TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  FUR6-02i 
   
   
   
   
   
  Revivification 
   
  A One-Round D&D LIVING GREYHAWK®  
  Furyondy Regional Interactive  
  Version 1.1 
  by Morgan Meachum and Cliff Meggison 
   
  Evil and darkness abound.  The Kingdom of Furyondy is beset by many enemies and not all of those lie 
  beyond her borders.  A powerful force must certainly be at work, as the lands surrounding Bronzeblood 
  Haunt have become more dangerous than ever.  This is quite a feat considering how deadly those 
  grounds have been in recent years.  A one-round interactive adventure best suited for members of the 
  Furyondy Military, Green Jerkins, Church of Heironeous and Twilight Hunters meta-orgs.  This adventure 
  is combat-intensive and appropriate for characters level 2 through 15 (APLs 2 through 16). 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator.  
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well.  This simulates the fact 
  that either the PC was not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are two things that the group can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard Regional interactive adventure, 
  set in Furyondy.  Characters native to Furyondy 
  pay one Time Unit per round, all others pay two 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 3 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  This adventure takes place just prior to the 
  introduction of FUR 6-01, Master of Bronzeblood.  
  This interactive will serve as a prelude to the PCs 
  entering Bronzeblood haunt for the last time.   
  Specific to this adventure, the PCs will be traveling 
  from Chendl (where each group of PCs is 
  assembled before being released) to the lands 
  surrounding Bronzeblood Haunt.  The lands 
  surrounding the cursed place are still very much 
  influenced by the evil that resides there.  Random 
  earthquakes still shake the land and there is an 
  unnatural glow emitting from the keep proper.  
  King Belvor of Furyondy has decided that this 
  ancient wound has been allowed to fester for far 
  too long and it is time it is dealt with decisively.  
  That is where the PCs come in.  Previous 
  explorers of the region have reported unusual 
  undead activity as well as powerful necromantic 
  magical effects.  In order to launch his full scale 
  attack against the keep, the King and council have 
  chosen to first send a series of small groups to 
  scout ahead and ascertain the current lay of the 
  land and enemy forces.   
  To ensure the success of this effort, the King has 
  decided to employ various Furyondy Military 
  personnel, members of the Church of Heironeous 
  (for divine support) and tactical support provided 
  Scouts and Rangers from the Green Jerkins.  
  Unofficially, the King has also requested that the 
  Acquisitions and Investigations arm of the Twilight 
  Hunters also assist.  Each of these groups is 
  represented by the PCs as they assemble into 
  parties and head off to Bronzeblood Haunt. 
  At the start, the PCs will be given the opportunity 
  to meet and interact with members of several 
  Furyondy meta-organizations.  Specifically, the 
  PCs can interact with General Galentren of the 
  Furyondy Military, Garaeth Heldenstar of the 
  Church of Heironeous and Sir Quill Kith’Barden of 
  the Green Jerkins.  Lastly, and much less publicly, 
  PCs representing the Twilight Hunters are 
  instructed 
  to 
  ally 
  themselves 
  with 
  various 
  adventuring groups to learn more about what is 
  going on.  During discussions with the leaders of 
  these organizations, the PCs will be given details 
  about the history of Bronzeblood Haunt as well as 
  the details behind the critical mission that they are 
  charged with completing. 
  Prior to Encounter Two, each PC can make a 
  choice about which organization they are going to 
  represent as their choice will affect which rewards 
  they qualify for at the end of the adventure.   
  Adventure Summary 
  This adventure begins in Chendl during the month 
  of Coldeven.   
  Encounter One is the role-playing portion of the 
  interactive.  It consists of the PCs meeting each 
  other and doing a little shopping the markets of 
  Chendl.  Also, PCs are given handouts depending 
  upon their meta-org membership.  During this time 
  that PCs that are not members of any of these 
  groups are approached by current members to aid 
  in their respective missions. 
  Further, each meta-org offers membership to 
  anyone willing to take up their cause.  The PC still 
  has to meet all membership requirements in effect 
  as of the running of the interactive (refer to current 
  Furyondy Meta-campaign Handbook). 
  PCs may choose not to take up any one group’s 
  cause (i.e. choose not to choose or choose more 
  than one), resulting in the access for the Furyondy 
  Military represented on the adventure record 
  (presuming successful completion, of course). 
  Encounter Two takes place en route to the lands 
  surrounding 
  Bronzeblood 
  Haunt. 
  The 
  PCs 
  encounter various enemies that must be dealt with 
  before they can proceed. 
  Encounters Three, Four and Five occur just as the 
  PCs approach the forest surrounding Bronzeblood 
  Haunt.  At this stage, the lands have become 
  virtually overrun with monsters staging their own 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 4 
  forces. The PCs face a series of ‘waves’, each 
  increasing in intensity and difficulty. It is expected 
  and hoped that the PCs realize the nature of their 
  predicament and choose to flee before becoming 
  part of the undead host themselves. 
  The conclusion varies depending on whether or 
  not the PCs fall back from the lands surrounding 
  Bronzeblood Haunt. The closest ‘safe haven’ is 
  Overlook Fortress. Once there, the PCs are given 
  a chance to heal and rest briefly before 
  proceeding 
  to 
  explore 
  the 
  haunt 
  proper 
  (Bronzeblood).     
  In the event the PCs could not see the futility of 
  their efforts, their broken bodies are returned to 
  Overlook Fortress by other adventuring groups 
  (that did retreat) and given the option to continue 
  plumbing the depths of Bronzeblood Haunt one 
  last time. 
  Preparation for Play 
  Prior to beginning this adventure, the judge should 
  determine if any PC belongs to any of the meta-
  orgs represented. If so, the expectation is that they 
  represent the group to which they belong. If they 
  are a member of more than one such MO, they 
  may select the MO they wish to represent.  
  All creature statistics found in the appendices 
  reflect the Monster Manual III errata dated 
  2/25/2005. 
  Introduction 
  This adventure begins as the PCs arrive in 
  Chendl. Once all players have entered the playing 
  area, please read or paraphrase the following: 
  Chendl is no longer the city it once was.  While 
  it is still the heart of the kingdom, some say 
  the fairest city in the entire Flanaess, it is a city 
  under siege and representative of the state of 
  all Furyondy. 
  The streets are more crowded than usual; even 
  the wide thoroughfares of the main streets are 
  heavily congested.  Merchants, tradesman and 
  military men alike all move shoulder to 
  shoulder as they make their way around the 
  city. “Business is best done during the 
  daylight hours, or what passes for daylight 
  during these dark times” is muttered more 
  than once by both customers and merchants.  
  This a reference to the perpetual gloom 
  hanging over the city, limiting the sun’s ability 
  to bring light and warmth to this city in a shell. 
  Floating some three hundred feet above the 
  royal palace, the King’s gardens are as lively 
  and colorful as ever.  How they manage to 
  thrive in these dark times is anyone’s guess, 
  but many citizens of the city are glad they do.  
  For some, they are the only splash of color and 
  sweet aroma they encounter unless their 
  business takes them outside of the city. 
  In the midst of the King’s gardens, atop the 
  tallest flagpole, the royal crest flies defiantly.  
  It is an age-old indication that the King is, in 
  fact, at home in the royal palace. 
  Even in its current state, Chendl is still a great 
  city with many opportunities.  The marketplace 
  is legendary and there’s always an open tavern 
  stool somewhere.   
  At this point, allow the PCs to mill about and make 
  any character introductions they would like and to 
  form up groups for later in the interactive 
  (mustering). They may also use this time to 
  conduct any other business they choose given the 
  guidelines below. 
  Given the size and nature of Chendl as the capital 
  of Furyondy, the markets provide the PCs with the 
  ability to purchase standard items (those available 
  to any PC as per the LGCS) at typical cost up to 
  40,000 gp in value.  Items valued at more than 
  that limit are not available in Chendl. PCs may 
  also purchase non-standard items under this 
  amount for which they have an access of 
  “Furyondy – Regional” (but not non-standard items 
  listed as “Adventure” access).  As players wander 
  about the gaming hall conducting business or 
  making introductions, distribute several copies of 
  Player Handout # 1 to players at random. 
  Any PCs that are currently members of the 
  Twilight Hunters, Military, Church of Heironeous or 
  Green Jerkins must be given their respective 
  handout (see Player Handouts 2 through 5).  If any 
  player indicates that they have come to Chendl in 
  response to a call for aid, ask them to enlist the 
  aid of others equally brave before reporting for 
  duty (i.e. muster). 
  If after being given the handout and/or exploring 
  Chendl, the PCs choose not to meet with any of 
  the named personalities, this adventure is over.  
  Otherwise proceed to Encounter One below. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 5 
  Encounter One: So this is the 
  Best Furyondy has to offer? 
  Once the PCs have decided to report to one of the 
  three personalities listed on the handout and all 
  general PC interaction is complete, announce that 
  the time has come to receive their assignment.   
  Important note:  When the PCs meet with either 
  Bishop Athaway (for the Church of Heironeous) or 
  Ranger Tossalarulian (Green Jerkins), they are 
  directed to the Military offices on Broadstreet for 
  further details.   
   
  Use the following material while addressing 
  those PCs that have chosen to seek out the 
  Furyondy Military on Broadstreet in Chendl or 
  whom have come here at the direction of their 
  meta-org leadership. This encounter begins as the 
  PCs arrive at the military offices on Broadstreet, in 
  Chendl. Once all players have gathered around, 
  please read or paraphrase the following:  
  Locating the military commissioning office on 
  Broadstreet proved quite simple.  The building 
  is a two-story stone structure with the 
  Furyondy Flag proudly flown on both sides of 
  the entranceway.  Standing on either side of 
  the open doorway are two human males in 
  chainmail, with their arms crossed, paying 
  close attention to all the passing foot-traffic. 
  Presuming the PCs enter  
  Inside the doorway is a bustle of activity.  The 
  main room isn’t all that large, but with the 
  throng of men and women occupying it, there 
  is little room to move or even breathe.  There is 
  a distinct smell of sweat and leather, and this 
  room is definitely several degrees hotter than 
  the temperature outside.   
   
  After only a few moments, a door in the 
  back corner to your right opens and a large 
  man steps into view and shouts, “Okay now.  
  For those of you who don’t know me, I’m 
  Sergeant Dathar.  I’m sure most of you are 
  responding to orders to report here and find 
  out what the general has to say. That or you’ve 
  been pressed into service by the church or 
  Green Jerkins. In any case, they’ll be meeting 
  with all of you very soon.  In fact, the meeting 
  will take place in the room just beyond - but 
  first things first.  As you come in, I need your 
  name, rank and length of service.  If you’re not 
  with the military, your name, affiliation and 
  private seal will do.  Also, remember this is an 
  official military function so everyone WILL act 
  accordingly. Everyone will show the general 
  and his guests their proper respect or you will 
  have to answer to ME!”  With that, the large 
  man stabs his own chest with a stubby finger.  
  “Okay now, one at time please and remember, 
  I’m not the fastest scribe in all of Oerth, so 
  you’ll have to be patient.”  With that, the group 
  in front of you begins to file toward the door. 
  Presuming the PCs provide Dathar with their 
  information and enter the room beyond, read or 
  paraphrase the following: 
  After making it into the larger room beyond, a 
  sea of chairs, mostly filled, lies before you.  All 
  face toward a simple podium set upon a small 
  stage. As a backdrop, a tapestry with the 
  Furyondy coat of arms leaves no doubt that 
  this is indeed a state function.   
   
  Soon 
  Sergeant 
  Dathar 
  completes his 
  duties and enters the room himself.  He closes 
  the door and takes position in front of it, with 
  arms crossed. 
   
  A few moments later, three men enter from 
  a closed door near the stage.  The first is a tall, 
  well-built man, wearing bright chainmail, black 
  leather pants and sturdy boots. His cloak is 
  adorned with many badges of honor and 
  tokens of rank.  He has long, dark hair and 
  deep-set eyes. 
   
  The second man to enter appears to be in 
  his mid-thirties. He has blonde hair, swept 
  back from his face and piercing blue eyes.  
  While strong of limb, he seems to exude peace 
  and stability.  He wears a silver symbol around 
  his neck, cast in the shape of a fist grasping a 
  lightning bolt. 
   
  The third man stands over six feet tall, with 
  blond hair, green eyes, and a well-trimmed 
  beard. He is dressed simply in sturdy but well 
  made clothing of greens and browns over 
  mithril. A finely made clasp of carved platinum 
  leaves holds his heavy green cloak.  
  The mail-wearing figure steps up to the podium. 
   “I am General Galentren and I am joined here 
  by 
  my 
  colleagues 
  High 
  Cleric 
  Garaeth 
  Heldenster of the Church of Heironeous and 
  Sir Quill Kith’Barden, Knight of Furyondy.  We 
  are here to brief you on your mission. 
   
  “Those who know me know I am a man of 
  few words. Life is too short and our task too 
  important 
  to 
  spend 
  time 
  making 
  grand 
  statements 
  and 
  powerful 
  speeches. 
  Our 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 6 
  country has many enemies and not all lie 
  beyond our borders.  Too long we have let the 
  wound that is Bronzeblood Haunt fester, and 
  now is the time to lance it!  Everyone in 
  attendance is hereby charged with departing 
  immediately 
  for 
  the 
  lands 
  surrounding 
  Bronzeblood Haunt in the Barony of Willip.  
  Learn what you can along the way, but it is 
  imperative that you ultimately complete your 
  journey and arrive at Overlook Fortress, the 
  military outpost nearest Bronzeblood Haunt.  
  Now, are there any questions?” 
   
  With that, the general waits impatiently for 
  questions from the crowd. 
  ♦ Upon questioning General Gallantren further, the 
  PCs may learn the following: 
  Q:  So what is our mission, exactly? 
  A:  To travel to the lands around Bronzeblood 
  Haunt and make contact with Lord Nikar, the 
  commander in charge of Overlook Fortress. If you 
  encounter any hostiles along the way, deal with 
  them 
  in 
  accordance 
  with 
  Furyondy 
  Law.  
  Remember, the dead have no rights. 
  Q:  Do we need a writ to travel the lands 
  surrounding Bronzeblood Haunt?   
  A:  No, a writ is only required to enter the 
  restricted zone nearest the haunt. Should a writ 
  become necessary, Lord Nikar has the authority to 
  issue one, at his discretion of course.  Without a 
  writ, it remains illegal to enter the forest 
  surrounding Bronzeblood Haunt. 
  Q:  What is the recent history of Bronzeblood 
  Haunt? 
  A:  A little over a year ago, all those stationed at 
  Overlook Fortress were plagued by strange 
  nightmares which were only resolved when 
  adventurers slew some undead in the ruins. An 
  earthquake shook the area around that time so it’s 
  possible some of the previously explored areas 
  were affected.  
  Things were quiet for a short time until about six 
  months ago we began to get reports of increasing 
  numbers of undead in the countryside.  
  Q:  What can you tell us about these undead?  
  A:  Their numbers seem to be increasing as time 
  goes on and they also seem to be getting tougher. 
  Q:  What is the military presence in the area? 
  A:  That is not for you to know. Our tactics and 
  deployments are known only to the King and 
  Council. 
  Q:  How far is it to Bronzeblood Haunt? 
  A:  It is approximately five days travel by 
  horseback (approx. 350 miles). 
   ♦ If any questions are directed to Garaeth 
  Heldenster, he reveals the following: 
  Q:  What can you tell us about the missing 
  Silver Blade? 
  A:  The missing Silver Blade’s name is Shina Cor. 
  She was originally stationed at Crockport but 
  came to Chendl about a year ago. 
  Q:  Can you describe her? 
  A:  Shina is a vivacious paladin. She is an 
  attractive human female with black hair and green 
  eyes, standing about five foot four inches tall. She 
  wields a battleaxe. 
  Q:  What can you tell us about the undead? 
  A:  Not much more than what the General could 
  tell. We have seen instances of spell-casting 
  undead, but those rumors have not been 
  confirmed. 
  If 
  true, 
  that 
  would 
  prove 
  (pause)...challenging. 
  Q:  What message was Shina to deliver?  Can 
  we help? 
  A:  That has already been taken care of. What 
  concerns us now is her absence. You can help 
  best by ascertaining her present condition and 
  whereabouts. 
  Q:  What have your divinations shown 
  regarding Shina? 
  A:  Alas, all divination magic at our disposal has 
  not 
  provided 
  any 
  information 
  whatsoever 
  regarding Shina.  That alone is of concern. 
  ♦  Upon questioning Quill Kith’Barden, the PCs 
  may learn the following: 
  Note: In general, Quill defers to General 
  Gallantren as the military leader and requests that 
  all Jerkin members support the military in this 
  important endeavor. 
  Q:  What are these reports of new undead? 
  A:  They are as yet unconfirmed, and it is my belief 
  that we are simply dealing with undead variants of 
  some kind. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 7 
  Q:  Why can’t you send more Scouts or 
  Rangers? 
  A:  Our numbers are few and the war against Old 
  Wicked (spit) stretches our resources. Any more 
  than that, I cannot offer. 
  Q:  Will you be meeting us at Overlook 
  Fortress? 
  A:  That is my intent. Once matters are taken care 
  of here, I will head to Overlook Fortress myself. 
   
  Development: After the PCs have finished 
  questioning the speakers, the three mean leave 
  through the same door they entered.  At this point, 
  direct all participants in the interactive to complete 
  the mustering process and take their seats at a 
  table.  The interactive coordinator will then assign 
  judges as needed.  
   
  Important Note:  At no point is coin offered to 
  PCs as reward/pay, but if they ask, they are 
  reminded of the importance of this mission to the 
  citizens of Furyondy and the need for heroes such 
  as themselves.  If the PC still presses for coin, the 
  military agrees to pay a sum of 75 gp for learning 
  what they can about the lands surrounding 
  Bronzeblood Haunt and returning that information 
  to Overlook Fortress. The PC who insisted on 
  payment in coin is given the coin but not any of the 
  favors listed in the treasure section. All other PCs 
  in the party are given a choice and may instead 
  opt to receive favors instead of coin. This choice 
  must be made now and should be noted for later 
  reference. If no PCs in the party ask about coin, all 
  are given their respective favor upon successful 
  completion. 
   
  If the PCs choose to continue to the lands 
  surrounding Bronzeblood Haunt, continue to 
  Encounter Two below.  If they choose to set aside 
  this mission, the scenario is over before it even 
  begun. 
  Encounter Two: On the Road 
  Again 
  Once the PCs have prepared themselves and left 
  Chendl, they begin the five day ride to the lands 
  surrounding Bronzeblood Haunt. Note: If the PCs 
  have access to any type of expedited means of 
  travel that would allow them to go directly to 
  Overlook Fortress (i.e. teleport, wind walk, etc.), 
  allow them to do so. Upon arrival, they are given 
  instructions to investigate the lands around 
  Bronzeblood Haunt then proceed with this 
  encounter (with minor modifications as needed).   
   
  Regardless of what direction the PCs take, 
  this encounter occurs at the end of the third day 
  out of Chendl, two days before they reach 
  Bronzeblood Haunt. 
  Your journey from Chendl has been most 
  uneventful thus far. The weather has been 
  pleasant during the day, if a little cold at night. 
  Thankfully, there has been no rain and you’ve 
  been able to focus on the task ahead.  Can the 
  rumors be true?  What if you arrive and there 
  is nothing to them, what then? 
   
