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.  
   
  URC5-06 
   
   
   
   
   
   
   
  Rising Sons
  Rising Sons
  Rising Sons
  Rising Sons    
   
  A One
  A One
  A One
  A One----Round D&D 
  Round D&D 
  Round D&D 
  Round D&D LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK®®®®        
  County of Urnst Regional Adventure
  County of Urnst Regional Adventure
  County of Urnst Regional Adventure
  County of Urnst Regional Adventure    
  Version 1.2 
      
  by David Morgan
  by David Morgan
  by David Morgan
  by David Morgan    
   
   
  A cool tankard of ale, fine music and the companionship of friends what more can one ask? A time of peace and 
  prosperity in the County of Urnst has folks thinking that perhaps the days of strife and high adventure are finally past 
  and it's time to pursue more peaceable pursuits. Better think again! A one-round County of Urnst regional Living 
  Greyhawk adventure for APL 2-12. 
  
  URC5-06 Rising Sons 
   
  Page 2 
  Introd
  Introd
  Introd
  Introduction
  uction
  uction
  uction    
  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
  Preparation
  Preparation
  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
  Playing the Game
  Playing 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
  Tracking
  Tracking
  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
  Living Greyhawk
  Living Greyhawk
  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. 
  Living Greyhawk Levels of Play
  Living Greyhawk Levels of Play
  Living Greyhawk Levels of Play
  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 
  
  URC5-06 Rising Sons 
   
  Page 3 
  # 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 
  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 three 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
  Time Units and Upkeep
  Time Units and Upkeep
  Time Units and Upkeep    
  This is a standard (number)-
  round Regional adventure, set in 
  (region). Characters native to 
  (region) 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 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. 
  Acknowledgements 
  Acknowledgements 
  Acknowledgements 
  Acknowledgements     
  I’d like to thank my editors (Nick Carnival, Rich Clark, 
  D’Anne Rooney and Jeanne Scharfenberg); and 
  playtesters (Steve Bergenfeld, Van Butler, Nick Carnival, 
  Anthony Chiesi, Rich Clark, Brian Glose, Jon Loveall, 
  Murry McEntire, Barry Oviatt, Bill Scharfenberg, Damon 
  Schoonover, Kevin Weibler) for their support; with 
  special thanks to Jeanne for her patience. If anyone has 
  been overlooked in these acknowledgements, it is the 
  fault of the Triad editor alone — our thanks to you as 
  well. 
  Adventure Background
  Adventure Background
  Adventure Background
  Adventure Background    
  The time for the resurgence of the cult of Kyuss in the 
  County of Urnst is at hand. The necromancer Lich 
  
  URC5-06 Rising Sons 
   
  Page 4 
  Malachite has learned of an ancient suit of armor known 
  as the Charn Armor, which as a completed set, is 
  rumored to grant great powers to the wearer. The armor 
  was scattered across the land when the original wearers 
  were captured and imprisoned centuries ago. 
   
  It is Malachite’s intention to collect the different 
  pieces of the armor and give them to his most powerful 
  death knight. Thus equipped, it is Malachite’s hope that 
  his minion will then be able to destroy the Knights of the 
  Swan in direct combat. The Knights of the Swan are a 
  prestigious order of knighthood within the County. 
   
  Lord Malachite has successfully located the general 
  location of several of the pieces and has several armies of 
  undead busy working to unearth them from their hiding 
  places. But the County is not completely unaware of 
  these events. Several agents of the Underley Network, a 
  group of spies and informers who report to the Lord 
  Mage of the County, have infiltrated Malachite’s undead 
  organization and are attempting to report back to the 
  officials of the government. 
   
  Malachite is also working on two other evil plans. 
  The first is a particularly nasty plague, which he is 
  working on silently spreading across the realm. However, 
  of more urgency, the Contessa of the County, Contessa 
  Elone Gellor, is planning her first birthday as the new 
  ruler of the County. Malachite has been thwarted in his 
  earlier plans and intends to get a bit of revenge by 
  launching an undead attack on all the towns, cities and 
  villages simultaneously just before her birthday. It is his 
  hope that this will turn public favor away from the new 
  ruler by creating an atmosphere of fear, distrust, and 
  panic across the land. Then when the plague appears, the 
  entire County will fall into darkness and despair. 
   
  Malachite believes this should be a suitable offering 
  to Kyuss, and should increase his favor in the eyes of his 
  god. 
  Adventure Summary
  Adventure Summary
  Adventure Summary
  Adventure Summary    
  The adventure begins with the characters relaxing in an 
  inn, somewhere in the County. However, a large force of 
  undead soon attacks the town in which they are staying. 
  Investigating, the party will eventually track the undead 
  back to an abandoned stable. After defeating the guardian 
  found there, they will find a teleport circle, which still 
  appears to be active. Stepping through the circle, they 
  will find themselves in one of the larger cities of the 
  County. They will have an opportunity to investigate 
  some more, but while they will find some information 
  with some possibilities, they will not find any solid leads.  
   
  Stopping at an inn to rest for the evening, that night 
  they will be approached by a ragged individual who will 
  offer them employment. The man, an agent of the enemy, 
  is there to learn where the party will be staying the night 
  so that he can direct an undead assassin against them. In 
  the early morning hours that very night, the assassin will 
  attempt to kill the members of the party.  
   
  If the party survives, they will discover the agent 
  loitering nearby very suspiciously. They can capture or 
  kill him and while he never exactly breaks cover, he is 
  one of the double agents working for the Underley 
  Network and he tries to communicate with them. The 
  agent will kill himself via a poison hollow tooth and then 
  rise as an enhanced zombie and attack the party. 
   
  After defeating the zombie, the party will have the 
  opportunity to do a more thorough search and will locate 
  a message capsule hidden inside the agent’s body. If they 
  turn this information over to officials of the County 
  Government, they will be asked to participate in a pre-
  emptive strike against Lord Malachite before he is fully 
  able to put his current plans into action. 
  Introduction. The adventurers are introduced to the 
  situation and find themselves sitting in an inn 
  somewhere in the County. 
  Encounter One
  Encounter One
  Encounter One
  Encounter One: Gathering Thunder.
  Gathering Thunder.
  Gathering Thunder.
  Gathering Thunder. The adventurers 
  fight off the initial attack, an APL+3 battle coming from 
  both sides 
  Encounter Two:
  Encounter Two:
  Encounter Two:
  Encounter Two: A Hero’s Reward.
  A Hero’s Reward.
  A Hero’s Reward.
  A Hero’s Reward. The adventurers are 
  asked to help with the current crisis, the reward for a job 
  well done being another job. 
  Encounter Three:
  Encounter Three:
  Encounter Three:
  Encounter Three: One Small Step
  One Small Step
  One Small Step
  One Small Step. The adventurers 
  eventually track the undead back to a stable where a 
  teleport circle is active but guarded by an undead 
  creature. 
  Encounter Four:
  Encounter Four:
  Encounter Four:
  Encounter Four: Heavy Cloud Cover.
  Heavy Cloud Cover.
  Heavy Cloud Cover.
  Heavy Cloud Cover. Stepping 
  through the circle, the adventurers find themselves in a 
  major city.  
  Encounter 
  Five:
  Encounter 
  Five:
  Encounter 
  Five:
  Encounter 
  Five: 
  Possible 
  Investigations.
  Possible 
  Investigations.
  Possible 
  Investigations.
  Possible 
  Investigations. 
  The 
  adventurers have an opportunity to explore a bit and try 
  to find some leads, but the trail seems to have dried up. 
  Unbeknownst to them, someone one is reporting and 
  acting upon their activities 
  Encounter Six
  Encounter Six
  Encounter Six
  Encounter Six: A Second Job Offer. Eventually the 
  adventurers find an inn to stay for the night. While they 
  are there, a dubious fellow will offer them a job. 
  Encounter Seven
  Encounter Seven
  Encounter Seven
  Encounter Seven: Darkness Strikes.
  Darkness Strikes.
  Darkness Strikes.
  Darkness Strikes. That night, in the 
  inn, Lord Malachite sends an undead creature to try to 
  assassinate the adventurers. 
  Encounter Eight
  Encounter Eight
  Encounter Eight
  Encounter Eight: A Bit of Skull Duggery
  A Bit of Skull Duggery
  A Bit of Skull Duggery
  A Bit of Skull Duggery. Surviving 
  the attack, the adventurers will notice the fellow who 
  hired them watching from nearby. They can follow him, 
  capture him, or kill him out of hand. 
  Encounter Nine:
  Encounter Nine:
  Encounter Nine:
  Encounter Nine: The Mole
  The Mole
  The Mole
  The Mole. If they capture him, the 
  man will confess to instigating the attack on them, but 
  while he boasts of being an agent of Malachite, he’s also 
  an agent of Lord Underley, working deep undercover. He 
  will indirectly try to clue them in without blowing his 
  cover. Then he will kill himself via a poison tooth. 
  
  URC5-06 Rising Sons 
   
  Page 5 
  Encounter Ten
  Encounter Ten
  Encounter Ten
  Encounter Ten: I’m Ba
  I’m Ba
  I’m Ba
  I’m Ba----ack!
  ack!
  ack!
  ack! The dead man re-animates 
  as a zombie and attacks the party. 
  Encounter 
  Eleven:
  Encounter 
  Eleven:
  Encounter 
  Eleven:
  Encounter 
  Eleven: The Gates of Night
  The Gates of Night
  The Gates of Night
  The Gates of Night. The 
  adventurers will likely choose to report what they’ve 
  learned to the proper authorities. If they choose to 
  approach the local dig site, initially they will have some 
  easy access, but they will be coerced to back off without 
  storming the gates. 
  Conclusion or Where Do I Sign Up?
  Conclusion or Where Do I Sign Up?
  Conclusion or Where Do I Sign Up?
  Conclusion or Where Do I Sign Up? A higher official 
  of the County will offer them an opportunity to help in a 
  Countywide attack on one of Malachite’s encampments. 
  Preparatio
  Preparatio
  Preparatio
  Preparation for Play
  n for Play
  n for Play
  n for Play    
  Important Note for DMs at game days and 
  Important Note for DMs at game days and 
  Important Note for DMs at game days and 
  Important Note for DMs at game days and 
  conventions: 
  conventions: 
  conventions: 
  conventions: This module contains ample role playing 
  opportunities, especially Encounters Two, Five, Six and 
  Encounters Two, Five, Six and 
  Encounters Two, Five, Six and 
  Encounters Two, Five, Six and 
  Eight
  Eight
  Eight
  Eight. Keep an eye on the clock and “cut to the chase” 
  should the players get sidetracked. After a few minutes, 
  “guide” them into obtaining the information they need to 
  continue the adventure. 
   
  This module is a little different from most in that it 
  chronicles events that are happening all over the County 
  of Urnst. Most modules take place in one, specific 
  location and are flexible relative to timing. This module 
  occurs repeatedly all over the County over the space of a 
  specific week. Because of this, a few minor (mental) 
  adjustments will need to be made. 
  Names
  Names
  Names
  Names    
  Depending on where the players choose to start the 
  module, the names of the various NPCs encountered 
  should (obviously) be different. Rather than having every 
  group of adventurers meet Captain Rothelbert no matter 
  where they are in the County (“my, but he gets around”), 
  Appendix 3 gives different sets of names, which should 
  be used depending on which village, town or city the 
  characters decide to start in. The players may never ask 
  for the names of the NPCs they interact with, being 
  content to deal with them as “the sergeant”, or “the 
  scruffy man”. Nevertheless, if they should ask for an NPC 
  for their name, the names are provided for your use. 
   
  Later when they finally end up in one of the 6 large 
  cities, the name for Malachite’s agent in that city is also 
  provided. 
   
  The names listed should be used since the CoU Triad 
  is attempting to catalogue all NPCs that have appeared in 
  modules. 
  Cities
  Cities
  Cities
  Cities    
  Since the module is taking place all over the County of 
  Urnst, depending on where the players decide to start the 
  module will determine which city they finally end the 
  module in (Muddich, Rothberry, Jedbridge, Caporna, 
  High Mardreth or Heanor). A listing of which towns and 
  villages feed into which cities is given in Appendix 4.  
  Tying it all together
  Tying it all together
  Tying it all together
  Tying it all together    
  Finally, this module is being used to make the players in 
  the County aware of certain things going on currently 
  within the campaign. As such, it doesn’t really have as 
  strong a “beginning-middle-ending” as other modules 
  might. The action begins right up front, almost before 
  the players are even aware that the game is begun. In 
  addition, how the module concludes is extremely open 
  ended, since it will tie directly into another event. 
  NPC Spellcasting
  NPC Spellcasting
  NPC Spellcasting
  NPC Spellcasting    
  Depending on which location the players start and end 
  up, there are clerics, wizards and sorcerer’s able to cast 
  spells for the PC’s based on town size. See the table of 
  Destination Cities in Appendix 4 for town size and then 
  refer to the LGCS, page 48-49 for caster levels available 
  and costs for NPC spellcasting.  
   
  The closest druid circle with druids able to cast 4th 
  level spells is in the Dreerwode Forest. After completing 
  the scenario, each dead PC and his gear may be taken by 
  one living PC to the Dreerwode Druids for reincarnation 
  (therefore, a maximum of three dead can be taken by 
  three living to the druids). Each PC, living and dead, 
  making this trip over land must deduct an additional TU 
  from their Adventure Record (in addition to any costs 
  listed in the LGCS for spellcasting). If faster modes of 
  transportation are used, this additional TU deduction is 
  not required. If the players are in Brotton, Mennan, 
  Zimm or Hillguard, this additional TU cost is waived as 
  well. In all cases, the costs for spellcasting must still be 
  paid. 
   
  This notice satisfies the requirement for an NPC 
  spellcaster “written into the module.” 
  Introductio
  Introductio
  Introductio
  Introductionnnn    
  Things have been quiet for a while here in the 
  Things have been quiet for a while here in the 
  Things have been quiet for a while here in the 
  Things have been quiet for a while here in the 
  County of Urnst. The new Contessa is settling into 
  County of Urnst. The new Contessa is settling into 
  County of Urnst. The new Contessa is settling into 
  County of Urnst. The new Contessa is settling into 
  her position and the fears of famine have been 
  her position and the fears of famine have been 
  her position and the fears of famine have been 
  her position and the fears of famine have been 
  averted, due in large part to the efforts of the 
  averted, due in large part to the efforts of the 
  averted, due in large part to the efforts of the 
  averted, due in large part to the efforts of the 
  adventurers such as yourselves, who dwell in these 
  adventurers such as yourselves, who dwell in these 
  adventurers such as yourselves, who dwell in these 
  adventurers such as yourselves, who dwell in these 
  parts. As
  parts. As
  parts. As
  parts. As the year fades into late summer, there is talk 
   the year fades into late summer, there is talk 
   the year fades into late summer, there is talk 
   the year fades into late summer, there is talk 
  of expectations of overabundant harvests and good 
  of expectations of overabundant harvests and good 
  of expectations of overabundant harvests and good 
  of expectations of overabundant harvests and good 
  times to come, for the first time it seems in many 
  times to come, for the first time it seems in many 
  times to come, for the first time it seems in many 
  times to come, for the first time it seems in many 
  years. Things are going well and preparations are 
  years. Things are going well and preparations are 
  years. Things are going well and preparations are 
  years. Things are going well and preparations are 
  underway to celebrate the Contessa’s forty
  underway to celebrate the Contessa’s forty
  underway to celebrate the Contessa’s forty
  underway to celebrate the Contessa’s forty----seventh 
  seventh 
  seventh 
  seventh 
  birthd
  birthd
  birthd
  birthday, coming up the 17th of Patchwall. This will 
  ay, coming up the 17th of Patchwall. This will 
  ay, coming up the 17th of Patchwall. This will 
  ay, coming up the 17th of Patchwall. This will 
  be the first time such a celebration will be honored 
  be the first time such a celebration will be honored 
  be the first time such a celebration will be honored 
  be the first time such a celebration will be honored 
  County
  County
  County
  County----wide.
  wide.
  wide.
  wide.    
  
  URC5-06 Rising Sons 
   
  Page 6 
  Encounter One: Gathering 
  Encounter One: Gathering 
  Encounter One: Gathering 
  Encounter One: Gathering 
  Thunder
  Thunder
  Thunder
  Thunder    
  You find yourselves relaxing in a tavern, enjoying the 
  You find yourselves relaxing in a tavern, enjoying the 
  You find yourselves relaxing in a tavern, enjoying the 
  You find yourselves relaxing in a tavern, enjoying the 
  fruits of previous victories. There’s been nary a bit o
  fruits of previous victories. There’s been nary a bit o
  fruits of previous victories. There’s been nary a bit o
  fruits of previous victories. There’s been nary a bit of f f f 
  excitement for the last seven or eight weeks, that you 
  excitement for the last seven or eight weeks, that you 
  excitement for the last seven or eight weeks, that you 
  excitement for the last seven or eight weeks, that you 
  can recall. Of late, a few of your companions have 
  can recall. Of late, a few of your companions have 
  can recall. Of late, a few of your companions have 
  can recall. Of late, a few of your companions have 
  suggested perhaps patrolling the nearby countryside 
  suggested perhaps patrolling the nearby countryside 
  suggested perhaps patrolling the nearby countryside 
  suggested perhaps patrolling the nearby countryside 
  in search of a bit of treasure and glory, but the call of 
  in search of a bit of treasure and glory, but the call of 
  in search of a bit of treasure and glory, but the call of 
  in search of a bit of treasure and glory, but the call of 
  hearty food, fine song, and a cool tan
  hearty food, fine song, and a cool tan
  hearty food, fine song, and a cool tan
  hearty food, fine song, and a cool tankard of ale, is a 
  kard of ale, is a 
  kard of ale, is a 
  kard of ale, is a 
  powerful argument against such notions.
  powerful argument against such notions.
  powerful argument against such notions.
  powerful argument against such notions.    
  Hand out to the players the new maps of the County of 
  Urnst (Player Handout 3). These should be the new 
  versions of the map and there should be sufficient copies 
  that they can each keep one for themselves.  
   
  Next, ask them which town they would like to start 
  the adventure in and if there are any shopping details 
  they would like to attend to before the module really gets 
  started. It has been a very relaxed time of late and the 
  characters will have had plenty of opportunity to 
  purchase items prior to the beginning of the game. 
   
  They may choose to be in any of the cities, towns, 
  hamlets, or villages located within the borders of the 
  County of Urnst. Depending on where they choose to 
  start the adventure, they will eventually be routed to one 
  of six locations where dire things are about to happen. If 
  they choose one of the Border Keeps, all either small 
  towns or larger, refer to Appendix 4 for which town the 
  keep is nearest to determine which town they will 
  eventually end up in. 
   
  Once the players have decided where they are and 
  what (if any) things they need to do before hand, have 
  them each make Listen checks while they’re sitting in the 
  tavern (DC 22) to hear what seems to be screaming 
  coming from outside. The music playing in the tavern 
  they are in is quite loud. If they make their check, they 
  will hear the approaching encounter 80 feet before it 
  reaches the door to the tavern (Map One). Otherwise, 
  they will be surprised as undead come pouring into the 
  tavern to attack (Map Two). 
  The Harvesting
  The Harvesting
  The Harvesting
  The Harvesting    
  Approaching the tavern from the north is a wave of 
  undead creatures that are systematically attacking and 
  killing all in their path. As each victim falls, an undead 
  bends down, picks up their body, and carries it to some 
  place behind the line of dead things, out of sight. Less 
  obvious are the humans that support the undead who are 
  attacking from the south at the farmer’s market. 
  Depending on if the players chose to start in a village or 
  city, this could be a few scattered villagers or dozens of 
  common folk being herded down the narrow street. 
  While there may be a city watch or local militia, they are 
  not currently present (being otherwise occupied in 
  another part of the town).  
   
