
  This creature was once Raksmit, Drazmorg’s hired 
  bodyguard, but is now another of his vile undead 
  champions. He has the statistics of a normal mummy 
  except instead of mummy rot he infects his targets with 
  maggot fever, a powerful variety of filth fever complete 
  with fly eggs and maggots that burrow in and out of the 
  victim’s wounds (same effect as filth fever except DC 20).
  Raksmit, Maggot Mummy 
  CR 5
  hp 55; MM 190
  DEFENSE
  AC 26, touch 10, flat-footed 26
  +6 armor, +10 natural
  Fort +6, Ref +4, Will +10
  OFFENSE
  Melee slam +11 (1d6+10 plus maggot fever) or
  +1 longsword +12 (1d8+11)
  TACTICS
  During Combat When in combat, the hundreds of flies 
  surrounding Raksmit hover near him in a noisy, filthy 
  cloud. This has no effect but may trick the PCs into 
  thinking the encounter includes a swarm creature. Any 
  area attack that deals at least 5 hit points of damage kills 
  the flies (but does not negate his ability to infect targets 
  with maggot fever).
  STATISTICS
  Gear +1 chain mail, +1 longsword, cloak of resistance +2, 320 gp
  SPECIAL ABILITIES
  Maggot Fever DC 20, 1d3 days incubation, 1d3 Dex and 1d3 Con.
  19. the Inner Hall
  Beyond the doors stretches a 25-foot-long hallway. On either 
  side, iron sconces line the walls set five feet apart. The candles in 
  the sconces are unlit, though wax droplets beneath them seem to 
  indicate they were recently extinguished. Centered on the far wall 
  rests a five-foot-circumference stone plug, slightly recessed into the 
  masonry. A pair of crossed iron bars mounted onto the western 
  wall near the plug’s face form a handle. Spiraling runes carved into 
  the plug read “DEATH” in at least a dozen different languages.
  A DC 15 Search or Disable Device check determines that 
  the plug screws into place and can be turned using the 
  handle. The plug is 10 feet thick and requires a DC 20 
  Strength check to get it in motion, though thereafter it 
  only requires a DC 10 Strength check to keep going. The 
  plug screws into the western wall, eventually becoming 
  almost flush with it, and it can be unscrewed to close the 
  passage just as easily as opening it. Drazmorg already 
  passed through the plug, then commanded his minions 
  to reseal it behind him to hide his passage.
  Screw Plug Door: Thickness 10 feet, hardness 8, hp 
  1800, Break DC —.
  Treasure: The candles in the sconces are magical and 
  function identically to incense of meditation. There are 14 
  candles in all, however they’ve been burnt to stubs and 
  each retains no more than 2 hours of burn time left. While 
  preparing spells the user must light a new candle stub 
  every 2 hours consecutively to get the candles’ benefit. 
  Altogether the stubs are the equivalent of three complete 
  pieces of incense.
  20. the outer Seal room (eL 7)
  The doorway bisects a huge curved passage. Its carved cylindrical 
  walls bear thousands of Hallit runes and sigils. 
  There is no gravity within the ring, though a slow moving 
  force current pulls all objects around the ring in a counter-
  clockwise motion (see levitation stream below). The entrance 
  to the central chamber connected to the inner wall on the 
  opposite side of the circle. Drazmorg uses prying eyes to 
  
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  Hungry are the Dead
  backward as if making a bull rush attack. Treat the force 
  of the sphere’s bull rush as if it has a Strength of 20. The 
  spheres shatter on impact, dealing 4d6 sonic damage. A 
  silence spell neutralizes any sphere in its area so it can be 
  disabled or destroyed harmlessly; a successful dispel magic 
  destroys a sphere (make a separate check against each sphere 
  in the area dispel). Drazmorg’s team set off two of these traps 
  before hurrying along to the center of the Vault.
  Explosive Crystal  Spheres (6) 
  CR 1
  Type magical Search DC 26; Disable Device DC 26
  EFFECTS
  Trigger proximity; Reset none
  Effect Atk +10 melee; bull rush (1d20+5) plus 4d6 sonic
  An exit to the chamber lies at the opposite side of the 
  circle on the inner wall. It seals with another screw plug 
  identical to the one in area 19 and opens to a smaller 
  curved passage which doubles back and ends at yet 
  another screw plug.
  enable him to monitor the passage. As soon as he detects 
  intruders, he commands his undead to attack and slay 
  them.
  The Motive Force: Powerful magic creates a stream of 
  invisible force that pushes gently at everything in this 
  corridor. Moving clockwise is considered difficult terrain 
  as characters must push against this force; moving 
  clockwise has no penalty or bonus. Loose objects under 
  30 lbs. slowly slide counter-clockwise at the rate of 5 feet 
  per round.