  As you move through a particularly heavily 
  wooded stretch of road, nearing the end of 
  your third day of travel, you progress around a 
  sharp bend. Instead of the occasional lone 
  rider or merchant wagon, a sight of sheer 
  carnage affronts you.  Standing over a bloody 
  corpse are creatures that surely personify evil. 
  One turns its gaze to you and smiles. 
   
  “This world is ripe indeed.  Come, let me 
  see what you taste like!” 
   
  Creatures: The creatures encountered vary 
  by APL (see below).  It should be noted that at the 
  start of this encounter, the PCs are no less than 
  80 feet from the nearest creature. Also, make sure 
  to allow the PCs one full round before going into 
  initiative order. They’re going to need it….  
  APL 2 (EL 5) 
  Bonedrinker, Lesser: hp 63, see Appendix One. 
  Tomb Mote: hp 21, See Appendix One. 
  APL 4 (EL 7) 
  Bonedrinker: hp 99, see Appendix Two. 
  Bonedrinker, Lesser: hp 63, see Appendix Two. 
  APL 6 (EL 9) 
  Bonedrinkers (3): hp 99 each, see Appendix 
  Three. 
  APL 8 (EL 11) 
  Bonedrinkers (5): hp 99 each, see Appendix 
  Four. 
  APL 10 (EL 13) 
  Plague Spewers (3): hp 112 each, see Appendix 
  Five. 
  APL 12 (EL 15) 
  Necronaut: hp 320, see Appendix Six. 
  Cadaver Collector: hp 132, see Appendix Six. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 8 
  APL 14 (EL 17) 
  Death Giant: hp 230, see Appendix Seven. 
  Necronaut: hp 320, see Appendix Seven. 
  APL 16 (EL 19) 
  Death Giant: hp 230, see Appendix Eight. 
  Cadaver Collector, Greater: hp 250, see 
  Appendix Eight. 
   
  Treasure: After defeating the creatures, the 
  PCs can investigate the bloody corpse the 
  creatures were feasting upon. It is impossible to 
  determine anything beyond that it was once 
  humanoid, but amidst the wreckage the PCs find 
  the item(s) listed below. The command word 
  (“revive”) for the wand is noted inside the wand 
  case.  
  APL 2: Loot – 0 gp, Coin – 0 gp, Magic – wand of 
  cure light wounds (63 gp each), salve of 
  slipperiness (83 gp each). 
  APL 4: Loot – 0 gp, Coin – 0 gp, Magic – wand of 
  cure light wounds (63 gp each), salve of 
  slipperiness (83 gp each), pearl of power (1st level) 
  (83 gp each). 
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic – wand of 
  cure light wounds (63 gp each), salve of 
  slipperiness (83 gp each), pearl of power (1st level) 
  (83 gp each), brooch of shielding (125 gp each). 
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic – wand of 
  cure light wounds (63 gp each), salve of 
  slipperiness (83 gp each), pearl of power (1st level) 
  (83 gp each), brooch of shielding (125 gp each), 
  eyes of the eagle (208 gp each). 
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic – salve of 
  slipperiness (83 gp each), pearl of power (1st level) 
  (83 gp each), brooch of shielding (125 gp each), 
  heward’s handy haversack (167 gp each), eyes of 
  the eagle (208 gp each), wand of cure moderate 
  wounds (375 gp each).  
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic – salve of 
  slipperiness (83 gp each), pearl of power (1st level) 
  (83 gp each), brooch of shielding (125 gp each), 
  heward’s handy haversack (167 gp each), eyes of 
  the eagle (208 gp each), wand of cure moderate 
  wounds (375 gp each), helm of comprehend 
  languages and read magic (433 gp each). 
  APL 14: Loot – 0 gp, Coin – 0 gp, Magic – salve of 
  slipperiness (83 gp each), pearl of power (1st level) 
  (83 gp each), brooch of shielding (125 gp each); 
  heward’s handy haversack (167 gp each), eyes of 
  the eagle (208 gp each), wand of cure moderate 
  wounds (375 gp each), helm of comprehend 
  languages and read magic (433 gp each), staff of 
  fire (1479 gp each). 
  APL 16: Loot – 0 gp, Coin – 0 gp, Magic – salve of 
  slipperiness (83 gp each), pearl of power (2nd 
  level) (333 gp each), brooch of shielding (125 gp 
  each), heward’s handy haversack (167 gp each), 
  eyes of the eagle (208 gp each), wand of cure 
  critical 
  wounds 
  (1750 
  gp 
  each), 
  helm 
  of 
  comprehend languages and read magic (433 gp 
  each), staff of fire (1479 gp each). 
   
  Development: After the PCs have dealt with 
  this encounter, the rest of the night passes 
  uneventfully. 
   
  If the PCs choose to continue to the lands 
  surrounding Bronzeblood Haunt, continue to 
  Encounter Three.  If they choose any other option, 
  the adventure is over and proceed to Conclusion 
  One. 
  Encounter Three: Almost 
  There…. 
  Once the PCs have completed the last two days of 
  travel to the lands surrounding Bronzeblood 
  Haunt, this encounter begins just as dusk is 
  turning to night. Read or paraphrase the following: 
  It is past dusk and fast approaching nighttime 
  as you wrap up the last two day’s travel to the 
  lands surrounding Bronzeblood Haunt. Over 
  the past few days, you have seen quite a 
  change in the land. Where it was once a 
  beautiful place, full of life and sound and light, 
  now only death resides here. There are no 
  small animals flying overhead or skittering 
  about and only insects that feed upon the flesh 
  of the dead are seen on the ground. The cool 
  air itself seems to take offense to your living 
  presence.   
   
  There is a distinct lack of the usual sounds 
  of woodland creatures and one might expect 
  the silence to be unsettling. Unfortunately, 
  silence would be preferable to the eerie 
  creaking of dead tree limbs blowing on the foul 
  breeze and the harsh cry of a carrion bird as it 
  passes overhead. If there was ever a better 
  example of a festering wound, this kingdom 
  has surely never known it. 
   
  As you prepare for what must be the final 
  leg of your journey through this decaying land, 
  you note movement in the forest off to your 
  right. From what layer of Hell it came from you 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 9 
  can only guess, but one thing is for sure.  It 
  can’t stay here… 
   
  Creatures: The creatures encountered vary 
  by APL (see below).  It should be noted that at the 
  start of this encounter, the PCs are no less than 
  90 feet from the nearest creature.  Make sure to 
  allow the PCs one full round before going into 
  initiative order.  They’re really going to need it…. 
  APL 2 (EL 5) 
  Boneclaw: hp 110, see Appendix One. 
  APL 4 (EL 7) 
  Boneclaws (2): hp 110 each, see Appendix Two. 
  APL 6 (EL 9) 
  Boneclaws (4): hp 110 each, see Appendix 
  Three. 
  APL 8 (EL 11) 
  Cadaver Collector: hp 132, see Appendix Four. 
  APL 10 (EL 13) 
  Charnal Hound: hp 231, see Appendix Five. 
  APL 12 (EL 15) 
  Death Shrieker: hp 144, see Appendix Six. 
  APL 14 (EL 17) 
  Death Shrieker (2): hp 144 each, see Appendix 
  Seven. 
  APL 16 (EL 19) 
  Death 
  Shrieker, 
  Advanced: 
  hp 
  200, 
  see 
  Appendix Eight. 
   
  Development: As the PCs deal the final blow 
  against whatever creature they faced, ask for 
  Listen checks (DC 15) to hear more sounds 
  coming from deeper in the forest. Allow PCs that 
  make the Listen check two rounds before 
  proceeding with Encounter Four below. Those that 
  didn’t make the check should only be allowed one 
  round unless they are informed by any PC that 
  made the check. 
   
  If the PCs indicate a desire to leave the area 
  and head toward Overlook Fortress, proceed to 
  Conclusion Two below. If they leave for any other 
  location, proceed to Conclusion One below. If they 
  stay in the area, continue with Encounter Four. 
  Encounter Four: And the Hits 
  Just Keep on Coming …. 
  Once the PCs have survived the creatures 
  encountered directly above, allow one or two 
  rounds to elapse (as determined in Encounter 
  Three above) before reading or paraphrasing the 
  following: 
  As you land the final blow, and stop to catch 
  your breath, you hear more sounds coming 
  from deeper in the surrounding woods.  At this 
  point, one thought comes to mind – the King 
  must be told that such powerful creatures are 
  roaming the land.  This information cannot die 
  with you. 
   
  Creatures: The creatures encountered vary 
  by APL (see below).  It should be noted that at the 
  start of this encounter, the PCs are no less than 
  90 feet from the nearest creature. Make sure to 
  allow the PCs the appropriate number of rounds 
  as determined in Encounter Three (above) before 
  proceeding to combat. Should the PCs decide at 
  any point to flee, the creatures howl with glee and 
  flee in the opposite direction of the PCs (i.e. they 
  do not chase the PCs). 
  APL 2 (EL 7) 
  Boneclaws (2): hp 110 each, see Appendix One. 
  APL 4 (EL 9) 
  Boneclaws (4): hp 110 each, see Appendix Two. 
  APL 6 (EL 11) 
  Cadaver Collector: hp 132, see Appendix Three. 
  APL 8 (EL 13) 
  Charnal Hound: hp 231, see Appendix Four. 
  APL 10 (EL 15) 
  Death Shrieker: hp 144, see Appendix Five. 
  APL 12 (EL 17) 
  Death Shrieker (2): hp 144 each, see Appendix 
  Six. 
  APL 14 (EL 19) 
  Death 
  Shrieker, 
  Advanced: 
  hp 
  200, 
  see 
  Appendix Seven. 
  APL 16 (EL 21) 
  Death Shrieker, Advanced (2): hp 200 each, see 
  Appendix Eight. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 10 
   
  Development: As the PCs deal the final blow 
  against whatever creature they faced, ask for 
  Listen checks (DC 15) to hear yet more sounds 
  coming from deeper in the forest. Allow PCs that 
  make the Listen check two rounds before 
  proceeding with Encounter Five below. Those that 
  didn’t make the check should only be allowed one 
  round unless they are informed by any PC that 
  made the check. 
   
  If the PCs indicate a desire to leave the area 
  and head toward Overlook Fortress, proceed to 
  Conclusion Two below.  If they leave for any other 
  location, proceed to Conclusion One below. If they 
  remain in the area, continue to Encounter Five. 
  Encounter Five: You’ve got 
  to be Kidding Me!!! 
  Once the PCs have survived the creatures 
  encountered directly above, allow one or two 
  rounds to elapse (as determined in Encounter 
  Four above) before reading or paraphrasing the 
  following: 
  Can there be no end to this madness?!?  As 
  you take stock of your situation, your ear 
  catches yet more sounds coming from the 
  surrounding woods.   
   
  One thought instantly springs to your 
  mind, this may be your last chance to escape 
  alive.  Surely it will be only a moment or two 
  before whatever fell beast approaching makes 
  its presence felt, so you must decide now: take 
  the high road and live to fight another day or 
  add your lifeblood to these evil environs?   
   
  Think of all the innocents that will surely 
  be slain if the news of these vile creatures is 
  not given to those who can make best use of it. 
   For King and Country, what will you do? 
   
  Creatures: The creatures encountered vary 
  by APL (see below).  It should be noted that at the 
  start of this encounter, the PCs are no less than 
  90 feet from the nearest creature. Make sure to 
  allow the PCs the appropriate number of rounds 
  as determined in Encounter Four (above) before 
  proceeding to combat. Should the PCs decide at 
  any point to flee, the creatures howl with glee and 
  flee in the opposite direction of the PCs (i.e. they 
  do not chase the PCs). 
  APL 2 (EL 9) 
  Boneclaws (4): hp 110 each, see Appendix One. 
  APL 4 (EL 11) 
  Cadaver Collector: hp 132, see Appendix Two. 
  APL 6 (EL 13) 
  Charnal Hound: hp 231, see Appendix Three. 
  APL 8 (EL 15) 
  Death Shrieker: hp 144, see Appendix Four. 
  APL 10 (EL 17) 
  Death Shrieker (2): hp 144 each, see Appendix 
  Five. 
  APL 12 (EL 19) 
  Death 
  Shrieker, 
  Advanced: 
  hp 
  200, 
  see 
  Appendix Six. 
  APL 14 (EL 21) 
  Death Shrieker (2), Advanced: hp 200 each, see 
  Appendix Seven. 
  APL 16 (EL 23) 
  Death Shrieker, Advanced (4): hp 200 each, see 
  Appendix Eight. 
   
  Development: 
  If 
  the 
  PCs 
  manage 
  to 
  successfully defeat all three waves of undead, 
  proceed to Conclusion Two below. If after 
  completing this encounter, they choose to proceed 
  to any location other than Overlook Fortress, 
  proceed to Conclusion One below. 
  Conclusion One 
  Use this conclusion if the PCs have decided to set 
  aside their responsibilities and do not proceed to 
  Overlook Fortress at any point in the scenario. 
  Looking over the sheer destruction around 
  you, you decide it is more than you can take.  
  Whatever 
  fate 
  befalls 
  the 
  kingdom 
  of 
  Furyondy, you will have no part of it.   
   
  You head off in any direction other than 
  towards the evil that breeds within the lands 
  surrounding Bronzeblood, setting aside the 
  mission you accepted mere days ago. Surely 
  there must be other locales where someone 
  with your skills and experience can provide 
  value.   
   
  As you head off, you can’t escape from the 
  knowledge that today, you failed a kingdom. 
  For failing to fulfill their true mission of delivering 
  vital knowledge to those stationed at Overlook 
  Fortress, the PCs do not gain favors from any of 
  the groups that may have hired them (the 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 11 
  Furyondy Military, Church of Heironeous, Green 
  Jerkins or Twilight Hunters). 
  Conclusion Two 
  Use this conclusion if the PCs engaged at least 
  some 
  of 
  the 
  forces 
  of 
  evil 
  surrounding 
  Bronzeblood in Encounter Three, perhaps even 
  defeating all the creatures in Encounters Three, 
  Four and Five. 
   
  Looking over the sheer destruction around 
  you, you decide it is time that you report the 
  evil that is pouring out of Bronzeblood. As you 
  head off in the direction of Overlook Fortress, 
  you hear many strange and disturbing sounds 
  coming from the surrounding forest. 
  Pause for effect…. The PCs may be thinking 
  there’s more yet to come.  After a few moments, 
  then continue: 
   
  Upon reaching Overlook Fortress, you are 
  immediately met by a charismatic young man 
  in his early twenties. He greets you grimly, 
  “Hail and well met. I am Colonel Nikar 
  Aldestead and I command the forces assigned 
  to Overlook Fortress. I received word from 
  Chendl that forces had been sent to gather 
  vital information regarding the nearby lands.  
  My scouts informed me of your approach and I 
  am eager to hear your report.  What have you 
  to say?” 
  Creatures: Lord Nikar Aldestead is a colonel in 
  the Furyondy Army (Infantry). Over six-feet tall and 
  in his mid-twenties, Lord Nikar is a handsome, 
  charismatic (Cha 17) young man with a muscular, 
  athletic build. He has brown hair and a clean-
  shaven but hawkish face with piercing blue eyes.   
  Lord Nikar Aldestead: Male, human, LG, 
  Mnk2/Pal2/Ftr4/WarMaster2, 79 hp.   
  At this point allow the PCs to report any details of 
  their travels from Chendl to this point.  As the PCs 
  provide their report, Lord Nikar pays close 
  attention, with brows furrowed. As the PCs 
  complete their narrative, he has a look of deep 
  concern on his face and continues: 
  “That is grim news indeed.  As you can see, I 
  do not have the forces at my disposal to mount 
  an effective offensive strike against such 
  creatures.  Alas, it is with a heavy heart that I 
  must make this request of you. I have been 
  granted authority by the King himself, to allow 
  you full access to the Haunt, for a limited time, 
  if you would be willing to explore the place and 
  let us know what lies within. With such key 
  knowledge, we can establish a battle plan that 
  will guarantee success and limit the loss of 
  life.  What say you?” 
  Allow the PCs to discuss their options amongst 
  themselves, but upon further questioning, Lord 
  Nikar provides the following information from past 
  experiences in Bronzeblood. 
  • 
  A little over a year ago, his post was plagued 
  by strange nightmares which were only 
  resolved when adventurers slew a vampire 
  and mummy in the ruins. An earthquake 
  shook the area around that time so it’s 
  possible some of the previously explored 
  areas were affected.  
  • 
  Things were quiet for awhile after the 
  earthquake but about six months ago we 
  again began to get reports of undead in the 
  countryside.  
  • 
  The 
  numbers 
  of 
  undead 
  seem 
  to 
  be 
  increasing as time goes on and they also 
  seem to be getting tougher. 
  • 
  The military orders the PCs are issued allow 
  entrance to the ruins for a period of three 
  days, but they are warned the ruins are 
  dangerous and not to tarry. 
  PCs are permitted lodging at the fortress overnight 
  but are expected to begin their mission in the 
  morning. Lord Nikar has no problem drafting PCs 
  temporarily into the military if they start to balk at 
  the assignment. Any members of the military who 
  question or seem to be refusing orders are court 
  martialled for insolence and fined 100 gp. If the 
  offense seems more severe, this may also include 
  time in the brig (TUs). 
  PCs who completed Encounter Two and at least 
  started Encounter Three (even if they fled before 
  defeating 
  the 
  creatures), 
  have 
  successfully 
  completed 
  their 
  mission 
  of 
  delivering 
  vital 
  knowledge 
  to 
  those 
  stationed 
  at 
  Overlook 
  Fortress. PCs gain the favor of the group that they 
  each selected to represent, as determined in 
  Encounter One above (the Furyondy Military, 
  Church of Heironeous, Green Jerkins or Twilight 
  Hunters). 
  Those PCs that agree to Lord Nikar’s request 
  immediately move into FUR 6-01 Master of 
  Bronzeblood. For all others, the adventure is over. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 12 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter Two 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
   
  APL16 570 xp 
  Encounter Three 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
   
  APL16 570 xp 
  Encounter Four 
   
  APL2 210 xp 
   
  APL4 270 xp 
   
  APL6 330 xp 
   
  APL8 390 xp 
   
  APL10 450 xp 
   
  APL12 510 xp 
   
  APL14 570 xp 
   
  APL16 630 xp 
  Encounter Five 
   
  APL2 270 xp 
   
  APL4 330 xp 
   
  APL6 390 xp 
   
  APL8 450 xp 
   
  APL10 510 xp 
   
  APL12 570 xp 
   
  APL14 630 xp 
   
  APL16 690 xp 
  Story Award 
  Objective(s) met: Deliver vital information to Lord 
  Nikar at Overlook Fortress 
   
  APL2 45 xp 
   
  APL4 70 xp 
   
  APL6 90 xp 
   
  APL8 115 xp 
   
  APL10 135 xp 
   
  APL12 160 xp 
   
  APL14 180 xp 
   
  APL16 200 xp 
  Discretionary roleplaying award 
   
  APL2 45 xp 
   
  APL4 70 xp 
   
  APL6 90 xp 
   
  APL8 115 xp 
   
  APL10 135 xp 
   
  APL12 160 xp 
   
  APL14 180 xp 
   
  APL16 200 xp 
  Total possible experience: 
  (May only total one-half of usual xp; Maximum 
  amount is based upon character level rounded 
  down to the nearest even level) 
   