  If the players charge into battle, proceed directly to 
  the fight. IF any of them ask for more details, three 
  separate reactive Spot checks can be attempted. 
  Spot Check #
  Spot Check #
  Spot Check #
  Spot Check #1 (DC 12)  
  While earlier today the weather was bright and the 
  While earlier today the weather was bright and the 
  While earlier today the weather was bright and the 
  While earlier today the weather was bright and the 
  sun was shining, now the skies are overcast and even 
  sun was shining, now the skies are overcast and even 
  sun was shining, now the skies are overcast and even 
  sun was shining, now the skies are overcast and even 
  though it’s 
  though it’s 
  though it’s 
  though it’s the middle of the day the town seems 
  the middle of the day the town seems 
  the middle of the day the town seems 
  the middle of the day the town seems 
  draped in shadows.
  draped in shadows.
  draped in shadows.
  draped in shadows.    
  Spot Check #2
  Spot Check #2
  Spot Check #2
  Spot Check #2 (DC 18) 
  You watch as one of the townsfolk is bludgeoned into 
  You watch as one of the townsfolk is bludgeoned into 
  You watch as one of the townsfolk is bludgeoned into 
  You watch as one of the townsfolk is bludgeoned into 
  unconsciousness. Then the undead that attacked him 
  unconsciousness. Then the undead that attacked him 
  unconsciousness. Then the undead that attacked him 
  unconsciousness. Then the undead that attacked him 
  bends down and picks him up, turning to carry him 
  bends down and picks him up, turning to carry him 
  bends down and picks him up, turning to carry him 
  bends down and picks him up, turning to carry him 
  back in the direction th
  back in the direction th
  back in the direction th
  back in the direction the creatures came from as 
  e creatures came from as 
  e creatures came from as 
  e creatures came from as 
  another takes its place in the line.
  another takes its place in the line.
  another takes its place in the line.
  another takes its place in the line.    
  Spot Check #2
  Spot Check #2
  Spot Check #2
  Spot Check #2 (DC 22) 
  Initially it appeared that the approaching undead 
  Initially it appeared that the approaching undead 
  Initially it appeared that the approaching undead 
  Initially it appeared that the approaching undead 
  were herding the townsfolk down the street. Looking 
  were herding the townsfolk down the street. Looking 
  were herding the townsfolk down the street. Looking 
  were herding the townsfolk down the street. Looking 
  closer, it looks like some of the townspeople seem to 
  closer, it looks like some of the townspeople seem to 
  closer, it looks like some of the townspeople seem to 
  closer, it looks like some of the townspeople seem to 
  be herding other
  be herding other
  be herding other
  be herding others directly into the path of the 
  s directly into the path of the 
  s directly into the path of the 
  s directly into the path of the 
  undead, where they can be attacked more easily.
  undead, where they can be attacked more easily.
  undead, where they can be attacked more easily.
  undead, where they can be attacked more easily.    
  DM Note
  DM Note
  DM Note
  DM Note: Reactive Spot checks do not take a half action, 
  but cannot be assisted. Trying to spot something a 
  character failed to see previously is a move action. 
  Tactics:
  Tactics:
  Tactics:
  Tactics: The undead should be obvious as such; however, 
  the human attackers are mixed in with common 
  townsfolk. When setting up the battle, have human 
  miniatures for both the attackers and the commoners so 
  that the players will have to be a bit discriminate when 
  they go into battle, looking to see which humans are 
  good and which are bad (no fireballs). 
   
  The battle will consist of two waves of undead and 
  human attackers, one from the North, one from the 
  South.  
   
  If any undead are successfully turned, they will run 
  away and not return. There’s plenty of fresh fodder 
  wherever they end up. All NPCs will also not enter 
  buildings, but will concentrate on herding, capturing or 
  killing victims on the street. 
      
  A description of the Deathlock (from Libris Mortis, 
  pg. 94), Entomber (from Libris Mortis, pg. 97), Boneclaw 
  (from Monster Manual III, pg. 17), Plague Blight (from 
  Libris Mortis, pg. 115) and Slaughter Wight (from Libris 
  Mortis, pg 121) may be found in Appendix 6. 
  APL 2 (EL 5)
  APL 2 (EL 5)
  APL 2 (EL 5)
  APL 2 (EL 5)    
  From the North
  From the North
  From the North
  From the North: 3 skeletons, 2 zombies, 1 cleric;  
  From the South:
  From the South:
  From the South:
  From the South: 2 warriors. 
  �
  �
  �
  �    Skeletons (3):
  Skeletons (3):
  Skeletons (3):
  Skeletons (3): Medium Undead; hp 8; see 
  Appendix 5. 
  �
  �
  �
  �    Zombies (2): 
  Zombies (2): 
  Zombies (2): 
  Zombies (2): Medium Undead;    hp 20; see 
  Appendix 5. 
  
  URC5-06 Rising Sons 
   
  Page 7 
  �
  �
  �
  �    Warriors (2):
  Warriors (2):
  Warriors (2):
  Warriors (2): Human War1; hp 13; see Appendix 5. 
  �
  �
  �
  �    Cleric (1): 
  Cleric (1): 
  Cleric (1): 
  Cleric (1): Human Clr1; hp 9; see Appendix 5. 
  APL 4 (EL 7)
  APL 4 (EL 7)
  APL 4 (EL 7)
  APL 4 (EL 7)    
  From the North
  From the North
  From the North
  From the North: 5 zombies, 1 ghoul, 1 cleric;   
  From the South:
  From the South:
  From the South:
  From the South: 2 warriors, 2 fighters. 
  �
  �
  �
  �    Zombie (6): 
  Zombie (6): 
  Zombie (6): 
  Zombie (6): Medium Undead;    hp 20; see Appendix 
  5. 
  �
  �
  �
  �    Ghoul (1): 
  Ghoul (1): 
  Ghoul (1): 
  Ghoul (1): Medium Undead;    hp 17; see Appendix 
  5. 
  �
  �
  �
  �    Warrior (2):
  Warrior (2):
  Warrior (2):
  Warrior (2): Human War 1; hp 13; see Appendix 5. 
  �
  �
  �
  �    Fighter (2):
  Fighter (2):
  Fighter (2):
  Fighter (2): Human Ftr1; hp 12; see Appendix 5. 
  �
  �
  �
  �    Cleric (1):
  Cleric (1):
  Cleric (1):
  Cleric (1): Human Clr1; hp 9; see Appendix 5. 
  APL6 (EL 9)
  APL6 (EL 9)
  APL6 (EL 9)
  APL6 (EL 9)    
  From the North
  From the North
  From the North
  From the North: 2 ghouls, 1 wight, 1 ogre zombie, 2 
  deathlocks, 1 cleric;   
  From the South:
  From the South:
  From the South:
  From the South: 4 barbarians. 
  �
  �
  �
  �    Ghoul (2): 
  Ghoul (2): 
  Ghoul (2): 
  Ghoul (2): Medium Undead; hp 17; see Appendix 5. 
  �
  �
  �
  �    Wight (1):
  Wight (1):
  Wight (1):
  Wight (1): Medium Undead; hp 34; see Appendix 5. 
  �
  �
  �
  �    Ogre Zombie (1):
  Ogre Zombie (1):
  Ogre Zombie (1):
  Ogre Zombie (1): Large Undead; hp 71; see 
  Appendix 5. 
  �
  �
  �
  �    Deathlock (2);
  Deathlock (2);
  Deathlock (2);
  Deathlock (2); Medium Undead; hp 25; see 
  Appendix 5. 
  �
  �
  �
  �    Barbarian (4);
  Barbarian (4);
  Barbarian (4);
  Barbarian (4); Half-orc Brb1; hp 15; see Appendix 5. 
  APL 8 (EL 11)
  APL 8 (EL 11)
  APL 8 (EL 11)
  APL 8 (EL 11)    
  From the North
  From the North
  From the North
  From the North: 2 wights, 2 ogre zombie, 2 deathlocks, 2 
  entombers;   
  From the South:
  From the South:
  From the South:
  From the South: 4 barbarians. 
  �
  �
  �
  �    Wight (2):
  Wight (2):
  Wight (2):
  Wight (2): Medium Undead; hp 34; see Appendix 5. 
  �
  �
  �
  �    Ogre Zombie (2):
  Ogre Zombie (2):
  Ogre Zombie (2):
  Ogre Zombie (2): Large Undead; hp 71; see 
  Appendix 5. 
  �
  �
  �
  �    Deathlock (2);
  Deathlock (2);
  Deathlock (2);
  Deathlock (2); Medium Undead; hp 25; see 
  Appendix 5. 
  �
  �
  �
  �    Entomber (2):
  Entomber (2):
  Entomber (2):
  Entomber (2): Medium Undead; hp 68; see 
  Appendix 5. 
  �
  �
  �
  �    Barbarian (4
  Barbarian (4
  Barbarian (4
  Barbarian (4):):):): Half-orc Brb2; hp 25; see Appendix 5. 
  APL 10 (EL 13)
  APL 10 (EL 13)
  APL 10 (EL 13)
  APL 10 (EL 13)    
  From the North
  From the North
  From the North
  From the North: 3 entombers, 3 boneclaws, 3 plague 
  blights, 1 cleric;   
  From the South:
  From the South:
  From the South:
  From the South: 5 barbarians. 
  �
  �
  �
  �    Entomber (3):
  Entomber (3):
  Entomber (3):
  Entomber (3): Medium Undead; hp 68; see 
  Appendix 5. 
  �
  �
  �
  �    Boneclaw (3)
  Boneclaw (3)
  Boneclaw (3)
  Boneclaw (3): Large Undead; hp 125; see Appendix 
  5. 
  �
  �
  �
  �    Plague Blight (3)
  Plague Blight (3)
  Plague Blight (3)
  Plague Blight (3): Medium Undead; hp 57; see 
  Appendix 5. 
  �
  �
  �
  �    Barbarian (5): 
  Barbarian (5): 
  Barbarian (5): 
  Barbarian (5): half-orc Brb4; hp 45; see Appendix 5. 
  �
  �
  �
  �    Cleric (1):
  Cleric (1):
  Cleric (1):
  Cleric (1): Human Clr4; hp 31; see Appendix 5. 
  APL 12 (EL 15)
  APL 12 (EL 15)
  APL 12 (EL 15)
  APL 12 (EL 15)    
  From the North
  From the North
  From the North
  From the North: 3 entombers, 3 boneclaws, 6 slaughter 
  wights, 1 cleric;   
  From
  From
  From
  From the South:
   the South:
   the South:
   the South: 5 barbarians. 
  �
  �
  �
  �    Slaughter Wight (6): 
  Slaughter Wight (6): 
  Slaughter Wight (6): 
  Slaughter Wight (6): Medium Undead; hp 171; see 
  Appendix 5. 
  �
  �
  �
  �    Entomber (3):
  Entomber (3):
  Entomber (3):
  Entomber (3): Medium Undead; hp 68; see 
  Appendix 5. 
  �
  �
  �
  �    Boneclaw (3)
  Boneclaw (3)
  Boneclaw (3)
  Boneclaw (3): Large Undead; hp 125; see Appendix 
  5. 
  �
  �
  �
  �    Barbarian (3): 
  Barbarian (3): 
  Barbarian (3): 
  Barbarian (3): half-orc Brb4; hp 45; see Appendix 5. 
  �
  �
  �
  �    Cleric (1): 
  Cleric (1): 
  Cleric (1): 
  Cleric (1): Human Clr4; hp 31; see Appendix 5. 
  �
  �
  �
  �    Fighter (2):
  Fighter (2):
  Fighter (2):
  Fighter (2): Human Ftr4; hp 36; see Appendix 5. 
  Encounter Two:  A Hero’s 
  Encounter Two:  A Hero’s 
  Encounter Two:  A Hero’s 
  Encounter Two:  A Hero’s 
  Reward
  Reward
  Reward
  Reward    
  As the last of the undead fall, the heavy cloud cover 
  As the last of the undead fall, the heavy cloud cover 
  As the last of the undead fall, the heavy cloud cover 
  As the last of the undead fall, the heavy cloud cover 
  begins to break and the clattering gait of horses can 
  begins to break and the clattering gait of horses can 
  begins to break and the clattering gait of horses can 
  begins to break and the clattering gait of horses can 
  be heard rapidly approaching. A bi
  be heard rapidly approaching. A bi
  be heard rapidly approaching. A bi
  be heard rapidly approaching. A bit late, but the local 
  t late, but the local 
  t late, but the local 
  t late, but the local 
  guards are finally arriving on the scene. One of them, 
  guards are finally arriving on the scene. One of them, 
  guards are finally arriving on the scene. One of them, 
  guards are finally arriving on the scene. One of them, 
  a sergeant by her stripes, dismounts and walks over to 
  a sergeant by her stripes, dismounts and walks over to 
  a sergeant by her stripes, dismounts and walks over to 
  a sergeant by her stripes, dismounts and walks over to 
  you.
  you.
  you.
  you.    
      
  “Many thanks for the assistance. We’re getting 
  “Many thanks for the assistance. We’re getting 
  “Many thanks for the assistance. We’re getting 
  “Many thanks for the assistance. We’re getting 
  reports of other attacks just like this one, throughout 
  reports of other attacks just like this one, throughout 
  reports of other attacks just like this one, throughout 
  reports of other attacks just like this one, throughout 
  the entire Coun
  the entire Coun
  the entire Coun
  the entire County. I’d love to stay and chat, but we’ve 
  ty. I’d love to stay and chat, but we’ve 
  ty. I’d love to stay and chat, but we’ve 
  ty. I’d love to stay and chat, but we’ve 
  got to be on the move. There’s a report of a village 
  got to be on the move. There’s a report of a village 
  got to be on the move. There’s a report of a village 
  got to be on the move. There’s a report of a village 
  down the road that is still under assault.”  
  down the road that is still under assault.”  
  down the road that is still under assault.”  
  down the road that is still under assault.”      
      
  She pauses for a moment and then adds, 
  She pauses for a moment and then adds, 
  She pauses for a moment and then adds, 
  She pauses for a moment and then adds, 
  “Consider yourselves all deputized for the duration of 
  “Consider yourselves all deputized for the duration of 
  “Consider yourselves all deputized for the duration of 
  “Consider yourselves all deputized for the duration of 
  this emergency. Any h
  this emergency. Any h
  this emergency. Any h
  this emergency. Any help or information you can 
  elp or information you can 
  elp or information you can 
  elp or information you can 
  provide will be much appreciated. Just head over to 
  provide will be much appreciated. Just head over to 
  provide will be much appreciated. Just head over to 
  provide will be much appreciated. Just head over to 
  the local barracks and ask to speak to the Captain in 
  the local barracks and ask to speak to the Captain in 
  the local barracks and ask to speak to the Captain in 
  the local barracks and ask to speak to the Captain in 
  charge.”
  charge.”
  charge.”
  charge.”    
      
  Then she remounts and she and her troops head 
  Then she remounts and she and her troops head 
  Then she remounts and she and her troops head 
  Then she remounts and she and her troops head 
  towards the edge of town at a full gallop.
  towards the edge of town at a full gallop.
  towards the edge of town at a full gallop.
  towards the edge of town at a full gallop.    
  At this point, the characters have some options available. 
  They can follow the sergeant, they can go report to the 
  Captain, they can investigate the attack on their own, or 
  they can attempt to track down where the undead came 
  from.  
  Following the Sergeant
  Following the Sergeant
  Following the Sergeant
  Following the Sergeant    
  
  URC5-06 Rising Sons 
   
  Page 8 
  If they should attempt to follow the sergeant, it will be a 
  long hard ride of an hour, only to find the village appears 
  to be completely abandoned. There are multiple signs of 
  struggle (Search check DC 18), but the village is deserted. 
  A Tracking check (Survival DC 12) shows that there was 
  a lot of traffic entering a nearby cabin, but there are no 
  further clues (the teleport circle closed after the last of 
  the undead attackers passed through it. There are 
  villagers hiding in the fields nearby, but it will take 
  several hours searching to find them. They will report of 
  an attack of undead that carried away the bodies of those 
  they killed and of their own narrow escapes from the 
  attack. 
   
  The party will either need to head back to the town 
  they started in to investigate or go to a larger town to find 
  an open teleport circle. 
  The Captain 
  The Captain 
  The Captain 
  The Captain     
  If they try reporting to the Captain, they will find that he 
  happens to be a very busy man today with little interest 
  in holding the hands of weak-kneed adventurers. First, 
  they will have to wait a while just to get in to talk to him. 
  Then, while they try to talk with him, there will be 
  constant interruptions as aides and couriers rush into the 
  room with reports of other attacks. Eventually he will 
  explain that he just doesn’t have the time and will ask 
  them to leave. 
   
  However, outside the Captain’s office, one of his 
  aides will take a moment to explain things to the 
  adventurers. It turns out that the Sergeant they spoke 
  with earlier was correct and that there were similar 
  attacks in every town and village throughout the entire 
  County. The coordination of the attacks as well as the 
  way they targeted the urban areas for their high 
  populations seems to hint that something big is 
  happening very soon, and the police forces of the County 
  have been caught completely off guard by the whole 
  thing. Finally, he will reinforce the Sergeant’s offer, that 
  any assistance the party can provide will be greatly 
  appreciated.  
   
  Taking either of these first two options should 
  eventually lead into the third…  
  Investigating On T
  Investigating On T
  Investigating On T
  Investigating On Their Own or Tracking Down the 
  heir Own or Tracking Down the 
  heir Own or Tracking Down the 
  heir Own or Tracking Down the 
  Undead
  Undead
  Undead
  Undead    
  Eventually the adventurers should try to investigate 
  things for themselves. If the players try to track the 
  undead that were carrying the slain townspeople away, 
  they will need to make a Tracking check (Survival check 
  DC 18). 
   
  IF none of the party can Track, several of the 
  storekeepers and passersby who managed to avoid the 
  Harvesting will be able to point them in the right 
  direction if the group can make a successful Diplomacy 
  or Gather Information check (DC 20). A failure at this 
  check merely indicates that the individual they’re 
  questioning doesn’t have the information they need. 
  Allow the party to go from shop to shop, making new 
  checks each time, until with a successful roll, they find 
  the information they need. For ideas or suggestions on 
  details 
  for 
  possible 
  storekeepers/informants, 
  see 
  Encounter Five. 
  DM Note
  DM Note
  DM Note
  DM Note: Alternately, if they thought of it during or 
  immediately after the battle, they may be able to follow 
  one of the undead to see where it went as it carried a body 
  away from the fight.  
  Encounter Three: One Small Step
  Encounter Three: One Small Step
  Encounter Three: One Small Step
  Encounter Three: One Small Step    
  After some effort, the party should figure out the general 
  location where the undead seemed to appear. They arrive 
  to see… 
  Up ahead seems to be the undead creatures’ 
  Up ahead seems to be the undead creatures’ 
  Up ahead seems to be the undead creatures’ 
  Up ahead seems to be the undead creatures’ 
  destination, a seemingly abando
  destination, a seemingly abando
  destination, a seemingly abando
  destination, a seemingly abandoned stable and 
  ned stable and 
  ned stable and 
  ned stable and 
  carriage house. On second glance, the place seems 
  carriage house. On second glance, the place seems 
  carriage house. On second glance, the place seems 
  carriage house. On second glance, the place seems 
  fairly well kept up. It occurs to you that perhaps 
  fairly well kept up. It occurs to you that perhaps 
  fairly well kept up. It occurs to you that perhaps 
  fairly well kept up. It occurs to you that perhaps 
  earlier today this place may not have been 
  earlier today this place may not have been 
  earlier today this place may not have been 
  earlier today this place may not have been 
  abandoned. There may have been people working 
  abandoned. There may have been people working 
  abandoned. There may have been people working 
  abandoned. There may have been people working 
  here, the first victims of the assault. Now there i
  here, the first victims of the assault. Now there i
  here, the first victims of the assault. Now there i
  here, the first victims of the assault. Now there is no 
  s no 
  s no 
  s no 
  living thing to be seen within a hundred yards of the 
  living thing to be seen within a hundred yards of the 
  living thing to be seen within a hundred yards of the 
  living thing to be seen within a hundred yards of the 
  place.
  place.
  place.
  place.    
  Inside the stable, in a stall near the back is an active 
  teleport circle. Guarding it is an undead creature, up in 
  the loft watching and waiting to silently drop down and 
  attack. When Malachite first opened the teleport circle, 
  he sent in a vasuthant to clear any immediate opposition. 
  Now it lurks waiting for additional prey. 
   
  A description of the Vasuthant from the base 
  creature found in Monster Manual III, pg. 182 is 
  included in Appendix 6. 
  APL 2 (EL 3)
  APL 2 (EL 3)
  APL 2 (EL 3)
  APL 2 (EL 3)    
  �
  �
  �
  �    Vasuthant (1): 
  Vasuthant (1): 
  Vasuthant (1): 
  Vasuthant (1): Small Undead; hp 21; see Appendix 
  5.    
  APL 4 (EL 3)
  APL 4 (EL 3)
  APL 4 (EL 3)
  APL 4 (EL 3)    
  �
  �
  �
  �    Vasuthant (1): 
  Vasuthant (1): 
  Vasuthant (1): 
  Vasuthant (1): Small Undead; hp 21; see Appendix 
  5.    
  APL 6 (EL 5)
  APL 6 (EL 5)
  APL 6 (EL 5)
  APL 6 (EL 5)    
  �
  �
  �
  �    Advanced Vasuthant (1): 
  Advanced Vasuthant (1): 
  Advanced Vasuthant (1): 
  Advanced Vasuthant (1): Small Undead; hp 42; see 
  Appendix 5.    
  APL 8 (EL 7)
  APL 8 (EL 7)
  APL 8 (EL 7)
  APL 8 (EL 7)    
  �
  �
  �
  �    Ad
  Ad
  Ad
  Advanced Vasuthant (1): 
  anced Vasuthant (1): 
  anced Vasuthant (1): 
  anced Vasuthant (1): Medium Undead; hp 69; 
  see Appendix 5.    
  APL 10 (EL 9)
  APL 10 (EL 9)
  APL 10 (EL 9)
  APL 10 (EL 9)    
  �
  �
  �
  �    Advanced Vasuthant (1): 
  Advanced Vasuthant (1): 
  Advanced Vasuthant (1): 
  Advanced Vasuthant (1): Medium Undead; hp 
  116; see Appendix 5.    
  
  URC5-06 Rising Sons 
   
  Page 9 
  APL 12 (EL 11)
  APL 12 (EL 11)
  APL 12 (EL 11)
  APL 12 (EL 11)    
  �
  �
  �
  �    Advanced Vasuthant (1): 
  Advanced Vasuthant (1): 
  Advanced Vasuthant (1): 
  Advanced Vasuthant (1): Large Undead; hp 145; 
  see Appendix 5.    
  The teleport circle still appears to be active. The 
  characters will probably be understandably paranoid 
  about stepping through; however, this is where the trail 
  leads. If they report back to the local Captain (or his aide), 
  he will explain that the need to understand where the 
  circle leads to is very great. Hazardous duty pay (a bonus 
  of 50 gp) will be offered them if they will explore the 
  circle. If they choose, they may also cast Augury, 
  Commune, or other divination magics to find out if it’s 
  safe on the other side (which it is, relatively speaking). 
   