  Trap: In various positions throughout the passage hover 
  six 2-foot-diameter, glyph-graven, crystalline spheres 
  positioned approximately 45 degrees apart relative to area 
  21; determine the first one’s current position with a 1d8 
  roll (1 = north, 2 = northwest, and so on) and position the 
  others clockwise from there. Each sphere weighs 20 pounds 
  and is rolled along by the motive force effect. When a living 
  creature comes within 20 feet of a sphere, it suddenly rockets 
  towards them, slamming into its target and knocking them 
  
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  m o d u l e  d 4
  21. the Inner Seal (eL 11)
  The opening leads into a rotunda formed from tremendous lime-
  stone blocks. A ten-foot-tall dais rises from the center of the room, 
  supporting a concentric mini-ziggurat of layered, rune-covered 
  gear—even those with no magic can feel the supernatural energy 
  pulsing from the thing.
  On either side of the dais, a half-flight of stairs ascends from 
  the floor to the largest gear. Colored chalk streaks the walls, floor, 
  and ceiling with arcane symbols and patterns, and sickly-scented 
  oils burn from careful placed braziers made from human skulls. 
  Scattered throughout the room flop the decaying parts of dozens of 
  battered undead corpses, all bearing bloodless gashes and sundered 
  limbs. These flop and undulate unnaturally, scattered beneath him 
  like fish in a net.
  Above the strange seal hovers a horrifically decomposed hu-
  manoid. The lower half of his body is gone, leaving only guts and 
  his dangling spine encased in a weird, glass-like receptacle filled 
  with sickly-colored fluids bolted into his chest. Tubes made from 
  intestines and other compounds rise from the fluids attaching to 
  his face, neck, and arms. He preaches loudly, bellowing obscene 
  liturgies from a strange book to a worshipful audience of rotting 
  corpses. Dark energies seep from the ziggurat, caressing the sur-
  rounding undead.
  Within this chamber lies the broken Seal of Tar-
  Baphon. There are eight cogwheels in all, each about a 
  foot thick and decreasing in diameter from 35 feet at the 
  base to 10 feet at the apex. Each cog turns separately, and 
  when set to a precise pattern, the Seal opens, similar in 
  function to a giant combination lock. 
  Creatures: Drazmorg converted the Seal chamber 
  into his holy temple. He flies about, reading aloud from 
  the Whispers of the Immortal as if the words were his own. 
  Enraptured with his words, six ghasts bow beneath his 
  command. Of course, much of the display is for show, as 
  Drazmorg frequently uses the staff of all-sight to monitor the 
  approaching PCs by scrying on his undead minions, and he 
  is well aware of the PCs arrival. As soon as anyone enters 
  the chamber, he commands his ghoul slaves to attack.
  Ghouls (6) 
  CR 1
  hp 13; MM 118
  TACTICS
  During Combat Drazmorg commands the ghouls to first 
  attack those opponents who threaten him directly. 
  Morale The ghouls fight until destroyed.
  Drazmorg the Damned 
  CR 10
  Male human dread wight; Cleric 3/Wizard (necromancer) 3/
  Mystic Theurge 2 (Advanced Bestiary 95) 
  LE Medium undead (augmented human)
  Init +2; Senses blindsense 60-ft.-radius, darkvision 60 ft. 
  Listen +2, Spot +2
  Aura evil
  DEFENSE
  AC 24, touch 12, flat-footed 23
  +4 armor, +2 Dex, +4 natural, +4 shield; entropic shield
  hp 70 (8d12)
  Fort +6, Ref +6, Will +13
  Immune undead immunities
  OFFENSE
  Spd 5 ft., fly 60 ft. (perfect)
  Melee slam +6 (1d4+2 plus energy drain)
  Space 5 ft.; Reach 5 ft.
  Special Attacks energy drain
  Cleric Spells Prepared (CL 5th)
  3rd—contagionD (DC 15), invisibility purge, meld into stone
  2nd—darkness, death knellD (DC 14), desecrate*, spiritual 
  weapon
  1st—curse water, deathwatch, entropic shield*, obscuring 
  mist, inflict light woundsD
  0—create water x2, guidance, resistance*, virtue
  Wizard Spells Prepared (CL 5th)
  3rd—lightning bolt (DC 17), ray of exhaustion (DC 18), 
  vampiric touchN (DC 18)
  2nd—detect thoughts, false life*N, ghoul touch (DC 17), 
  scorching ray (DC 16)
  1st—burning hands (DC 15), chill touchN (DC16), magic 
  missile, ray of enfeeblementN (DC 16), shield*
  0—detect magic, read magic, mage hand, message 
  Prohibited Schools Enchantment, Illusion
  TACTICS
  Before Combat With all the wards on the outer part of the 
  chamber, Drazmorg is well aware of PCs as they near 
  his sanctum. Given the opportunity, prior to combat he 
  casts desecrate, entropic shield, false life, invisibility purge, 
  resistance and shield. All these spells are figured into his 
  statistics and are marked with an asterisk in his spell list.
  During Combat Drazmorg flies above his worshipers and 
  attacks using ranged spells, starting with lightning bolt 
  and spiritual weapon. He prefers rays, which allow him to 
  use his Weapon Focus feat. He saves his touch spells for 
  when opponents get too close, combining them with slam 
  attacks.