  APL2 225 xp 
   
  APL4 338 xp 
   
  APL6 450 xp 
   
  APL8 563 xp 
   
  APL10 675 xp 
   
  APL12 788 xp 
   
  APL14 900 xp 
   
  APL16 1013 xp 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 13 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One:  Introduction 
  All APLs: L: 0 gp; C: 200 gp; M: 0 gp 
  Encounter Two:   
  APL 2: L: 0 gp, C: 0 gp, M: 146 – wand of cure 
  light wounds (63 gp each), salve of slipperiness 
  (83 gp each). 
  APL 4: L: 0 gp, C: 0 gp, M: 229 – wand of cure 
  light wounds (63 gp each), salve of slipperiness 
  (83 gp each), pearl of power (1st level) (83 gp 
  each). 
  APL 6: L: 0 gp, C: 0 gp, M: 354 – wand of cure 
  light wounds (63 gp each), salve of slipperiness 
  (83 gp each), pearl of power (1st level) (83 gp 
  each), brooch of shielding (125 gp each). 
  APL 8: L: 0 gp, C: 0 gp, M: 562 – wand of cure 
  light wounds (63 gp each), salve of slipperiness 
  (83 gp each), pearl of power (1st level) (83 gp 
  each), brooch of shielding (125 gp each), eyes of 
  the eagle (208 gp each). 
  APL 10: L: 0 gp, C: 0 gp, M: 1041 – salve of 
  slipperiness (83 gp each), pearl of power (1st level) 
  (83 gp each), brooch of shielding (125 gp each), 
  heward’s handy haversack (167 gp each), eyes of 
  the eagle (208 gp each), wand of cure moderate 
  wounds (375 gp each).  
  APL 12: L: 0 gp, C: 0 gp, M: 1474 – salve of 
  slipperiness (83 gp each), pearl of power (1st level) 
  (83 gp each), brooch of shielding (125 gp each), 
  heward’s handy haversack (167 gp each), eyes of 
  the eagle (208 gp each), wand of cure moderate 
  wounds (375 gp each), helm of comprehend 
  languages and read magic (433 gp each). 
  APL 14: L: 0 gp, C: 0 gp, M: 2953 – salve of 
  slipperiness (83 gp each), pearl of power (1st level) 
  (83 gp each), brooch of shielding (125 gp each); 
  heward’s handy haversack (167 gp each), eyes of 
  the eagle (208 gp each), wand of cure moderate 
  wounds (375 gp each), helm of comprehend 
  languages and read magic (433 gp each), staff of 
  fire (1479 gp each). 
  APL 16: L: 0 gp, C: 0 gp, M: 4578 – salve of 
  slipperiness (83 gp each), pearl of power (2nd 
  level) (333 gp each), brooch of shielding (125 gp 
  each), heward’s handy haversack (167 gp each), 
  eyes of the eagle (208 gp each), wand of cure 
  critical 
  wounds 
  (1750 
  gp 
  each), 
  helm 
  of 
  comprehend languages and read magic (433 gp 
  each), staff of fire (1479 gp each). 
  Total Possible Treasure 
  APL 2: L: 0 gp; C: 200 gp; M: 146 gp - Total: 346 
  gp. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 14 
  APL 4: L: 0 gp; C: 200 gp; M: 229 gp - Total: 429 
  gp. 
  APL 6: L: 0 gp; C: 200 gp; M: 354 gp - Total: 554 
  gp. 
  APL 8: L: 0 gp; C: 200 gp; M: 562 gp - Total: 762 
  gp. 
  APL 10: L: 0 gp; C: 200 gp; M: 1041 gp - Total: 
  1241 gp. 
  APL 12: L: 0 gp; C: 200 gp; M: 1474 gp - Total: 
  1674 gp. 
  APL 14: L: 0 gp; C: 200 gp; M: 2953 gp - Total: 
  3153 gp. 
  APL 16: L: 0 gp; C: 200 gp; M: 4578 gp - Total: 
  4778 gp. 
  Special 
  Medal of Bravery: Issued by the Furyondy, this 
  medal serves as an influence point with them. The 
  PC may, as a move action, activate the medal to 
  gain the benefits of both an aid and align weapon 
  spell. This ability functions only once, at which 
  point the magic in the medal is consumed, 
  although the medal itself is not (mark off this 
  portion of the favor only). This medal may be used 
  by military members to enter the War College 
  once they have attained the rank of sergeant. 
  Members of the military may also purchase 
  bladefire* (AEG, p. 32) from military stores. 
  Blessing of the Church of Heironeous:  Gaereth 
  himself has agreed to cast the PC’s choice of one 
  of the following spells (17th level): greater 
  restoration, break enchantment or remove curse 
  at no cost. In addition, members of the church may 
  upgrade 
  one 
  weapon 
  with 
  the 
  sacred* 
  enhancement (LM p. 77). Once used, cross this 
  section off. Clergy gain access to the delay death 
  spell (SC p. 63); and Silver Blades gain access to 
  the angelskin spell (SC p. 11). 
  Members of both the Church of Heironeous and 
  the Furyondy military may purchase the sacred 
  burst* enhancement for one weapon (LM p. 77). 
  Once used, cross this section off. 
  Favor of the Green Jerkin Rangers: The Green 
  Jerkins agree to sell the PC one (1) arrow of 
  slaying (undead)*. In addition, members of the 
  Green Jerkins may enhance one weapon with the 
  fortunate* enchantment (AEG, p. 97).  Cross this 
  favor off once purchased.  
  Recognition of the Twilight Hunters:  The 
  Twilight Hunters allow you to purchase two (2) 
  doses of liquid mortality* (LM p. 75) and two (2) 
  flasks of ghostoil* (LM p. 73).  Members of the 
  organization also gain access enhance one 
  weapon with the heartfinder* enchantment (AEG, 
  p. 97). Once used, cross this section off. 
  Prestige Class Access: Members of the Green 
  Jerkins, Church of Heironeous or Twilight Hunters 
  who were successful have obtained access to the 
  Skull Clan Hunter prestige class. 
  *All favors are for purchase only and do not 
  count as access for the purposes of crafting 
  items. Items must still be paid for as normal 
  and, 
  unless 
  otherwise 
  noted, 
  may 
  be 
  purchased following any Furyondy regional 
  adventure.   
  APL 2: 
  • 
  Wand of Cure Light Wounds (Adventure; 
  DMG; 750 gp) 
  • 
  Salve of Slipperiness (Adventure; DMG; 1000 
  gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Pearl of Power – First Level (Adventure; DMG; 
  1000 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Brooch of Shielding (Adventure; DMG; 1500 
  gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Eyes of the Eagle (Adventure; DMG; 2500 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Heward’s 
  Handy 
  Haversack 
  (Adventure; 
  DMG; 2000 gp) 
  • 
  Wand of Cure Moderate Wounds (Adventure, 
  DMG, 4,500 gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Helm of Comprehend Languages and Read 
  Magic (Adventure; DMG; 5,200 gp) 
  APL 14 (all of APLs 2-12 plus the following): 
  • 
  Staff of Fire (Adventure; DMG; 17,750 gp) 
  APL 16 (all of APLs 2-14 plus the following): 
  • 
  Pearl of Power – Second Level (Adventure; 
  DMG; 4,000 gp) 
  • 
  Wand of Cure Critical Wounds (Adventure, 
  DMG, 21,000 gp) 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 15 
   
   
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 16 
  Appendix One – APL 2
  Encounter Two 
   
   
   
   
  Bonedrinker, Lesser: CR 4; Small Undead; HD 
  7d12+14; hp 63; Init +4; Spd 30 ft.; AC 16, touch 
  15, flat-footed 12; Base Atk/Grp: +3/+1; Atk +6 
  melee (1d8+2, tentacle); Full Atk +6/+6 melee 
  (1d8+2, 2 tentacles) and +1/+1 melee (1d6+1, 
  claws); Space/Reach: 5ft./5 ft. (tentacles up to 
  10 feet); SA Bonedrink, improved grab, pounce 
  SQ Darkvision 60 ft., resistance to cold 5, fire 5, 
  and sonic 5, scent, undead traits, unholy 
  toughness; AL CE; SV Fort +2, Ref +6, Will +6; 
  Str 15, Dex 18, Con -, Int 8, Wis 12, Cha 15. 
   
  Skills and Feats: Hide +15, Listen +9, Move 
  Silently +15, Spot +9; Combat Reflexes, 
  Improved Natural Attack (claws), Power Attack. 
   
  Bonedrink (Su): Once a bonedrinker has 
  successfully grappled an opponent, it can begin 
  to drink its bones.  To do this, the bonedrinker 
  must make a successful grapple check.  If it pins 
  its foe, it fastens onto the creature with its 
  horrendous fangs.  It then secretes a painful 
  toxin into the victim that deals 1d4 points of Con 
  damage.  Each round the pin is maintained, the 
  bonedrinker deals an additional 1d4 points of 
  Con damage.  Creatures reduced to 0 Con die, 
  as the majority of their bones become to brittle 
  to support their bodies. 
   
  Improved Grab (Ex):  To use this ability, 
  the bonedrinker must hit with a tentacle attack.  
  It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  
  If it wins the grapple check, it established a hold 
  and deals automatic claw or tentacle damage to 
  the grappled victim.  It can deal automatic claw 
  or tentacle damage each subsequent round that 
  it maintains the grapple, and the bonedrinker 
  that has successfully pinned an opponent can 
  begin to drking it’s bones.  Bonedrinkers have a 
  +4 racial bonus on grapple checks. 
   
  Pounce (Ex):  If a bonedrinker charges, it 
  can make a full attack in the same round. 
   
  Physical Description:  This gaunt creature is 
  humanoid in shape, except for two long, 
  writhing, pale tentacles that sprout from beneath 
  its arms.  Although its features are somewhat 
  goblinoid in appearance, wicked talons cap its 
  long, spindly fingers, and its wide maw opens to 
  reveal many sharp teeth, including six 6-inch 
  long fangs.  Its hairless, gray-skinned body is 
  covered in oozing sores that weep a pale white 
  fluid. 
   
  Tomb Mote:  CR 2; Tiny Undead; HD 3d12; hp 
  21; Init +7; Spd 20 ft.; AC 18, touch 15, flat-
  footed 15; Base Atk/Grp: +1/-8; Atk +6 melee 
  (1d4-4 plus disease); Full Atk +6 melee (1d4-4 
  plus disease); Space/Reach: 2.5 ft./0 ft.; SA 
  Disease, quickness; SQ Damage reduction 
  2/cold iron or magic, Darkvision 60 ft., undead 
  traits; AL CE; SV Fort +1, Ref +5, Will +4; Str 8, 
  Dex 17, Con -, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Hide +12, Move Silently 
  +4; Improved Initiative, weapon finesse. 
   
  Disease (Ex):  A creature struck by a tomb 
  mote’s bite attack must make a DC 13 Fort save 
  or be infected with a disease known as corpse 
  bloat (incubation period 1d3 days, damage 1d6 
  Str).  The skin of a diseased victim turns a hue 
  of green, bloats, and is warm to the touch.  The 
  save DC is Charisma-based. 
   
  Quickness 
  (Su): 
   
  A 
  tomb 
  mote 
  is 
  supernaturally quick.  It can take an extra 
  standard action during its turn each round. 
   
  Physical Description:  These tiny, vaguely 
  humanoid creatures are animated accumulation 
  of tomb litter – shards of bone, lone teeth, 
  matted hair, bits of shattered tombstone, and 
  grave dirt. 
  Encounter Three  
   
   
   
  Boneclaw: CR 5; Large Undead; HD 10d12+40; 
  hp 110; Init +8; Spd 40 ft.; AC 16, touch 13, flat-
  footed 12; Base Atk/Grp: +5/+14; Atk +7 piercing 
  claw (2d6+7, claw)*; Full Atk +7/+7 piercing 
  claws 12d6+7, 2 claws)*; Space/Reach: 10ft./20 
  ft.; SA Reaching claws; SQ +2 turn resistance, 
  damage reduction 5/bludgeoning, darkvision 60 
  ft., immunity to cold, undead traits, unholy 
  toughness; AL CE; SV Fort +3, Ref +7, Will +9; 
  Str 21, Dex 18, Con -, Int 14, Wis 14, Cha 19. 
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Hide +13, Intimidate +17, 
  Listen +15, Move Silently +17, Search +15, Spot 
  +15; Combat Reflexes, Improved Initiative, 
  Improved Natural Attack (claw), Power Attack. 
   
  Reaching Claws (Ex):  A boneclaw can 
  make melee attacks with its bone claws, 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 17 
  instantly extending them as part of an attack to a 
  distance of up to 20 feet (thereby allowing the 
  boneclaw to threaten more squares than even 
  its Large size would otherwise indicate). 
   
  Unholy Toughness (Ex):  A boneclaw 
  gains a bonus to hits hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  This large skeletal 
  humanoid’s claw-like fingers are at least two feet 
  long.  Worse, the slender, knife-sharp claws 
  contract and extend in length from moment to 
  moment, sometimes instantly reading a length of 
  10 or more feet, before slowly contracting. 
  Encounter Four 
   
   
   
   
  Boneclaw: CR 5; Large Undead; HD 10d12+40; 
  hp 110; Init +8; Spd 40 ft.; AC 16, touch 13, flat-
  footed 12; Base Atk/Grp: +5/+14; Atk +7 piercing 
  claw (2d6+7, claw)*; Full Atk +7/+7 piercing 
  claws 12d6+7, 2 claws)*; Space/Reach: 10ft./20 
  ft.; SA Reaching claws; SQ +2 turn resistance, 
  damage reduction 5/bludgeoning, darkvision 60 
  ft., immunity to cold, undead traits, unholy 
  toughness; AL CE; SV Fort +3, Ref +7, Will +9; 
  Str 21, Dex 18, Con -, Int 14, Wis 14, Cha 19. 
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Hide +13, Intimidate +17, 
  Listen +15, Move Silently +17, Search +15, Spot 
  +15; Combat Reflexes, Improved Initiative, 
  Improved Natural Attack (claw), Power Attack. 
   
  Reaching Claws (Ex):  A boneclaw can 
  make melee attacks with its bone claws, 
  instantly extending them as part of an attack to a 
  distance of up to 20 feet (thereby allowing the 
  boneclaw to threaten more squares than even 
  its Large size would otherwise indicate). 
   
  Unholy Toughness (Ex):  A boneclaw 
  gains a bonus to hits hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  This large skeletal 
  humanoid’s claw-like fingers are at least two feet 
  long.  Worse, the slender, knife-sharp claws 
  contract and extend in length from moment to 
  moment, sometimes instantly reading a length of 
  10 or more feet, before slowly contracting. 
  Encounter Five 
   
   
   
   
  Boneclaw: CR 5; Large Undead; HD 10d12+40; 
  hp 110; Init +8; Spd 40 ft.; AC 16, touch 13, flat-
  footed 12; Base Atk/Grp: +5/+14; Atk +7 piercing 
  claw (2d6+7, claw)*; Full Atk +7/+7 piercing 
  claws 12d6+7, 2 claws)*; Space/Reach: 10ft./20 
  ft.; SA Reaching claws; SQ +2 turn resistance, 
  damage reduction 5/bludgeoning, darkvision 60 
  ft., immunity to cold, undead traits, unholy 
  toughness; AL CE; SV Fort +3, Ref +7, Will +9; 
  Str 21, Dex 18, Con -, Int 14, Wis 14, Cha 19. 
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Hide +13, Intimidate +17, 
  Listen +15, Move Silently +17, Search +15, Spot 
  +15; Combat Reflexes, Improved Initiative, 
  Improved Natural Attack (claw), Power Attack. 
   
  Reaching Claws (Ex):  A boneclaw can 
  make melee attacks with its bone claws, 
  instantly extending them as part of an attack to a 
  distance of up to 20 feet (thereby allowing the 
  boneclaw to threaten more squares than even 
  its Large size would otherwise indicate). 
   
  Unholy Toughness (Ex):  A boneclaw 
  gains a bonus to hits hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  This large skeletal 
  humanoid’s claw-like fingers are at least two feet 
  long.  Worse, the slender, knife-sharp claws 
  contract and extend in length from moment to 
  moment, sometimes instantly reading a length of 
  10 or more feet, before slowly contracting. 
   
   
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 18 
  Appendix Two – APL 4
  Encounter Two 
   
   
   
   
  Bonedrinker: CR 6; Medium Undead; HD 
  11d12+22; hp 99; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14; Base Atk/Grp: +5/+14; 
  Atk +10 melee (1d10+5, tentacle); Full Atk 
  +10/+10 melee (1d10+5, 2 tentacles) and +5/+5 
  melee (1d8+2, claws); Space/Reach: 5ft./5 ft. 
  (tentacles up to 10 feet); SA Bonedrink, 
  improved grab, pounce SQ Damage reduction 
  5/silver or good, Darkvision 60 ft., resistance to 
  cold 10, fire 10, and sonic 10, scent, undead 
  traits, unholy toughness; AL CE; SV Fort +3, Ref 
  +6, Will +9; Str 21, Dex 16, Con -, Int 8, Wis 14, 
  Cha 15. 
   
  Skills and Feats: Hide +13, Listen +13, 
  Move Silently +17, Spot +13; Cleave, Combat 
  Reflexes, Improved Natural Attack (claws), 
  Power Attack. 
   
  Bonedrink (Su): Once a bonedrinker has 
  successfully grappled an opponent, it can begin 
  to drink its bones.  To do this, the bonedrinker 
  must make a successful grapple check.  If it pins 
  its foe, it fastens onto the creature with its 
  horrendous fangs.  It then secretes a painful 
  toxin into the victim that deals 1d6 points of Con 
  damage.  Each round the pin is maintained, the 
  bonedrinker deals an additional 1d6 points of 
  Con damage.  Creatures reduced to 0 Con die, 
  as the majority of their bones become to brittle 
  to support their bodies. 
   
  Improved Grab (Ex):  To use this ability, 
  the bonedrinker must hit with a tentacle attack.  
  It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  
  If it wins the grapple check, it established a hold 
  and deals automatic claw or tentacle damage to 
  the grappled victim.  It can deal automatic claw 
  or tentacle damage each subsequent round that 
  it maintains the grapple, and the bonedrinker 
  that has successfully pinned an opponent can 
  begin to drking it’s bones.  Bonedrinkers have a 
  +4 racial bonus on grapple checks. 
   
  Pounce (Ex):  If a bonedrinker charges, it 
  can make a full attack in the same round. 
   
  Physical Description:  This gaunt creature is 
  humanoid in shape, except for two long, 
  writhing, pale tentacles that sprout from beneath 
  its arms.  Although its features are somewhat 
  goblinoid in appearance, wicked talons cap its 
  long, spindly fingers, and its wide maw opens to 
  reveal many sharp teeth, including six 6-inch 
  long fangs.  Its hairless, gray-skinned body is 
  covered in oozing sores that weep a pale white 
  fluid. 
  Bonedrinker, Lesser: CR 4; Small Undead; HD 
  7d12+14; hp 63; Init +4; Spd 30 ft.; AC 16, touch 
  15, flat-footed 12; Base Atk/Grp: +3/+1; Atk +6 
  melee (1d8+2, tentacle); Full Atk +6/+6 melee 
  (1d8+2, 2 tentacles) and +1/+1 melee (1d6+1, 
  claws); Space/Reach: 5ft./5 ft. (tentacles up to 
  10 feet); SA Bonedrink, improved grab, pounce 
  SQ Darkvision 60 ft., resistance to cold 5, fire 5, 
  and sonic 5, scent, undead traits, unholy 
  toughness; AL CE; SV Fort +2, Ref +6, Will +6; 
  Str 15, Dex 18, Con -, Int 8, Wis 12, Cha 15. 
   