  If the party chooses not to explore the circle to learn 
  more, the module will effectively end. 
  Encounter Four: Heavy Cloud 
  Encounter Four: Heavy Cloud 
  Encounter Four: Heavy Cloud 
  Encounter Four: Heavy Cloud 
  Cover
  Cover
  Cover
  Cover    
  If the adventurers step through the teleportation circle, 
  read or paraphrase the following. 
  A flash of light and you find yourself stepping into a 
  A flash of light and you find yourself stepping into a 
  A flash of light and you find yourself stepping into a 
  A flash of light and you find yourself stepping into a 
  trash
  trash
  trash
  trash----fill
  fill
  fill
  filled alleyway. An obvious trail leads through 
  ed alleyway. An obvious trail leads through 
  ed alleyway. An obvious trail leads through 
  ed alleyway. An obvious trail leads through 
  the refuse to what seems to open onto a street where 
  the refuse to what seems to open onto a street where 
  the refuse to what seems to open onto a street where 
  the refuse to what seems to open onto a street where 
  can be seen occasional passersby, scurrying past. 
  can be seen occasional passersby, scurrying past. 
  can be seen occasional passersby, scurrying past. 
  can be seen occasional passersby, scurrying past. 
  Glancing up it seems like the dark clouds that 
  Glancing up it seems like the dark clouds that 
  Glancing up it seems like the dark clouds that 
  Glancing up it seems like the dark clouds that 
  temporarily covered the sky during the attack in 
  temporarily covered the sky during the attack in 
  temporarily covered the sky during the attack in 
  temporarily covered the sky during the attack in 
  (insert start
  (insert start
  (insert start
  (insert starting town) seem to have converged here. 
  ing town) seem to have converged here. 
  ing town) seem to have converged here. 
  ing town) seem to have converged here. 
  Although it feels like it should be midday, in this 
  Although it feels like it should be midday, in this 
  Although it feels like it should be midday, in this 
  Although it feels like it should be midday, in this 
  place it is almost as dark as night.
  place it is almost as dark as night.
  place it is almost as dark as night.
  place it is almost as dark as night.    
  Which town the players decided to start in will 
  determine where they have appeared (see Appendix 4). If 
  they chose to start in one of the destination towns, the 
  teleport circle leads to the other side of the same city. 
  While there are six possible locations that the players 
  may have ended up (Muddich, Caporna, High Mardreth, 
  Jedbridge, Heanor, or Rothberry), they all have certain 
  things in common: 
  • 
  All are at least large towns or cities. 
  • 
  All were attacked at the same time as the town the 
  adventurers started in, with multiple groups of 
  attacking undead roving the city streets.  
  • 
  In each town, many of the citizens are near panic as 
  the unnatural cloud cover only appeared a few days 
  ago and seems to show no signs of breaking.  
  • 
  Many people are going around armed who would 
  not normally carry a weapon. The city watch is on a 
  high state of alert.  
  • 
  Even though the undead seem to have vanished, the 
  frayed tempers of the citizenry are causing minor 
  incidents all over town. 
  With a minor amount of effort, the characters should be 
  able to learn which city they are in and begin checking 
  things out. Below is additional information for the DM to 
  “flesh” out each possible town and provide some idea as to 
  each town’s flavor and populace. 
  Muddich (Naval Base)
  Muddich (Naval Base)
  Muddich (Naval Base)
  Muddich (Naval Base)    
  This is a port town on the delta of the Artonsamay, 
  squeezed between the river and the Dyvynmere Swamp. 
  The Nyr Dyv is visible from most of the town to the west, 
  and Radigast City up on its butte to the south. Depending 
  on which side of town you're on, the air smells of swamp 
  (North and east), river (south) or lake (west), The port 
  features dry docks and shipyards, and is the Naval Base 
  for the Artonsamay Flotilla, as well as the base for the 
  government Customs House that manages traffic on the 
  Artonsamay. Sailors, officers and bureaucrats are often 
  seen on the streets. 
  Caporna (Field Barony Seat)
  Caporna (Field Barony Seat)
  Caporna (Field Barony Seat)
  Caporna (Field Barony Seat)    
  This rather non-descript town is on disputed territory 
  between the Archbaronies of Vinewind and Eastmarch. 
  Both the Emerald Guard and the Lord’s Fist are plainly 
  evident as guards and pedestrians on the streets. 
  High Mardreth (Field Barony Seat)
  High Mardreth (Field Barony Seat)
  High Mardreth (Field Barony Seat)
  High Mardreth (Field Barony Seat)    
  A port town and naval base, this town huddles on the 
  southern side of a green ridge that juts into the Nyr Dyv, 
  to the west. There is a large warehouse district along the 
  docks. Many sailors and naval officers walk its streets. 
  The Coast Road begins here and rises over the ridge to 
  run north through Ardrin, Bampton, Holbrook and 
  finally to Radigast City. 
  Jedbridge (Lord Barony Seat)
  Jedbridge (Lord Barony Seat)
  Jedbridge (Lord Barony Seat)
  Jedbridge (Lord Barony Seat)    
  This is the town of bridges, with one large dark bridge 
  connecting the newer portions of the city with the older. 
  A main branch of the Artonsamay splits the city in two, 
  running beneath the Great Bridge before rejoining the 
  main flow of the river. Several smaller dry riverbeds wind 
  through the city. The merchant district lies at the foot of 
  the Great Bridge in the older city. 
  Heanor (Archbarony Seat)
  Heanor (Archbarony Seat)
  Heanor (Archbarony Seat)
  Heanor (Archbarony Seat)    
  This town is the capital of horse country. The gentle 
  grassy hills outside of town are trimmed with neat white 
  fences in checkerboard patterns, and herds of horses 
  roam the countryside. The populace is generally well-to-
  do, and the town is quiet and genteel. 
  Rothberry (Lord Barony Seat)
  Rothberry (Lord Barony Seat)
  Rothberry (Lord Barony Seat)
  Rothberry (Lord Barony Seat)    
  This town is nestled against the Glangirn Hills (aka The 
  Blue Mounds) that lie to the north and west. Throughout 
  town are signboards for public notices that are decorated 
  with the words "Home of Irongate Brewery and 
  Rothberry Black," though the brewery is actually located 
  about a mile east of the town at the crossroads village. 
  Barrelhouse ales are not served at any establishment 
  
  URC5-06 Rising Sons 
   
  Page 10 
  within the town limits. There are a fair number of 
  Dwarves among the populace. 
  Encounter Five: Random 
  Encounter Five: Random 
  Encounter Five: Random 
  Encounter Five: Random 
  Investigations
  Investigations
  Investigations
  Investigations    
  The characters will likely want to begin searching for 
  clues, but the trail quickly leads nowhere. Despite the 
  gloomy weather, the undead seem to have vanished into 
  thin air leaving little or no trace behind. Allow the 
  adventurers to explore the town a bit and put their 
  Gather Information skills to use. It is possible that they 
  may have played in other adventures in this city 
  previously and will be familiar with the town layout. This 
  is a roleplaying opportunity, allowing them to talk to 
  various shopkeepers and people on the street and find 
  out some general information. 
   
  What follows are a list of possible NPCs the party 
  might encounter and talk to, followed by some 
  informational stories that may or may not relate to the 
  current situation. Have any players who wish make a 
  Gather Information check, do so unassisted (DC 16). For 
  each check that is successful, roll for the type of NPC 
  they encounter (d20), and which story/rumor that NPC 
  knows (d12). It is intended that different parties of 
  adventurers find different combinations of encounters, 
  since they are occurring all over the County. 
  For example:
  For example:
  For example:
  For example:    
  Using your investigative skills, you eventually find 
  (d20=3) a butcher who claims to know something about 
  (d12=7) the strange weather that’s happening lately. . . 
  Important DM Note:
  Important DM Note:
  Important DM Note:
  Important DM Note: Don’t allow the players to spend 
  more than forty minutes to an hour pursuing these, 
  perhaps investigating 2 to 3 rumors. If necessary, push 
  them by stating the hour is getting late and perhaps they 
  should continue their investigations in the morning by 
  proceeding to Encounter Six. 
   
  If you have time to prep the module, you may wish 
  to pre-generate a few of these encounters with some of 
  the stories in order to be able to make each random 
  encounter flow a little smoother. None of these 
  encounters should lead into a combat situation; they are 
  only for roleplaying purposes. Since the informants are 
  just average people on the street, feel free to name them 
  as you please, should the players ask for names. Attempt 
  to give each one their own personality so that they are 
  memorable to the players and not just paper cutouts. 
      
  Finally
  Finally
  Finally
  Finally: While the characters are exploring the 
  town, at some point (undefined) they will come to the 
  attention of the ones who instigated the original attacks. 
  This leads to Encounter Six later that night.  
  Possible NPCs to Encounter (d20) 
  1. 
  A young widow 
  2. 
  An officer of the City Watch 
  3. 
  A butcher 
  4. 
  A drunken dwarf 
  5. 
  A local farmer 
  6. 
  A ten year old boy 
  7. 
  A local cleric 
  8. 
  A blacksmith 
  9. 
  An out of work bard/poet 
  10. A halfling tailor 
  11. A teamster from Nyrond 
  12. A bartender 
  13. A old sailor 
  14. A soldier of the County 
  15. A wizard’s apprentice 
  16. A man who seems lost 
  17. A stable boy 
  18. A frightened man hiding in an alleyway 
  19. A pickpocket 
  20. A Rhenee bargeman 
   
  Some Stories and Rumors (d12)
  Some Stories and Rumors (d12)
  Some Stories and Rumors (d12)
  Some Stories and Rumors (d12)    
  1.1.1.1. … who knows where another “devil gate,” like 
  … who knows where another “devil gate,” like 
  … who knows where another “devil gate,” like 
  … who knows where another “devil gate,” like 
  the ones that were open du
  the ones that were open du
  the ones that were open du
  the ones that were open during the civil war, has 
  ring the civil war, has 
  ring the civil war, has 
  ring the civil war, has 
  recently opened up beneath the city. 
  recently opened up beneath the city. 
  recently opened up beneath the city. 
  recently opened up beneath the city.     
  (The true situation is that there is someone local that the 
  NPC dislikes. He or she will lie, saying that she saw 
  devilish creatures crawling out of the basement windows 
  of that person’s home or business. The characters should 
  have some difficulty in accessing the location, but after 
  some effort, they won’t find any evidence to back up the 
  NPC’s story.) 
  2.2.2.2. … who read a story once that a person could 
  … who read a story once that a person could 
  … who read a story once that a person could 
  … who read a story once that a person could 
  always tell what’s happening in the city if you 
  always tell what’s happening in the city if you 
  always tell what’s happening in the city if you 
  always tell what’s happening in the city if you 
  ga
  ga
  ga
  gaze down upon the town from the rooftop of a 
  ze down upon the town from the rooftop of a 
  ze down upon the town from the rooftop of a 
  ze down upon the town from the rooftop of a 
  certain building. The building belongs to a 
  certain building. The building belongs to a 
  certain building. The building belongs to a 
  certain building. The building belongs to a 
  wealthy merchant, but he refuses to allow 
  wealthy merchant, but he refuses to allow 
  wealthy merchant, but he refuses to allow 
  wealthy merchant, but he refuses to allow 
  anyone to climb up to his roof. He must be in 
  anyone to climb up to his roof. He must be in 
  anyone to climb up to his roof. He must be in 
  anyone to climb up to his roof. He must be in 
  league with the undead! 
  league with the undead! 
  league with the undead! 
  league with the undead!     
  (The true situation is that the merchant has fallen on bad 
  times and his roof is in poor repair. He doesn’t want 
  anyone to go up there for fear that they may fall through 
  his 
  ceiling. 
  Nevertheless, 
  wanting 
  to keep up 
  appearances, he will tell characters almost anything other 
  than the truth to try to keep them away.) 
  3.3.3.3. … who knows someone who was helping the 
  … who knows someone who was helping the 
  … who knows someone who was helping the 
  … who knows someone who was helping the 
  undead in their attacks on the city today 
  undead in their attacks on the city today 
  undead in their attacks on the city today 
  undead in their attacks on the city today     
  (This is true. It was a human barbarian from the North 
  who foolishly accepted “temporary” employment by 
  Malachite The barbarian was slain during the attack and 
  his body burned by the local guard. But it should take a 
  fair amount of time to check out the four or five taverns 
  that he used to frequent and his old room at a local inn, 
  only to learn that no one has seen him for about five 
  weeks prior to the attack.) 
  
  URC5-06 Rising Sons 
   
  Page 11 
  4.4.4.4. … who s
  … who s
  … who s
  … who saw the undead taking some of their 
  aw the undead taking some of their 
  aw the undead taking some of their 
  aw the undead taking some of their 
  victims’ bodies from the recent attack to a local 
  victims’ bodies from the recent attack to a local 
  victims’ bodies from the recent attack to a local 
  victims’ bodies from the recent attack to a local 
  slaughterhouse. 
  slaughterhouse. 
  slaughterhouse. 
  slaughterhouse.     
  (This is true. The undead were using the location as a 
  temporary processing point. Eight bodies were converted 
  into zombies and were sent back into the city to create 
  more of an atmosphere of fear. Obviously former citizens 
  and easily recognizable, the zombies created quite a 
  disturbance until they ran into a patrol of guardsmen led 
  by a lieutenant who didn’t care who they used to be. He 
  ordered his squad to cut them to pieces and then sent the 
  bodies to a local temple to be cleansed. It should take the 
  party a while to investigate the slaughterhouse, find 
  where the zombies went, interview the lieutenant and 
  visit the temple, before this line of investigation finally 
  peters out.) 
  5.5.5.5. … who has seen dark elves down in the poorer 
  … who has seen dark elves down in the poorer 
  … who has seen dark elves down in the poorer 
  … who has seen dark elves down in the poorer 
  sections of town! 
  sections of town! 
  sections of town! 
  sections of town!     
  (The true situation is that thieves from the local thieves’ 
  guild were spotted a week ago by the NPC as they were 
  going about their business – thieving. They were wearing 
  masks and staying close to the shadows. The NPC was 
  mistaken in identifying them as drow. If the characters 
  investigate, they will not find any other rumors to back 
  up the initial report.) 
  6.6.6.6. … who has heard that the great heroes from the 
  … who has heard that the great heroes from the 
  … who has heard that the great heroes from the 
  … who has heard that the great heroes from the 
  Civil War 
  Civil War 
  Civil War 
  Civil War –––– Genera
   Genera
   Genera
   Generals Thimblebrotten and 
  ls Thimblebrotten and 
  ls Thimblebrotten and 
  ls Thimblebrotten and 
  Hufflemort of the County’s 1st Long Range 
  Hufflemort of the County’s 1st Long Range 
  Hufflemort of the County’s 1st Long Range 
  Hufflemort of the County’s 1st Long Range 
  Scouting Brigade, have been spotted within the 
  Scouting Brigade, have been spotted within the 
  Scouting Brigade, have been spotted within the 
  Scouting Brigade, have been spotted within the 
  city! 
  city! 
  city! 
  city! 
  “Surely 
  if 
  anything’s 
  going 
  on, 
  “Surely 
  if 
  anything’s 
  going 
  on, 
  “Surely 
  if 
  anything’s 
  going 
  on, 
  “Surely 
  if 
  anything’s 
  going 
  on, 
  Thimblebrotten and Hufflemort will know 
  Thimblebrotten and Hufflemort will know 
  Thimblebrotten and Hufflemort will know 
  Thimblebrotten and Hufflemort will know 
  what’s what!”
  what’s what!”
  what’s what!”
  what’s what!”        
  (Thimble and Huffle are a notorious pair of miscreants 
  that have been singing their own praises as the greatest 
  spies in the County for over a year now. A halfling and a 
  gnome, there is a reward of 300gp posted for information 
  on their current whereabouts. Ever since they deserted 
  their initial post during the civil war, minor officials of 
  the County would very much like to pin down their 
  location. Since the general populace commonly 
  acknowledges them as folk heroes, the County is trying 
  to be discreet about the whole affair. The two of them 
  were definitely spotted in the city sometime within the 
  past month but currently are on the road headed to 
  Dyvers – investigating rumors of an ale festival. Of 
  course, it should take the party a while to figure that they 
  are no longer around.)  
  7.7.7.7. … who knows something about
  … who knows something about
  … who knows something about
  … who knows something about the strange 
   the strange 
   the strange 
   the strange 
  weather in these parts lately. A herald was going 
  weather in these parts lately. A herald was going 
  weather in these parts lately. A herald was going 
  weather in these parts lately. A herald was going 
  around trying to hire local wizards who were 
  around trying to hire local wizards who were 
  around trying to hire local wizards who were 
  around trying to hire local wizards who were 
  skilled in magical weather control about three 
  skilled in magical weather control about three 
  skilled in magical weather control about three 
  skilled in magical weather control about three 
  months ago. 
  months ago. 
  months ago. 
  months ago.     
  (This is true. But the herald was only successful in 
  finding a couple of wizards and when he introduced 
  them to his employer, he learned that he himself was 
  working for an undead necromancer. He has been hiding 
  in fear ever since. It should take a while, but if the party 
  can track him down, he will give them the names of a 
  couple of wizards he knew and tell a frightening story of 
  taking them to a nearby graveyard to meet a black robed 
  man with a skull-like face.) 
  8.8.8.8. … whose mother’s brother’s wife’s cousin’s third 
  … whose mother’s brother’s wife’s cousin’s third 
  … whose mother’s brother’s wife’s cousin’s third 
  … whose mother’s brother’s wife’s cousin’s third 
  uncle has been predicting an attack, just like the 
  uncle has been predicting an attack, just like the 
  uncle has been predicting an attack, just like the 
  uncle has been predicting an attack, just like the 
  one today, for over a month now 
  one today, for over a month now 
  one today, for over a month now 
  one today, for over a month now     
  (This is true. However, the uncle seems to have 
  disappeared over the last few days. To find him the party 
  will need to visit – in turn – the mother, the brother, the 
  wife, and the cousin in order to find that the uncle is 
  hiding out in an old shack just north of the city. If they 
  investigate, the uncle will be found dead, with his throat 
  cut. The shack is empty, but the uncle’s diary is hidden 
  underneath an old mattress (Search check, DC 13). It 
  appears the book was recently dropped into water, as 
  most of the words are completely washed away. The only 
  words that can eventually be made out from the last page 
  (Decipher Script, DC 10) are “Undead,”
  “Undead,”
  “Undead,”
  “Undead,” “Lich
  “Lich
  “Lich
  “Lich----
  Malachite,”
  Malachite,”
  Malachite,”
  Malachite,” “Charn”
  “Charn”
  “Charn”
  “Charn” and the date of the attack. 
  9.9.9.9. … who knows where a spy for the undead lives 
  … who knows where a spy for the undead lives 
  … who knows where a spy for the undead lives 
  … who knows where a spy for the undead lives 
  She’s a cleric
  She’s a cleric
  She’s a cleric
  She’s a cleric of Kyuss! Two nights ago, the NPC 
   of Kyuss! Two nights ago, the NPC 
   of Kyuss! Two nights ago, the NPC 
   of Kyuss! Two nights ago, the NPC 
  saw some red lights emerging from a window late 
  saw some red lights emerging from a window late 
  saw some red lights emerging from a window late 
  saw some red lights emerging from a window late 
  at night. As the NPC crept closer, they heard 
  at night. As the NPC crept closer, they heard 
  at night. As the NPC crept closer, they heard 
  at night. As the NPC crept closer, they heard 
  unearthly sounds coming from the window and 
  unearthly sounds coming from the window and 
  unearthly sounds coming from the window and 
  unearthly sounds coming from the window and 
  when they peeked in, they saw the woman 
  when they peeked in, they saw the woman 
  when they peeked in, they saw the woman 
  when they peeked in, they saw the woman 
  performing some sort of ritual in front of 
  performing some sort of ritual in front of 
  performing some sort of ritual in front of 
  performing some sort of ritual in front of an altar 
  an altar 
  an altar 
  an altar 
  with a skull on it. 
  with a skull on it. 
  with a skull on it. 
  with a skull on it.     
  (While technically accurate, the woman is actually a 
  priestess of Nerull. She will radiate evil if detected for, 
  but she is innocent of any wrongdoing from the current 
  situation. If the party makes a nuisance of themselves, 
  she will call for the City Guard to protect her from them. 
  This should not go into a combat situation as the priestess 
  is unarmed, has no spells memorized today and will 
  always try to run away (cle1, 9 hp). If the party is 
  persistent enough and manages to expose the altar in the 
  priestess’ home to the public, the city guard will “politely” 
  ask her to leave the city, watch her pack, and escort her 
  out. This will leave the group no closer to finding 
  anything out about the undead attacks.) 
  10.
  10.
  10.
  10. … who doesn’t know any
  … who doesn’t know any
  … who doesn’t know any
  … who doesn’t know anything about the undead 
  thing about the undead 
  thing about the undead 
  thing about the undead 
  attacks But would the group be interested in a 
  attacks But would the group be interested in a 
  attacks But would the group be interested in a 
  attacks But would the group be interested in a 
  treasure map? The NPC got the map from an 
  treasure map? The NPC got the map from an 
  treasure map? The NPC got the map from an 
  treasure map? The NPC got the map from an 
  uncle, who won it in a game of chance. If the 
  uncle, who won it in a game of chance. If the 
  uncle, who won it in a game of chance. If the 
  uncle, who won it in a game of chance. If the 
  party is willing to split the treasure fifty
  party is willing to split the treasure fifty
  party is willing to split the treasure fifty
  party is willing to split the treasure fifty----fifty, the 
  fifty, the 
  fifty, the 
  fifty, the 
  NPC will let them in on it. 
  NPC will let them in on it. 
  NPC will let them in on it. 
  NPC will let them in on it.     
  (Unfortunately, the treasure map is a copy of one that 
  was unearthed four years ago. It should lead the party on 
  a merry goose chase from one end of the city to the other. 
  If the characters should tell anyone that they are 
  investigating a treasure map, that person will smile, nod, 
  and point them on to the next location. Following the 
  map became something of a craze a while ago back and 
  it’s considered a good day’s entertainment. At the end of 
  