  Morale Drazmorg arrogantly believes he cannot be defeated, 
  but if badly injured he uses meld into stone to hide and 
  heal himself with inflict spells before returning to fight. He 
  then battles until defeated. 
  Base Statistics AC 21, touch 12, flat-footed 19 (+5 armor, +2 
  Dex, +4 natural); hp 60; Fort +4, Ref +4, Will +11; Melee 
  slam +5 (1d4+1 plus energy drain)
  STATISTICS
  Str 12, Dex 14, Con 0, Int 19, Wis 15, Cha 16
  Base Atk +4; Grp +5
  Feats Combat Casting, Craft Wondrous Item, Improved 
  Counterspell, Scribe ScrollB, Weapon Focus (ray)
  Skills Concentration +9, Craft (ironworking) +6, Craft 
  
  27
  Hungry are the Dead
  (alchemy) +11, Decipher Script +12, Diplomacy +5, Heal 
  +4, Knowledge (arcana) +14, Knowledge (history) +7, 
  Knowledge (religion) +13, Knowledge (the planes) +4, Move 
  silently +10, Sense Motive +8, Spellcraft +13
  Languages Common, Infernal 
  SQ command/rebuke undead, undead traits
  Combat Gear staff of all-sight (24 charges), stasis 
  crucible
  SPECIAL ABILITIES
  Undead Allegiance (Su) Drazmorg can 
  automatically command all ghasts within 30 feet 
  as a free action. Ghasts never attack Drazmorg 
  unless compelled. 
  Create Spawn (Su) A creature killed by Drazmorg’s 
  energy drain ability rises as a dread wight in 1d4 
  rounds. A dread wight created in this manner 
  is under Drazmorg’s command and remains 
  so until either it or Drazmorg is destroyed.
  Energy Drain (Ex) A creature struck by 
  Drazmorg’s slam attack gains one negative 
  level. The DC for the Fortitude save to remove 
  the negative level is 17.
  Drazmorg’s Stasis Crucible 
  Aura Moderate Transformation; CL 12th
  Slot chest and legs; Price 23,000 gp
  DESCRIPTION
  This device looks like a giant glass tube set within a 
  protective iron cage. The glass tube is scrawled with 
  hundreds of mystic sigils and filled with strange tubes and 
  fluids. Bolts around the iron lip of the tube allow it to be 
  fastened into the wearers flesh, while dozens of tubes and 
  probes connect to the wearer’s upper body. The device is 
  designed for a creature lacking a lower body or at least 
  missing its legs; it can only effectively be used by undead, 
  as a living creature would almost certainly die from the 
  item grafting itself to his body and removing extraneous 
  flesh to do so (though the character could be raised from 
  the dead or animated as an undead after this death). 
  When properly attached, you may fly at speed 30 (perfect 
  maneuverability). You gain a +4 armor bonus to AC.
  CONSTRUCTION
  Requirements Craft Wondrous Item, fly, mage armor; 
  Cost 11,500 gp, 920 XP
  Drazmorg’s Staff of All-Sight
  Aura Strong Divination (scrying); CL 9th
  Slot —; Price 25,000 gp
  DESCRIPTION
  This long, gnarled staff looks like several bones fused together 
  and encased in desiccated, gray skin. It appears as if grown 
  from living flesh and bone, then mummified. At the top of 
  the staff, a clump of sinew clasps a spherical object. When 
  the command word is spoken and two charges are expended, 
  the sinew folds back revealing the petrified eyeball of some 
  mammoth beast. The petrified eye functions in a similar 
  fashion to a crystal ball, allowing the user to see events 
  through the eyes of his minions. Drazmorg can use his staff 
  to project his voice from any minion he is currently scrying 
  through, allowing him to usher warnings and threats over 
  great distances, as well as command his spawn. It losese 
  this ability after its charges are consumed.
  In addition, the staff allows the use of the following 
  spells:
  • clairaudience/clairvoyance (1 charge)
  • detect scrying (2 charges)
  The staff is linked to Drazmorg and the seeping energy of 
  the broken Seal. When Drazmorg dies, the staff bends and 
  twists like a wounded snake, then shudders and becomes 
  inert, its eye open and staring. The petrified eyeball retains 
  some of its power, functioning as an eye of scrying, and 
  can be pried or cut out of the “dead” staff without harming its 
  abilities.
  CONSTRUCTION
  Requirements Craft Staff, clairaudience/clairvoyance, detect 
  scrying, scrying; Cost 12,500 gp, 1,000 XP
  Eye of Scrying
  Aura moderate divination (scrying); CL 7th
  Slot none; Price 6,000 gp; Weight 7 lb.
  DESCRIPTION
  This bloodshot eye is larger than a grown man’s fist. Its 
  vivid green iris suggests strange depths, and is unnerving 
  to look at for too long. Once per day you may use it to cast 
  clairaudiance/clairvoyance. If you can cast scrying, you may 
  use the eye as your focus object for the spell.