  Skills and Feats: Hide +15, Listen +9, Move 
  Silently +15, Spot +9; Combat Reflexes, 
  Improved Natural Attack (claws), Power Attack. 
   
  Bonedrink (Su): Once a bonedrinker has 
  successfully grappled an opponent, it can begin 
  to drink its bones.  To do this, the bonedrinker 
  must make a successful grapple check.  If it pins 
  its foe, it fastens onto the creature with its 
  horrendous fangs.  It then secretes a painful 
  toxin into the victim that deals 1d4 points of Con 
  damage.  Each round the pin is maintained, the 
  bonedrinker deals an additional 1d4 points of 
  Con damage.  Creatures reduced to 0 Con die, 
  as the majority of their bones become to brittle 
  to support their bodies. 
   
  Improved Grab (Ex):  To use this ability, 
  the bonedrinker must hit with a tentacle attack.  
  It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  
  If it wins the grapple check, it established a hold 
  and deals automatic claw or tentacle damage to 
  the grappled victim.  It can deal automatic claw 
  or tentacle damage each subsequent round that 
  it maintains the grapple, and the bonedrinker 
  that has successfully pinned an opponent can 
  begin to drking it’s bones.  Bonedrinkers have a 
  +4 racial bonus on grapple checks. 
   
  Pounce (Ex):  If a bonedrinker charges, it 
  can make a full attack in the same round. 
   
  Physical Description:  This gaunt creature is 
  humanoid in shape, except for two long, 
  writhing, pale tentacles that sprout from beneath 
  its arms.  Although its features are somewhat 
  goblinoid in appearance, wicked talons cap its 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 19 
  long, spindly fingers, and its wide maw opens to 
  reveal many sharp teeth, including six 6-inch 
  long fangs.  Its hairless, gray-skinned body is 
  covered in oozing sores that weep a pale white 
  fluid. 
  Encounter Three  
   
   
   
  Boneclaw: CR 5; Large Undead; HD 10d12+40; 
  hp 110; Init +8; Spd 40 ft.; AC 16, touch 13, flat-
  footed 12; Base Atk/Grp: +5/+14; Atk +7 piercing 
  claw (2d6+7, claw)*; Full Atk +7/+7 piercing 
  claws 12d6+7, 2 claws)*; Space/Reach: 10ft./20 
  ft.; SA Reaching claws; SQ +2 turn resistance, 
  damage reduction 5/bludgeoning, darkvision 60 
  ft., immunity to cold, undead traits, unholy 
  toughness; AL CE; SV Fort +3, Ref +7, Will +9; 
  Str 21, Dex 18, Con -, Int 14, Wis 14, Cha 19. 
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Hide +13, Intimidate +17, 
  Listen +15, Move Silently +17, Search +15, Spot 
  +15; Combat Reflexes, Improved Initiative, 
  Improved Natural Attack (claw), Power Attack. 
   
  Reaching Claws (Ex):  A boneclaw can 
  make melee attacks with its bone claws, 
  instantly extending them as part of an attack to a 
  distance of up to 20 feet (thereby allowing the 
  boneclaw to threaten more squares than even 
  its Large size would otherwise indicate). 
   
  Unholy Toughness (Ex):  A boneclaw 
  gains a bonus to hits hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  This large skeletal 
  humanoid’s claw-like fingers are at least two feet 
  long.  Worse, the slender, knife-sharp claws 
  contract and extend in length from moment to 
  moment, sometimes instantly reading a length of 
  10 or more feet, before slowly contracting. 
  Encounter Four 
   
   
   
   
  Boneclaw: CR 5; Large Undead; HD 10d12+40; 
  hp 110; Init +8; Spd 40 ft.; AC 16, touch 13, flat-
  footed 12; Base Atk/Grp: +5/+14; Atk +7 piercing 
  claw (2d6+7, claw)*; Full Atk +7/+7 piercing 
  claws 12d6+7, 2 claws)*; Space/Reach: 10ft./20 
  ft.; SA Reaching claws; SQ +2 turn resistance, 
  damage reduction 5/bludgeoning, darkvision 60 
  ft., immunity to cold, undead traits, unholy 
  toughness; AL CE; SV Fort +3, Ref +7, Will +9; 
  Str 21, Dex 18, Con -, Int 14, Wis 14, Cha 19. 
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Hide +13, Intimidate +17, 
  Listen +15, Move Silently +17, Search +15, Spot 
  +15; Combat Reflexes, Improved Initiative, 
  Improved Natural Attack (claw), Power Attack. 
   
  Reaching Claws (Ex):  A boneclaw can 
  make melee attacks with its bone claws, 
  instantly extending them as part of an attack to a 
  distance of up to 20 feet (thereby allowing the 
  boneclaw to threaten more squares than even 
  its Large size would otherwise indicate). 
   
  Unholy Toughness (Ex):  A boneclaw 
  gains a bonus to hits hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  This large skeletal 
  humanoid’s claw-like fingers are at least two feet 
  long.  Worse, the slender, knife-sharp claws 
  contract and extend in length from moment to 
  moment, sometimes instantly reading a length of 
  10 or more feet, before slowly contracting. 
  Encounter Five 
   
   
   
   
  Cadaver Collector: CR 12; Large Construct; 
  HD 17d10+30; hp 132; Init +4; Spd 40 ft.; AC 29, 
  touch 9, flat-footed 29; Base Atk/Grp: +12/+26; 
  Atk +22 slam (4d8+10); Full Atk +22/+22 slams 
  (4d8+10); Space/Reach: 10ft./10 ft.; SA Breath 
  weapon, 
  impale, 
  improved 
  grab, 
  trample 
  4d8+15; SQ Construct traits, damage reduction 
  10/adamantine, Darkvision 60 ft., immunity to 
  magic, low-light vision; AL LN; SV Fort +5, Ref 
  +5, Will +8; Str 31, Dex 10, Con -, Int 5, Wis 16, 
  Cha 14. 
   
  Skills and Feats: Listen +15 and Spot +15; 
  Alertness, Cleave, Improved Initiative, Improved 
  Natural Attack (slam), Power Attack, Weapon 
  Focus (slam). 
   
  Breath Weapon (Su):  30-goot cone, once 
  every 1d4 rounds, paralyzing gas, Reflex DC 18 
  negates.  The save is Constitution-based.  
  Paralyzation lasts for 1 minute or until the 
  paralyzed creature takes lethal damage. 
   
  Impale (Ex):  If a cadaver collector has 
  successfully grappled a Medium or smaller 
  creature, it can attempt to impale the creature on 
  its back spikes by making a successful grapple 
  check.  Doing so is a standard action that does 
  not provoke attacks of opportunity.  If the 
  collector successfully impales a creature, the 
  creature takes 4d8+15 points of damage and is 
  considered pinned.  Each round the creature 
  takes another 2d8 points of damage as the 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 20 
  movement of the cadaver collector causes 
  additional pain to the impaled creature. 
    The creature cannot break free unless it makes 
  a DC 28 Strength check.  Success indicates the 
  creature is free of the spike but takes an 
  additional 2d8 points of damage in the process.  
  Failure means the creature takes 4d8 points of 
  damage and remains pinned in place.  An ally 
  can try to free an impaled creature with a DC 20 
  Strength check. 
    Once a cadaver collector has a creature or 
  creatures impaled on its back spikes, it is no 
  longer considered to be in a grapple and can 
  attack other opponents without penalty.  It 
  cannot use its slam attacks against impaled 
  opponents.  Creatures that get free of a cadaver 
  collector become its immediate and most urgent 
  targets.  It typically pursues such creatures 
  exclusively if it has any chance of catching and 
  impaling them again. 
    A cadaver collector’s back spikes can hold up 
  to 4 Medium creatures, 16 Small creatures, or 
  64 Tiny creatures.  Creatures smaller than Tiny 
  are too miniscule to be impaled on the 
  collector’s back spikes, although the collector 
  can still deal 4d8+15 points of damage to such 
  opponents by grinding them into its back spikes 
  with a successful grapple check once it has 
  them grappled. 
   
  Improved Grab (Ex):  To use this ability, a 
  cadaver collector must hit with a slam attack.  It 
  can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  
  If it wins the grapple check, it established a hold 
  and can attempt to impale the following round. 
   
  Trample (Ex):  Reflex DC 28 half.  The save 
  DC is Strength-based. 
   
  Immunity to Magic (Ex):  Like golems, 
  cadaver collectors are especially resilient to 
  magic.  However, this resilience takes a slightly 
  different form in the cadaver collector. 
    A cadaver collector is immune to any spell or 
  spell-like ability that allows spell resistance.  In 
  addition, spells of 3rd level or lower that target 
  the cadaver collector automatically rebound 
  back at their caster as if the collector were under 
  the effects of an unbeatable spell turning effect.  
  This effect cannot be dispelled or suppressed, 
  except attains spells that deal electricity damage 
  (see below).  Spells that deal rust damage or 
  alter stone penetrate the immunity to magic.  
  Other spells and effects function differently 
  against the creature as noted below. 
    A magical attack that deals sonic damage 
  slows a cadaver collected (as the slow spell) for 
  3 rounds, with no saving throw.  Sonic spells of 
  3rd level or lower are absorbed by the collector 
  and not reflected. 
    A magical attack that deals electricity damage 
  is absorbed rather than reflected.  Such an 
  attack breaks any slow effect on the collector 
  and heals 1d6 points of damage for every 6 
  points of damage the attack would otherwise 
  deal.  If the amount of healing would cause the 
  collector to exceed its full normal hit points, it 
  gains any excess as temporary hit points. 
    A cadaver collector is affected normally by rust 
  attacks.  In addition, magical attacks that alter 
  the nature of stone, such as transmute rock to 
  mud, deal 1d6 points of damage per spell level 
  to the cadaver collector. 
   
  Physical 
  Description: 
   
  This 
  massive, 
  hunched creature build of stone and metal 
  looms over you.  Its long, heavily plated arms 
  nearly drag on the ground from shoulders 
  flanking a flat-featured, oblong head, but its 
  back draws your eye.  Spikes of various sizes – 
  all barbed and covered in gore dried and fresh – 
  sprout from the plates of metal on its back.  A 
  few bodies remain impaled on the spikes, their 
  mouths open in silent screams. 
   
   
   
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 21 
  Appendix Three – APL 6
  Encounter Two 
   
   
   
   
  Bonedrinker: CR 6; Medium Undead; HD 
  11d12+22; hp 99; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14; Base Atk/Grp: +5/+14; 
  Atk +10 melee (1d10+5, tentacle); Full Atk 
  +10/+10 melee (1d10+5, 2 tentacles) and +5/+5 
  melee (1d8+2, claws); Space/Reach: 5ft./5 ft. 
  (tentacles up to 10 feet); SA Bonedrink, 
  improved grab, pounce SQ Damage reduction 
  5/silver or good, Darkvision 60 ft., resistance to 
  cold 10, fire 10, and sonic 10, scent, undead 
  traits, unholy toughness; AL CE; SV Fort +3, Ref 
  +6, Will +9; Str 21, Dex 16, Con -, Int 8, Wis 14, 
  Cha 15. 
   
  Skills and Feats: Hide +13, Listen +13, 
  Move Silently +17, Spot +13; Cleave, Combat 
  Reflexes, Improved Natural Attack (claws), 
  Power Attack. 
   
  Bonedrink (Su): Once a bonedrinker has 
  successfully grappled an opponent, it can begin 
  to drink its bones.  To do this, the bonedrinker 
  must make a successful grapple check.  If it pins 
  its foe, it fastens onto the creature with its 
  horrendous fangs.  It then secretes a painful 
  toxin into the victim that deals 1d6 points of Con 
  damage.  Each round the pin is maintained, the 
  bonedrinker deals an additional 1d6 points of 
  Con damage.  Creatures reduced to 0 Con die, 
  as the majority of their bones become to brittle 
  to support their bodies. 
   
  Improved Grab (Ex):  To use this ability, 
  the bonedrinker must hit with a tentacle attack.  
  It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  
  If it wins the grapple check, it established a hold 
  and deals automatic claw or tentacle damage to 
  the grappled victim.  It can deal automatic claw 
  or tentacle damage each subsequent round that 
  it maintains the grapple, and the bonedrinker 
  that has successfully pinned an opponent can 
  begin to drking it’s bones.  Bonedrinkers have a 
  +4 racial bonus on grapple checks. 
   
  Pounce (Ex):  If a bonedrinker charges, it 
  can make a full attack in the same round. 
   
  Physical Description:  This gaunt creature is 
  humanoid in shape, except for two long, 
  writhing, pale tentacles that sprout from beneath 
  its arms.  Although its features are somewhat 
  goblinoid in appearance, wicked talons cap its 
  long, spindly fingers, and its wide maw opens to 
  reveal many sharp teeth, including six 6-inch 
  long fangs.  Its hairless, gray-skinned body is 
  covered in oozing sores that weep a pale white 
  fluid. 
  Encounter Three  
   
   
   
  Boneclaw: CR 5; Large Undead; HD 10d12+40; 
  hp 110; Init +8; Spd 40 ft.; AC 16, touch 13, flat-
  footed 12; Base Atk/Grp: +5/+14; Atk +7 piercing 
  claw (2d6+7, claw)*; Full Atk +7/+7 piercing 
  claws 12d6+7, 2 claws)*; Space/Reach: 10ft./20 
  ft.; SA Reaching claws; SQ +2 turn resistance, 
  damage reduction 5/bludgeoning, darkvision 60 
  ft., immunity to cold, undead traits, unholy 
  toughness; AL CE; SV Fort +3, Ref +7, Will +9; 
  Str 21, Dex 18, Con -, Int 14, Wis 14, Cha 19. 
  *Includes adjustments for Power Attack feat. 
   
  Skills and Feats: Hide +13, Intimidate +17, 
  Listen +15, Move Silently +17, Search +15, Spot 
  +15; Combat Reflexes, Improved Initiative, 
  Improved Natural Attack (claw), Power Attack. 
   
  Reaching Claws (Ex):  A boneclaw can 
  make melee attacks with its bone claws, 
  instantly extending them as part of an attack to a 
  distance of up to 20 feet (thereby allowing the 
  boneclaw to threaten more squares than even 
  its Large size would otherwise indicate). 
   
  Unholy Toughness (Ex):  A boneclaw 
  gains a bonus to hits hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  This large skeletal 
  humanoid’s claw-like fingers are at least two feet 
  long.  Worse, the slender, knife-sharp claws 
  contract and extend in length from moment to 
  moment, sometimes instantly reading a length of 
  10 or more feet, before slowly contracting. 
  Encounter Four 
   
   
   
   
  Cadaver Collector: CR 12; Large Construct; 
  HD 17d10+30; hp 132; Init +4; Spd 40 ft.; AC 29, 
  touch 9, flat-footed 29; Base Atk/Grp: +12/+26; 
  Atk +22 slam (4d8+10); Full Atk +22/+22 slams 
  (4d8+10); Space/Reach: 10ft./10 ft.; SA Breath 
  weapon, 
  impale, 
  improved 
  grab, 
  trample 
  4d8+15; SQ Construct traits, damage reduction 
  10/adamantine, Darkvision 60 ft., immunity to 
  magic, low-light vision; AL LN; SV Fort +5, Ref 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 22 
  +5, Will +8; Str 31, Dex 10, Con -, Int 5, Wis 16, 
  Cha 14. 
   
  Skills and Feats: Listen +15 and Spot +15; 
  Alertness, Cleave, Improved Initiative, Improved 
  Natural Attack (slam), Power Attack, Weapon 
  Focus (slam). 
   
  Breath Weapon (Su):  30-goot cone, once 
  every 1d4 rounds, paralyzing gas, Reflex DC 18 
  negates.  The save is Constitution-based.  
  Paralyzation lasts for 1 minute or until the 
  paralyzed creature takes lethal damage. 
   
  Impale (Ex):  If a cadaver collector has 
  successfully grappled a Medium or smaller 
  creature, it can attempt to impale the creature on 
  its back spikes by making a successful grapple 
  check.  Doing so is a standard action that does 
  not provoke attacks of opportunity.  If the 
  collector successfully impales a creature, the 
  creature takes 4d8+15 points of damage and is 
  considered pinned.  Each round the creature 
  takes another 2d8 points of damage as the 
  movement of the cadaver collector causes 
  additional pain to the impaled creature. 
    The creature cannot break free unless it makes 
  a DC 28 Strength check.  Success indicates the 
  creature is free of the spike but takes an 
  additional 2d8 points of damage in the process.  
  Failure means the creature takes 4d8 points of 
  damage and remains pinned in place.  An ally 
  can try to free an impaled creature with a DC 20 
  Strength check. 
    Once a cadaver collector has a creature or 
  creatures impaled on its back spikes, it is no 
  longer considered to be in a grapple and can 
  attack other opponents without penalty.  It 
  cannot use its slam attacks against impaled 
  opponents.  Creatures that get free of a cadaver 
  collector become its immediate and most urgent 
  targets.  It typically pursues such creatures 
  exclusively if it has any chance of catching and 
  impaling them again. 
    A cadaver collector’s back spikes can hold up 
  to 4 Medium creatures, 16 Small creatures, or 
  64 Tiny creatures.  Creatures smaller than Tiny 
  are too miniscule to be impaled on the 
  collector’s back spikes, although the collector 
  can still deal 4d8+15 points of damage to such 
  opponents by grinding them into its back spikes 
  with a successful grapple check once it has 
  them grappled. 
   
  Improved Grab (Ex):  To use this ability, a 
  cadaver collector must hit with a slam attack.  It 
  can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  
  If it wins the grapple check, it established a hold 
  and can attempt to impale the following round. 
   
  Trample (Ex):  Reflex DC 28 half.  The save 
  DC is Strength-based. 
   
  Immunity to Magic (Ex):  Like golems, 
  cadaver collectors are especially resilient to 
  magic.  However, this resilience takes a slightly 
  different form in the cadaver collector. 
    A cadaver collector is immune to any spell or 
  spell-like ability that allows spell resistance.  In 
  addition, spells of 3rd level or lower that target 
  the cadaver collector automatically rebound 
  back at their caster as if the collector were under 
  the effects of an unbeatable spell turning effect.  
  This effect cannot be dispelled or suppressed, 
  except attains spells that deal electricity damage 
  (see below).  Spells that deal rust damage or 
  alter stone penetrate the immunity to magic.  
  Other spells and effects function differently 
  against the creature as noted below. 
    A magical attack that deals sonic damage 
  slows a cadaver collected (as the slow spell) for 
  3 rounds, with no saving throw.  Sonic spells of 
  3rd level or lower are absorbed by the collector 
  and not reflected. 
    A magical attack that deals electricity damage 
  is absorbed rather than reflected.  Such an 
  attack breaks any slow effect on the collector 
  and heals 1d6 points of damage for every 6 
  points of damage the attack would otherwise 
  deal.  If the amount of healing would cause the 
  collector to exceed its full normal hit points, it 
  gains any excess as temporary hit points. 
    A cadaver collector is affected normally by rust 
  attacks.  In addition, magical attacks that alter 
  the nature of stone, such as transmute rock to 
  mud, deal 1d6 points of damage per spell level 
  to the cadaver collector. 
   