  URC5-06 Rising Sons 
   
  Page 12 
  the hunt, the adventurers
  adventurers
  adventurers
  adventurers will find a bard playing a 
  guitar softly nearby who can explain the reality of their 
  “treasure map” to them.) 
  11.
  11.
  11.
  11. … who knows an old story. It seems there was 
  … who knows an old story. It seems there was 
  … who knows an old story. It seems there was 
  … who knows an old story. It seems there was 
  once a group of 
  once a group of 
  once a group of 
  once a group of adventurers
  adventurers
  adventurers
  adventurers, the Charn heroes, 
  , the Charn heroes, 
  , the Charn heroes, 
  , the Charn heroes, 
  who traveled the land fighting evil wherever they 
  who traveled the land fighting evil wherever they 
  who traveled the land fighting evil wherever they 
  who traveled the land fighting evil wherever they 
  found it. Wearing their magical armor, they were 
  found it. Wearing their magical armor, they were 
  found it. Wearing their magical armor, they were 
  found it. Wearing their magical armor, they were 
  said to
  said to
  said to
  said to be invincible. Once they came across an 
   be invincible. Once they came across an 
   be invincible. Once they came across an 
   be invincible. Once they came across an 
  immense dragon that had laid siege to a castle up 
  immense dragon that had laid siege to a castle up 
  immense dragon that had laid siege to a castle up 
  immense dragon that had laid siege to a castle up 
  near the Artonsamay … 
  near the Artonsamay … 
  near the Artonsamay … 
  near the Artonsamay …     
  (What should follow should be a tall tale of adventure 
  and heroics, detailing a band of heroes who were alive in 
  the County several centuries ago. The story should last at 
  least ten minutes and there should be lots of detail about 
  unimportant details; “blow-by-blow” accounts of battles, 
  descriptions of monster lairs, tales of lost loves and love 
  triangles, explaining the ecologies of monsters and their 
  origins, etc.  
  Suggestion to the DM:
  Suggestion to the DM:
  Suggestion to the DM:
  Suggestion to the DM:  be a bard! Put your feet up, lean 
  back and really get into the tall tale telling. Since the 
  players have no way to verify any of the information, spin 
  them a credible story with names and places, but pull all 
  of the details out of your imagination.)   
  12.
  12.
  12.
  12. … who knows of an old hermit living outside of 
  … who knows of an old hermit living outside of 
  … who knows of an old hermit living outside of 
  … who knows of an old hermit living outside of 
  town. Supposedly, the hermit was once a 
  town. Supposedly, the hermit was once a 
  town. Supposedly, the hermit was once a 
  town. Supposedly, the hermit was once a 
  necromancer before he found religion. Now he 
  necromancer before he found religion. Now he 
  necromancer before he found religion. Now he 
  necromancer before he found religion. Now he 
  lives quietly with only a couple of birds as his 
  lives quietly with only a couple of birds as his 
  lives quietly with only a couple of birds as his 
  lives quietly with only a couple of birds as his 
  companions. 
  companions. 
  companions. 
  companions.     
  (The hermit lives south of the city and really was a 
  necromancer once, but he’s become rather fearful, ever 
  since a necromantic experiment he tried once went 
  really, really, bad. As such, his initial response is going to 
  be to try to avoid any visitors. If the party insists on 
  talking to him (and can keep him from fleeing in terror), 
  he can eventually be persuaded to give them details on 
  the undead that he once had direct contact with 
  (Diplomacy or Intimidate check, DC 17). Use the 
  Monster Manual (I) and give the players answers to any 
  questions they might have on Skeletons, Shadows, 
  Wights, or Spectres. These are the only undead the 
  hermit knows anything about.  
  Encounter Six: A Second Job 
  Encounter Six: A Second Job 
  Encounter Six: A Second Job 
  Encounter Six: A Second Job 
  Offer
  Offer
  Offer
  Offer    
  With the setting sun comes the realization that 
  With the setting sun comes the realization that 
  With the setting sun comes the realization that 
  With the setting sun comes the realization that 
  perhaps it might be time to find a
  perhaps it might be time to find a
  perhaps it might be time to find a
  perhaps it might be time to find an inn or other place 
  n inn or other place 
  n inn or other place 
  n inn or other place 
  to rest and recuperate. A large city like this has many 
  to rest and recuperate. A large city like this has many 
  to rest and recuperate. A large city like this has many 
  to rest and recuperate. A large city like this has many 
  inns for weary travelers and perhaps it will not be 
  inns for weary travelers and perhaps it will not be 
  inns for weary travelers and perhaps it will not be 
  inns for weary travelers and perhaps it will not be 
  difficult to find one that suits your needs.
  difficult to find one that suits your needs.
  difficult to find one that suits your needs.
  difficult to find one that suits your needs.    
  Allow the characters to roleplay selecting an inn to stay 
  the night in and get some food. As many rooms as they 
  decide to rent will be available at whatever inn they 
  decide upon. While they are sitting around the table 
  eating, a man approaches them and asks if he can join 
  them.  
   
  When acting out the part of the man, you the DM 
  should smile, nervously fidget, twitch occasionally and 
  sporadically look at things around the room that aren’t 
  there. The man is just a bit crazy, and this should come 
  across through the characters’ interaction with him.  
  You see a man approach your table. His ove
  You see a man approach your table. His ove
  You see a man approach your table. His ove
  You see a man approach your table. His overcoat 
  rcoat 
  rcoat 
  rcoat 
  appears to have once been made of rich satins and 
  appears to have once been made of rich satins and 
  appears to have once been made of rich satins and 
  appears to have once been made of rich satins and 
  velvet, yet now it is ruined, spotted with stains and is 
  velvet, yet now it is ruined, spotted with stains and is 
  velvet, yet now it is ruined, spotted with stains and is 
  velvet, yet now it is ruined, spotted with stains and is 
  now of little value. His pants are of a rough fabric and 
  now of little value. His pants are of a rough fabric and 
  now of little value. His pants are of a rough fabric and 
  now of little value. His pants are of a rough fabric and 
  below the knees appear by the scent and the stains 
  below the knees appear by the scent and the stains 
  below the knees appear by the scent and the stains 
  below the knees appear by the scent and the stains 
  that he has recently been wading th
  that he has recently been wading th
  that he has recently been wading th
  that he has recently been wading through some 
  rough some 
  rough some 
  rough some 
  unpleasant substance, perhaps the local sewers? He 
  unpleasant substance, perhaps the local sewers? He 
  unpleasant substance, perhaps the local sewers? He 
  unpleasant substance, perhaps the local sewers? He 
  stops and smiles at you, his yellowed teeth showing 
  stops and smiles at you, his yellowed teeth showing 
  stops and smiles at you, his yellowed teeth showing 
  stops and smiles at you, his yellowed teeth showing 
  gaps where some have been knocked out at some 
  gaps where some have been knocked out at some 
  gaps where some have been knocked out at some 
  gaps where some have been knocked out at some 
  point earlier.
  point earlier.
  point earlier.
  point earlier.    
  Adjust the number of adventurers in the paragraph 
  below as appropriate, such as “Five of you, but never more 
  than six.”        
      
  In a weaseling voice, he says “Warriors and 
  In a weaseling voice, he says “Warriors and 
  In a weaseling voice, he says “Warriors and 
  In a weaseling voice, he says “Warriors and 
  wizards, priests and rogues, all sitting together at a 
  wizards, priests and rogues, all sitting together at a 
  wizards, priests and rogues, all sitting together at a 
  wizards, priests and rogues, all sitting together at a 
  table having a conversation. And yes! Six of you, 
  table having a conversation. And yes! Six of you, 
  table having a conversation. And yes! Six of you, 
  table having a conversation. And yes! Six of you, 
  never more than six of you. By this, I must think you 
  never more than six of you. By this, I must think you 
  never more than six of you. By this, I must think you 
  never more than six of you. By this, I must think you 
  are adventur
  are adventur
  are adventur
  are adventurers, yes? Brave mercenaries willing to kill 
  ers, yes? Brave mercenaries willing to kill 
  ers, yes? Brave mercenaries willing to kill 
  ers, yes? Brave mercenaries willing to kill 
  anything that looks at you cross
  anything that looks at you cross
  anything that looks at you cross
  anything that looks at you cross----eyed just so that you 
  eyed just so that you 
  eyed just so that you 
  eyed just so that you 
  can loot its corpse and thus become wealthy 
  can loot its corpse and thus become wealthy 
  can loot its corpse and thus become wealthy 
  can loot its corpse and thus become wealthy 
  yourselves, yes? Since you’re just sitting here, I must 
  yourselves, yes? Since you’re just sitting here, I must 
  yourselves, yes? Since you’re just sitting here, I must 
  yourselves, yes? Since you’re just sitting here, I must 
  infer that you’re for hire, that I can offer you 
  infer that you’re for hire, that I can offer you 
  infer that you’re for hire, that I can offer you 
  infer that you’re for hire, that I can offer you 
  practica
  practica
  practica
  practically any mission paying effectively nothing 
  lly any mission paying effectively nothing 
  lly any mission paying effectively nothing 
  lly any mission paying effectively nothing 
  except the opportunity to loot and you’ll willingly 
  except the opportunity to loot and you’ll willingly 
  except the opportunity to loot and you’ll willingly 
  except the opportunity to loot and you’ll willingly 
  jump at the chance, yes? All in the name of adventure 
  jump at the chance, yes? All in the name of adventure 
  jump at the chance, yes? All in the name of adventure 
  jump at the chance, yes? All in the name of adventure 
  and experience, yes? You see, I know about 
  and experience, yes? You see, I know about 
  and experience, yes? You see, I know about 
  and experience, yes? You see, I know about 
  “adventurers."I’ve employed your type many, many 
  “adventurers."I’ve employed your type many, many 
  “adventurers."I’ve employed your type many, many 
  “adventurers."I’ve employed your type many, many 
  times in the pa
  times in the pa
  times in the pa
  times in the past!”  
  st!”  
  st!”  
  st!”      
  Allow the players to respond (likely negatively to this, 
  although some may acknowledge some of the accuracy of 
  it all). 
  “My apologies! My apologies! How thoughtless of me 
  “My apologies! My apologies! How thoughtless of me 
  “My apologies! My apologies! How thoughtless of me 
  “My apologies! My apologies! How thoughtless of me 
  to so spoil our new friendship. Allow me to start 
  to so spoil our new friendship. Allow me to start 
  to so spoil our new friendship. Allow me to start 
  to so spoil our new friendship. Allow me to start 
  fresh. You see I have heard 
  fresh. You see I have heard 
  fresh. You see I have heard 
  fresh. You see I have heard recent reports of your 
  recent reports of your 
  recent reports of your 
  recent reports of your 
  heroism recently and I would like to hire you for a 
  heroism recently and I would like to hire you for a 
  heroism recently and I would like to hire you for a 
  heroism recently and I would like to hire you for a 
  rather special mission. I represent an individual who 
  rather special mission. I represent an individual who 
  rather special mission. I represent an individual who 
  rather special mission. I represent an individual who 
  is seeking political power here in the County, yes? 
  is seeking political power here in the County, yes? 
  is seeking political power here in the County, yes? 
  is seeking political power here in the County, yes? 
  For personal reasons he would like to remain 
  For personal reasons he would like to remain 
  For personal reasons he would like to remain 
  For personal reasons he would like to remain 
  anonymous at this time. But pe
  anonymous at this time. But pe
  anonymous at this time. But pe
  anonymous at this time. But perhaps if you are 
  rhaps if you are 
  rhaps if you are 
  rhaps if you are 
  interested in the job, once you are fully employed by 
  interested in the job, once you are fully employed by 
  interested in the job, once you are fully employed by 
  interested in the job, once you are fully employed by 
  him, a meeting might be arranged, yes?”   
  him, a meeting might be arranged, yes?”   
  him, a meeting might be arranged, yes?”   
  him, a meeting might be arranged, yes?”       
  Allow the characters to react, perhaps asking details of 
  the job offer. 
  “Details?  Of course, you will need the details of the 
  “Details?  Of course, you will need the details of the 
  “Details?  Of course, you will need the details of the 
  “Details?  Of course, you will need the details of the 
  job, yes?  Well
  job, yes?  Well
  job, yes?  Well
  job, yes?  Well, I don’t have them. No, no details 
  , I don’t have them. No, no details 
  , I don’t have them. No, no details 
  , I don’t have them. No, no details 
  tonight. Or not yet anyway. Not until the morning. 
  tonight. Or not yet anyway. Not until the morning. 
  tonight. Or not yet anyway. Not until the morning. 
  tonight. Or not yet anyway. Not until the morning. 
  My employer, a man of great mystery, yes?  He says to 
  My employer, a man of great mystery, yes?  He says to 
  My employer, a man of great mystery, yes?  He says to 
  My employer, a man of great mystery, yes?  He says to 
  me, “Go!  Go and find them!  Where are they staying? 
  me, “Go!  Go and find them!  Where are they staying? 
  me, “Go!  Go and find them!  Where are they staying? 
  me, “Go!  Go and find them!  Where are they staying? 
  
  URC5-06 Rising Sons 
   
  Page 13 
   Don’t let them get away” and so I ran, RAN as fast as 
   Don’t let them get away” and so I ran, RAN as fast as 
   Don’t let them get away” and so I ran, RAN as fast as 
   Don’t let them get away” and so I ran, RAN as fast as 
  I could
  I could
  I could
  I could so that I could learn where you were staying 
   so that I could learn where you were staying 
   so that I could learn where you were staying 
   so that I could learn where you were staying 
  in order to make you this fine offer. My employer, 
  in order to make you this fine offer. My employer, 
  in order to make you this fine offer. My employer, 
  in order to make you this fine offer. My employer, 
  you never want to disappoint him, yes?”  And he 
  you never want to disappoint him, yes?”  And he 
  you never want to disappoint him, yes?”  And he 
  you never want to disappoint him, yes?”  And he 
  smiles at you again (which is a bit disconcerting).
  smiles at you again (which is a bit disconcerting).
  smiles at you again (which is a bit disconcerting).
  smiles at you again (which is a bit disconcerting).    
  The man is an agent of Malachite, a powerful lich 
  necromancer and the Big Bad Evil Guy (BBEG) in the 
  County lately. Malachite is the one who coordinated the 
  attacks all across the County, in order to spread a 
  campaign of fear and to harvest fresh bodies for him to 
  use to make new undead monstrosities. Word reached 
  him of the adventurers’ involvement in Encounter One 
  as well as their subsequent investigations earlier today 
  (Encounter Five). Adventurers ignored tend to mess up 
  any well-planned attack and heroes with class levels make 
  excellent recruits into his undead army anyway. He has 
  sent his agent here to learn which inn they will be 
  staying at so that he will be able to send a “recruiter” to 
  “speak” with them later this evening. 
   
  It only takes a Sense Motive check of (DC 14) reveal 
  that this poor fellow is not completely right in the head. 
  He does seem to be telling the truth, as he knows it. 
   
  If the topic of money comes up, he will offer the 
  characters eventual payments of (100xAPL) in gold each 
  (although he is confident he will never need to pay this 
  amount). 
   
  Eventually the man will depart, wishing the 
  adventurers pleasant dreams and full disclosure of “the 
  mission” over breakfast tomorrow.  
  Encounter Seven:  Darkness 
  Encounter Seven:  Darkness 
  Encounter Seven:  Darkness 
  Encounter Seven:  Darkness 
  Strikes!
  Strikes!
  Strikes!
  Strikes!    
  Allow the characters to make whatever plans they wish at 
  this point. They have been found and there are undead 
  spies watching all sides of the inn at this point (shadows 
  and the like). Even if they try to move to another inn, it 
  will take a Spot check (DC 30) to realize that they are 
  being followed by numerous shadows floating in the 
  overcast nighttime sky. The only way to avoid this 
  encounter is to use some sort of displacement magic 
  (Dimension Door, Teleport, etc.) to get away to a safe spot 
  unseen. 
  DM Note
  DM Note
  DM Note
  DM Note: Do not ask the players for guard watches 
  while they are sleeping at the inn. Allow them to be as 
  paranoid or not as they choose to be without prompting 
  them.  
   
  During the night, Malachite will send an undead 
  creature to attack the inn. Entering the building around 3 
  AM, it first attacks the innkeeper (and his wife at APL 
  10), turning them into undead spawn (depending on 
  type). Characters on guard watch may hear this attack 
  (Listen check DC 14). If no one is on watch, the difficulty 
  increases to DC 24. If anyone is successful, the sound 
  should be described as “something suspicious, coming 
  from just down the hall or downstairs.”  Note:  The 
  innkeeper is not turned into undead at APL 2. 
   
  Map 3
  Map 3
  Map 3
  Map 3 (Appendix 2) illustrates the inn where the 
  adventurers are staying. The innkeeper’s room and the 
  common area are downstairs; the heroes’ rooms are 
  upstairs. 
   
  If no one hears the initial attack, the undead will 
  learn from its new recruit(s) which rooms the 
  adventurers are staying in. It will then enter the closest 
  room first, intending to coup-de-grace all within. Allow 
  the players another Listen check (DC 14) to hear it enter 
  their room with its one or more new converts. If the 
  characters still haven’t heard the monsters, anyone in the 
  same room will get a final Listen check (DC 12) when the 
  two or more undead attack one of the group (chosen 
  randomly). A character attacked, but not immediately 
  slain by the coup-de-grace attacks will immediately 
  awaken.  
   
  A description of the Spawn of Kyuss (from Monster 
  Manual II, pg 186), Bleakborn (from Libris Mortis, pg 
  86), and Slaughter Wight (from Libris Mortis, pg. 121) 
  appears in Appendix 6 
  APL 2 (EL 4)
  APL 2 (EL 4)
  APL 2 (EL 4)
  APL 2 (EL 4)    
  �
  �
  �
  �    Weakened Shadow (1); 
  Weakened Shadow (1); 
  Weakened Shadow (1); 
  Weakened Shadow (1); CR 4; Medium Undead; hp 
  25; see Appendix 5.    
  APL 4 (EL 4)
  APL 4 (EL 4)
  APL 4 (EL 4)
  APL 4 (EL 4)    
  �
  �
  �
  �    Wight (2); 
  Wight (2); 
  Wight (2); 
  Wight (2); CR 4; Medium Undead; hp 34; see 
  Appendix 5.    
  APL 6 (EL 6)
  APL 6 (EL 6)
  APL 6 (EL 6)
  APL 6 (EL 6)    
  �
  �
  �
  �    Spawn of Kyuss (2); 
  Spawn of Kyuss (2); 
  Spawn of Kyuss (2); 
  Spawn of Kyuss (2); CR 6; Medium Undead; hp 37; 
  see Appendix 5.    
  APL 
  APL 
  APL 
  APL 8 (EL 10)
  8 (EL 10)
  8 (EL 10)
  8 (EL 10)    
  �
  �
  �
  �    Bleakbor
  Bleakbor
  Bleakbor
  Bleakborn (2); 
   (2); 
   (2); 
   (2); CR 8; Medium Undead; hp 68; see 
  Appendix 5.    
  APL 10 (EL 12)
  APL 10 (EL 12)
  APL 10 (EL 12)
  APL 10 (EL 12)    
  �
  �
  �
  �    Slaughter Wights (3):
  Slaughter Wights (3):
  Slaughter Wights (3):
  Slaughter Wights (3): CR 10; Medium Undead; hp 
  171; see Appendix 5.    
  APL 12 (EL 14)
  APL 12 (EL 14)
  APL 12 (EL 14)
  APL 12 (EL 14)    
  �
  �
  �
  �    Dread Wrait
  Dread Wrait
  Dread Wrait
  Dread Wraiths (2):
  s (2):
  s (2):
  s (2): CR 12; Large Undead; hp 136; 
  see Appendix 5.    
  Encounter Eight:  A Bit o
  Encounter Eight:  A Bit o
  Encounter Eight:  A Bit o
  Encounter Eight:  A Bit of Skull 
  f Skull 
  f Skull 
  f Skull 
  Duggery
  Duggery
  Duggery
  Duggery    
  Downstairs in the common room of the inn, staying close 
  to the door is Malachite’s agent, who offered the 
  adventurers the job. He is awaiting word from the 
  creature sent to recruit the characters by turning them 
  into undead. If the characters come downstairs, have 
  
  URC5-06 Rising Sons 
   
  Page 14 
  them make a Spot check (DC 14) to notice the fellow 
  they met earlier, standing in the shadows. Whether they 
  see him or not, if they do not have the appearance of 
  undead, he will make a break for the doorway (automatic 
  Spot check success), trying to escape. 
   