  CONSTRUCTION
  Requirements Craft Wondrous Item, clairaudience/
  clairvoyance; Cost 3,000 gp, 240 XP
  Aftermath of Battle
  Once the PCs kill Drazmorg, a foul wind blows outward 
  from his corpse and then dissipates, after which the 
  lingering necromantic energy suffusing this area is 
  gone. Any undead created by the breaking of the Seal 
  remain functional. Freed from Drazmorg’s control, the 
  remaining undead here are able to leave the dungeons 
  and eventually make their way into the forest and other 
  areas. The PCs may decide to clear out any areas they 
  missed, and seeing active undead there should make 
  them realize that Lucimar has probably not reverted to 
  his normal self either.
  Meeting with Lucimar
  Lucimar senses the end of Drazmorg and the fading of the 
  power of the Seal. This disappoints him, as he had hoped to 
  be able to tap into this energy himself, but he thinks he might 
  still be able to find treasures or other necromantic items in 
  
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  m o d u l e  d 4
  the vicinity of the Seal, and with the dungeon’s master slain 
  he expects little trouble from the undead there. If the PCs 
  look healthy when they exit the ruin he avoids them for a 
  while, preferring to attack at night if he thinks they’ll remain 
  in the area, or avoids them entirely if he believes they don’t 
  plan on coming back. If they look beat or tired (and note that 
  some may be suffering from negative levels because of the 
  Drazmorg fight), he senses an opportunity and attacks them.
  Lucimar 
  CR 9
  Male undead worg-bodied Wizard 9 (necromancer)
  LE Medium undead (augmented human)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +1, Spot +1
  DEFENSE
  AC 22, touch 12, flat-footed 20
  (+2 Dex, +4 mage armor, +2 natural, +4 shield)
  hp 66 (including 14 from false life) 4d10+8 plus 5d4+10
  Fort +7, Ref +5, Will +6
  OFFENSE
  Spd 40 ft. 
  Melee bite +7 (1d6+3)
  Special Attacks Spells, trip
  Necromancer Spells Prepared (CL 9th):
  5th—empowered fireball (DC 17), blightN (DC 20)
  4th—dimension door, enervationN (2, DC 19), empowered 
  ghoul touchN (DC 19)
  3rd—empowered shocking grasp, empowered ray of 
  enfeeblementN (DC 18), vampiric touchN (2), sleet storm
  2nd—blindness/deafnessN (DC 16), false lifeN, ghoul touchN 
  (DC 17), spectral handN, summon swarm
  1st—mage armor, ray of enfeeblementN, shield, true strike, 
  ventriloquism
  0—flare (2, DC 14), light, read magic, touch of fatigueN (DC 15)
  Prohibited Schools enchantment, transmutation
  TACTICS
  Before Combat Lucimar tries to have false life and mage 
  armor cast on his person as much as possible (the copies 
  of these spells in the above spell list are in addition to the 
  ones he already cast). If he expects a fight, he casts shield.
  During Combat Lucimar initiates combat with an 
  empowered fireball and (if time) an enervation or two, 
  hoping to weaken opponents before engaging in physical 
  attacks. Whenever possible, he enhances his bite attack 
  with spells such as empowered ghoul touch. If wounded he 
  uses vampiric touch to regain hit points on his next attack.
  Morale Lucimar is bent on seizing the vault. If the PCs 
  overwhelm him prior to the adventure, he begs for his 
  life, offering to aid them with what he can and flees at 
  first opportunity. If facing the PCs after their fight with 
  Drazmorg, Lucimar fights until he has 10 hit points or 
  less, at which point he tries to use dimension door to get 
  away. If prevented from escaping, he pretends to shake off 
  the negative energy and gain control of himself again, at 
  which point he begs them for help (suggesting taking him 
  to a healing temple or a powerful druid), hoping to get a 
  free moment later to get away.
  Base Statistics Once his mage armor and shield spells 
  run out, his armor class drops to AC 14 (12 touch, 12 
  flat-footed). If his false life spell runs out, his hit points 
  decrease by 14.
  STATISTICS
  Str 17, Dex 15, Con 15, Int 19, Wis 11, Cha 9
  Base Atk +4; Grp +7
  Feats Empower SpellB, Eschew Materials, Great Fortitude, 
  Improved Initiative, Scribe Scroll, Spell Focus (necromancy)
  Skills Bluff +5, Knowledge (arcana) +15, Knowledge (history) 
  +10, Knowledge (nature) +10, Knowledge (religion) +14, 
  Knowledge (the planes) +7, Listen +1, Move Silently +3, 
  Spellcraft +17 (+19 necromancy), Spot +1, Survival +0 (+4 
  when tracking by scent)
  Languages Abyssal, Common, Goblin, Infernal
  Gear waterproof bag, spellbook (all prepared spells plus 
  0—all cantrips; 1st—cause fear, identify, shocking grasp; 
  2nd—blindness/deafness, invisibility, mirror image, see 
  invisibility; 3rd—displacement, explosive runes; 4th—
  dimension door; 5th—magic jar
  concluding the Adventure
  If the PCs defeat Drazmorg, they’ve stopped a radical and 
  potentially dangerous threat to the region, but news of the 
  broken Seal is still ominous and unsettling. If they recover 
  the copy of Whispers of the Immortal, they can take it to the 
  Academae to have it analyzed. Yet the wizard’s school is 
  filled with dozens of sly eyes, and many of its students and 
  instructors seek power and might pose threats to those they 
  believe might know even the least of Tar-Baphon’s secrets. 