  Physical 
  Description: 
   
  This 
  massive, 
  hunched creature build of stone and metal 
  looms over you.  Its long, heavily plated arms 
  nearly drag on the ground from shoulders 
  flanking a flat-featured, oblong head, but its 
  back draws your eye.  Spikes of various sizes – 
  all barbed and covered in gore dried and fresh – 
  sprout from the plates of metal on its back.  A 
  few bodies remain impaled on the spikes, their 
  mouths open in silent screams. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 23 
  Encounter Five 
   
   
   
   
  Charnal Hound: CR 13; Huge Undead; HD 
  21d12+84; hp 231; Init +2; Spd 40 ft.; AC 26, 
  touch 10, flat-footed 24; Base Atk/Grp: +10/+32; 
  Atk bite +17 melee (2d8+19)*; Full Atk bite +17 
  melee (2d8+19)* and 2 claws +12 melee 
  (2d6+12)*; Space/Reach: 15ft./10 ft.; SA Body 
  integration; rend 4d6 +21; SQ Aversion to 
  daylight, damage reduction 10/silver and magic, 
   darkvision 60 ft., frightful presence, spell 
  resistance 23, undead traits, unholy toughness; 
  AL CE; SV Fort +7, Ref +9, Will +12; Str 38, Dex 
  14, Con -, Int -, Wis 11, Cha 18. 
  *Includes adjustment for Power Attack feat. 
   
  Skills and Feats: Power attack. 
   
  Body Integration (Su):  Whenever a 
  charnal hound reduces a living humanoid foe of 
  Large size or smaller to negative hit pints, the 
  foe must immediately make a DC 24 Fortitude 
  saving throw.  On a failed save, the victim’s 
  body is instantly absorbed into the form of the 
  charnal hound, healing the charnal hound the 
  points of damage equal to 3 X Hit Dice of the 
  victim.  This effect kills the victim, and makes it 
  difficult for his companions to recover his body 
  or equipment unless the charnel hound is 
  defeated and the proper body pulled from the 
  pile of resultant corpses.  The save DC is 
  Charisma-based. 
   
  Rend (Ex):  A charnel hound that hits with 
  both claw attacks latches onto the opponent’s 
  body and tears its flesh.  This automatically 
  deals and extra 4d6+21 points of damage. 
   
  Aversion to Daylight (Ex):  Charnal 
  hounds loath daylight.  If exposed to natural 
  daylight (not merely a daylight spell), a charnel 
  hound takes a -4 penalty on all attack rolls, 
  saving throws, and skill checks. 
   
  Frightful Presence (Su):  A charnel hound 
  can inspire terror by charging or attacking.  
  Affected creatures must succeed on a DC 24 
  Will save or become shaken, remaining in that 
  condition as long as they remain within 60 feet 
  of the charnel hound  The save DC is Charisma-
  based. 
   
  Unholy Toughness (Ex): A Charnal Hound 
  gains a bonus to hits hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  The hound-shaped 
  creature stands at least 20 feet at the shoulder.  
  Closer scrutiny reveals that while the creature 
  has the outward shape of a hound, its form is 
  composed of the bodies of hundreds of rotting 
  humanoid corpses. 
   
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 24 
  Appendix Four – APL 8 
  Encounter Two 
   
   
   
   
  Bonedrinker: CR 6; Medium Undead; HD 
  11d12+22; hp 99; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14; Base Atk/Grp: +5/+14; 
  Atk +10 melee (1d10+5, tentacle); Full Atk 
  +10/+10 melee (1d10+5, 2 tentacles) and +5/+5 
  melee (1d8+2, claws); Space/Reach: 5ft./5 ft. 
  (tentacles up to 10 feet); SA Bonedrink, 
  improved grab, pounce SQ Damage reduction 
  5/silver or good, Darkvision 60 ft., resistance to 
  cold 10, fire 10, and sonic 10, scent, undead 
  traits, unholy toughness; AL CE; SV Fort +3, Ref 
  +6, Will +9; Str 21, Dex 16, Con -, Int 8, Wis 14, 
  Cha 15. 
   
  Skills and Feats: Hide +13, Listen +13, 
  Move Silently +17, Spot +13; Cleave, Combat 
  Reflexes, Improved Natural Attack (claws), 
  Power Attack. 
   
  Bonedrink (Su): Once a bonedrinker has 
  successfully grappled an opponent, it can begin 
  to drink its bones.  To do this, the bonedrinker 
  must make a successful grapple check.  If it pins 
  its foe, it fastens onto the creature with its 
  horrendous fangs.  It then secretes a painful 
  toxin into the victim that deals 1d6 points of Con 
  damage.  Each round the pin is maintained, the 
  bonedrinker deals an additional 1d6 points of 
  Con damage.  Creatures reduced to 0 Con die, 
  as the majority of their bones become to brittle 
  to support their bodies. 
   
  Improved Grab (Ex):  To use this ability, 
  the bonedrinker must hit with a tentacle attack.  
  It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  
  If it wins the grapple check, it established a hold 
  and deals automatic claw or tentacle damage to 
  the grappled victim.  It can deal automatic claw 
  or tentacle damage each subsequent round that 
  it maintains the grapple, and the bonedrinker 
  that has successfully pinned an opponent can 
  begin to drking it’s bones.  Bonedrinkers have a 
  +4 racial bonus on grapple checks. 
   
  Pounce (Ex):  If a bonedrinker charges, it 
  can make a full attack in the same round. 
   
  Physical Description:  This gaunt creature is 
  humanoid in shape, except for two long, 
  writhing, pale tentacles that sprout from beneath 
  its arms.  Although its features are somewhat 
  goblinoid in appearance, wicked talons cap its 
  long, spindly fingers, and its wide maw opens to 
  reveal many sharp teeth, including six 6-inch 
  long fangs.  Its hairless, gray-skinned body is 
  covered in oozing sores that weep a pale white 
  fluid. 
  Encounter Three  
   
   
   
  Cadaver Collector: CR 12; Large Construct; 
  HD 17d10+30; hp 132; Init +4; Spd 40 ft.; AC 29, 
  touch 9, flat-footed 29; Base Atk/Grp: +12/+26; 
  Atk +22 slam (4d8+10); Full Atk +22/+22 slams 
  (4d8+10); Space/Reach: 10ft./10 ft.; SA Breath 
  weapon, 
  impale, 
  improved 
  grab, 
  trample 
  4d8+15; SQ Construct traits, damage reduction 
  10/adamantine, Darkvision 60 ft., immunity to 
  magic, low-light vision; AL LN; SV Fort +5, Ref 
  +5, Will +8; Str 31, Dex 10, Con -, Int 5, Wis 16, 
  Cha 14. 
   
  Skills and Feats: Listen +15 and Spot +15; 
  Alertness, Cleave, Improved Initiative, Improved 
  Natural Attack (slam), Power Attack, Weapon 
  Focus (slam). 
   
  Breath Weapon (Su):  30-goot cone, once 
  every 1d4 rounds, paralyzing gas, Reflex DC 18 
  negates.  The save is Constitution-based.  
  Paralyzation lasts for 1 minute or until the 
  paralyzed creature takes lethal damage. 
   
  Impale (Ex):  If a cadaver collector has 
  successfully grappled a Medium or smaller 
  creature, it can attempt to impale the creature on 
  its back spikes by making a successful grapple 
  check.  Doing so is a standard action that does 
  not provoke attacks of opportunity.  If the 
  collector successfully impales a creature, the 
  creature takes 4d8+15 points of damage and is 
  considered pinned.  Each round the creature 
  takes another 2d8 points of damage as the 
  movement of the cadaver collector causes 
  additional pain to the impaled creature. 
    The creature cannot break free unless it makes 
  a DC 28 Strength check.  Success indicates the 
  creature is free of the spike but takes an 
  additional 2d8 points of damage in the process.  
  Failure means the creature takes 4d8 points of 
  damage and remains pinned in place.  An ally 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 25 
  can try to free an impaled creature with a DC 20 
  Strength check. 
    Once a cadaver collector has a creature or 
  creatures impaled on its back spikes, it is no 
  longer considered to be in a grapple and can 
  attack other opponents without penalty.  It 
  cannot use its slam attacks against impaled 
  opponents.  Creatures that get free of a cadaver 
  collector become its immediate and most urgent 
  targets.  It typically pursues such creatures 
  exclusively if it has any chance of catching and 
  impaling them again. 
    A cadaver collector’s back spikes can hold up 
  to 4 Medium creatures, 16 Small creatures, or 
  64 Tiny creatures.  Creatures smaller than Tiny 
  are too miniscule to be impaled on the 
  collector’s back spikes, although the collector 
  can still deal 4d8+15 points of damage to such 
  opponents by grinding them into its back spikes 
  with a successful grapple check once it has 
  them grappled. 
   
  Improved Grab (Ex):  To use this ability, a 
  cadaver collector must hit with a slam attack.  It 
  can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  
  If it wins the grapple check, it established a hold 
  and can attempt to impale the following round. 
   
  Trample (Ex):  Reflex DC 28 half.  The save 
  DC is Strength-based. 
   
  Immunity to Magic (Ex):  Like golems, 
  cadaver collectors are especially resilient to 
  magic.  However, this resilience takes a slightly 
  different form in the cadaver collector. 
    A cadaver collector is immune to any spell or 
  spell-like ability that allows spell resistance.  In 
  addition, spells of 3rd level or lower that target 
  the cadaver collector automatically rebound 
  back at their caster as if the collector were under 
  the effects of an unbeatable spell turning effect.  
  This effect cannot be dispelled or suppressed, 
  except attains spells that deal electricity damage 
  (see below).  Spells that deal rust damage or 
  alter stone penetrate the immunity to magic.  
  Other spells and effects function differently 
  against the creature as noted below. 
    A magical attack that deals sonic damage 
  slows a cadaver collected (as the slow spell) for 
  3 rounds, with no saving throw.  Sonic spells of 
  3rd level or lower are absorbed by the collector 
  and not reflected. 
    A magical attack that deals electricity damage 
  is absorbed rather than reflected.  Such an 
  attack breaks any slow effect on the collector 
  and heals 1d6 points of damage for every 6 
  points of damage the attack would otherwise 
  deal.  If the amount of healing would cause the 
  collector to exceed its full normal hit points, it 
  gains any excess as temporary hit points. 
    A cadaver collector is affected normally by rust 
  attacks.  In addition, magical attacks that alter 
  the nature of stone, such as transmute rock to 
  mud, deal 1d6 points of damage per spell level 
  to the cadaver collector. 
   
  Physical 
  Description: 
   
  This 
  massive, 
  hunched creature build of stone and metal 
  looms over you.  Its long, heavily plated arms 
  nearly drag on the ground from shoulders 
  flanking a flat-featured, oblong head, but its 
  back draws your eye.  Spikes of various sizes – 
  all barbed and covered in gore dried and fresh – 
  sprout from the plates of metal on its back.  A 
  few bodies remain impaled on the spikes, their 
  mouths open in silent screams. 
  Encounter Four 
   
   
   
   
  Charnal Hound: CR 13; Huge Undead; HD 
  21d12+84; hp 231; Init +2; Spd 40 ft.; AC 26, 
  touch 10, flat-footed 24; Base Atk/Grp: +10/+32; 
  Atk bite +17 melee (2d8+19)*; Full Atk bite +17 
  melee (2d8+19)* and 2 claws +12 melee 
  (2d6+12)*; Space/Reach: 15ft./10 ft.; SA Body 
  integration; rend 4d6 +21; SQ Aversion to 
  daylight, damage reduction 10/silver and magic, 
   darkvision 60 ft., frightful presence, spell 
  resistance 23, undead traits, unholy toughness; 
  AL CE; SV Fort +7, Ref +9, Will +12; Str 38, Dex 
  14, Con -, Int -, Wis 11, Cha 18. 
  *Includes adjustment for Power Attack feat. 
   
  Skills and Feats: Power attack. 
   
  Body Integration (Su):  Whenever a 
  charnal hound reduces a living humanoid foe of 
  Large size or smaller to negative hit pints, the 
  foe must immediately make a DC 24 Fortitude 
  saving throw.  On a failed save, the victim’s 
  body is instantly absorbed into the form of the 
  charnal hound, healing the charnal hound the 
  points of damage equal to 3 X Hit Dice of the 
  victim.  This effect kills the victim, and makes it 
  difficult for his companions to recover his body 
  or equipment unless the charnel hound is 
  defeated and the proper body pulled from the 
  pile of resultant corpses.  The save DC is 
  Charisma-based. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 26 
   
  Rend (Ex):  A charnel hound that hits with 
  both claw attacks latches onto the opponent’s 
  body and tears its flesh.  This automatically 
  deals and extra 4d6+21 points of damage. 
   
  Aversion to Daylight (Ex):  Charnal 
  hounds loath daylight.  If exposed to natural 
  daylight (not merely a daylight spell), a charnel 
  hound takes a -4 penalty on all attack rolls, 
  saving throws, and skill checks. 
   
  Frightful Presence (Su):  A charnel hound 
  can inspire terror by charging or attacking.  
  Affected creatures must succeed on a DC 24 
  Will save or become shaken, remaining in that 
  condition as long as they remain within 60 feet 
  of the charnel hound  The save DC is Charisma-
  based. 
   
  Unholy Toughness (Ex): A Charnal Hound 
  gains a bonus to hits hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  The hound-shaped 
  creature stands at least 20 feet at the shoulder.  
  Closer scrutiny reveals that while the creature 
  has the outward shape of a hound, its form is 
  composed of the bodies of hundreds of rotting 
  humanoid corpses. 
  Encounter Five 
   
   
   
   
  Deathshrieker: CR 15; Medium undead; HD 
  18d12+18; hp 144; Init +11; Spd 40 ft fly (good).; 
  AC 28, touch 28, flat-footed 21; BAB/Grp: +9/-; 
  Atk: 
  +16 
  melee 
  touch 
  (1d4 
  Cha 
  drain, 
  incorporeal touch); Full Atk: +16/+11 melee (1d4 
  Cha drain, incorporeal touch); SA death rattle, 
  despair, scream of the dying; SQ darkvision 60ft, 
  deaths grace, incorporeal traits, undead traits, 
  +4 turn resistance, silence vulnerability; AL CE; 
  SV Fort +8, Ref +13, Will +15; Str -, Dex 25, 
  Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +17, Intimidate +19, 
  Listen +17, Search +12, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Great Fortitude, Improved Initiative, 
  Improved Toughness, Iron Will.  
   
  Charisma Drain (Su): An individual struck 
  by a deathshrieker must make a Fort save (DC 
  24) or permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
   
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 24) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
   
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 24) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
   
  Scream of the Dying (Su): Once per day, 
  as a full round action, a deathshrieker can 
  release a soul-numbing scream that lasts for up 
  to three rounds. After the first round, the 
  deathshrieker needs only a standard action to 
  sustain the scream. This attack affects all living 
  creatures within a 30-foot spread centered on 
  the deathshrieker or within a 60-foot cone 
  extending from the creature at its option. Once 
  chosen, the effect remains the same for all three 
  rounds. Creatures caught in this area must 
  make a Will save (DC 26) or suffer the effects 
  listed below. The save DC is Charisma based. 
  Creatures that cannot hear or are under the 
  effects of a silence spell gain a +4 bonus on 
  their Will saves. The effects are cumulative and 
  concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
   
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
   
  Silence 
  Vulnerability: 
  Deathshriekers 
  cannot abide silence and are harmed by it. To 
  enter 
  the 
  radius 
  of 
  a 
  silence 
  spell, 
  a 
  deathshrieker must make a Will save (DC 12 + 
  CL). Each round that a deathshrieker remains 
  within the area of a silence spell, it takes 1d10 
  points of damage (Will save for half).  
   
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 27 
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming.  
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 28 
  Appendix Five – APL 10 
  Encounter Two 
   
   
   
   
  Plague Spewer: CR 10; Huge Undead; HD 
  16d12; hp 112; Init -1; Spd 40 ft.; AC 23, touch 
  7, flat-footed 23; Base Atk/Grp: +8/+26; Atk +16 
  melee (1d8+10, slam plus plague); Full Atk 
  +16/+16 melee (1d8+10, slams plus plague); 
  Space/Reach: 15ft./15 ft.; SA Plague, vomit rat 
  swarm SQ Damage reduction 10/slashing, 
  Darkvision 60 ft., undead traits; AL CE; SV Fort 
  +5, Ref +4, Will +11; Str 31, Dex 9, Con -, Int -, 
  Wis 12, Cha 16. 
   
  Skills and Feats: None. 
   
  Plague (Su):  Supernatural disease – slam, 
  Fortitude DC 21, incubation period 1 minute; 
  damage 2d4 Dex and 2d4 Con.  The save DC is 
  Charisma-based. The disease is spread by 
  contact and does not require injury. 
   
  Unlike normal diseases, plague continues 
  until the victim reaches Constitution 0 (and dies) 
  or until a remove disease spell or similar magic 
  is applied. An afflicted creature of Huge size or 
  larger who dies of the plague rises as a plague 
  spewer in 1d4 days. 
   
  Vomit Rat Swarm (Su):  As a full-round 
  action, a plague spewer can spew forth a rat 
  swarm (see Monster Manual page 239).  It can 
  do this up to four times per day. 
   
  Physical Description:  Myriad lumps move 
  just under the skin of this huge, gruesome, 
  humanoid-shaped 
  creature. 
   Its bloodless 
  complexion resembles a corpse. 
  Encounter Three  
   
   
   
  Charnal Hound: CR 13; Huge Undead; HD 
  21d12+84; hp 231; Init +2; Spd 40 ft.; AC 26, 
  touch 10, flat-footed 24; Base Atk/Grp: +10/+32; 
  Atk bite +17 melee (2d8+19)*; Full Atk bite +17 
  melee (2d8+19)* and 2 claws +12 melee 
  (2d6+12)*; Space/Reach: 15ft./10 ft.; SA Body 
  integration; rend 4d6 +21; SQ Aversion to 
  daylight, damage reduction 10/silver and magic, 
   darkvision 60 ft., frightful presence, spell 
  resistance 23, undead traits, unholy toughness; 
  AL CE; SV Fort +7, Ref +9, Will +12; Str 38, Dex 
  14, Con -, Int -, Wis 11, Cha 18. 
  *Includes adjustment for Power Attack feat. 
   
  Skills and Feats: Power attack. 
   
  Body Integration (Su):  Whenever a 
  charnal hound reduces a living humanoid foe of 
  Large size or smaller to negative hit pints, the 
  foe must immediately make a DC 24 Fortitude 
  saving throw.  On a failed save, the victim’s 
  body is instantly absorbed into the form of the 
  charnal hound, healing the charnal hound the 
  points of damage equal to 3 X Hit Dice of the 
  victim.  This effect kills the victim, and makes it 
  difficult for his companions to recover his body 
  or equipment unless the charnel hound is 
  defeated and the proper body pulled from the 
  pile of resultant corpses.  The save DC is 
  Charisma-based. 
   
  Rend (Ex):  A charnel hound that hits with 
  both claw attacks latches onto the opponent’s 
  body and tears its flesh.  This automatically 
  deals and extra 4d6+21 points of damage. 
   