  When he runs, he will seem to panic, trying to enter 
  one locked building or home after another as he moves 
  frantically down the street. If the adventurers chase him, 
  they should be able to eventually close the distance and 
  eventually get close enough to attack him. He will not 
  attack them back and will (seemingly) fall unconscious 
  after a single attack.  
  All APLs
  All APLs
  All APLs
  All APLs    
  �
  �
  �
  �    Malachite’s agent:
  Malachite’s agent:
  Malachite’s agent:
  Malachite’s agent: AC 13 (Dex); hp 38   
  This agent is the only true lead the party has at this point, 
  so they should be able to apprehend him if they try. If the 
  party searches him, he has nothing of value on him. A 
  Search check (DC 18) will reveal some strange tattoos on 
  his chest, beneath his clothing and a rough wound along 
  his abdomen, (Heal check DC 16 to notice it’s freshly 
  healed by magical curing). Give the players Player 
  Handout 1 if they have access to Comprehend Languages 
  or Tongues, or Player Handout 2 if they don’t.  
   
  A Search check of DC30 will reveal he has a hidden 
  tooth capsule. If the PC is successful in discovering the 
  tooth, the agent will fight furiously to be able to use it, 
  biting the searcher’s hand if necessary. (Have the 
  characters make a Listen check (DC 28) to hear a single 
  crunching sound as he bites into a hidden poison tooth.) 
   
  Then after a moment, he slumps in his chair or falls 
  to the ground, dead. Proceed to Encounter Ten. 
   
  If they slay him out of hand, go directly to 
  Encounter Ten. If they take him alive and attempt to 
  question him, proceed to Encounter Nine.  
  Encounter Nine:  The Mole
  Encounter Nine:  The Mole
  Encounter Nine:  The Mole
  Encounter Nine:  The Mole    
  It is doubtful that the adventurers will choose to 
  interrogate a prisoner on a public street (then again you 
  never know with players). They may take him back to the 
  inn or to the local militia. Whether they do it themselves 
  in an alleyway or with the City Watch looking on at a 
  barracks, they will eventually awaken their prisoner 
  intending to get some answers.  
  Eyes snapping open, the man looks all around him 
  Eyes snapping open, the man looks all around him 
  Eyes snapping open, the man looks all around him 
  Eyes snapping open, the man looks all around him 
  angrily with the light of madness in his eyes. “My 
  angrily with the light of madness in his eyes. “My 
  angrily with the light of madness in his eyes. “My 
  angrily with the light of madness in his eyes. “My 
  lord, Lord Malachite will learn of what you’ve done to
  lord, Lord Malachite will learn of what you’ve done to
  lord, Lord Malachite will learn of what you’ve done to
  lord, Lord Malachite will learn of what you’ve done to    
  me. The kind lord, the most puissant lord, a most 
  me. The kind lord, the most puissant lord, a most 
  me. The kind lord, the most puissant lord, a most 
  me. The kind lord, the most puissant lord, a most 
  mighty hero, yes? My lord will grant me immortality 
  mighty hero, yes? My lord will grant me immortality 
  mighty hero, yes? My lord will grant me immortality 
  mighty hero, yes? My lord will grant me immortality 
  in the moment of my death. You cannot touch me, for 
  in the moment of my death. You cannot touch me, for 
  in the moment of my death. You cannot touch me, for 
  in the moment of my death. You cannot touch me, for 
  he is all
  he is all
  he is all
  he is all----powerful. You are fools to serve the Contessa. 
  powerful. You are fools to serve the Contessa. 
  powerful. You are fools to serve the Contessa. 
  powerful. You are fools to serve the Contessa. 
  Her downfall is fast approaching.”  
  Her downfall is fast approaching.”  
  Her downfall is fast approaching.”  
  Her downfall is fast approaching.”      
      
  Then h
  Then h
  Then h
  Then he pauses, and the tension goes out of his 
  e pauses, and the tension goes out of his 
  e pauses, and the tension goes out of his 
  e pauses, and the tension goes out of his 
  frame. He looks at you directly, smiles, and says softly 
  frame. He looks at you directly, smiles, and says softly 
  frame. He looks at you directly, smiles, and says softly 
  frame. He looks at you directly, smiles, and says softly 
  “He has eyes everywhere. Shadows within the 
  “He has eyes everywhere. Shadows within the 
  “He has eyes everywhere. Shadows within the 
  “He has eyes everywhere. Shadows within the 
  shadows. Nothing will happen here that he will not 
  shadows. Nothing will happen here that he will not 
  shadows. Nothing will happen here that he will not 
  shadows. Nothing will happen here that he will not 
  find out within this very hour.”
  find out within this very hour.”
  find out within this very hour.”
  find out within this very hour.”    
  At this, the man will glance significantly towards the 
  windows if they are in a building or to all sides and up if 
  they are on the streets or in an alleyway. Characters 
  attempting to Detect Evil or Detect Undead will sense 
  several of either flying close by enough to overhear the 
  conversation, but none of the undead will stay long 
  enough to be clearly located or attacked.  
   
  The agent will pause long enough for the 
  adventurers to make this discovery. Then after a minute, 
  he will continue. 
  “Near to this place, hidden below the ground lies
  “Near to this place, hidden below the ground lies
  “Near to this place, hidden below the ground lies
  “Near to this place, hidden below the ground lies an 
   an 
   an 
   an 
  item of unspeakable power, yes? The servants of my 
  item of unspeakable power, yes? The servants of my 
  item of unspeakable power, yes? The servants of my 
  item of unspeakable power, yes? The servants of my 
  lord are strong there. Stronger than you and much 
  lord are strong there. Stronger than you and much 
  lord are strong there. Stronger than you and much 
  lord are strong there. Stronger than you and much 
  more numerous. Were you to attack him there alone, 
  more numerous. Were you to attack him there alone, 
  more numerous. Were you to attack him there alone, 
  more numerous. Were you to attack him there alone, 
  your eternal service to him would be assured.” At 
  your eternal service to him would be assured.” At 
  your eternal service to him would be assured.” At 
  your eternal service to him would be assured.” At 
  this, he laughs, with a high
  this, he laughs, with a high
  this, he laughs, with a high
  this, he laughs, with a high----pitched hysterical 
  pitched hysterical 
  pitched hysterical 
  pitched hysterical 
  lalalalaughter. 
  ughter. 
  ughter. 
  ughter.     
      
  “Hear the words of my flesh! The time of doom is 
  “Hear the words of my flesh! The time of doom is 
  “Hear the words of my flesh! The time of doom is 
  “Hear the words of my flesh! The time of doom is 
  nearer than you think. Failure is as betrayal to Lord 
  nearer than you think. Failure is as betrayal to Lord 
  nearer than you think. Failure is as betrayal to Lord 
  nearer than you think. Failure is as betrayal to Lord 
  Malachite. We must keep up appearances, yes? It’s 
  Malachite. We must keep up appearances, yes? It’s 
  Malachite. We must keep up appearances, yes? It’s 
  Malachite. We must keep up appearances, yes? It’s 
  time to report to a higher authority!”
  time to report to a higher authority!”
  time to report to a higher authority!”
  time to report to a higher authority!”    
      
  With 
  these 
  words, 
  a 
  look 
  of 
  intense 
  With 
  these 
  words, 
  a 
  look 
  of 
  intense 
  With 
  these 
  words, 
  a 
  look 
  of 
  intense 
  With 
  these 
  words, 
  a 
  look 
  of 
  intense 
  determination cro
  determination cro
  determination cro
  determination crosses his face as he clenches his jaw. 
  sses his face as he clenches his jaw. 
  sses his face as he clenches his jaw. 
  sses his face as he clenches his jaw.     
  (Have the characters make a Listen check (DC 28) to hear 
  a single crunching sound as he bites into a hidden poison 
  tooth.) 
  Then after a moment, he slumps in his chair or falls to the 
  ground, dead. 
  Encounter Ten:  I’m 
  Encounter Ten:  I’m 
  Encounter Ten:  I’m 
  Encounter Ten:  I’m Ba
  Ba
  Ba
  Ba----ack!
  ack!
  ack!
  ack!    
  Give the party a moment to ascertain that he is in fact 
  dead (either by their hand or by poison) and a couple of 
  rounds to act.  
  Suddenly the dead man’s head snaps up. His eyes 
  Suddenly the dead man’s head snaps up. His eyes 
  Suddenly the dead man’s head snaps up. His eyes 
  Suddenly the dead man’s head snaps up. His eyes 
  glow a virulent red and he springs to his feet, 
  glow a virulent red and he springs to his feet, 
  glow a virulent red and he springs to his feet, 
  glow a virulent red and he springs to his feet, 
  snapping his bonds.
  snapping his bonds.
  snapping his bonds.
  snapping his bonds.    
  All
  All
  All
  All APLs
   APLs
   APLs
   APLs    
  �
  �
  �
  �    Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie: CR 2; Medium Undead; hp 42; 
  see Appendix 5. 
  DM Note
  DM Note
  DM Note
  DM Note: At APL 2, the undead creature remains 
  confined as he was at the moment of his death, easily 
  dispatched, effectively EL 0). Otherwise, a brief fight will 
  ensue.  
   
  The agent is a victim of an animate dead cast upon 
  him by a nearby undead wizard (via a Spectral Hand 
  moving intangibly through the ground). Malachite has 
  promised some of his followers contingency spells to 
  bring them eternal life if they succeed or eternal 
  
  URC5-06 Rising Sons 
   
  Page 15 
  punishment if they fail. Believing that the agent has 
  failed in his mission anyway, now Malachite is using his 
  “final fate” as an object lesson for his other minions. The 
  adventurers are incidental to Malachite’s intent and will 
  actually serve his purposes if they “kill” the zombie. 
  DM Note:
  DM Note:
  DM Note:
  DM Note:  If a cleric uses his/her turn ability and 
  succeeds in destroying the zombie, it will instead fall 
  down, lifeless.  
  Encounter Eleven:  The Gates of 
  Encounter Eleven:  The Gates of 
  Encounter Eleven:  The Gates of 
  Encounter Eleven:  The Gates of 
  Night
  Night
  Night
  Night    
  What happens next will lead to various ways of 
  concluding the module. Inside of the twice-dead agent, in 
  a small, enclosed tube is several notes of critical import to 
  the safety of the County. Similarly, the code tattooed on 
  his chest is a clue that there may be more to this dead 
  body than is immediately apparent.  
  • 
  If the party searches the corpse, it will take a Search 
  or Heal check (DC 28) to notice that there appears to 
  be something beneath the abdominal scar.  
  • 
  If they give the body of the undead to the 
  authorities, the city government will burn the corpse 
  and the tube will be found afterwards.  
  • 
  If they reported the strange tattoos to the authorities 
  earlier, a special investigator will arrive shortly 
  thereafter who will read them, pull out a knife, and 
  immediately remove the tube from the body. 
  The notes are Player Handout 4 (Agent A through G). 
  They detail an ongoing investigation by a deep cover 
  agent of the Underley Network into the current activities 
  of the lich, Malachite. They mention several of 
  Malachite’s current plans (locating artifacts under dig 
  sites called The Gates of Night, infecting the County 
  with a plague, etc) and request that the finder of these 
  notes turn them immediately over to officials within the 
  County’s government. As a final note, there is a request 
  that the body of the agent also be turned over to the 
  government, intact if possible.  
   
  There are several different versions of this handout, 
  disclosing slightly different information. This is because 
  each of the six agents has learned of a different part of the 
  overall plot. Which handout the DM hands out depends 
  on where the players ended up. 
  • 
  High Mardreth  
  - Agent A 
  • 
  Rothberry 
   
  - Agent B 
  • 
  Muddich 
   
  - Agent C 
  • 
  Jedbridge 
   
  - Agent D 
  • 
  Caporna 
   
  - Agent E 
  • 
  Heanor 
   
  - Agent F 
  The note from Agent G is used when this module is 
  played after the interactive at Tacticon 2005. 
  Con
  Con
  Con
  Conclusion (or Where Do I Sign 
  clusion (or Where Do I Sign 
  clusion (or Where Do I Sign 
  clusion (or Where Do I Sign 
  Up?)
  Up?)
  Up?)
  Up?)    
  What happens next depends on the players, their actions 
  to this point and what they may or may not intend to do 
  next. They should be given the opportunity to discuss 
  their next plan of action. Base on their decision, use the 
  conclusion most appropriate. 
  • 
  If the party did not find the information capsule: 
  The strange occurrences of the last 24 hours have 
  The strange occurrences of the last 24 hours have 
  The strange occurrences of the last 24 hours have 
  The strange occurrences of the last 24 hours have 
  left you with a feeling of incompleteness and 
  left you with a feeling of incompleteness and 
  left you with a feeling of incompleteness and 
  left you with a feeling of incompleteness and 
  foreboding doom, but you’re not sure where to go 
  foreboding doom, but you’re not sure where to go 
  foreboding doom, but you’re not sure where to go 
  foreboding doom, but you’re not sure where to go 
  next. Fortunately, later that
  next. Fortunately, later that
  next. Fortunately, later that
  next. Fortunately, later that day, another 
   day, another 
   day, another 
   day, another 
  opportunity appears on your horizon. Officials of 
  opportunity appears on your horizon. Officials of 
  opportunity appears on your horizon. Officials of 
  opportunity appears on your horizon. Officials of 
  the County government approach you with a 
  the County government approach you with a 
  the County government approach you with a 
  the County government approach you with a 
  possible mission. It seems that a certain sergeant 
  possible mission. It seems that a certain sergeant 
  possible mission. It seems that a certain sergeant 
  possible mission. It seems that a certain sergeant 
  from a local town recommended you as having 
  from a local town recommended you as having 
  from a local town recommended you as having 
  from a local town recommended you as having 
  potential. Therefore, when the County learned 
  potential. Therefore, when the County learned 
  potential. Therefore, when the County learned 
  potential. Therefore, when the County learned 
  from othe
  from othe
  from othe
  from other adventurers all across the County that 
  r adventurers all across the County that 
  r adventurers all across the County that 
  r adventurers all across the County that 
  an upcoming attack by the undead forces of the 
  an upcoming attack by the undead forces of the 
  an upcoming attack by the undead forces of the 
  an upcoming attack by the undead forces of the 
  Lich Malachite was in the making, it was 
  Lich Malachite was in the making, it was 
  Lich Malachite was in the making, it was 
  Lich Malachite was in the making, it was 
  suggested that perhaps you could lend a hand. 
  suggested that perhaps you could lend a hand. 
  suggested that perhaps you could lend a hand. 
  suggested that perhaps you could lend a hand. 
  The problem is that the undead attack will be 
  The problem is that the undead attack will be 
  The problem is that the undead attack will be 
  The problem is that the undead attack will be 
  County
  County
  County
  County----wide and will be happening v
  wide and will be happening v
  wide and will be happening v
  wide and will be happening very soon. A 
  ery soon. A 
  ery soon. A 
  ery soon. A 
  pre
  pre
  pre
  pre----emptive strike is being planned for sometime 
  emptive strike is being planned for sometime 
  emptive strike is being planned for sometime 
  emptive strike is being planned for sometime 
  in the next day or two. Will you be willing to 
  in the next day or two. Will you be willing to 
  in the next day or two. Will you be willing to 
  in the next day or two. Will you be willing to 
  lend a hand?
  lend a hand?
  lend a hand?
  lend a hand?    
  • 
  If the party didn’t turn the information capsule over 
  to the proper authorities, and don’t intend to follow 
  up: 
  The man you killed was 
  The man you killed was 
  The man you killed was 
  The man you killed was apparently some sort of 
  apparently some sort of 
  apparently some sort of 
  apparently some sort of 
  double agent, working for both the lich 
  double agent, working for both the lich 
  double agent, working for both the lich 
  double agent, working for both the lich 
  Malachite and for some other organization 
  Malachite and for some other organization 
  Malachite and for some other organization 
  Malachite and for some other organization 
  within the County. The trail seems to have 
  within the County. The trail seems to have 
  within the County. The trail seems to have 
  within the County. The trail seems to have 
  vanished completely at this point. Later that day, 
  vanished completely at this point. Later that day, 
  vanished completely at this point. Later that day, 
  vanished completely at this point. Later that day, 
  another opportunity appears on your horizon. 
  another opportunity appears on your horizon. 
  another opportunity appears on your horizon. 
  another opportunity appears on your horizon. 
  Officials o
  Officials o
  Officials o
  Officials of the County government approach 
  f the County government approach 
  f the County government approach 
  f the County government approach 
  you with a possible mission. It seems that a 
  you with a possible mission. It seems that a 
  you with a possible mission. It seems that a 
  you with a possible mission. It seems that a 
  certain sergeant from a local town recommended 
  certain sergeant from a local town recommended 
  certain sergeant from a local town recommended 
  certain sergeant from a local town recommended 
  you as having potential. Therefore, when the 
  you as having potential. Therefore, when the 
  you as having potential. Therefore, when the 
  you as having potential. Therefore, when the 
  County learned from other adventurers all across 
  County learned from other adventurers all across 
  County learned from other adventurers all across 
  County learned from other adventurers all across 
  the County that an upcoming attack by
  the County that an upcoming attack by
  the County that an upcoming attack by
  the County that an upcoming attack by the 
   the 
   the 
   the 
  undead forces of the Lich Malachite was in the 
  undead forces of the Lich Malachite was in the 
  undead forces of the Lich Malachite was in the 
  undead forces of the Lich Malachite was in the 
  making, it was suggested that perhaps you could 
  making, it was suggested that perhaps you could 
  making, it was suggested that perhaps you could 
  making, it was suggested that perhaps you could 
  lend a hand. The problem is that the undead 
  lend a hand. The problem is that the undead 
  lend a hand. The problem is that the undead 
  lend a hand. The problem is that the undead 
  attack will be Countywide and will be happening 
  attack will be Countywide and will be happening 
  attack will be Countywide and will be happening 
  attack will be Countywide and will be happening 
  very soon. A pre
  very soon. A pre
  very soon. A pre
  very soon. A pre----emptive strike is being planned 
  emptive strike is being planned 
  emptive strike is being planned 
  emptive strike is being planned 
  for sometime in
  for sometime in
  for sometime in
  for sometime in the next day or two. Will you be 
   the next day or two. Will you be 
   the next day or two. Will you be 
   the next day or two. Will you be 
  willing to lend a hand?
  willing to lend a hand?
  willing to lend a hand?
  willing to lend a hand?    
  • 
  If the party didn’t turn the information capsule over 
  to the proper authorities but intend to follow up 
  themselves: 
  
  URC5-06 Rising Sons 
   
  Page 16 
  Yet another curious clue and a possible lead, but 
  Yet another curious clue and a possible lead, but 
  Yet another curious clue and a possible lead, but 
  Yet another curious clue and a possible lead, but 
  there is a strange sense of time
  there is a strange sense of time
  there is a strange sense of time
  there is a strange sense of time quickly running 
   quickly running 
   quickly running 
   quickly running 
  out. Later that day, officials of the County 
  out. Later that day, officials of the County 
  out. Later that day, officials of the County 
  out. Later that day, officials of the County 
  government approach you, apparently willing to 
  government approach you, apparently willing to 
  government approach you, apparently willing to 
  government approach you, apparently willing to 
  pay you for the job you have already been 
  pay you for the job you have already been 
  pay you for the job you have already been 
  pay you for the job you have already been 
  working on. They say that a certain sergeant 
  working on. They say that a certain sergeant 
  working on. They say that a certain sergeant 
  working on. They say that a certain sergeant 
  from a local town recommended you as having 
  from a local town recommended you as having 
  from a local town recommended you as having 
  from a local town recommended you as having 
  potential. There
  potential. There
  potential. There
  potential. Therefore, when the County learned 
  fore, when the County learned 
  fore, when the County learned 
  fore, when the County learned 
  from other adventurers all across the County that 
  from other adventurers all across the County that 
  from other adventurers all across the County that 
  from other adventurers all across the County that 
  an upcoming attack by the undead forces of the 
  an upcoming attack by the undead forces of the 
  an upcoming attack by the undead forces of the 
  an upcoming attack by the undead forces of the 
  Lich Malachite was in the making, it was 
  Lich Malachite was in the making, it was 
  Lich Malachite was in the making, it was 
  Lich Malachite was in the making, it was 
  suggested that perhaps you would be willing to 
  suggested that perhaps you would be willing to 
  suggested that perhaps you would be willing to 
  suggested that perhaps you would be willing to 
  lend a hand. The problem is that the unde
  lend a hand. The problem is that the unde
  lend a hand. The problem is that the unde
  lend a hand. The problem is that the undead 
  ad 
  ad 
  ad 
  attack will be Countywide and will be happening 
  attack will be Countywide and will be happening 
  attack will be Countywide and will be happening 
  attack will be Countywide and will be happening 
  very soon. A pre
  very soon. A pre
  very soon. A pre
  very soon. A pre----emptive strike is being planned 
  emptive strike is being planned 
  emptive strike is being planned 
  emptive strike is being planned 
  for sometime in the next day or two. Will you be 
  for sometime in the next day or two. Will you be 
  for sometime in the next day or two. Will you be 
  for sometime in the next day or two. Will you be 
  willing to lend a hand?
  willing to lend a hand?
  willing to lend a hand?
  willing to lend a hand?    
  • 
  If the party turns the information they have 
  acquired over to the authorities: 
  It t
  It t
  It t
  It takes you a while, but you are eventually 
  akes you a while, but you are eventually 
  akes you a while, but you are eventually 
  akes you a while, but you are eventually 
  brought to see a senior government official 
  brought to see a senior government official 
  brought to see a senior government official 
  brought to see a senior government official 
  within the County. After he examines the 
  within the County. After he examines the 
  within the County. After he examines the 
  within the County. After he examines the 
  evidence you found, he exclaims, “Seven swans a 
  evidence you found, he exclaims, “Seven swans a 
  evidence you found, he exclaims, “Seven swans a 
  evidence you found, he exclaims, “Seven swans a 
  sinking! This is serious stuff and way over my 
  sinking! This is serious stuff and way over my 
  sinking! This is serious stuff and way over my 
  sinking! This is serious stuff and way over my 
  head. I’ve got to send a message to
  head. I’ve got to send a message to
  head. I’ve got to send a message to
  head. I’ve got to send a message to the Capitol at 
   the Capitol at 
   the Capitol at 
   the Capitol at 
  once!”
  once!”
  once!”
  once!”    
      