  If the PCs fail to defeat Drazmorg, he continues to build 
  his undead armies and fortify the Vault. When its residual 
  energy is depleted (taking 3 to 4 weeks) he goes on the 
  offensive, trying to gain additional followers by attacking 
  Falcon’s Hollow. If Drazmorg finds the safe room (area 
  7a) and its documentation, he slowly accepts that he 
  isn’t the reincarnation of the Whispering Tyrant, but 
  continues with his work under the altered belief that he 
  is Tar-Baphon’s savior, and launches a personal crusade to 
  release the lich-king from his prison.
  If Drazmorg dies, the undead and other creatures in this 
  lair remain for a time, though the living monsters (such 
  as the gibbering mouther), and intelligent undead like the 
  ghouls and festrogs eventually leave in search of food. These 
  creatures will prey on forest animals, the logging camps, and 
  even Falcon’s Hollow unless they are slain or driven off.
  If Lucimar survives and Drazmorg is killed, the worg-
  necromancer siphons what power he can from the broken 
  Seal. He uses this energy to alter his body into something 
  more useful, becoming a creature resembling an undead, 
  hybrid-form werewolf while still retaining the ability to 
  
  29
  Hungry are the Dead
  use a worg-like form. Once he has a shape more suitable 
  for humanoid gear, he salvages what equipment he can 
  from the Vault and kobold lair, then begins planning a 
  suitable revenge against Yras Nine-Eyes, his rival at the 
  Academae who forced him into worg form. Yras is a mage 
  of some repute and may be a present or future enemy, 
  contact, or mentor of the PCs in some way. If the PCs 
  are friendly to Yras, Lucimar’s attempts to kill him may 
  be an adventure hook, perhaps starting with Lucimar 
  interrupting a meeting with the PCs to unleash some 
  terrible spell. Because he can move about quickly with 
  dimension door (and later teleport, as he and the PCs advance 
  in level), Lucimar can be a recurring villain, showing up 
  just long enough to annoy the PCs by killing a key contact 
  or stealing a valuable necromantic item. Note that unless 
  the PCs attacked him for no reason outside the Vault, 
  Lucimar doesn’t bear the PCs any ill will, and finds their 
  frequent crossing of paths amusing. If confronted about 
  his story of being a “simple awakened animal corrupted 
  by necromancy,” he admits he was lying but commends 
  the PCs on their success, and as there was no harm done 
  to either side he is willing to let bygones be bygones. He 
  may even become an important contact for the PCs at 
  the Academae, assuming they don’t mind doing business 
  with an evil, mostrous, undead necromancer. If the PCs 
  deliberately and continually interfere in his vengeance 
  against Yras or in his later plans (which, like most 
  necromancers, involves acquiring magical loot, building 
  a small army of undead, and claiming a piece of territory 
  somewhere). he turns against them. He is willing to 
  accept a few setbacks—Lucimar is evil but practical, and 
  his ordeal as a worg has made him more cautious about 
  provoking people who might turn out more powerful 
  than he expected, so he would rather negotiate with the 
  PCs and achieve an amiable settlement than be pushed 
  into combat when he’s outnumbered and outclassed.
  On a happier note, Lady Cirthana’s help against the 
  attacking zombies, and her ministrations to the injured 
  and sick as a consequence of those battles, earn her the 
  respect of the townsfolk present that day. The leaders of 
  Falcon’s Hollow may still dislike her and want her to leave 
  their town, but their whispered words and dirty looks no 
  longer have any effect on most of the locals.
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  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
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  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Module D4: Hungry Are the Dead, Copyright 2008, Paizo Publishing, LLC. Author: Tim Hitchcock.
  Advanced Bestiary, Copyright 2004, Green Ronin Publishing; Author: Matthew Sernett.
  Tome of Horrors Revised, Copyright 2005, Necromancer Games, Inc.; Authors: Scott Greene; Aditional Authors: Erica Balsley, Kevin 
  Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan 
  Paul, Clark Peterson, Bill Webb, and Monte Cook.
  
  30
  m o d u l e  l b 2
  FeStrog
  From the shadows steps forth a hideously malformed 
  corpse with a crooked spine and bent limbs wrapped 
  with thick folds of sinewy muscle. Its hairless, gray-
  green flesh erupts with large, swollen pustules. As soon 
  as it senses you, it drops to all fours and rushes forward, 
  hungrily its snapping oversized jaws like a rabid dog.
  OFFENSE
  Spd 30 ft. (50 ft. on all fours)
  Melee bite +4 (1d6+3 plus feed) and 2 claws -1 (1d4+1) 
  Space 5 ft.; Reach 5 ft.