  Aversion to Daylight (Ex):  Charnal 
  hounds loath daylight.  If exposed to natural 
  daylight (not merely a daylight spell), a charnel 
  hound takes a -4 penalty on all attack rolls, 
  saving throws, and skill checks. 
   
  Frightful Presence (Su):  A charnel hound 
  can inspire terror by charging or attacking.  
  Affected creatures must succeed on a DC 24 
  Will save or become shaken, remaining in that 
  condition as long as they remain within 60 feet 
  of the charnel hound  The save DC is Charisma-
  based. 
   
  Unholy Toughness (Ex): A Charnal Hound 
  gains a bonus to hits hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  The hound-shaped 
  creature stands at least 20 feet at the shoulder.  
  Closer scrutiny reveals that while the creature 
  has the outward shape of a hound, its form is 
  composed of the bodies of hundreds of rotting 
  humanoid corpses. 
  Encounter Four 
   
   
   
   
  Deathshrieker: CR 15; Medium undead; HD 
  18d12+18; hp 144; Init +11; Spd 40 ft fly (good).; 
  AC 28, touch 28, flat-footed 21; BAB/Grp: +9/-; 
  Atk: 
  +16 
  melee 
  touch 
  (1d4 
  Cha 
  drain, 
  incorporeal touch); Full Atk: +16/+11 melee (1d4 
  Cha drain, incorporeal touch); SA death rattle, 
  despair, scream of the dying; SQ darkvision 60ft, 
  deaths grace, incorporeal traits, undead traits, 
  +4 turn resistance, silence vulnerability; AL CE; 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 29 
  SV Fort +8, Ref +13, Will +15; Str -, Dex 25, 
  Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +17, Intimidate +19, 
  Listen +17, Search +12, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Great Fortitude, Improved Initiative, 
  Improved Toughness, Iron Will.  
   
  Charisma Drain (Su): An individual struck 
  by a deathshrieker must make a Fort save (DC 
  24) or permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
   
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 24) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
   
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 24) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
   
  Scream of the Dying (Su): Once per day, 
  as a full round action, a deathshrieker can 
  release a soul-numbing scream that lasts for up 
  to three rounds. After the first round, the 
  deathshrieker needs only a standard action to 
  sustain the scream. This attack affects all living 
  creatures within a 30-foot spread centered on 
  the deathshrieker or within a 60-foot cone 
  extending from the creature at its option. Once 
  chosen, the effect remains the same for all three 
  rounds. Creatures caught in this area must 
  make a Will save (DC 26) or suffer the effects 
  listed below. The save DC is Charisma based. 
  Creatures that cannot hear or are under the 
  effects of a silence spell gain a +4 bonus on 
  their Will saves. The effects are cumulative and 
  concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
   
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
   
  Silence 
  Vulnerability: 
  Deathshriekers 
  cannot abide silence and are harmed by it. To 
  enter 
  the 
  radius 
  of 
  a 
  silence 
  spell, 
  a 
  deathshrieker must make a Will save (DC 12 + 
  CL). Each round that a deathshrieker remains 
  within the area of a silence spell, it takes 1d10 
  points of damage (Will save for half).  
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
  Encounter Five 
   
   
   
   
  Deathshrieker: CR 15; Medium undead; HD 
  18d12+18; hp 144; Init +11; Spd 40 ft fly (good).; 
  AC 28, touch 28, flat-footed 21; BAB/Grp: +9/-; 
  Atk: 
  +16 
  melee 
  touch 
  (1d4 
  Cha 
  drain, 
  incorporeal touch); Full Atk: +16/+11 melee (1d4 
  Cha drain, incorporeal touch); SA death rattle, 
  despair, scream of the dying; SQ darkvision 60ft, 
  deaths grace, incorporeal traits, undead traits, 
  +4 turn resistance, silence vulnerability; AL CE; 
  SV Fort +8, Ref +13, Will +15; Str -, Dex 25, 
  Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +17, Intimidate +19, 
  Listen +17, Search +12, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Great Fortitude, Improved Initiative, 
  Improved Toughness, Iron Will.  
   
  Charisma Drain (Su): An individual struck 
  by a deathshrieker must make a Fort save (DC 
  24) or permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
   
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 24) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 30 
   
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 24) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
   
  Scream of the Dying (Su): Once per day, 
  as a full round action, a deathshrieker can 
  release a soul-numbing scream that lasts for up 
  to three rounds. After the first round, the 
  deathshrieker needs only a standard action to 
  sustain the scream. This attack affects all living 
  creatures within a 30-foot spread centered on 
  the deathshrieker or within a 60-foot cone 
  extending from the creature at its option. Once 
  chosen, the effect remains the same for all three 
  rounds. Creatures caught in this area must 
  make a Will save (DC 26) or suffer the effects 
  listed below. The save DC is Charisma based. 
  Creatures that cannot hear or are under the 
  effects of a silence spell gain a +4 bonus on 
  their Will saves. The effects are cumulative and 
  concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
   
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
   
  Silence 
  Vulnerability: 
  Deathshriekers 
  cannot abide silence and are harmed by it. To 
  enter 
  the 
  radius 
  of 
  a 
  silence 
  spell, 
  a 
  deathshrieker must make a Will save (DC 12 + 
  CL). Each round that a deathshrieker remains 
  within the area of a silence spell, it takes 1d10 
  points of damage (Will save for half).  
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
   
   
   
   
   
   
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 31 
  Appendix Six – APL 12 
  Encounter Two 
   
   
   
   
  Cadaver Collector: CR 12; Large Construct; 
  HD 17d10+30; hp 132; Init +4; Spd 40 ft.; AC 29, 
  touch 9, flat-footed 29; Base Atk/Grp: +12/+26; 
  Atk +22 slam (4d8+10); Full Atk +22/+22 slams 
  (4d8+10); Space/Reach: 10ft./10 ft.; SA Breath 
  weapon, 
  impale, 
  improved 
  grab, 
  trample 
  4d8+15; SQ Construct traits, damage reduction 
  10/adamantine, Darkvision 60 ft., immunity to 
  magic, low-light vision; AL LN; SV Fort +5, Ref 
  +5, Will +8; Str 31, Dex 10, Con -, Int 5, Wis 16, 
  Cha 14. 
   
  Skills and Feats: Listen +15 and Spot +15; 
  Alertness, Cleave, Improved Initiative, Improved 
  Natural Attack (slam), Power Attack, Weapon 
  Focus (slam). 
   
  Breath Weapon (Su):  30-goot cone, once 
  every 1d4 rounds, paralyzing gas, Reflex DC 18 
  negates.  The save is Constitution-based.  
  Paralyzation lasts for 1 minute or until the 
  paralyzed creature takes lethal damage. 
   
  Impale (Ex):  If a cadaver collector has 
  successfully grappled a Medium or smaller 
  creature, it can attempt to impale the creature on 
  its back spikes by making a successful grapple 
  check.  Doing so is a standard action that does 
  not provoke attacks of opportunity.  If the 
  collector successfully impales a creature, the 
  creature takes 4d8+15 points of damage and is 
  considered pinned.  Each round the creature 
  takes another 2d8 points of damage as the 
  movement of the cadaver collector causes 
  additional pain to the impaled creature. 
    The creature cannot break free unless it makes 
  a DC 28 Strength check.  Success indicates the 
  creature is free of the spike but takes an 
  additional 2d8 points of damage in the process.  
  Failure means the creature takes 4d8 points of 
  damage and remains pinned in place.  An ally 
  can try to free an impaled creature with a DC 20 
  Strength check. 
    Once a cadaver collector has a creature or 
  creatures impaled on its back spikes, it is no 
  longer considered to be in a grapple and can 
  attack other opponents without penalty.  It 
  cannot use its slam attacks against impaled 
  opponents.  Creatures that get free of a cadaver 
  collector become its immediate and most urgent 
  targets.  It typically pursues such creatures 
  exclusively if it has any chance of catching and 
  impaling them again. 
    A cadaver collector’s back spikes can hold up 
  to 4 Medium creatures, 16 Small creatures, or 
  64 Tiny creatures.  Creatures smaller than Tiny 
  are too miniscule to be impaled on the 
  collector’s back spikes, although the collector 
  can still deal 4d8+15 points of damage to such 
  opponents by grinding them into its back spikes 
  with a successful grapple check once it has 
  them grappled. 
   
  Improved Grab (Ex):  To use this ability, a 
  cadaver collector must hit with a slam attack.  It 
  can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  
  If it wins the grapple check, it established a hold 
  and can attempt to impale the following round. 
   
  Trample (Ex):  Reflex DC 28 half.  The save 
  DC is Strength-based. 
   
  Immunity to Magic (Ex):  Like golems, 
  cadaver collectors are especially resilient to 
  magic.  However, this resilience takes a slightly 
  different form in the cadaver collector. 
    A cadaver collector is immune to any spell or 
  spell-like ability that allows spell resistance.  In 
  addition, spells of 3rd level or lower that target 
  the cadaver collector automatically rebound 
  back at their caster as if the collector were under 
  the effects of an unbeatable spell turning effect.  
  This effect cannot be dispelled or suppressed, 
  except attains spells that deal electricity damage 
  (see below).  Spells that deal rust damage or 
  alter stone penetrate the immunity to magic.  
  Other spells and effects function differently 
  against the creature as noted below. 
    A magical attack that deals sonic damage 
  slows a cadaver collected (as the slow spell) for 
  3 rounds, with no saving throw.  Sonic spells of 
  3rd level or lower are absorbed by the collector 
  and not reflected. 
    A magical attack that deals electricity damage 
  is absorbed rather than reflected.  Such an 
  attack breaks any slow effect on the collector 
  and heals 1d6 points of damage for every 6 
  points of damage the attack would otherwise 
  deal.  If the amount of healing would cause the 
  collector to exceed its full normal hit points, it 
  gains any excess as temporary hit points. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 32 
    A cadaver collector is affected normally by rust 
  attacks.  In addition, magical attacks that alter 
  the nature of stone, such as transmute rock to 
  mud, deal 1d6 points of damage per spell level 
  to the cadaver collector. 
   
  Physical 
  Description: 
   
  This 
  massive, 
  hunched creature build of stone and metal 
  looms over you.  Its long, heavily plated arms 
  nearly drag on the ground from shoulders 
  flanking a flat-featured, oblong head, but its 
  back draws your eye.  Spikes of various sizes – 
  all barbed and covered in gore dried and fresh – 
  sprout from the plates of metal on its back.  A 
  few bodies remain impaled on the spikes, their 
  mouths open in silent screams. 
   
  Necronaut: 
  CR 
  14; 
  Gargantuan 
  Undead 
  (Chaotic, Evil, Extraplanar); HD 32d12+96; hp 
  320; Init +3; Spd 50 ft.; AC 25, touch 5, flat-
  footed 25; Base Atk/Grp: +16/+43; Atk +22 slam 
  (4d6+20); Full Atk 4 slams +22 (4d6+20); 
  Space/Reach: 20ft./20 ft.; SA Assimilate corpse, 
  trample 
  4d6+22; 
  SQ 
  Damage 
  reduction 
  15/lawful 
  or 
  magic, 
  Darkvision 
  60 
  ft., 
  necromantic effects, spell resistance 25, undead 
  traits and unholy toughness; AL CE; SV Fort 
  +10, Ref +9, Will +20; Str 41, Dex 8, Con -, Int 7, 
  Wis 14, Cha 16. 
   
  Skills and Feats: Knowledge (planes) +10, 
  Listen +33, Spot +33, Survival +2 (+4 other 
  planes); Alertness, Awesome Blow, Blind Fight, 
  Cleave, Great Cleave, Improved Bull Rush, 
  Improved Initiative, Improved Natural Attack 
  (slam), Improved Overrun, Improved Sunder, 
  Power Attack. 
   
  Assimilate Corpse (Su):  A necronaut can, 
  as a move action, add the corpse of an 
  opponent to its body.  Once the corpse is added, 
  the necronaut begins assimilating it.  This 
  process takes 1 round to runt its course and 
  heals some damage to the necronaut, based on 
  the size of the assimilated creature: Small or 
  smaller, 10 pints healed; Medium, 30 points; 
  Large, 60 points; Huge, 100 points; Gargantuan, 
  150 points; or Colossal, 210 points.  Once a 
  creature is fully assimilated, it cannot be raised 
  from the dead.  Before the creature is fully 
  assimilated, an ally can putt it free with a DC 24 
  Strength check. 
   
  Necromantic Effects (Su):  Necronauts are 
  affected differently by some spells.  Because 
  each one is composed of bones and corpses, 
  spells that create undead deal 1d4 points of 
  damage per caster level to a necronaut, up to a 
  maximum given here for each spell:  animate 
  dead, 10d4; create undead, 15d4; create greater 
  undead, 20d4. 
   
  Trample (Ex):  Reflex half DC 41.  The save 
  DC is Strength-based. 
   
  Unholy Toughness (Ex):  A necronaut 
  gains a bonus to its hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  A towering shape 
  seemingly built from bones and corpses, this 
  creature rolls and lurches across the ground, 
  searching around itself with four massive, 
  angular arms. 
  Encounter Three  
   
   
   
  Deathshrieker: CR 15; Medium undead; HD 
  18d12+18; hp 144; Init +11; Spd 40 ft fly (good).; 
  AC 28, touch 28, flat-footed 21; BAB/Grp: +9/-; 
  Atk: 
  +16 
  melee 
  touch 
  (1d4 
  Cha 
  drain, 
  incorporeal touch); Full Atk: +16/+11 melee (1d4 
  Cha drain, incorporeal touch); SA death rattle, 
  despair, scream of the dying; SQ darkvision 60ft, 
  deaths grace, incorporeal traits, undead traits, 
  +4 turn resistance, silence vulnerability; AL CE; 
  SV Fort +8, Ref +13, Will +15; Str -, Dex 25, 
  Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +17, Intimidate +19, 
  Listen +17, Search +12, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Great Fortitude, Improved Initiative, 
  Improved Toughness, Iron Will.  
   
  Charisma Drain (Su): An individual struck 
  by a deathshrieker must make a Fort save (DC 
  24) or permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
   
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 24) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
   
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 24) or be paralyzed with fear for 1d4 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 33 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
   
  Scream of the Dying (Su): Once per day, 
  as a full round action, a deathshrieker can 
  release a soul-numbing scream that lasts for up 
  to three rounds. After the first round, the 
  deathshrieker needs only a standard action to 
  sustain the scream. This attack affects all living 
  creatures within a 30-foot spread centered on 
  the deathshrieker or within a 60-foot cone 
  extending from the creature at its option. Once 
  chosen, the effect remains the same for all three 
  rounds. Creatures caught in this area must 
  make a Will save (DC 26) or suffer the effects 
  listed below. The save DC is Charisma based. 
  Creatures that cannot hear or are under the 
  effects of a silence spell gain a +4 bonus on 
  their Will saves. The effects are cumulative and 
  concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
   
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
   
  Silence 
  Vulnerability: 
  Deathshriekers 
  cannot abide silence and are harmed by it. To 
  enter 
  the 
  radius 
  of 
  a 
  silence 
  spell, 
  a 
  deathshrieker must make a Will save (DC 12 + 
  CL). Each round that a deathshrieker remains 
  within the area of a silence spell, it takes 1d10 
  points of damage (Will save for half).  
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
  Encounter Four 
   
   
   
   
  Deathshrieker: CR 15; Medium undead; HD 
  18d12+18; hp 144; Init +11; Spd 40 ft fly (good).; 
  AC 28, touch 28, flat-footed 21; BAB/Grp: +9/-; 
  Atk: 
  +16 
  melee 
  touch 
  (1d4 
  Cha 
  drain, 
  incorporeal touch); Full Atk: +16/+11 melee (1d4 
  Cha drain, incorporeal touch); SA death rattle, 
  despair, scream of the dying; SQ darkvision 60ft, 
  deaths grace, incorporeal traits, undead traits, 
  +4 turn resistance, silence vulnerability; AL CE; 
  SV Fort +8, Ref +13, Will +15; Str -, Dex 25, 
  Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +17, Intimidate +19, 
  Listen +17, Search +12, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Great Fortitude, Improved Initiative, 
  Improved Toughness, Iron Will.  
   
  Charisma Drain (Su): An individual struck 
  by a deathshrieker must make a Fort save (DC 
  24) or permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
   
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 24) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
   
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 24) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
   
  Scream of the Dying (Su): Once per day, 
  as a full round action, a deathshrieker can 
  release a soul-numbing scream that lasts for up 
  to three rounds. After the first round, the 
  deathshrieker needs only a standard action to 
  sustain the scream. This attack affects all living 
  creatures within a 30-foot spread centered on 
  the deathshrieker or within a 60-foot cone 
  extending from the creature at its option. Once 
  chosen, the effect remains the same for all three 
  rounds. Creatures caught in this area must 
  make a Will save (DC 26) or suffer the effects 
  listed below. The save DC is Charisma based. 
  Creatures that cannot hear or are under the 
  effects of a silence spell gain a +4 bonus on 
  their Will saves. The effects are cumulative and 
  concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 34 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
   
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
   
  Silence 
  Vulnerability: 
  Deathshriekers 
  cannot abide silence and are harmed by it. To 
  enter 
  the 
  radius 
  of 
  a 
  silence 
  spell, 
  a 
  deathshrieker must make a Will save (DC 12 + 
  CL). Each round that a deathshrieker remains 
  within the area of a silence spell, it takes 1d10 
  points of damage (Will save for half).  
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
  Encounter Five 
   
   
   
   
  Deathshrieker, Advanced: CR 19; Medium 
  undead; HD 25d12+25; hp 200; Init +12; Spd 40 
  ft fly (good).; AC 31, touch 31, flat-footed 23; 
  BAB/Grp: +12/-; Atk: +20 melee touch (1d4 Cha 
  drain, incorporeal touch); Full Atk: +20/+15/+10 
  melee (1d4 Cha drain, incorporeal touch); SA 
  death rattle, despair, scream of the dying; SQ 
  darkvision 60ft, deaths grace, incorporeal traits, 
  undead traits, +4 turn resistance, silence 
  vulnerability; AL CE; SV Fort +10, Ref +18, Will 
  +18; Str -, Dex 27, Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +23, Intimidate +22, 
  Listen +22, Search +20, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, 
  Improved 
  Toughness, 
  Iron 
  Will, 
  Lightning Reflexes.  
  Charisma Drain (Su): An individual struck by a 
  deathshrieker must make a Fort save (DC 27) or 
  permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 27) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 27) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
  Scream of the Dying (Su): Once per day, as a 
  full round action, a deathshrieker can release a 
  soul-numbing scream that lasts for up to three 
  rounds. After the first round, the deathshrieker 
  needs only a standard action to sustain the 
  scream. This attack affects all living creatures 
  within a 30-foot spread centered on the 
  deathshrieker or within a 60-foot cone extending 
  from the creature at its option. Once chosen, the 
  effect remains the same for all three rounds. 
  Creatures caught in this area must make a Will 
  save (DC 29) or suffer the effects listed below. 
  The save DC is Charisma based. Creatures that 
  cannot hear or are under the effects of a silence 
  spell gain a +4 bonus on their Will saves. The 
  effects are cumulative and concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
  Silence Vulnerability: Deathshriekers cannot 
  abide silence and are harmed by it. To enter the 
  radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + CL). Each round that 
  a deathshrieker remains within the area of a 
  silence spell, it takes 1d10 points of damage 
  (Will save for half).  
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 35 
  Appendix Seven – APL 14 
  Encounter Two 
   
   
   
   
  Giant, Death: CR 16; Huge Giant; HD 
  23d8+115; hp 230; Init +1; Spd 35 ft. in banded 
  mail, base speed is 50 ft.; AC 29, touch 9, flat-
  footed 28; Base Atk/Grp: +17/+37; Atk Greataxe 
  +27 (4d6+18/x3) or slam +27 melee (1d8+12) or 
  rock +17 ranged (2d8+12); Full Atk Greataxe 
  +27/+22/+17/12 melee (4d6+18/x3) and bite +22 
  melee (2d6+6) or 2 slams +27 melee (1d8+12) 
  and bite +22 melee (2d6+6) or rock +17 ranged 
  (2d8+12); Space/Reach: 15ft./15 ft.; SA Frightful 
  keening, rock throwing, spell-like abilities, steal 
  soul; SQ Darkvision 60 ft., guardian souls, 
  immunity to fear and energy drain, low-light 
  vision, rock catching, sold soul, soul healing; AL 
  NE; SV Fort +25, Ref +17, Will +21; Str 34, Dex 
  13, Con 21, Int 12, Wis 20, Cha 25. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +19, 
  Intimidate 
  +15, 
  Knowledge 
  (arcane) 
  +14, 
  Knowledge (history) +12, Knowledge (religion) 
  +19, Listen +12, Spellcraft +16, Spot +12, 
  Survival +6; Ability Focus (frightful keening), 
  Ability Focus (steal soul), Cleave, Iron Will, 
  Lightning Reflexes, Point Blank Shot, Power 
  Attack, Precise Shot. 
   