  A short time later, he returns to where 
  A short time later, he returns to where 
  A short time later, he returns to where 
  A short time later, he returns to where 
  you’ve been patiently waiting. “Thank you for 
  you’ve been patiently waiting. “Thank you for 
  you’ve been patiently waiting. “Thank you for 
  you’ve been patiently waiting. “Thank you for 
  this information. Would you be interested in 
  this information. Would you be interested in 
  this information. Would you be interested in 
  this information. Would you be interested in 
  knowing that over the last couple of days we’ve 
  knowing that over the last couple of days we’ve 
  knowing that over the last couple of days we’ve 
  knowing that over the last couple of days we’ve 
  received other reports of similar stature from all 
  received other reports of similar stature from all 
  received other reports of similar stature from all 
  received other reports of similar stature from all 
  ov
  ov
  ov
  over the County? It has been determined that the 
  er the County? It has been determined that the 
  er the County? It has been determined that the 
  er the County? It has been determined that the 
  best course of action will be an immediate attack 
  best course of action will be an immediate attack 
  best course of action will be an immediate attack 
  best course of action will be an immediate attack 
  on all of this Malachite character’s forces, 
  on all of this Malachite character’s forces, 
  on all of this Malachite character’s forces, 
  on all of this Malachite character’s forces, 
  wherever they can be found. I told them that you 
  wherever they can be found. I told them that you 
  wherever they can be found. I told them that you 
  wherever they can be found. I told them that you 
  were willing and eager to assist the forces of the 
  were willing and eager to assist the forces of the 
  were willing and eager to assist the forces of the 
  were willing and eager to assist the forces of the 
  County in this
  County in this
  County in this
  County in this. I trust I wasn’t wrong in my 
  . I trust I wasn’t wrong in my 
  . I trust I wasn’t wrong in my 
  . I trust I wasn’t wrong in my 
  estimation of you?”
  estimation of you?”
  estimation of you?”
  estimation of you?”    
   (Pause to give the players a chance to respond) 
   “Excellent! And because you were able to bring 
   “Excellent! And because you were able to bring 
   “Excellent! And because you were able to bring 
   “Excellent! And because you were able to bring 
  this information to our attention so rapidly, I’ve 
  this information to our attention so rapidly, I’ve 
  this information to our attention so rapidly, I’ve 
  this information to our attention so rapidly, I’ve 
  been authorized to present you with a special 
  been authorized to present you with a special 
  been authorized to present you with a special 
  been authorized to present you with a special 
  reward to c
  reward to c
  reward to c
  reward to commemorate your fine service to the 
  ommemorate your fine service to the 
  ommemorate your fine service to the 
  ommemorate your fine service to the 
  County of Urnst!”
  County of Urnst!”
  County of Urnst!”
  County of Urnst!”    
  DM Note
  DM Note
  DM Note
  DM Note:  It is only with this final possible result, 
  informing the government of the threat, that the Banner 
  of Urnst becomes available on the AR. 
   
  Whether they express a willingness to help or not, 
  the module ends. From here, the module ties directly into 
  the Tacticon 2005 interactive, which will determine the 
  fate of the Charn Armor once and for all.  
   
  If 
  players 
  question 
  the 
  cliffhanger- 
  like 
  incompleteness of it all, ask them if they are signed up for 
  the Saturday interactive. That is the next chapter of this 
  unfolding tale. 
   
  After Tacticon,
  After Tacticon,
  After Tacticon,
  After Tacticon, perhaps this adventure will lead 
  directly into a later County of Urnst mini module or 
  special mission (to be developed later). 
  Note on Player Handout 4
  Note on Player Handout 4
  Note on Player Handout 4
  Note on Player Handout 4:  Two of the handouts 
  reference pieces of the armor that have not yet been 
  developed (the Master’s Pike and the Wraithkeep Girdle). 
  These are (false) rumors of pieces that will not be found 
  this year, but may turn up at some point in the future. 
  However, Malachite is acting as if he believes in them 
  and therefore the forces of the County must respond to 
  them as well. 
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  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 One
  Encounter One
  Encounter One
  Encounter One    
  Defeating the initial attack.
  Defeating the initial attack.
  Defeating the initial attack.
  Defeating the initial attack.    
  APL2
  APL2
  APL2
  APL2 180 xp; APL4
  APL4
  APL4
  APL4 240 xp; APL6
  APL6
  APL6
  APL6 300 xp;  
  APL8
  APL8
  APL8
  APL8 360 xp; APL10
  APL10
  APL10
  APL10 420 xp; APL12
  APL12
  APL12
  APL12 480 xp; 
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  Defeating the Vasuthant. 
  APL2
  APL2
  APL2
  APL2 60 xp; APL4
  APL4
  APL4
  APL4 60 xp; APL6 120 xp;  
  APL8
  APL8
  APL8
  APL8 180 xp; APL10
  APL10
  APL10
  APL10 240 xp;   APL12
  APL12
  APL12
  APL12 300 xp; 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven     
  Defeating the undead assassin. 
  APL2
  APL2
  APL2
  APL2 120 xp; APL4
  APL4
  APL4
  APL4 180 xp; APL6
  APL6
  APL6
  APL6 240 xp;  
  APL8
  APL8
  APL8
  APL8 300 xp; APL10
  APL10
  APL10
  APL10 360 xp; APL12
  APL12
  APL12
  APL12 420 xp;  
  Encounter Ten
  Encounter Ten
  Encounter Ten
  Encounter Ten    
  Defeating the zombie. 
   
  APL4 
  APL4 
  APL4 
  APL4 –––– APL12
   APL12
   APL12
   APL12 60 xp; 
  Discretionary roleplaying award
  Discretionary roleplaying award
  Discretionary roleplaying award
  Discretionary roleplaying award    
  APL2
  APL2
  APL2
  APL2 90 xp; APL4
  APL4
  APL4
  APL4 135 xp; APL6
  APL6
  APL6
  APL6 180 xp;  
  APL8
  APL8
  APL8
  APL8 225 xp; APL10
  APL10
  APL10
  APL10 270 xp; APL12 315 xp; 
  Total possible experience: 
  Total possible experience: 
  Total possible experience: 
  Total possible experience:     
      
  APL2
  APL2
  APL2
  APL2 450 xp; APL4
  APL4
  APL4
  APL4 675 xp; APL6
  APL6
  APL6
  APL6 900 xp;  
  APL8
  APL8
  APL8
  APL8 1125 xp; APL10
  APL10
  APL10
  APL10 1350 xp; APL12 1575 xp; 
  Treasure Summar
  Treasure Summar
  Treasure Summar
  Treasure Summaryyyy    
  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 
  
  URC5-06 Rising Sons 
   
  Page 17 
  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, Gathering Thunder
  Encounter One, Gathering Thunder
  Encounter One, Gathering Thunder
  Encounter One, Gathering Thunder    
   
  APL 2: L: 250 gp; C: gp; M: 0 gp 
   
  APL 4: L: 450 gp; C: gp; M: 0 gp 
   
  APL 6: L: 650 gp; C: gp; M: 0 gp 
   
  APL 8: L: 1100 gp; C: gp; M: 0 gp 
   
  APL 10: L: 1950 gp; C: gp; M: 0 gp 
   
  APL 12: L: 2850 gp; C: gp; M: 0 gp 
  Encounter Three, One Small Step
  Encounter Three, One Small Step
  Encounter Three, One Small Step
  Encounter Three, One Small Step    
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 50 gp; M: 0 gp 
  Conclusion (or Where Do I Sign Up?)
  Conclusion (or Where Do I Sign Up?)
  Conclusion (or Where Do I Sign Up?)
  Conclusion (or Where Do I Sign Up?)    
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 100 gp; M: 0 gp 
  Total Possible Treasure
  Total Possible Treasure
  Total Possible Treasure
  Total Possible Treasure    
  APL 2: 400 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
  APL 8: 1250 gp 
  APL 10: 2100 gp 
  APL 12: 3000 gp 
  DM Note:
  DM Note:
  DM Note:
  DM Note: There is no gold over cap for special uses or 
  NPC spellcasting in this adventure. 
  Special
  Special
  Special
  Special    
  �
  �
  �
  �    Banner of Urnst:
  Banner of Urnst:
  Banner of Urnst:
  Banner of Urnst: If the party revealed the 
  information that they learned to the government of the 
  County, whether to an official, to the guards or 
  whomever, the County will make available to them the 
  Banner of Urnst, a Charn Relic, to assist them in the 
  coming assault on the lich, Malachite. (If these 
  conditions were not met, cross off this access.) 
  �
  �
  �
  �    Banner of Urnst (Charn Relic):
  Banner of Urnst (Charn Relic):
  Banner of Urnst (Charn Relic):
  Banner of Urnst (Charn Relic): A gold castle 
  emblazons the center of this gold-fringed dark green 
  banner. The banner, which requires one free hand at all 
  times to wield, grants all allies within 60' of the wielder a 
  +1 luck bonus to all saving throws while in the County of 
  Urnst. (Moderate Abjuration; CL 6th; Craft Wondrous 
  Item; Resurgence, Shield of Faith, Shield Other; Must 
  have Protection Domain; Must have been born in County 
  of Urnst; Price 3,302 gp.) 
  �
  �
  �
  �    Favor of the Powers That Be: 
  Favor of the Powers That Be: 
  Favor of the Powers That Be: 
  Favor of the Powers That Be: The ruling entity of 
  the town in which the adventurers uncovered 
  Malachite’s agent (a double-agent of the County) 
  appreciates their timely assistance and grants them 
  access to the bane (undead) enhancement for any single 
  +1 weapon. (Cross this favor off when used.) 
  In addition, the PC named on this Adventure Record 
  receives a +2 circumstance bonus to all Charisma-based 
  skill checks when dealing with the populace, military, 
  
  URC5-06 Rising Sons 
   
  Page 18 
  nobility and bureaucrats, and a writ for free 
  accommodations (standard lifestyle) in the Barony of the 
  city named for one year from the date on this Adventure 
  Record. (Check on city only, and cross of the rest.) Date: 
  ___________________ 
  [ ] Muddich (Any Naval Base):  
  Muddich (Any Naval Base):  
  Muddich (Any Naval Base):  
  Muddich (Any Naval Base):  Admiral Jebidiah 
  Underley 
  [ ] Caporna (Field Barony of Caporna):  
  Caporna (Field Barony of Caporna):  
  Caporna (Field Barony of Caporna):  
  Caporna (Field Barony of Caporna):  Baron Jenru 
  Torquann 
  [ ] High Mardreth (Field Barony of High Mardreth): 
  High Mardreth (Field Barony of High Mardreth): 
  High Mardreth (Field Barony of High Mardreth): 
  High Mardreth (Field Barony of High Mardreth): 
  Baron Anasil Underley 
  [ ] Jedbridge (Lord Barony of Jedbridge): 
  Jedbridge (Lord Barony of Jedbridge): 
  Jedbridge (Lord Barony of Jedbridge): 
  Jedbridge (Lord Barony of Jedbridge): Lord Mayor 
  Hartl Duncombe 
  [ ] He
  He
  He
  Heanor (Archbarony of Auberfranz): 
  anor (Archbarony of Auberfranz): 
  anor (Archbarony of Auberfranz): 
  anor (Archbarony of Auberfranz): Archbaron 
  Roulart Dane 
  [ ] Rothberry (Lord Barony of Rothberry): 
  Rothberry (Lord Barony of Rothberry): 
  Rothberry (Lord Barony of Rothberry): 
  Rothberry (Lord Barony of Rothberry): Baron 
  Arnacon Duncombe 
  Items for the Adventure Record
  Items for the Adventure Record
  Items for the Adventure Record
  Items for the Adventure Record    
   
  All APLs:
  All APLs:
  All APLs:
  All APLs:    
  (cross off if conditions noted above were not met) 
  • 
  Banner of Urnst (Adventure; 3,302 gp; See Above) 
  
  URC5-06 Rising Sons 
   
  Page 19 
   Appendix 1: Street Fight
   Appendix 1: Street Fight
   Appendix 1: Street Fight
   Appendix 1: Street Fight    
   
  
  URC5-06 Rising Sons 
   
  Page 20 
  Appendix 2: The Tavern Fight 
  Appendix 2: The Tavern Fight 
  Appendix 2: The Tavern Fight 
  Appendix 2: The Tavern Fight     
   
  The Tavern Fight
   
   
   
   
  Map Three  The Inn
  kitchen
  2nd Floor
  1st Floor
   
   
  
  URC5-06 Rising Sons 
   
  Page 21 
  Appendix 3:  
  Appendix 3:  
  Appendix 3:  
  Appendix 3:      
  NPC Name Matrix (or a Cast of Thousands)
  NPC Name Matrix (or a Cast of Thousands)
  NPC Name Matrix (or a Cast of Thousands)
  NPC Name Matrix (or a Cast of Thousands)    
  Town
  Town
  Town
  Town    
  Sergeant
  Sergeant
  Sergeant
  Sergeant    
  Captain
  Captain
  Captain
  Captain    
  The Aide
  The Aide
  The Aide
  The Aide    
  Malachite’s Man
  Malachite’s Man
  Malachite’s Man
  Malachite’s Man    
  Applebee 
  Candis 
  Argon 
  Jorge 
   
  Ardrin 
  Narie 
  Delos 
  Connik 
   
  Arton 
  Fionay 
  Mortan 
  Drank 
    
  Bampton 
  Zella 
  Rasters 
  Willem 
   
  Blianc 
  Stendi 
  Conor 
  Roz 
   
  Brookhollow      
  Ami     
  Lizter 
  Tenn 
    
  Brotton              
  Ree-ann 
  Reis 
  Levens 
   
  Caporna            
  Areethra 
  Baris 
  Wilfred 
  Bennilo 
  Charn                
  Tess 
  Fender 
  Davros 
    
  Citadel               
  Lissica 
  Zel 
  Bahb 
   
  Count's Markham   
  Fay 
  Ricars 
  Milo 
   
  Didieln               
  Erisel 
  Noonken 
  Flass 
    
  Dominion              
  Margeri 
  Harkers 
  Gonzo 
   
  Dosselford  
  (see New Dosselford) 
   
   
  Dryburgh              
  Undine 
  The Sheriff  
  Rel 
    
  Esselgard            
  Willow 
  Vizzier 
  Ellikin 
   
  Geralenn             
  Petal 
  Pallans 
  Sami 
   
  Hardwyn             
  Jeena 
  Bellicos 
  Mule 
    
  Heanor                
  Nella 
  Anders 
  Chaddrey 
  Zundick 
  High Mardreth     
  Silendel 
  Rothelbert 
  Tershi 
  Harshic 
  Hillguard             
  Hazel 
  Rorrs 
  Bazil 
    
  Holbrook            
  Baneris 
  Tor 
  Nikeli 
   
  Jedbridge           
  Filanci 
  Torrel 
  Morrey 
  Mawlo 
  Jorvive the Shield    
  Darci 
  Jundin 
  Rook 
    
  Mennan 
  Serine 
  Wash 
  Raven 
   
  Muddich               
  Lanna 
  Fullerin 
  Hatt 
  Gorbin 
  New Dosselford        
  Gretah 
  Merco 
  Belinda 
    
  Nesserport 
  Hestra 
  Quel 
  Seneg 
   
  Pikemaster            
  Linora 
  Pollio 
  Kando 
   
  Plainvale             
  Salli 
  Grundor 
  Blenn 
    
  Radigast City      
  Reanna 
  Rian Gellor 
  Denis 
   
  Rothberry           
  Marney 
  Garbonc 
  Phargo 
  Razorel 
  Rowyna              
  Vecca 
  Zanno 
  Tonney 
    
  Sharod's Gate    
  Allanna 
  Dell 
  Vayar 
   
  Starkwall            
  Narin 
  Hunter 
  Lin 
   
  Stone Battle       
  Kandiss 
  Yar 
  Munik 
    
  Trigol                
  Innua 
  Frikken 
  Beeker 
   
  Zimm 
  Sunni 
  Bollix 
  Mihler 
   
   
  For example, if the party decides to start in Holbrook, the Sergeant from Encounter Two will be Sergeant Baneris, the 
  Captain will be Captain Tor, and his assistant will be Nikeli. Referring to the listing of towns in Appendix 4, Holbrook 
  leads into Muddich. Once the party reaches Muddich, the agent of Malachite who will approach them will be Gorbin. 
  
  URC5-06 Rising Sons 
   
  Page 22 
  Appendix 4:  Destination Cities
  Appendix 4:  Destination Cities
  Appendix 4:  Destination Cities
  Appendix 4:  Destination Cities    
   
  Muddich
  Muddich
  Muddich
  Muddich    
  Heanor
  Heanor
  Heanor
  Heanor    
  Caporna
  Caporna
  Caporna
  Caporna    
  Rothberry
  Rothberry
  Rothberry
  Rothberry    
  Jedbridge
  Jedbridge
  Jedbridge
  Jedbridge    
  High Mardreth 
  High Mardreth 
  High Mardreth 
  High Mardreth     
  Arton 
  Bampton 
  Blianc 
  Applebee 
  Citadel 
  Ardrinn 
  Brookhollow 
  Brotton 
  Caporna 
  Counts Markhm  
  Pikemaster 
  Geralenn 
  Didieln 
  Heanor 
  Charn 
  Dryburgh 
  Plainvale 
  High Mardreth 
  Dominion 
  Hillguard 
  Esselgard 
  New Dosselford  
  Starkwall 
  Nesserport 
  Hardwyn 
  Mennan 
  Jorvive the Shield 
  Rothberry 
   
  Stone Battle 
  Holbrook 
  Trigol 
  Rowyna 
   
   
   
  Muddich 
  Zimm 
  Sharod’s Gate 
   
   
   
  Radigast City 
   
   
   
   
   
      
      
      
      
      
      
  If the party started 
  If the party started 
  If the party started 
  If the party started 
  in: 
  in: 
  in: 
  in:     
  (size) 
  (size) 
  (size) 
  (size)     
  They end up in:
  They end up in:
  They end up in:
  They end up in:    
  If the party started 
  If the party started 
  If the party started 
  If the party started 
  in: 
  in: 
  in: 
  in:     
  (size) 
  (size) 
  (size) 
  (size)     
  They end up in:
  They end up in:
  They end up in:
  They end up in:    
  Applebee 
  Hamlet  
  Rothberry 
  High Mardreth 
  Small City 
  High Mardreth 
  Ardrin 
  Hamlet  
  High Mardreth 
  Hillguard 
  Large Town 
  Heanor 
  Arton 
  Hamlet  
  Muddich 
  Holbrook 
  Large Town 
  Muddich 
  Bampton 
  Small City  
  Heanor 
  Jedbridge 
  Small Town 
  Jedbridge 
  Blianc 
  Large Town  
  Caporna 
  Jorvive the Shield 
  Large Town  
  Caporna 
  Brookhollow 
  Hamlet   
  Muddich   
  Mennan 
  Hamlet 
  Heanor 
  Brotton 
  Metropolis  
  Heanor 
  Muddich 
  Small City 
  Muddich 
  Caporna 
  Small City 
  Caporna 
  Nesserport (Aggie’s 
  Folly) 
  Hamlet 
  High Mardreth 
  Charn 
  Large Town  
  Caporna 
  New Dosselford 
  Large Town 
  Rothberry 
  Citadel 
  Small Town  
  Jedbridge 
  Pikemaster 
  Small City  
  Jedbridge 
  Count's Markham 
  Small City 
  Caporna 
  Plainvale 
  Village 
  Jedbridge 
  Didieln 
  Small City 
  Muddich 
  Radigast City  
  Metropolis 
  Muddich 
  Dominion 
  Large Town  
  Muddich 
  Rothberry 
  Large Town 
  Rothberry 
  Dosselford 
  (see New Dosselford) 
  Rowyna 
  Village 
  Caporna 
  Dryburgh 
  Large Town 
  Jedbridge 
  Sharod's Gate 
  Small Town  
  Caporna 
  Esselgard 
  Small Town  
  Caporna 
  Starkwall 
  Large Town  
  Jedbridge 
  Geralenn 
  Large Town 
  High Mardreth 
  Stone Battle 
  Large Town 
  High Mardreth 
  Hardwyn 
  Large Town  
  Muddich 
  Trigol 
  Large City 
  Heanor 
  Heanor 
  Small City 
  Heanor 
  Zimm 
  Small Town 
  Heanor 
   
   
  
  URC5-06 Rising Sons 
   
  Page 23 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters     
  APL 2
  APL 2
  APL 2
  APL 2    
  Encounter 1: The Harvesting 
  Encounter 1: The Harvesting 
  Encounter 1: The Harvesting 
  Encounter 1: The Harvesting     
      
      
  Skeletons
  Skeletons
  Skeletons
  Skeletons: Medium Undead; CR 1 and 1/3; HD 1d12; 
  hp 8; Init +5; Spd 30 ft (6 squares); AC 17 (+1 Dex, +2 
  natural, +2 leather, +2 heavy steel shield) touch 11, flat-
  footed 16; Base Atk +0; Grapple +3; Atk Scimitar +3 
  melee (1d6+3); Full Atk Scimitar +3 melee (1d6+3); SQ 
  Bolster Resistance (Turn Resistance +4), Corpse 
  Crafter (STR +4, +2 hp per HD), Damage Reduction 
  5/bludgeoning, Darkvision 60 ft, Immunity to cold, 
  Undead Traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 
  17, Dex 13, Con -, Int -, Wis 10, Cha 1; 
   
  Improved Initiative. 
  Zombies
  Zombies
  Zombies
  Zombies: Medium Undead; CR 1 and 1/2; HD 2d12+3; 
  hp 20; Init -1; Spd 30 ft (6 squares); AC 11 (-1 Dex, +2 
  natural) touch 9, flat-footed 11; Base Atk +1; Grapple 
  +4; Atk Slam +4 melee (1d6+3); Full Atk Slam +4 melee 
  (1d6+3); SQ Bolster Resistance (Turn Resistance +4), 
  Corpse Crafter (STR +4, +2 hp per HD), Single Actions 
  Only, Damage Reduction 5/slashing, Darkvision 60 ft, 
  Undead Traits; AL NE; SV Fort +0, Ref -1, Will +3; Str 
  16, Dex 8, Con -, Int -, Wis 10, Cha 1;  
   
  Feats: Toughness. 
  Warriors
  Warriors
  Warriors
  Warriors; Medium Humanoid (Human) War1; CR ½;  
  HD 1d8+5; hp 13; Init +1 (Dex); Spd 20 ft (4 squares); 
  AC 16 (+1 Dex, +5 chainmail) touch 11, flat-footed 15; 
  Base Atk +1; Grapple +3; Atk Club +4 melee (1d6+2); 
  Full Atk Club +4 melee (1d6+2); AL CE; SV Fort +4, Ref 
  +0, Will +0; Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 
  12; 
   
  Skills and Feats: Climb +2, Jump +4, Intimidate +4, 
  Ride +2; Toughness, Weapon Focus (club). 
   