  Special Attacks Diseased Pustules, Feed, Trip
  TACTICS
  Before Combat Festrogs use their scent 
  ability to detect and track down living 
  opponents. They stalk prey cautiously 
  and intelligently, attempting to gain 
  the perfect position to charge and 
  tackle their query.
  During Combat Consummate hunters, 
  festrogs drop to all fours, barrel down on their 
  opponents, and latch on with their teeth. Using 
  their trip attack, they knock targets prone and feed on 
  them. Once a festrog tastes living flesh it is oblivious to all 
  other creatures and continues attacking that creature until 
  it or the opponent dies. Bolstered by temporary hit points 
  from feeding, it shrugs away attacks while relying on its 
  rupturing pustules to ward off assailants.
  Morale Festrogs are fearless, hunting and feeding until 
  destroyed. 
  STATISTICS
  Str 17, Dex 13, Con —, Int 10, Wis 12, Cha 11
  Base Atk +1; Grp +4
  Feats Track
  Skills Climb +4, Hide +4, Jump +8 (+12 on all fours), Listen +3, 
  Move Silently +4, Spot +3, Survival +5 
  Languages Common
  SQ Scent, four-footed run, undead traits
  SPECIAL ABILITIES
  Diseased Pustules (Ex): When the festrog takes damage 
  from a piercing or slashing weapon, its boils rupture, 
  squirting the attacker with pus-like fluids. The noxious 
  secretions carry a potent contact disease that causes those 
  infected to break out into painful necrotic boils (DC 11, 
  incubation 1 day, 1d4 Con).
  Feed (Su): Every time a festrog makes a successful bite attack 
  it feeds on its opponent’s flesh and gains 5 temporary hit 
  points.
  Trip (Ex): A festrog that hits with its bite after making a 
  charge attack on all fours can attempt to trip the opponent 
  (+4 bonus) as a free action without making a touch attack 
  or an attack of opportunity. If the trip fails, the opponent 
  cannot attempt to trip the festrog.
  Four-Footed Run (Ex): A festrog can run on all fours at speed 
  50 if it doesn’t hold or carry anything in its hands. When 
  running on all fours it is treated as if it had the Run feat.
  ECOLOGY
  Environment Any land or water
  Organization solitary, pair, gang (3–5), or pack (6–11)
  Treasure None
  Alignment NE
  FESTROG 
  CR 1
  NE Medium undead
  Init +1; Senses Darkvision 60ft. Scent; Listen +1, Spot +1
  DEFENSE
  AC 14, touch 11, flat-footed 13
  (+1 Dex, +3 natural)
  hp 13 (2d12+5)
  Fort +0, Ref +1, Will +4; 
  Immune undead immunities
  
  31
  Festrog
  Advancement 3–6 HD (Medium)
  Festrogs are aberrant undead creatures spawned by the 
  spontaneous death and mutation of corpses caused by the 
  release of negative energy associated with planar bleeding, 
  the destruction of potent artifacts, or even certain magical 
  attacks by powerful undead. Sometimes called dog-ghouls 
  for their ability to run on all fours, this name often causes 
  opponents to misinterpret their abilities and grossly 
  underestimate their intelligence. 
  ecology
  A festrog is a deformed ghoulish humanoid wrapped 
  with tight bands of muscle, so powerful it appears to have 
  warped and contorted the creature’s bone structure. The 
  creature bears a human-like face with an elongated skull 
  and a tremendous lower jaw filled with serrated shark-like 
  teeth. Driven by unearthly hunger to consume living flesh 
  (though it will eat carrion or long-dead corpses if it cannot 
  find fresh meat), the festrog hunts constantly. Whatever 
  it devours merely decomposes in its stomach, giving it 
  a slightly gas-bloated appearance. Its tainted, corpselike 
  flesh is disease-ridden and covered in hundreds of welted 
  boils, some swollen to the size of a halfling’s fist.
  The create undead spell can create festrogs as if they 
  were ghasts. The caster must be able to cast contagion, have 
  access to that spell in a scroll or other magic item, or work 
  with another caster who has access to the spell; creating 
  the festrog expends the prepared contagion spell, uses an 
  appropriate spell slot, or a charge from the magical source. If 
  the corpse to be animated died of necrotic boils (the disease 
  that festrogs spread) the contagion spell is not necessary.
  Habitat & Society 
  Festrogs inhabit remote areas near those places where they 
  were slain. Most gather in small tribes, based on whatever 
  loose affiliations they might recall from when they were 
  alive, and choose dwellings in sunless areas easily defended 
  with group tactics. Like ghouls, they tend to skulk about 
  graveyards, though they prefer ones with tombs and 
  mausoleums so the can hide during the day. They hunt 
  nocturnally in packs, preferring open areas like plains, 
  farmlands, or open forests where they can track down 
  prey with few places for them to run or hide. These packs 
  wander semi-nomadically, often traveling miles beyond 
  their dwellings in the pursuit of mortal flesh.
  variants 
  The entropic power of negative energy often produces a 
  strange variety of mutations. While the diversity of these 
  effects doesn’t warrant creating new stat blocks for each 
  variant, there are specific details worth noting.