  Frightful keening (Su): As a standard 
  action, a death giant can trigger the guardian 
  souls that waft around its body to wail in frightful 
  anguish. Living creatures within 100 ft. that hear 
  this keening must make a DC 30 Will save. 
  Success indicates that the creature is shaken 
  until it can no longer hear the keening or moves 
  out of range. Failure causes the creature to be 
  panicked for as long as it can hear the keening 
  and remains in range, and shaken for 24 hours 
  afterward. Ending the frightful keening is a 
  standard action. This is a sonic, mind-affecting 
  fear ability. The save DC is Charisma based. 
  Spell-like abilities: 3/day – greater dispel 
  magic, inflict critical wounds (+27 melee touch, 
  DC 21), unholy blight (DC 21); 1/day – flame 
  strike (DC 22). Caster level 16th. 
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive +1 
  racial bonus on attack rolls when throwing rocks. 
  A giant of at least Large size can hurl rocks 
  weighing 40 to 50 pounds each up to five range 
  increments. A Huge giant can hurl rocks of 60 to 
  80 pounds (medium objects). The range 
  increment is 120 feet for a death giant’s thrown 
  rocks.  
  Rock Catching (Ex): A giant of at least Large 
  size can catch Small, Medium or Large rocks (or 
  projectiles of similar shape). Once per round, a 
  giant that would normally be hit by a rock can 
  make a Reflex save to catch it as a free action. 
  The DC is 15 for a small rock, 20 for a medium 
  rock and 25 for a large one. If the projectile 
  provides a magical bonus on attack rolls, the DC 
  increases by that amount. The giant must be 
  ready for and aware of the attack in order to 
  make a rock catching attempt. 
  Steal soul (Su): Any living creature with 10 or 
  fewer hit points within 15 feet of a death giant 
  must succeed on a DC 30 Fort save each round 
  or die instantly. This is a death effect. The save 
  DC is Charisma based. 
   
  Any creature that dies within 15 feet of a 
  death giant has its spirit sucked up into the 
  swirling guardian souls that protect the death 
  giant. 
  Such 
  creatures 
  cannot 
  be 
  raised, 
  resurrected or reincarnated so long as the death 
  giant lives. Killing the death giant releases the 
  souls.  
   
  If a living death giant is within 15 feet of a 
  death giant that dies, the souls are not released 
  and are instead transferred to the nearby death 
  giant due to its steal soul ability. Under 
  extraordinary circumstances, a living death giant 
  may release a soul it has captured.   
  Guardian souls (Su): A death giant’s victims 
  become its guardians in death. Each death giant 
  is surrounded by a constantly swirling cloud of 
  intangible spirits. 
   
  These spirits provide the death giant with 
  warnings and protection, granting the creature a 
  bonus on initiative rolls, saves, Listen checks, 
  and Spot checks equal to its Charisma modifier. 
   
  A death giant’s will binds its guardian souls 
  to it. They are not ghosts or undead in the usual 
  sense and cannot be damaged, dispelled or 
  separated from the death giant. Only a 
  successful turning attempt can quell these spirits 
  for a time. If the turning attempt would turn or 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 36 
  rebuke an undead with HD equal to the death 
  giants, the guardian souls vanish for 1d10 
  rounds and the death giant loses the benefits of 
  its guardian souls, frightful keening, soul 
  healing, and steal soul abilities until the souls 
  return. 
  Sold Soul (Ex): A death giant cannot be raised, 
  resurrected or reincarnated. If a death giant’s 
  soul is not taken as a guardian soul by another 
  death giant or kept from departing by some 
  other means (such as soul bind), it is utterly 
  destroyed 1 round after the giant’s death. 
  Soul Healing (Su): When a death giant is 
  protected by its guardian souls, hit point damage 
  due to negative energy (such as from an inflict 
  spell) heals rather than harms a death giant. 
  Death giants are healed by positive energy 
  (such as from cure spells) normally.  
  Physical Description:  This heavily armored, 
  gaunt giant has pointed ears and dark gray skin. 
   Its hands end in long yellow claws, and its snarl 
  shows sharp fangs.  It is surrounded by a thin 
  fog of swirling vapor, and as you watch, the 
  cloud forms into tormented faces that scream in 
  terror and pain. 
  Necronaut: 
  CR 
  14; 
  Gargantuan 
  Undead 
  (Chaotic, Evil, Extraplanar); HD 32d12+96; hp 
  320; Init +3; Spd 50 ft.; AC 25, touch 5, flat-
  footed 25; Base Atk/Grp: +16/+43; Atk +22 slam 
  (4d6+20); Full Atk 4 slams +22 (4d6+20); 
  Space/Reach: 20ft./20 ft.; SA Assimilate corpse, 
  trample 
  4d6+22; 
  SQ 
  Damage 
  reduction 
  15/lawful 
  or 
  magic, 
  Darkvision 
  60 
  ft., 
  necromantic effects, spell resistance 25, undead 
  traits and unholy toughness; AL CE; SV Fort 
  +10, Ref +9, Will +20; Str 41, Dex 8, Con -, Int 7, 
  Wis 14, Cha 16. 
   
  Skills and Feats: Knowledge (planes) +10, 
  Listen +33, Spot +33, Survival +2 (+4 other 
  planes); Alertness, Awesome Blow, Blind Fight, 
  Cleave, Great Cleave, Improved Bull Rush, 
  Improved Initiative, Improved Natural Attack 
  (slam), Improved Overrun, Improved Sunder, 
  Power Attack. 
   
  Assimilate Corpse (Su):  A necronaut can, 
  as a move action, add the corpse of an 
  opponent to its body.  Once the corpse is added, 
  the necronaut begins assimilating it.  This 
  process takes 1 round to runt its course and 
  heals some damage to the necronaut, based on 
  the size of the assimilated creature: Small or 
  smaller, 10 pints healed; Medium, 30 points; 
  Large, 60 points; Huge, 100 points; Gargantuan, 
  150 points; or Colossal, 210 points.  Once a 
  creature is fully assimilated, it cannot be raised 
  from the dead.  Before the creature is fully 
  assimilated, an ally can putt it free with a DC 24 
  Strength check. 
   
  Necromantic Effects (Su):  Necronauts are 
  affected differently by some spells.  Because 
  each one is composed of bones and corpses, 
  spells that create undead deal 1d4 points of 
  damage per caster level to a necronaut, up to a 
  maximum given here for each spell:  animate 
  dead, 10d4; create undead, 15d4; create greater 
  undead, 20d4. 
   
  Trample (Ex):  Reflex half DC 41.  The save 
  DC is Strength-based. 
   
  Unholy Toughness (Ex):  A necronaut 
  gains a bonus to its hit points equal to its 
  Charisma modifier X its Hit Dice. 
   
  Physical Description:  A towering shape 
  seemingly built from bones and corpses, this 
  creature rolls and lurches across the ground, 
  searching around itself with four massive, 
  angular arms. 
  Encounter Three  
   
   
   
  Deathshrieker: CR 15; Medium undead; HD 
  18d12+18; hp 144; Init +11; Spd 40 ft fly (good).; 
  AC 28, touch 28, flat-footed 21; BAB/Grp: +9/-; 
  Atk: 
  +16 
  melee 
  touch 
  (1d4 
  Cha 
  drain, 
  incorporeal touch); Full Atk: +16/+11 melee (1d4 
  Cha drain, incorporeal touch); SA death rattle, 
  despair, scream of the dying; SQ darkvision 60ft, 
  deaths grace, incorporeal traits, undead traits, 
  +4 turn resistance, silence vulnerability; AL CE; 
  SV Fort +8, Ref +13, Will +15; Str -, Dex 25, 
  Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +17, Intimidate +19, 
  Listen +17, Search +12, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Great Fortitude, Improved Initiative, 
  Improved Toughness, Iron Will.  
   
  Charisma Drain (Su): An individual struck 
  by a deathshrieker must make a Fort save (DC 
  24) or permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
   
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 37 
  300-foot spread must succeed on a Will save 
  (DC 24) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
   
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 24) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
   
  Scream of the Dying (Su): Once per day, 
  as a full round action, a deathshrieker can 
  release a soul-numbing scream that lasts for up 
  to three rounds. After the first round, the 
  deathshrieker needs only a standard action to 
  sustain the scream. This attack affects all living 
  creatures within a 30-foot spread centered on 
  the deathshrieker or within a 60-foot cone 
  extending from the creature at its option. Once 
  chosen, the effect remains the same for all three 
  rounds. Creatures caught in this area must 
  make a Will save (DC 26) or suffer the effects 
  listed below. The save DC is Charisma based. 
  Creatures that cannot hear or are under the 
  effects of a silence spell gain a +4 bonus on 
  their Will saves. The effects are cumulative and 
  concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
   
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
   
  Silence 
  Vulnerability: 
  Deathshriekers 
  cannot abide silence and are harmed by it. To 
  enter 
  the 
  radius 
  of 
  a 
  silence 
  spell, 
  a 
  deathshrieker must make a Will save (DC 12 + 
  CL). Each round that a deathshrieker remains 
  within the area of a silence spell, it takes 1d10 
  points of damage (Will save for half).  
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
  Encounter Four 
   
   
   
   
  Deathshrieker, Advanced: CR 19; Medium 
  undead; HD 25d12+25; hp 200; Init +12; Spd 40 
  ft fly (good).; AC 31, touch 31, flat-footed 23; 
  BAB/Grp: +12/-; Atk: +20 melee touch (1d4 Cha 
  drain, incorporeal touch); Full Atk: +20/+15/+10 
  melee (1d4 Cha drain, incorporeal touch); SA 
  death rattle, despair, scream of the dying; SQ 
  darkvision 60ft, deaths grace, incorporeal traits, 
  undead traits, +4 turn resistance, silence 
  vulnerability; AL CE; SV Fort +10, Ref +18, Will 
  +18; Str -, Dex 27, Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +23, Intimidate +22, 
  Listen +22, Search +20, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, 
  Improved 
  Toughness, 
  Iron 
  Will, 
  Lightning Reflexes.  
  Charisma Drain (Su): An individual struck by a 
  deathshrieker must make a Fort save (DC 27) or 
  permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 27) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 27) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
  Scream of the Dying (Su): Once per day, as a 
  full round action, a deathshrieker can release a 
  soul-numbing scream that lasts for up to three 
  rounds. After the first round, the deathshrieker 
  needs only a standard action to sustain the 
  scream. This attack affects all living creatures 
  within a 30-foot spread centered on the 
  deathshrieker or within a 60-foot cone extending 
  from the creature at its option. Once chosen, the 
  effect remains the same for all three rounds. 
  Creatures caught in this area must make a Will 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 38 
  save (DC 29) or suffer the effects listed below. 
  The save DC is Charisma based. Creatures that 
  cannot hear or are under the effects of a silence 
  spell gain a +4 bonus on their Will saves. The 
  effects are cumulative and concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
  Silence Vulnerability: Deathshriekers cannot 
  abide silence and are harmed by it. To enter the 
  radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + CL). Each round that 
  a deathshrieker remains within the area of a 
  silence spell, it takes 1d10 points of damage 
  (Will save for half).  
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
  Encounter Five 
   
   
   
   
  Deathshrieker, Advanced: CR 19; Medium 
  undead; HD 25d12+25; hp 200; Init +12; Spd 40 
  ft fly (good).; AC 31, touch 31, flat-footed 23; 
  BAB/Grp: +12/-; Atk: +20 melee touch (1d4 Cha 
  drain, incorporeal touch); Full Atk: +20/+15/+10 
  melee (1d4 Cha drain, incorporeal touch); SA 
  death rattle, despair, scream of the dying; SQ 
  darkvision 60ft, deaths grace, incorporeal traits, 
  undead traits, +4 turn resistance, silence 
  vulnerability; AL CE; SV Fort +10, Ref +18, Will 
  +18; Str -, Dex 27, Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +23, Intimidate +22, 
  Listen +22, Search +20, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, 
  Improved 
  Toughness, 
  Iron 
  Will, 
  Lightning Reflexes.  
  Charisma Drain (Su): An individual struck by a 
  deathshrieker must make a Fort save (DC 27) or 
  permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 27) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 27) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
  Scream of the Dying (Su): Once per day, as a 
  full round action, a deathshrieker can release a 
  soul-numbing scream that lasts for up to three 
  rounds. After the first round, the deathshrieker 
  needs only a standard action to sustain the 
  scream. This attack affects all living creatures 
  within a 30-foot spread centered on the 
  deathshrieker or within a 60-foot cone extending 
  from the creature at its option. Once chosen, the 
  effect remains the same for all three rounds. 
  Creatures caught in this area must make a Will 
  save (DC 29) or suffer the effects listed below. 
  The save DC is Charisma based. Creatures that 
  cannot hear or are under the effects of a silence 
  spell gain a +4 bonus on their Will saves. The 
  effects are cumulative and concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
  Silence Vulnerability: Deathshriekers cannot 
  abide silence and are harmed by it. To enter the 
  radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + CL). Each round that 
  a deathshrieker remains within the area of a 
  silence spell, it takes 1d10 points of damage 
  (Will save for half).  
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 39 
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
   
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 40 
  Appendix Eight – APL 16 
  Encounter Two 
   
   
   
   
  Giant, Death: CR 16; Huge Giant; HD 
  23d8+115; hp 230; Init +1; Spd 35 ft. in banded 
  mail, base speed is 50 ft.; AC 29, touch 9, flat-
  footed 28; Base Atk/Grp: +17/+37; Atk Greataxe 
  +27 (4d6+18/x3) or slam +27 melee (1d8+12) or 
  rock +17 ranged (2d8+12); Full Atk Greataxe 
  +27/+22/+17/12 melee (4d6+18/x3) and bite +22 
  melee (2d6+6) or 2 slams +27 melee (1d8+12) 
  and bite +22 melee (2d6+6) or rock +17 ranged 
  (2d8+12); Space/Reach: 15ft./15 ft.; SA Frightful 
  keening, rock throwing, spell-like abilities, steal 
  soul; SQ Darkvision 60 ft., guardian souls, 
  immunity to fear and energy drain, low-light 
  vision, rock catching, sold soul, soul healing; AL 
  NE; SV Fort +25, Ref +17, Will +21; Str 34, Dex 
  13, Con 21, Int 12, Wis 20, Cha 25. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +19, 
  Intimidate 
  +15, 
  Knowledge 
  (arcane) 
  +14, 
  Knowledge (history) +12, Knowledge (religion) 
  +19, Listen +12, Spellcraft +16, Spot +12, 
  Survival +6; Ability Focus (frightful keening), 
  Ability Focus (steal soul), Cleave, Iron Will, 
  Lightning Reflexes, Point Blank Shot, Power 
  Attack, Precise Shot. 
   
  Frightful keening (Su): As a standard 
  action, a death giant can trigger the guardian 
  souls that waft around its body to wail in frightful 
  anguish. Living creatures within 100 ft. that hear 
  this keening must make a DC 30 Will save. 
  Success indicates that the creature is shaken 
  until it can no longer hear the keening or moves 
  out of range. Failure causes the creature to be 
  panicked for as long as it can hear the keening 
  and remains in range, and shaken for 24 hours 
  afterward. Ending the frightful keening is a 
  standard action. This is a sonic, mind-affecting 
  fear ability. The save DC is Charisma based. 
  Spell-like abilities: 3/day – greater dispel 
  magic, inflict critical wounds (+27 melee touch, 
  DC 21), unholy blight (DC 21); 1/day – flame 
  strike (DC 22). Caster level 16th. 
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive +1 
  racial bonus on attack rolls when throwing rocks. 
  A giant of at least Large size can hurl rocks 
  weighing 40 to 50 pounds each up to five range 
  increments. A Huge giant can hurl rocks of 60 to 
  80 pounds (medium objects). The range 
  increment is 120 feet for a death giant’s thrown 
  rocks.  
  Rock Catching (Ex): A giant of at least Large 
  size can catch Small, Medium or Large rocks (or 
  projectiles of similar shape). Once per round, a 
  giant that would normally be hit by a rock can 
  make a Reflex save to catch it as a free action. 
  The DC is 15 for a small rock, 20 for a medium 
  rock and 25 for a large one. If the projectile 
  provides a magical bonus on attack rolls, the DC 
  increases by that amount. The giant must be 
  ready for and aware of the attack in order to 
  make a rock catching attempt. 
  Steal soul (Su): Any living creature with 10 or 
  fewer hit points within 15 feet of a death giant 
  must succeed on a DC 30 Fort save each round 
  or die instantly. This is a death effect. The save 
  DC is Charisma based. 
   
  Any creature that dies within 15 feet of a 
  death giant has its spirit sucked up into the 
  swirling guardian souls that protect the death 
  giant. 
  Such 
  creatures 
  cannot 
  be 
  raised, 
  resurrected or reincarnated so long as the death 
  giant lives. Killing the death giant releases the 
  souls.  
   
  If a living death giant is within 15 feet of a 
  death giant that dies, the souls are not released 
  and are instead transferred to the nearby death 
  giant due to its steal soul ability. Under 
  extraordinary circumstances, a living death giant 
  may release a soul it has captured.   
  Guardian souls (Su): A death giant’s victims 
  become its guardians in death. Each death giant 
  is surrounded by a constantly swirling cloud of 
  intangible spirits. 
   
  These spirits provide the death giant with 
  warnings and protection, granting the creature a 
  bonus on initiative rolls, saves, Listen checks, 
  and Spot checks equal to its Charisma modifier. 
   