  Possessions: Chainmail, club, 2 daggers 
  Cleric
  Cleric
  Cleric
  Cleric; Medium Humanoid (Human) Cleric1; CR 1; 
  HD 1d8+1; hp 9; Init +0 (Dex); Spd 20 ft (4 squares); 
  AC 19 (+6 banded mail, +2 heavy steel shield, +1 
  Amulet) touch 10, flat-footed 18; Base Atk +0; Grapple 
  +1; Atk Heavy Mace +1 melee (1d8+1); Full Atk Heavy 
  Mace +1 melee (1d8+1); SA Spells; AL CE; SV Fort +3, 
  Ref +0, Will +4; Str 13, Dex 10, Con 13, Int 10, Wis 14, 
  Cha 12;  
   
  Skills and Feats: Concentration +4, Diplomacy +2, 
  Knowledge (religion) +4, Spellcraft +2; Toughness, 
  Weapon Focus (club). 
   
  Spells Prepared (3/3, base DC = 12 + spell level): 0-
  (Guidance, Light, Resistance); 1st-(Bane, Cause Fear*, 
  Shield of Faith)) 
   
  *Domain Spell. Domains: (Death (death touch 
  once/day); Chaos (chaos spells +1 level)). 
   
  Possessions: Chainmail, heavy steel shield, club, 
  Amulet of Natural Armor +1, 2 daggers 
  Encounter 3 One Small Step  
  Encounter 3 One Small Step  
  Encounter 3 One Small Step  
  Encounter 3 One Small Step      
      
      
  Vasuthant:
  Vasuthant:
  Vasuthant:
  Vasuthant: Small Undead; CR 3; HD 2d12+4; hp 21; 
  Init +3; Spd fly 30 ft (6 squares, perfect); AC 17 (+1 size, 
  +3 Dex, +3 natural) touch 14, flat-footed 14; Base Atk 
  +1; Grapple +3; Atk Slam +4 melee (1d4+2); Full Atk 
  Slam +4 melee (1d4+2) and up to 4 enervating crushes 
  (1d4+2 + 1d4 Str); Space/Reach 5 ft/ 5 ft; SA 
  Enervating Crush, Improved Grab, Reality Distortion; 
  SQ Blindsight, Bolster Resistance (Turn Resistance 
  +4), Corpse Crafter (STR +4, +2 hp per HD), Darkvision 
  60 ft, Immunity to Acid and Cold, Immunity to Light, 
  Resistance to Fire 5 and Electricity 5, Trap Light, Turn 
  Resistance +2, Undead Traits, Unholy Toughness; AL 
  CE; SV Fort +0, Ref +3, Will +4; Str 14, Dex 16, Con -, 
  Int 4, Wis 12, Cha 14;  
   
  Skills and Feats: Hide +9*, Listen +4, Spot +5; 
  Flyby Attack, Improved Grapple. 
  Enervating Crush (Su):
  Enervating Crush (Su):
  Enervating Crush (Su):
  Enervating Crush (Su): A successful grapple attempt 
  by a vasuthant against a living creature of the same size 
  or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 1d4 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  gives it 1 temporary hit point if it is a full normal hit 
  points. These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its 
  size, with up to 2 creatures one size smaller, or with up 
  to 4 creatures 2 or more sizes smaller. Creatures that 
  become pinned are suspended inside the vasuthant 
  while their life energy is crushed out of their bodies. 
  Improved Grab (Ex):
  Improved Grab (Ex):
  Improved Grab (Ex):
  Improved Grab (Ex): To use this ability, the vasuthant 
  must first hit with its 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 
  immediately uses its enervating crush attack. 
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), it can take a 
  free action to re-roll any unfavorable die roll or force its 
  
  URC5-06 Rising Sons 
   
  Page 24 
  opponent to re-roll a favorable die roll. The vasuthant 
  must accept the new die roll. 
  Immunity to Light (
  Immunity to Light (
  Immunity to Light (
  Immunity to Light (Ex):
  Ex):
  Ex):
  Ex): A vasuthant is immune to 
  any harmful effects of light, either natural or magical. 
  All clerical spells of the Sun Domain as well as other 
  spells with the light descriptor produce no adverse 
  effects on vasuthants. 
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and non-magical light, creating a 60-
  foot emanation of shadow. All creatures within this 
  area, including the vasuthant, gain concealment. 
  Creatures with low-light vision or darkvision can see 
  normally with the area of the emanation. Light sources 
  within the area are suppressed, not dispelled. If a 
  vasuthant moves out of range before the light source’s 
  duration expires, the light source illuminates again. 
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex): A vasuthant gains a bonus to 
  its hit points equal to its Charisma modifier x its hit 
  dice. 
   
  Skills and Feats:  Vasuthants have a +2 racial bonus 
  on Listen and Spot checks. They gain a +4 racial bonus 
  on Hide checks in areas of shadowy illumination. 
  Encounter 7: Darkness Strikes
  Encounter 7: Darkness Strikes
  Encounter 7: Darkness Strikes
  Encounter 7: Darkness Strikes! ! ! !     
      
      
  Weakened Shadow:
  Weakened Shadow:
  Weakened Shadow:
  Weakened Shadow: Medium Undead; CR 4; HD 
  3d12; hp 25; Init +2; Spd Fly 40 ft (8 squares, good); AC 
  13 (+2 Dex, +1 deflection) touch 13, flat-footed 11; Base 
  Atk +1; Grapple -; Atk Incorporeal Touch +3 melee 
  (1d6 Str); Full Atk Incorporeal Touch +3 melee (1d6 
  Str); SA Create Spawn, Strength Damage; SQ Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Darkvision 60 ft., Incorporeal Traits, 
  Turn Resistance +2, Undead Traits; AL CE; SV Fort +1, 
  Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 
  13;  
   
  Skills and Feats: Hide +8*, Listen +7, Search +4, 
  Spot +7; Alertness, Dodge. 
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su): A humanoid reduced to Strength 
  0 by a shadow becomes a shadow under the control 
  with 1d4 rounds.  
  Strength Damage (Su):
  Strength Damage (Su):
  Strength Damage (Su):
  Strength Damage (Su): The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 dies. This is a negative 
  energy effect. 
  DM Note
  DM Note
  DM Note
  DM Note: The Innkeeper was not caught completely 
  off guard and fought well before finally being 
  overcome. The first shadow only has 8 hp remaining, 
  while the shadow of the newly slain innkeeper is at full 
  strength. The effective EL is a mixed (3+1=4). 
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba----ack! 
  ack! 
  ack! 
  ack!     
      
      
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie: Medium Undead; CR 2; HD 
  6d12+3; hp 42; Init 0; Spd 30 ft (6 squares); AC 15 (+5 
  natural) touch 10, flat-footed 15; Grapple +6; Atk Slam 
  +6 melee (1d6+3); Full Atk Slam +6 melee (1d6+1); SQ 
  Single Actions Only, Damage Reduction 5/slashing, 
  Darkvision 60 ft, Undead Traits; AL NE; SV Fort +2, 
  Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 
  1;  
   
  Feat: Toughness. 
  
  URC5-06 Rising Sons 
   
  Page 25 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters     
  APL 4
  APL 4
  APL 4
  APL 4    
  Encounter 1: The Harvesting 
  Encounter 1: The Harvesting 
  Encounter 1: The Harvesting 
  Encounter 1: The Harvesting     
      
      
  Zombies
  Zombies
  Zombies
  Zombies: Medium Undead; CR 1 and 1/2; HD 2d12+3; 
  hp 20; Init -1; Spd 30 ft (6 squares); AC 11 (-1 Dex, +2 
  natural) touch 9, flat-footed 11; Base Atk +1; Grapple 
  +4; Atk Slam +4 melee (1d6+3); Full Atk Slam +4 melee 
  (1d6+3); SQ Bolster Resistance (Turn Resistance +4), 
  Corpse Crafter (STR +4, +2 hp per HD), Single Actions 
  Only, Damage Reduction 5/slashing, Darkvision 60 ft, 
  Undead Traits; AL NE; SV Fort +0, Ref -1, Will +3; Str 
  16, Dex 8, Con -, Int -, Wis 10, Cha 1;  
   
  Feats: Toughness. 
  Ghoul:
  Ghoul:
  Ghoul:
  Ghoul: Medium Undead; CR 2; HD 2d12; hp 17; Init 
  +2; Spd 30 ft (6 squares); AC 14 (+2 Dex, +2 natural) 
  touch 12, flat-footed 12; Base Atk +1; Grapple +4; Atk 
  Bite +4 melee (1d6+3 plus paralysis); Full Atk Bite +4 
  melee (1d6+3) and 2 Claws +2 melee (1d3+2 plus 
  paralysis); SA Ghoul Fever, Paralysis; SQ Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Darkvision 60 ft, Undead Traits +2 
  Turn Resistance; AL CE; SV Fort +0, Ref +2, Will +5; 
  Str 17, Dex 15, Con -, Int 13, Wis 14, Cha 12;  
   
  Skills and Feats: Balance +6, Climb +7, Hide +6, 
  Jump +5, Move Silently +6, Spot +7;  Multiattack. 
  Ghoul Fever (Su):
  Ghoul Fever (Su):
  Ghoul Fever (Su):
  Ghoul Fever (Su): Disease – bite, Fortitude DC 12, 
  Incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  (MM1) 
  Paralysis (Ex):
  Paralysis (Ex):
  Paralysis (Ex):
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must make a DC 12 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. 
  Warrior
  Warrior
  Warrior
  Warrior; Medium Humanoid (Human) War1: CR 1/2; 
  HD 1d8+5; hp 13; Init +1 (Dex); Spd 20 ft (4 squares); 
  AC 16 (+1 Dex, +5 chainmail) touch 11, flat-footed 15; 
  Base Atk +1; Grapple +3; Atk Club +4 melee (1d6+2); 
  Full Atk Club +4 melee (1d6+2); AL CE; SV Fort +4, Ref 
  +0, Will +0; Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 
  12; 
   
  Skills and Feats: Climb +2, Jump +4, Intimidate +4, 
  Ride +2; Toughness, Weapon Focus (club). 
   
  Possessions: Chainmail, club, 2 daggers 
  Fighters
  Fighters
  Fighters
  Fighters; Medium Humanoid (Human) Ftr/1: CR 1; 
  HD 1d10+2; hp 12; Init +1 (Dex); Spd 20 ft (4 squares); 
  AC 18* (+1 Dex, +5 chainmail, +2 large iron shield, +1 
  Dodge) touch 11, flat-footed 15; Base Atk +1; Grapple 
  +4; Atk Short Sword +6 melee (1d6+3); Full Atk Short 
  Sword +6 melee (1d6+3); AL NE; SV Fort +4, Ref +0, 
  Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12; 
   
  Skills and Feats: Climb +2, Jump +4, Intimidate +4, 
  Ride +2; Dodge, Iron Will, Weapon Focus (Short 
  Sword) 
   
  Possessions: Chainmail, Masterwork Short Sword 
  Cleric
  Cleric
  Cleric
  Cleric: Medium Humanoid (Human) Cle1; CR 1; HD 
  1d8+1; hp 9; Init +0 (Dex); Spd 20 ft (4 squares); AC 19 
  (+6 banded mail, +2 heavy steel shield, Amulet +1) 
  touch 10, flat-footed 18; Base Atk +0; Grapple +1; Atk 
  Heavy Mace +1 melee (1d8+1); Full Atk Heavy Mace 
  +1 melee (1d8+1); SA Spells; AL CE; SV Fort +3, Ref +0, 
  Will +4; Str 13, Dex 10, Con 13, Int 10, Wis 14, Cha 12;  
   
  Skills and Feats: Concentration +4, Diplomacy +2, 
  Knowledge (religion) +4, Spellcraft +2; Toughness, 
  Weapon Focus (club). 
   
  Spells Prepared (3/3, base DC = 12 + spell level): 0-
  (Guidance, Light, Resistance); 1st-(Bane, Cause Fear*, 
  Shield of Faith)  
   
  *Domain Spell. Domains: (Death (death touch 
  once/day); Chaos (chaos spells +1 level)). 
   
  Possessions: Chainmail, heavy steel shield, club, 
  Amulet of Natural Armor +1, 2 daggers 
  Encounter 3 One Small Step  
  Encounter 3 One Small Step  
  Encounter 3 One Small Step  
  Encounter 3 One Small Step      
      
      
  Vasuthant:
  Vasuthant:
  Vasuthant:
  Vasuthant: Small Undead; CR 3; HD 2d12+4; hp 21; 
  Init +3; Spd fly 30 ft (6 squares, perfect); AC 17 (+1 size, 
  +3 Dex, +3 natural) touch 14, flat-footed 14; Base Atk 
  +1; Grapple +3; Atk Slam +4 melee (1d4+2); Full Atk 
  Slam +4 melee (1d4+2) and up to 4 enervating crushes 
  (1d4+2 + 1d4 Str); Space/Reach 5 ft/ 5 ft; SA 
  Enervating Crush, Improved Grab, Reality Distortion; 
  SQ Blindsight, Bolster Resistance (Turn Resistance 
  +4), Corpse Crafter (STR +4, +2 hp per HD), Darkvision 
  60 ft, Immunity to Acid and Cold, Immunity to Light, 
  Resistance to Fire 5 and Electricity 5, Trap Light, Turn 
  Resistance +2, Undead Traits, Unholy Toughness; AL 
  CE; SV Fort +0, Ref +3, Will +4; Str 14, Dex 16, Con -, 
  Int 4, Wis 12, Cha 14;  
   
  Skills and Feats: Hide +9*, Listen +4, Spot +5; 
  Flyby Attack, Improved Grapple. 
  Enervating Crush 
  Enervating Crush 
  Enervating Crush 
  Enervating Crush (Su):
  (Su):
  (Su):
  (Su): A successful grapple attempt 
  by a vasuthant against a living creature of the same size 
  or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 1d4 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  
  URC5-06 Rising Sons 
   
  Page 26 
  gives it 1 temporary hit point if it is a full normal hit 
  points. These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its 
  size, with up to 2 creatures one size smaller, or with up 
  to 4 creatures 2 or more sizes smaller. Creatures that 
  become pinned are suspended inside the vasuthant 
  while their life energy is crushed out of their bodies. 
  Improved Grab (Ex):
  Improved Grab (Ex):
  Improved Grab (Ex):
  Improved Grab (Ex): To use this ability, the vasuthant 
  must first hit with its 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 
  immediately uses its enervating crush attack. 
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), it can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the new die roll. 
  Immunity to Light (Ex):
  Immunity to Light (Ex):
  Immunity to Light (Ex):
  Immunity to Light (Ex): A vasuthant is immune to 
  any harmful effects of light, either natural or magical. 
  All clerical spells of the Sun Domain as well as other 
  spells with the light descriptor produce no adverse 
  effects on vasuthants. 
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and non-magical light, creating a 60-
  foot emanation of shadow. All creatures within this 
  area, including the vasuthant, gain concealment. 
  Creatures with low-light vision or darkvision can see 
  normally with the area of the emanation. Light sources 
  within the area are suppressed, not dispelled. If a 
  vasuthant moves out of range before the light source’s 
  duration expires, the light source illuminates again. 
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex): A vasuthant gains a bonus to 
  its hitpoints equal to its Charisma modifier x its hit 
  dice. 
   
  Skills: Vasuthants have a +2 racial bonus on Listen 
  and Spot checks. They gain a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. 
  Encounter 7 Darkness Strikes! 
  Encounter 7 Darkness Strikes! 
  Encounter 7 Darkness Strikes! 
  Encounter 7 Darkness Strikes!     
      
      
  Wights:
  Wights:
  Wights:
  Wights: Medium Undead; CR 4; HD 4d12; hp 34; Init 
  +1; Spd 30 ft (6 squares); AC 15 (+1 Dex, +4 natural) 
  touch 11, flat-footed 14; Base Atk +2; Grapple +5; Atk 
  Slam +5 melee (1d4+3 plus energy drain); Full Atk 
  Slam +5 melee (1d4+3 plus energy drain)); SA Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Create Spawn, Energy Drain; SQ 
  Darkvision 60 ft., Undead Traits; AL LE; SV Fort +1, 
  Ref +2, Will +5; Str 16, Dex 12, Con -, Int 11, Wis 13, 
  Cha 15;  
   
  Skills and Feats: Hide +8, Listen +7, Move Silently 
  +16, Spot +7; Alertness, Blind-Fight. 
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su): A humanoid slain by a wight 
  becomes a wight in 1d4 rounds. Spawn are under the 
  command of the wight that created them and remain 
  enslaved until death. The wight will do this to the 
  innkeeper and his wife before attacking the party. 
  Energy Drain (Su):
  Energy Drain (Su):
  Energy Drain (Su):
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack gain one negative energy level. The DC is 
  14 to remove an energy level. For each such negative 
  level bestowed, the wight gains 5 temporary hit points. 
  This is a negative energy effect. 
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba----ack! 
  ack! 
  ack! 
  ack!     
      
      
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie: Medium Undead; CR 2; HD 
  6d12+3; hp 42; Init 0; Spd 30 ft (6 squares); AC 15 (+5 
  natural) touch 10, flat-footed 15; Grapple +6; Atk Slam 
  +6 melee (1d6+3); Full Atk Slam +6 melee (1d6+1); SQ 
  Single Actions Only, Damage Reduction 5/slashing, 
  Darkvision 60 ft, Undead Traits; AL NE; SV Fort +2, 
  Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 
  1;  
   
   Feat: Toughness. 
  