  Menadoran 
  Festrog: 
  Adventurers 
  journeying 
  to 
  remote locations high in the Menador Mountains report 
  encounters with festrog-like undead formed from the 
  warped flesh of more primal creatures such as ogres, hill 
  giants, and trolls. Their social and hunting behavior is 
  similar to normal festrogs, though they possess far less 
  intelligence and apply only minimal use of organized 
  tactics. When attacking opponents, they sometimes break 
  into a bizarre feeding frenzy, becoming almost impossible 
  to stop. Menadorans are Large (including all normal 
  modifiers for this size change), have two additional hit 
  dice, and have Intelligence 2 or 3 at best. 
  Living Festrog: These abominable variants remain 
  partially alive, stuck in a half-transformed state between 
  life and undeath. Some experience no symptoms of this 
  change for weeks, then spontaneously become ravenous 
  for fresh meat and rapidly gain their monstrous abilities. 
  They are identical to standard festrogs except they have 
  the aberration type instead of the undead type. The turn 
  undead ability repels them like a fear effect but cannot 
  destroy them outright. They cannot heal naturally but 
  negative energy heals them. Perhaps more frightening 
  than normal festrogs, living festrogs require food 
  to survive, thus they hunt even more frequently and 
  voraciously than their undead kin. If killed, the creature 
  may rise as an undead festrog the next night.
  High Festrog: On occasion, when a powerful human 
  transforms into a festrog, he retains enough of his former 
  memories to retain his former class abilities. Such festrogs 
  continue to develop their character classes, and often 
  evolve into powerful undead adversaries. Thankfully, there 
  exist only a few reports of encounters with high festrogs.
  Beastkin Festrog: Not all festrogs arise from the corpses 
  of humanoids; sometimes the corpse of an animal or a 
  more unusual quadruped is sufficient. The natural posture 
  for these festrogs is to be on all fours, but they can stand 
  on their hind legs and use their simple clawed hands to 
  manipulate things in the manner of humanoids. Most 
  beastkin festrogs are barely more intelligent than common 
  animals but the stranger ones tend to be as cunning as a 
  typical festrog made from a human corpse. Pathfinders have 
  seen lion-festrogs, wolf- and worg-festrogs, even a howler-
  festrog, and one explorer in Numeria reports encountering 
  a barghest-festrog leading a tribe of goblin-festrogs on the 
  edge of the Worldwound.
  Vampire-Festrog: While there are no festrogs known to 
  possess true vampirism, there are some who hunger for 
  blood rather than meat. These vampire-festrogs may be 
  the result of humanoids turned into vampires or vampire 
  spawn in an area conductive to forming festrogs. They 
  flush bright red when they have fed recently, fading to a 
  bruised blue-black when deprived of their favorite food. 
  Some vampires (particularly nosferatu, see Pathfinder #8 
  page 88) use them as “hounds” to hunt prey or guard their 
  lairs. Vampire-festrogs given a steady supply of vampire 
  blood tend to gain fast healing and turn resistance like 
  their masters.
  
  32
  str
  defense
  HP 53
  AC 22
  touch 10, flat-footed 22
  Fort +9, Ref +3, Will +4
  SQ aura of courage, divine 
  health, remove disease
  1/week, special mount
  offense
  Melee +1 longsword +11/+6
   (1d8+4/19–20)
  Ranged mwk composite longbow
   (+3 Str) +7/+2 (1d6/×3)
  Special Attacks lay on hands (6 hp per  
   day), smite evil 2/day, turn undead 4/ 
   day (+3, 2d6+4, 3rd)
  Spell-like abilities (CL 6th):
   At Will—detect evil
  Spells Prepared (CL 3rd):
   1st—divine favor (2)
  skills
  Knowledge (religion)  
  +6
  Ride  
  +4
  Sense Motive  
  +8
  feats
  Cleave, Mounted Combat, 
  Power Attack, Weapon Focus 
  (longsword)
  Combat Gear holy water (4), wand of cure light wounds (50 charges), amulet of health +2, potion of cure serious wounds, potion of lesser 
  restoration; Other Gear backpack, dagger, +1 full plate, +1 heavy steel shield, 20 arrows, rations (4), silver holy symbol, 233 gp
  Seelah
  Female human Paladin 6
  align lG 
  Init +0 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  16
  10
  16
  8
  13
  12
  abilities
  str
  defense
  HP 43
  AC 18
  touch 14, flat-footed 14
  Fort +8, Ref +10, Will +4
  (+2 vs. poison, spells)
  SQ animal companion (bad-
  ger), wild empathy
  offense