  A death giant’s will binds its guardian souls 
  to it. They are not ghosts or undead in the usual 
  sense and cannot be damaged, dispelled or 
  separated from the death giant. Only a 
  successful turning attempt can quell these spirits 
  for a time. If the turning attempt would turn or 
  rebuke an undead with HD equal to the death 
  giants, the guardian souls vanish for 1d10 
  rounds and the death giant loses the benefits of 
  its guardian souls, frightful keening, soul 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 41 
  healing, and steal soul abilities until the souls 
  return. 
  Sold Soul (Ex): A death giant cannot be raised, 
  resurrected or reincarnated. If a death giant’s 
  soul is not taken as a guardian soul by another 
  death giant or kept from departing by some 
  other means (such as soul bind), it is utterly 
  destroyed 1 round after the giant’s death. 
  Soul Healing (Su): When a death giant is 
  protected by its guardian souls, hit point damage 
  due to negative energy (such as from an inflict 
  spell) heals rather than harms a death giant. 
  Death giants are healed by positive energy 
  (such as from cure spells) normally.  
  Physical Description:  This heavily armored, 
  gaunt giant has pointed ears and dark gray skin. 
   Its hands end in long yellow claws, and its snarl 
  shows sharp fangs.  It is surrounded by a thin 
  fog of swirling vapor, and as you watch, the 
  cloud forms into tormented faces that scream in 
  terror and pain 
  Cadaver Collector, Greater: CR 17; Huge 
  Construct; HD 35d10+40; hp 250; Init +3; Spd 
  40 ft.; AC 30, touch 7, flat-footed 30; Base 
  Atk/Grp: +26/+48; Atk +39 slam (6d8+14); Full 
  Atk +39/+39 slams (6d8+14); Space/Reach: 
  15ft./15 ft.; SA Breath weapon, impale, improved 
  grab, trample 6d8+21; SQ Construct traits, 
  damage reduction 10/adamantine, Darkvision 60 
  ft., immunity to magic, low-light vision; AL LN; 
  SV Fort +13, Ref +12, Will +14; Str 39, Dex 8, 
  Con -, Int 5, Wis 16, Cha 14. 
   
  Skills and Feats: Listen +24 and Spot +24; 
  Alertness, 
  Cleave, 
  Great 
  Cleave, 
  Great 
  Fortitude, 
  Improved 
  Bull 
  Rush, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (slam), 
  Improved Overrun, Improved Sunder, Lightning 
  Reflexes, Power Attack, Weapon Focus (slam). 
   
  Breath Weapon (Su):  30-goot cone, once 
  every 1d4 rounds, paralyzing gas, Reflex DC 27 
  negates.  The save is Constitution-based.  The 
  save is Constitution-based.  Paralyzation lasts 
  for 1 minute or until the paralyzed creature takes 
  lethal damage. 
   
  Impale (Ex):  If a cadaver collector has 
  successfully grappled a Medium or smaller 
  creature, it can attempt to impale the creature on 
  its back spikes by making a successful grapple 
  check.  Doing so is a standard action that does 
  not provoke attacks of opportunity.  If the 
  collector successfully impales a creature, the 
  creature takes 4d8+15 points of damage and is 
  considered pinned.  Each round the creature 
  takes another 2d8 points of damage as the 
  movement of the cadaver collector causes 
  additional pain to the impaled creature. 
    The creature cannot break free unless it makes 
  a DC 28 Strength check.  Success indicates the 
  creature is free of the spike but takes an 
  additional 2d8 points of damage in the process.  
  Failure means the creature takes 4d8 points of 
  damage and remains pinned in place.  An ally 
  can try to free an impaled creature with a DC 20 
  Strength check. 
    Once a cadaver collector has a creature or 
  creatures impaled on its back spikes, it is no 
  longer considered to be in a grapple and can 
  attack other opponents without penalty.  It 
  cannot use its slam attacks against impaled 
  opponents.  Creatures that get free of a cadaver 
  collector become its immediate and most urgent 
  targets.  It typically pursues such creatures 
  exclusively if it has any chance of catching and 
  impaling them again. 
    A cadaver collector’s back spikes can hold up 
  to 4 Medium creatures, 16 Small creatures, or 
  64 Tiny creatures.  Creatures smaller than Tiny 
  are too miniscule to be impaled on the 
  collector’s back spikes, although the collector 
  can still deal 4d8+15 points of damage to such 
  opponents by grinding them into its back spikes 
  with a successful grapple check once it has 
  them grappled. 
   
  Improved Grab (Ex):  To use this ability, a 
  cadaver collector must hit with a slam attack.  It 
  can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  
  If it wins the grapple check, it established a hold 
  and can attempt to impale the following round. 
   
  Trample (Ex):  Reflex DC 41 half.  The save 
  DC is Strength-based. 
   
  Immunity to Magic (Ex):  Like golems, 
  cadaver collectors are especially resilient to 
  magic.  However, this resilience takes a slightly 
  different form in the cadaver collector. 
    A cadaver collector is immune to any spell or 
  spell-like ability that allows spell resistance.  In 
  addition, spells of 3rd level or lower that target 
  the cadaver collector automatically rebound 
  back at their caster as if the collector were under 
  the effects of an unbeatable spell turning effect.  
  This effect cannot be dispelled or suppressed, 
  except attains spells that deal electricity damage 
  (see below).  Spells that deal rust damage or 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 42 
  alter stone penetrate the immunity to magic.  
  Other spells and effects function differently 
  against the creature as noted below. 
    A magical attack that deals sonic damage 
  slows a cadaver collected (as the slow spell) for 
  3 rounds, with no saving throw.  Sonic spells of 
  3rd level or lower are absorbed by the collector 
  and not reflected. 
    A magical attack that deals electricity damage 
  is absorbed rather than reflected.  Such an 
  attack breaks any slow effect on the collector 
  and heals 1d6 points of damage for every 6 
  points of damage the attack would otherwise 
  deal.  If the amount of healing would cause the 
  collector to exceed its full normal hit points, it 
  gains any excess as temporary hit points. 
    A cadaver collector is affected normally by rust 
  attacks.  In addition, magical attacks that alter 
  the nature of stone, such as transmute rock to 
  mud, deal 1d6 points of damage per spell level 
  to the cadaver collector. 
   
  Physical 
  Description: 
   
  This 
  massive, 
  hunched creature build of stone and metal 
  looms over you.  Its long, heavily plated arms 
  nearly drag on the ground from shoulders 
  flanking a flat-featured, oblong head, but its 
  back draws your eye.  Spikes of various sizes – 
  all barbed and covered in gore dried and fresh – 
  sprout from the plates of metal on its back.  A 
  few bodies remain impaled on the spikes, their 
  mouths open in silent screams. 
  Encounter Three  
   
   
   
  Deathshrieker, Advanced: CR 19; Medium 
  undead; HD 25d12+25; hp 200; Init +12; Spd 40 
  ft fly (good).; AC 31, touch 31, flat-footed 23; 
  BAB/Grp: +12/-; Atk: +20 melee touch (1d4 Cha 
  drain, incorporeal touch); Full Atk: +20/+15/+10 
  melee (1d4 Cha drain, incorporeal touch); SA 
  death rattle, despair, scream of the dying; SQ 
  darkvision 60ft, deaths grace, incorporeal traits, 
  undead traits, +4 turn resistance, silence 
  vulnerability; AL CE; SV Fort +10, Ref +18, Will 
  +18; Str -, Dex 27, Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +23, Intimidate +22, 
  Listen +22, Search +20, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, 
  Improved 
  Toughness, 
  Iron 
  Will, 
  Lightning Reflexes.  
  Charisma Drain (Su): An individual struck by a 
  deathshrieker must make a Fort save (DC 27) or 
  permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 27) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 27) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
  Scream of the Dying (Su): Once per day, as a 
  full round action, a deathshrieker can release a 
  soul-numbing scream that lasts for up to three 
  rounds. After the first round, the deathshrieker 
  needs only a standard action to sustain the 
  scream. This attack affects all living creatures 
  within a 30-foot spread centered on the 
  deathshrieker or within a 60-foot cone extending 
  from the creature at its option. Once chosen, the 
  effect remains the same for all three rounds. 
  Creatures caught in this area must make a Will 
  save (DC 29) or suffer the effects listed below. 
  The save DC is Charisma based. Creatures that 
  cannot hear or are under the effects of a silence 
  spell gain a +4 bonus on their Will saves. The 
  effects are cumulative and concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
  Silence Vulnerability: Deathshriekers cannot 
  abide silence and are harmed by it. To enter the 
  radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + CL). Each round that 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 43 
  a deathshrieker remains within the area of a 
  silence spell, it takes 1d10 points of damage 
  (Will save for half).  
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
  Encounter Four 
   
   
   
   
  Deathshrieker, Advanced: CR 19; Medium 
  undead; HD 25d12+25; hp 200; Init +12; Spd 40 
  ft fly (good).; AC 31, touch 31, flat-footed 23; 
  BAB/Grp: +12/-; Atk: +20 melee touch (1d4 Cha 
  drain, incorporeal touch); Full Atk: +20/+15/+10 
  melee (1d4 Cha drain, incorporeal touch); SA 
  death rattle, despair, scream of the dying; SQ 
  darkvision 60ft, deaths grace, incorporeal traits, 
  undead traits, +4 turn resistance, silence 
  vulnerability; AL CE; SV Fort +10, Ref +18, Will 
  +18; Str -, Dex 27, Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +23, Intimidate +22, 
  Listen +22, Search +20, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, 
  Improved 
  Toughness, 
  Iron 
  Will, 
  Lightning Reflexes.  
  Charisma Drain (Su): An individual struck by a 
  deathshrieker must make a Fort save (DC 27) or 
  permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 27) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 27) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
  Scream of the Dying (Su): Once per day, as a 
  full round action, a deathshrieker can release a 
  soul-numbing scream that lasts for up to three 
  rounds. After the first round, the deathshrieker 
  needs only a standard action to sustain the 
  scream. This attack affects all living creatures 
  within a 30-foot spread centered on the 
  deathshrieker or within a 60-foot cone extending 
  from the creature at its option. Once chosen, the 
  effect remains the same for all three rounds. 
  Creatures caught in this area must make a Will 
  save (DC 29) or suffer the effects listed below. 
  The save DC is Charisma based. Creatures that 
  cannot hear or are under the effects of a silence 
  spell gain a +4 bonus on their Will saves. The 
  effects are cumulative and concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
  Silence Vulnerability: Deathshriekers cannot 
  abide silence and are harmed by it. To enter the 
  radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + CL). Each round that 
  a deathshrieker remains within the area of a 
  silence spell, it takes 1d10 points of damage 
  (Will save for half).  
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
  Encounter Five 
   
   
   
   
  Deathshrieker, Advanced: CR 19; Medium 
  undead; HD 25d12+25; hp 200; Init +12; Spd 40 
  ft fly (good).; AC 31, touch 31, flat-footed 23; 
  BAB/Grp: +12/-; Atk: +20 melee touch (1d4 Cha 
  drain, incorporeal touch); Full Atk: +20/+15/+10 
  melee (1d4 Cha drain, incorporeal touch); SA 
  death rattle, despair, scream of the dying; SQ 
  darkvision 60ft, deaths grace, incorporeal traits, 
  undead traits, +4 turn resistance, silence 
  vulnerability; AL CE; SV Fort +10, Ref +18, Will 
  +18; Str -, Dex 27, Con -, Int 8, Wis 14, Cha 20.  
  Skills and Feats: Hide +23, Intimidate +22, 
  Listen +22, Search +20, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat 
  Reflexes, Dodge, Great Fortitude, Improved 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 44 
  Initiative, 
  Improved 
  Toughness, 
  Iron 
  Will, 
  Lightning Reflexes.  
  Charisma Drain (Su): An individual struck by a 
  deathshrieker must make a Fort save (DC 27) or 
  permanently lose 1d4 Charisma (2d4 on a 
  critical hit). The Deathshrieker heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Charisma, gaining any excess as temporary hit 
  points.  The save DC is Charisma based.  
  Death Rattle (Su): When a deathshrieker is 
  reduced to 0 hit points, it releases a final, 
  devastating shriek. All living creatures within a 
  300-foot spread must succeed on a Will save 
  (DC 27) or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effects of a 
  silence spell gain a +4 bonus on the save to 
  resist this effect. The save DC is Charisma 
  based.  
  Despair (Su): At the mere sight of a 
  deathshrieker, the viewer must succeed at a Will 
  save (DC 27) or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same deathshrieker’s ability for 24 hours. The 
  save DC is Charisma based.  
  Scream of the Dying (Su): Once per day, as a 
  full round action, a deathshrieker can release a 
  soul-numbing scream that lasts for up to three 
  rounds. After the first round, the deathshrieker 
  needs only a standard action to sustain the 
  scream. This attack affects all living creatures 
  within a 30-foot spread centered on the 
  deathshrieker or within a 60-foot cone extending 
  from the creature at its option. Once chosen, the 
  effect remains the same for all three rounds. 
  Creatures caught in this area must make a Will 
  save (DC 29) or suffer the effects listed below. 
  The save DC is Charisma based. Creatures that 
  cannot hear or are under the effects of a silence 
  spell gain a +4 bonus on their Will saves. The 
  effects are cumulative and concurrent.  
  Round 1: deafened for 1d4 rounds; Round 2: 
  stunned for 1d3 rounds; Round 3: suffers the 
  effects of insanity, as cast by an 18th level 
  sorcerer. The effect is so loud that normal 
  conversation is impossible. Spellcasters who 
  attempt to cast spells with a verbal component 
  must make a Concentration check (DC 26) or 
  the spell is negated. 
  Deaths Grace: A deathshrieker gains a +1 
  profane bonus to AC for every 3 HD it 
  possesses.  
   
  Silence Vulnerability: Deathshriekers cannot 
  abide silence and are harmed by it. To enter the 
  radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + CL). Each round that 
  a deathshrieker remains within the area of a 
  silence spell, it takes 1d10 points of damage 
  (Will save for half).  
   
   
  Physical Description: A deathshrieker is a 
  floating apparition with a skeletal face which is 
  constantly screaming. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 45 
  Player Handout #1 
  Furyondian’s Unite! 
   
  All members of the Furyondy Military:  A unique opportunity has arisen to serve your country.  To learn more about this important mission, 
  please report to Chendl anytime during the month of Coldeven and check in with Sergeant Dathar at the commissioning office on Broadstreet. 
   
  Faithful of Heironeous:  Our brethren in arms against Iuz, the esteemed Furyondy Military, have asked for our help in supporting a critical 
  mission.  Those wishing to illustrate great bravery and valor should report to Bishop Athaway at the main church offices in Chendl for more 
  information.   
  Remember: “Never die easy; strive always for a valorous end.” 
   
  Members of the Green Jerkins:  A call to arms has been issued and all currently unassigned Jerkin members should report to Ranger 
  Tossalarulian in Chendl.  An important mission is being undertaken by church and state officials and they need our support.  Please report 
  anytime during the month of Coldeven to temporary Jerkin offices located adjacent to the military offices on Broadstreet. 
   
  All other citizens of Furyondy:  If you be strong of will and stout of heart, please report to one of the three kingdom representatives above for 
  more information regarding a mission of great importance.  Please note this is not a menial task and should not be taken lightly!  You should 
  only report if you are willing to risk life and livelihood for your country and its citizens. 
   
   
  Signed, 
   
  Grand Marshal Baron Jemain of the Furyondy Military 
  Garaeth Heldenster of the Church of Heironeous 
  Sir Quill Kith’Barden, Ranger and Knight of Furyondy 
   
   
   
   
   
   
   
   
  Player Handout #2: Green Jerkin Members 
  The following note is hand-delivered to you with an unbroken seal of green wax in the shape of 
  three super-imposed leaves (the seal used by the Green Jerkins). 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 46 
   
  We have received numerous reports of increasing problems with undead in the area around Bronzeblood.  These include 
  reports of new creatures there unlike anything we’ve seen before.  Even those we do recognize seem more powerful than 
  expected; some can even cast spells. 
   
  Unfortunately, we are limited in the number of scouts and rangers we can send.  I am asking you to check this out and 
  correct the problem if you can.  Obviously the danger level indicates you should recruit assistance with this task if at all 
  possible.  Given the populace in Chendl, you should have little difficulty doing so.  Once you are prepared, report to the 
  Furyondy Military offices Broadstreet for further details. 
   
  After receiving your orders and upon completion of the mission, meet me in OverLook Fortress southeast of Bronzeblood 
  and let me know what you’ve found out. 
   
  For the Protection of Furyondy, 
   
  Quill 
   
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 47 
  Player Handout #3: Church of Heironeous 
  The following note is hand-delivered to you with an unbroken seal of metallic gold wax in the 
  shape of a closed fist grasping a lightning bolt (the seal used by the Church of Heironeous). 
   
  I have received disturbing news of increasing undead in the area around Bronzeblood in the past few moons.  It seems 
  there are new creatures and more powerful undead, some of which even have spell-casting abilities.  In addition, Tomas 
  Brice, our representative stationed at Overlook Fortress, recently wrote me that Shina Cor came up missing shortly after 
  her arrival.  As you may or may not know, Shina only recently became a Silver Blade and was not only delivering a 
  message to Tomas but was assigned to assist with other military matters at the keep as well.  Unfortunately, Tomas 
  cannot leave his post to search for her.   
   
  This is where you come in.  I need only those I can trust to go in search of Shina in the lands surrounding Bronzeblood. 
   Begin your search by meeting with Tomas at Overlook Fortress, and obtaining both a description of Shina and an update 
  on the lands surrounding the keep.   
   
  Obviously the danger level demands that you should not go alone.  Given the populace in Chendl, you should have little 
  difficulty in finding those willing to serve our cause.  Once you are prepared, report to the Furyondy Military offices 
  located on Broadstreet for final instructions. 
   
   
  Gareth Heldenster 
  (followed by Gareth’s personal seal) 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 48 
  Player Handout #4: Furyondy Military 
  The following note is hand-delivered to you with an unbroken wax seal of the Furyondy Coat of 
  Arms (the seal used by the Furyondy Military Command). 
   
  You are hereby required to report, with all haste, to Sergeant Dathar at the commissioning office on Broadstreet.  Further 
  details will be given at that time, but suffice it to say that your mission will be a dangerous one.  
   In preparation for your deployment, feel free to recruit friends and acquaintances to assist you in your mission. The 
  Kingdom has many enemies and our forces are stretched to the breaking point.     
   
  When you are prepared, report to Sergeant Dathar as above. 
   
  For King and Country, 
   
  General Galantren 
  
   
  Revivification by Morgan Meachum and Cliff Meggison. 
  Page 49 
  Player Handout #5: Twilight Hunters 
  The following note is hand-delivered to you in an unmarked, sealed scroll tube.   
  After opening it, you find the note below written in some bright red ink. 
   
  Your time has come!   
  Very soon, you will be approached by individuals requiring assistance with the exploration of the lands surrounding Bronzeblood Haunt.  
  Whatever their cause, take the opportunity and make the most of it!   
  We have received intelligence indicating increased undead activity and most of it a-typical for that mindless kind.  Spell-casting and advanced 
  tactics have been reported.  We must know more about what is behind this increased activity and up to this point, agents assigned to learn more 
  have failed to return. 
  After you have completed your survey of the area, report privately to a man going as “Hawkins” who is stationed at Overlook Fortress, southeast 
  of Bronzeblood proper.   
   
  May the shadows protect you. 
   
  “M” 
   
  As you finish reading the note, the letters slowly fade until all you’re holding is a blank piece of 
  parchment that quickly ignites in flame.  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR6-I02 - Revivification.pdf