  Melee mwk greataxe +9/+4 (1d12+3/×3)
  Ranged +1 heavy crossbow
   
  +12 (1d10+1/19–20)
  with +1 flaming bolt (6)
   
  +13 (1d10+1 plus 1d6 fire/19–20)
  with +1 undead bane bolt vs. undead (6)
   
  +15 (1d10+4 plus 2d6/19–20)
  Special Attacks favored enemy +4  
   
   
  (giants), favored enemy +2 (undead)
  Spells Prepared (CL 3rd):
   1st—longstrider, summon nature’s ally I
  skills
  Heal  
  +10
  Hide  
  +13
  Listen  
  +10
  Move Silently  
  +13
  Spot  
  +10
  Survival  
  +10
  feats
  Endurance, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, 
  Rapid Reload, Track, Weapon 
  Focus (crossbow)
  Combat Gear antitoxin, potion of cure moderate wounds (2), potion of pass without trace (2), smokestick, tanglefoot bag; Other Gear backpack, 
  bedroll, cloak of resistance +1, gloves of dexterity +2, 30 bolts, +2 leather armor, rations (5), signal whistle, tea pot, 91 gp
  harsk
  male dwarF ranGer 6
  align ln 
  Init +4 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  14
  18
  15
  10
  12
  6
  abilities
  str
  defense
  HP 43
  AC 19
  touch 9, flat-footed 19
  Fort +10, Ref +2, Will +11
  SQ +1 caster level for healing 
  spells
  offense
  Melee +1 scimitar +7 (1d6+2/18–20)
  Ranged mwk lt crossbow +4 (1d8/19–20)
  Special Attacks greater turning 1/day, turn 
  undead 4/day (+3, 2d6+7)
  Spells Prepared (CL 6th, +3 ranged touch):
  3rd—prayer (2), searing light*
  2nd—bull’s strength, heat metal* (DC 15), 
  lesser restoration, spiritual weapon (2)
  1st—bless, command (DC 14), cure light 
  wounds*, remove fear, shield of faith (2)
  0—detect magic (2), light (2), read magic
  * domain spell (Healing, Sun)
  skills
  Concentration 
  +11
  Heal 
  +11
  Knowledge (religion) 
  +9
  feats
  Great Fortitude, Iron Will, Martial 
  Weapon Proficiency (scimitar), 
  Weapon Focus (scimitar)
  Combat Gear holy water (3), wand of cure moderate wounds (17 charges); Other Gear backpack, +2 chainmail, cloak of resistance +1, healer’s 
  kit, +1 heavy steel shield, scroll of restoration, 10 bolts, +1 scimitar, silver holy symbol (everburning torch), 116 gp
  Kyra
  Female human cleric 6
  align nG 
  Init –1 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  13
  8
  14
  10
  16
  12
  abilities
  str
  defense
  HP 30
  AC 20
  touch 15, flat-footed 20
  Fort +4, Ref +10, Will +4
  (+2 vs enchantment)
  Defensive Abilities evasion, 
  u ncanny dodge, trap sense +2; 
  immune sleep
  offense
  Melee +1 rapier +11 (1d6+2/15–20)
  Ranged dagger +9 (1d4+1/19–20)
  Special Attacks sneak attack +3d6
  skills
  Combat Gear potion of cure moderate wounds, potion of invisibility, thunderstone; Other Gear amulet of natural armor +1, backpack, cloak of 
  resistance +1, daggers (6), gloves of dexterity +2, grappling hook, +1 rapier, +1 studded leather armor, silk rope, thieves’ tools, 131 gp
  merisiel
  Female elF roGue 6
  align cn 
  Init +5 
  speed 30 ft.
  dex
  con
  int
  wis
  cha
  12
  20
  12
  8
  13
  10
  abilities
  Climb 
  +8
  Disable Device 
  +8
  Hide 
  +12
  Jump 
  +8
  Listen 
  +8
  Move Silently 
  +11
  Open Lock 
  +9
  Search 
  +8
  Spot 
  +8
  Tumble 
  +15
  feats
  Dodge, Weapon Finesse,Weapon 
  Focus (rapier)
  
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  Printed in China
  PZO9515
  Ravenous foR Human flesH
  Pathfinder Module  
  D4: Hungry Are the Dead
  The logging town of Falcon’s Hollow has been through rough times—
  first a kobold tribe abducted the town’s children for an evil ritual, 
  then an unknown force reanimated the defeated kobolds to attack 
  the town. Now a horde of zombies approaches and a mysterious evil 
  gathers power in the north, tainting wildlife and the buried dead, its 
  presence hinting at ancient evils better left undisturbed.
   Hungry Are the Dead is dungeon adventure for 6th-level 
  characters, compatible with the 3.5 edition of the world’s most 
  popular roleplaying game. Within its pages you’ll find an 
  introduction to the town of Falcon’s Hollow, a detailed overview 
  of an undead-filled tomb hidden under an abandoned monastery, 
  and a new ghoul-like monster that crosses the line between man 
  and beast.
   This adventure is set in a remote forest in the Pathfinder 
  Chronicles campaign setting, but can easily be set in any 
  game world. It can be used on its own or combined with other 
  adventures in the D series to create an even greater campaign arc.
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/GameMastery/D4 - Hungry are the Dead.pdf