  URC5-06 Rising Sons 
   
  Page 27 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters     
  APL 6
  APL 6
  APL 6
  APL 6
  Encounter 1: The Harvesting
  Encounter 1: The Harvesting
  Encounter 1: The Harvesting
  Encounter 1: The Harvesting    
      
      
  Ghoul:
  Ghoul:
  Ghoul:
  Ghoul: Medium Undead; CR 2; HD 2d12; hp 17; Init 
  +2; Spd 30 ft (6 squares); AC 14 (+2 Dex, +2 natural) 
  touch 12, flat-footed 12; Base Atk +1; Grapple +4; Atk 
  Bite +4 melee (1d6+3 plus paralysis); Full Atk Bite +4 
  melee (1d6+3) and 2 Claws +2 melee (1d3+2 plus 
  paralysis); SA Ghoul Fever, Paralysis; SQ Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Darkvision 60 ft, Undead Traits +2 
  Turn Resistance; AL CE; SV Fort +0, Ref +2, Will +5; 
  Str 17, Dex 15, Con -, Int 13, Wis 14, Cha 12;  
   
  Skills and Feats: Balance +6, Climb +7, Hide +6, 
  Jump +5, Move Silently +6, Spot +7;  Multiattack. 
  Ghoul Fever (Su):
  Ghoul Fever (Su):
  Ghoul Fever (Su):
  Ghoul Fever (Su): Disease – bite, Fortitude DC 12, 
  Incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  (MM1) 
  Paralysis (Ex):
  Paralysis (Ex):
  Paralysis (Ex):
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must make a DC 12 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. 
  Wights:
  Wights:
  Wights:
  Wights: Medium Undead; CR 4; HD 4d12; hp 34; Init 
  +1; Spd 30 ft (6 squares); AC 15 (+1 Dex, +4 natural) 
  touch 11, flat-footed 14; Base Atk +2; Grapple +5; Atk 
  Slam +5 melee (1d4+3 plus energy drain); Full Atk 
  Slam +5 melee (1d4+3 plus energy drain)); SA Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Create Spawn, Energy Drain; SQ 
  Darkvision 60 ft., Undead Traits; AL LE; SV Fort +1, 
  Ref +2, Will +5; Str 16, Dex 12, Con -, Int 11, Wis 13, 
  Cha 15;  
   
  Skills and Feats: Hide +8, Listen +7, Move Silently 
  +16, Spot +7;  Alertness, Blind-Fight. 
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su): A humanoid slain by a wight 
  becomes a wight in 1d4 rounds. Spawn are under the 
  command of the wight that created them and remain 
  enslaved until death. 
  Energy Drain (Su
  Energy Drain (Su
  Energy Drain (Su
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack gain one negative energy level. The DC is 
  14 to remove an energy level. For each such negative 
  level bestowed, the wight gains 5 temporary hit points. 
  This is a negative energy effect. 
  Ogre Zombies:
  Ogre Zombies:
  Ogre Zombies:
  Ogre Zombies: CR 4; Large Undead; HD 8d12+3; 71 
  hp; Init -2; Spd 40 ft (8 squares, can’t run); AC 15 (-1 
  size, -2 Dex, +8 natural) touch 7, flat-footed 15; Base Atk 
  +4; Grapple +16; Atk Greatclub +11 melee (2d8+12); 
  Full Atk Greatclub +11 melee (2d8+12); SQ Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Single Actions Only, Damage 
  Reduction 5/slashing, Darkvision 60 ft, Undead Traits; 
  AL NE; SV Fort +2, Ref +0, Will +6; Str 27, Dex 6, Con -, 
  Int -, Wis 10, Cha 1;  
   
   Feats: Toughness. 
  Deathlock:
  Deathlock:
  Deathlock:
  Deathlock: Medium Undead; CR 4; HD 3d12; hp 25; 
  Init +6; Spd 30 ft (6 squares); AC 13 (+2 Dex, +1 
  natural) touch 12, flat-footed 11; Base Atk +1; Grapple 
  +3; Atk Bite +3 melee (1d4+2); Full Atk Bite +3 melee 
  (1d4+2); SA Spell-like Abilities; SQ Bolster Resistance 
  (Turn Resistance +4), Corpse Crafter (STR +4, +2 hp 
  per HD), Darkvision 60 ft., Undead Traits +2 Turn 
  Resistance; AL NE; SV Fort +1, Ref +3, Will +4; Str 15, 
  Dex 15, Con -, Int 14, Wis 13, Cha 14;  
   
  Skills and Feats: Concentration +6, Hide +8, 
  Knowledge (Arcana) +8, Listen +9, Spellcraft +8, Spot 
  +7;  Alertness, Improved Initiative. 
   
  Spell-Like Abilites: At will – detect magic inflict 
  minor wounds (DC13), read magic; 3/day – cause fear 
  (DC 13), magic missile, summon monster I; 2/day – 
  death knell (DC 14), ghoul glyph (DC14). Caster level 
  equals the deathlock’s hit dice. 
  Ghoul Glyph
  Ghoul Glyph
  Ghoul Glyph
  Ghoul Glyph (from Libris Mortis): this spell has a 1-
  minute casting time. The caster inscribes a glyph that 
  paralyzes any living creature that enters, passes, or 
  opens the warded area. The glyph can be scribed to 
  glow faintly or be invisible. When activated the subject 
  is paralyzed for 1d6+2 rounds. Additionally, unless 
  they make a Fortitude save, the subject radiates a 
  carrion stench that causes retching and nausea in a 10 
  ft. radius. Those in the radius must make Fortitude 
  saves at -2 or take a -2 penalty on all attack rolls, 
  weapon damage rolls, saving throws, skill checks and 
  ability checks until the spell ends. Only one ghoul 
  glyph can be inscribed in a single 5-foot square. 
  Tactics
  Tactics
  Tactics
  Tactics:  With a 10 round casting time, it is unlikely 
  the deathlocks will initiate this spell in combat. But 
  they might have laid a few behind them before the 
  battle started to lead over-aggressive adventurers into. 
  Barbarian:
  Barbarian:
  Barbarian:
  Barbarian: Medium Humanoid (Half-Orc) Brb/1: CR 
  1; HD 1d12+3; hp 15; Init +1 (Dex); Spd 30 ft (6 
  squares); AC 16 (+1 Dex, +5 breastplate) touch 11, flat-
  footed 15; Base Atk +1; Grapple +5; Atk Battle Axe +6 
  melee (1d8+4); Full Atk Battle Axe +6 melee (1d8+4); 
  AL CE; SV Fort +5, Ref +1, Will +0; Str 18, Dex 13, Con 
  16, Int 8, Wis 10, Cha 10; 
   
  Skills and Feats: Intimidate +4, Jump +3, Listen +2, 
  Survival +3; Weapon Focus (Battle Axe) 
   
  Possessions: Breastplate, Masterwork Battle Axe 
  
  URC5-06 Rising Sons 
   
  Page 28 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step     
      
      
  Advanced Vasuthant:
  Advanced Vasuthant:
  Advanced Vasuthant:
  Advanced Vasuthant: Small Undead; CR 5; HD 
  4d12+8; hp 42; Init +3; Spd fly 30 ft (6 squares, perfect); 
  AC 17 (+1 size, +3 Dex, +3 natural) touch 14, flat-footed 
  14; Base Atk +3; Grapple +5; Atk Slam +6 melee 
  (1d4+2); Full Atk Slam +6 melee (1d4+2) and up to 4 
  enervating crushes (1d4+2 + 1d4 Str); Space/Reach 5 
  ft/ 5 ft; SA Enervating Crush, Impoved Grab, Reality 
  Distortion; SQ Blindsight, Bolster Resistance (Turn 
  Resistance +4), Corpse Crafter (STR +4, +2 hp per HD), 
  Darkvision 60 ft, Immunity to Acid and Cold, 
  Immunity to Light, Resistance to Fire 5 and Electricity 
  5, Trap Light, Turn Resistance +2, Undead Traits, 
  Unholy Toughness; AL CE; SV Fort +1, Ref +4, Will +5; 
  Str 14, Dex 16, Con -, Int 4, Wis 12, Cha 15;  
   
  Skills and Feats: Hide +9*, Listen +6, Spot +5; 
  Flyby Attack, Improved Grapple, Improved Natural 
  Weapon (slam). 
  Enervating Crush
  Enervating Crush
  Enervating Crush
  Enervating Crush (Su):
   (Su):
   (Su):
   (Su): A successful grapple attempt 
  by a vasuthant against a living creature of the same size 
  or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 1d4 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  gives it 1 temporary hit point if it is a full normal hit 
  points. These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its 
  size, with up to 2 creatures one size smaller, or with up 
  to 4 creatures 2 or more sizes smaller. Creatures that 
  become pinned are suspended inside the vasuthant 
  while their life energy is crushed out of their bodies. 
  Improved Grab (Ex):
  Improved Grab (Ex):
  Improved Grab (Ex):
  Improved Grab (Ex): To use this ability, the vasuthant 
  must first hit with its 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 
  immediately uses its enervating crush attack. 
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), it can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the new die roll. 
  Immunity to Light (Ex):
  Immunity to Light (Ex):
  Immunity to Light (Ex):
  Immunity to Light (Ex): A vasuthant is immune to 
  any harmful effects of light, either natural or magical. 
  All clerical spells of the Sun Domain as well as other 
  spells with the light descriptor produce no adverse 
  effects on vasuthants. 
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and non-magical light, creating a 60-
  foot emanation of shadow. All creatures within this 
  area, including the vasuthant, gain concealment. 
  Creatures with low-light vision or darkvision can see 
  normally with the area of the emanation. Light sources 
  within the area are suppressed, not dispelled. If a 
  vasuthant moves out of range before the light source’s 
  duration expires, the light source illuminates again. 
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex): A vasuthant gains a bonus to 
  its hitpoints equal to its Charisma modifier x its hit 
  dice. 
   
  Skills: Vasuthants have a +2 racial bonus on Listen 
  and Spot checks. They gain a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. 
  Encounter 7: Darkness Strikes! 
  Encounter 7: Darkness Strikes! 
  Encounter 7: Darkness Strikes! 
  Encounter 7: Darkness Strikes!     
      
      
  Spawn of Kyuss
  Spawn of Kyuss
  Spawn of Kyuss
  Spawn of Kyuss; Medium Undead; CR 6; HD 4d12+3; 
  hp 37; Init -1; Spd 30 ft (6 squares); AC 11 (-1 Dex, +2 
  natural) touch 9, flat-footed 11; Base Atk +2, Grapple 
  +6; Atk Slam +8 melee (1d6+9 and Kyuss’s Gift) or 
  Touch +8 melee touch (Kyuss’s Gift) or Kyuss’s Gift +1 
  ranged touch (Kyuss’s Gift); Full Atk Slam +8 melee 
  (1d6+9 and Kyuss’s Gift) or Touch +8 melee touch 
  (Kyuss’s Gift) or Kyuss’s Gift +1 ranged touch (Kyuss’s 
  Gift); SA Create Spawn, Fear Aura, Kyuss’s Gift; SQ 
  Bolster Resistance (Turn Resistance +4), Corpse 
  Crafter (STR +4, +2 hp per HD), Curative 
  Transformation, Fast Healing 5, Turn Resistance +2, 
  Undead Traits; AL CE; SV Fort +1, Ref +0, Will +4; Str 
  22, Dex 9, Con -, Int 6, Wis 11, Cha 15;  
   
  Skills and Feats: Hide +5, Jump +12, Move Silently 
  +5, Spot +6;  Toughness. 
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su): Once per round as a free action, a 
  spawn of Kyuss can transfer a worm from its own body 
  to that of an opponent. It can do this whenever it hits 
  with a slam attack, but it can also make the transfer by 
  means of a successful melee touch attack or ranged 
  touch attack, hurling a worm at a foe from a distance of 
  up to 10 feet. Each worm is a Fine vermin with AC 10 
  and 1 hit point. It can be killed with normal damage or 
  by the touch of silver. On the spawn’s next action, the 
  worm burrows into its host’s flesh (a creature with a 
  natural armor bonus of +5 or better is immune to this 
  effect). The worm makes its way towards the host’s 
  brain, dealing 1 point of damage per round for 1d4+1 
  rounds. At the end of that time, it reaches the brain 
  where it deals 1d2 points of Intelligence damage per 
  round until it is killed or it slays its host (by reducing it 
  to 0 Intelligence). A Small, Medium or Large creature 
  slain by a worn rises as a new spawn 1d6+4 rounds 
  later. The first Spawn will do this to the innkeeper and 
  his wife before attacking the party. While a worm is 
  inside a host’s body, a remove curse or remove disease 
  spell will kill it. A dispel evil or neutralize poison spell 
  halts its progress for 10d6 minutes. 
  Fear Aura (Su):
  Fear Aura (Su):
  Fear Aura (Su):
  Fear Aura (Su): A spawn of Kyuss continuously 
  radiates a fear effect. This ability functions like a fear 
  spell (caster level 7th; Will save DC 14), except that it 
  affects all creatures within a 40-foot radius. Any 
  
  URC5-06 Rising Sons 
   
  Page 29 
  creature that makes a successful saving throw against 
  the effect cannot be affected again by the fear aura of 
  that spawn of Kuyss for 24 hours. 
  Kyuss’s Gift (Su):
  Kyuss’s Gift (Su):
  Kyuss’s Gift (Su):
  Kyuss’s Gift (Su): Any creature hit by a spawn of 
  Kyuss’s slam attack must succeed at a Fortitude save 
  (DC12) or contract this supernatural disease. The 
  incubation period is 1 day, and the disease deals 1d6 
  points of Constitution damage and 1d4 points of 
  Wisdom damage. These effects manifest as rotting 
  flesh and dementia. An affected creature only gets half 
  the benefits from natural or magical healing, although 
  a cure disease spell will remove the affliction. 
  Curative Transformation (Ex):
  Curative Transformation (Ex):
  Curative Transformation (Ex):
  Curative Transformation (Ex): A remove curse or 
  remove disease spell cast on a spawn of Kyuss 
  transforms it into a normal zombie. 
  Fast Heal
  Fast Heal
  Fast Heal
  Fast Healing (Ex):
  ing (Ex):
  ing (Ex):
  ing (Ex): A spawn of Kyuss regains lost hit 
  points at a rate of 5 per round. 
  Turn Resistance (Ex):
  Turn Resistance (Ex):
  Turn Resistance (Ex):
  Turn Resistance (Ex): A spawn of Kyuss is treated as 
  an undead with 6 Hit Dice for the purposes of turn, 
  rebuke, command and bolster attempts. 
  Tactics
  Tactics
  Tactics
  Tactics: The spawns of Kyuss will use their fear auras 
  to intimidate the adventurers (3 auras = 3 separate 
  saving throws), then one will move to melee while the 
  other two attempt to hit with thrown worms (ranged 
  touch). They will all focus on one character at a time, 
  until he or she is infected, then move to a new target. 
  Encounter 10: I’m Ba
  Encounter 10: I’m Ba
  Encounter 10: I’m Ba
  Encounter 10: I’m Ba----ack! 
  ack! 
  ack! 
  ack!     
      
      
  Enhanced Zombie
  Enhanced Zombie
  Enhanced Zombie
  Enhanced Zombie: Medium Undead; CR 2; HD 
  6d12+3; hp 42; Init 0; Spd 30 ft (6 squares); AC 15 (+5 
  natural) touch 10, flat-footed 15; Grapple +6; Atk Slam 
  +6 melee (1d6+3); Full Atk Slam +6 melee (1d6+1); SQ 
  Single Actions Only, Damage Reduction 5/slashing, 
  Darkvision 60 ft, Undead Traits; AL NE; SV Fort +2, 
  Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 
  1;   
   
   Feat: Toughness. 
  
  URC5-06 Rising Sons 
   
  Page 30 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters 
  Appendix 5: Creature Encounters     
  APL 8
  APL 8
  APL 8
  APL 8
  Encounter 1: The Ha
  Encounter 1: The Ha
  Encounter 1: The Ha
  Encounter 1: The Harvesting
  rvesting
  rvesting
  rvesting    
      
      
  Wights:
  Wights:
  Wights:
  Wights: Medium Undead; CR 4; HD 4d12; hp 34; Init 
  +1; Spd 30 ft (6 squares); AC 15 (+1 Dex, +4 natural) 
  touch 11, flat-footed 14; Base Atk +2; Grapple +5; Atk 
  Slam +5 melee (1d4+3 plus energy drain); Full Atk 
  Slam +5 melee (1d4+3 plus energy drain)); SA Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Create Spawn, Energy Drain; SQ 
  Darkvision 60 ft., Undead Traits; AL LE; SV Fort +1, 
  Ref +2, Will +5; Str 16, Dex 12, Con -, Int 11, Wis 13, 
  Cha 15;  
   
  Skills and Feats: Hide +8, Listen +7, Move Silently 
  +16, Spot +7;  Alertness, Blind-Fight. 
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su): A humanoid slain by a wight 
  becomes a wight in 1d4 rounds. Spawn are under the 
  command of the wight that created them and remain 
  enslaved until death. 
  Energy Drain
  Energy Drain
  Energy Drain
  Energy Drain (Su):
   (Su):
   (Su):
   (Su): Living creatures hit by a wight’s 
  slam attack gain one negative energy level. The DC is 
  14 to remove an energy level. For each such negative 
  level bestowed, the wight gains 5 temporary hit points. 
  This is a negative energy effect. 
  Ogre Zombies:
  Ogre Zombies:
  Ogre Zombies:
  Ogre Zombies: CR 4; Large Undead; HD 8d12+3; 71 
  hp; Init -2; Spd 40 ft (8 squares, can’t run); AC 15 (-1 
  size, -2 Dex, +8 natural) touch 7, flat-footed 15; Base Atk 
  +4; Grapple +16; Atk Greatclub +11 melee (2d8+12); 
  Full Atk Greatclub +11 melee (2d8+12); SQ Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Single Actions Only, Damage 
  Reduction 5/slashing, Darkvision 60 ft, Undead Traits; 
  AL NE; SV Fort +2, Ref +0, Will +6; Str 27, Dex 6, Con -, 
  Int -, Wis 10, Cha 1;  
   
   Feats: Toughness. 
  Deathloc
  Deathloc
  Deathloc
  Deathlock:k:k:k: Medium Undead; CR 4; HD 3d12; hp 25; 
  Init +6; Spd 30 ft (6 squares); AC 13 (+2 Dex, +1 
  natural) touch 12, flat-footed 11; Base Atk +1; Grapple 
  +3; Atk Bite +3 melee (1d4+2); Full Atk Bite +3 melee 
  (1d4+2); SA Spell-like Abilities; SQ Bolster Resistance 
  (Turn Resistance +4), Corpse Crafter (STR +4, +2 hp 
  per HD), Darkvision 60 ft., Undead Traits +2 Turn 
  Resistance; AL NE; SV Fort +1, Ref +3, Will +4; Str 15, 
  Dex 15, Con -, Int 14, Wis 13, Cha 14;  
   
  Skills and Feats: Concentration +6, Hide +8, 
  Knowledge (Arcana) +8, Listen +9, Spellcraft +8, Spot 
  +7;  Alertness, Improved Initiative. 
   
  Spell-Like Abilites: At will – detect magic inflict 
  minor wounds (DC13), read magic; 3/day – cause fear 
  (DC 13), magic missile, summon monster I; 2/day – 
  death knell (DC 14), ghoul glyph (DC14) see Appendix 
  6. Caster level equals the deathlock’s hit dice. 
      
  Tactics:  With a 10 round casting time, it is 
  Tactics:  With a 10 round casting time, it is 
  Tactics:  With a 10 round casting time, it is 
  Tactics:  With a 10 round casting time, it is 
  unlikely the deathlocks will initiate this spell in 
  unlikely the deathlocks will initiate this spell in 
  unlikely the deathlocks will initiate this spell in 
  unlikely the deathlocks will initiate this spell in 
  combat. But they might have laid a few behind 
  combat. But they might have laid a few behind 
  combat. But they might have laid a few behind 
  combat. But they might have laid a few behind 
  them before the battle started 
  them before the battle started 
  them before the battle started 
  them before the battle started to lead over
  to lead over
  to lead over
  to lead over----
  aggressive adventurers into.
  aggressive adventurers into.
  aggressive adventurers into.
  aggressive adventurers into.    
  Entombers:
  Entombers:
  Entombers:
  Entombers: Medium Undead; CR 6; HD 8d12; hp 68; 
  Init +0; Spd 30 ft (6 squares), burrow 10 ft.; AC 21 (+11 
  natural) touch 10, flat-footed 21; Base Atk +4; Grapple 
  +13; Atk Slam +12 melee (1d6+12 plus entomb); Full 
  Atk Slam +12 melee (1d6+12 plus entomb); SA 
  Entomb, Exhume; SQ Bolster Resistance (Turn 
  Resistance +4), Corpse Crafter (STR +4, +2 hp per HD), 
  Single Actions Only, Damage Reduction 5/silver, 
  Darkvision 60 ft, Undead Traits; AL LE; SV Fort +4, Ref 
  +4, Will +8; Str 27, Dex 10, Con -, Int 6, Wis 14, Cha 15;  
   
  Skills and Feats: Hide +7, Listen +8, Move Silently 
  +7, Spot +8;  Alertness, Great Fortitude, Lightning 
  Reflexes. 
  Entomb (Su):
  Entomb (Su):
  Entomb (Su):
  Entomb (Su): Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The foe 
  must make a DC 16 Reflex save or be pounded bodily 
  into a shallow grave. The save is Charisma-based. This 
  ability doesn’t work in locations with a basement or 
  with an open level below the surface, nor can victims 
  be entombed in magical, living or animated materials.  
   
  The up thrust bulge of cracked flooring material, 
  earth and stone reveals the location of the victim to 
  others. Two standard actions spent clearing away the 
  broken material exposes the entombed victim, who can 
  then use his or her next action to stand from a prone 
  position. Attempting to dig out a friend in this way can 
  provoke an attack of opportunity. 
  The victim is treated as pinned by an opponent (the 
  earth) with a grapple check of 20. Breaking free of first 
  the pin, then the grapple allows the victim to stand 
  from a prone position on his or her next round. Each 
  round the victim spends fully or partially entombed is 
  a round in which the victim suffocates (page 304 of the 
  DMG). 
  Exhume (Su):
  Exhume (Su):
  Exhume (Su):
  Exhume (Su): If an entomber spends a standard action 
  and touches the top of a grave or space where a 
  creature is buried no more than 10 feet, the body 
  immediately rises to the surface, leaving no hole or 
  tunnel. 
  
  URC5-06 Rising Sons 
   
  Page 31 
  Barbarians:
  Barbarians:
  Barbarians:
  Barbarians: Medium Humanoid (Half-Orc) Brb/2: CR 
  2; HD 2d12+6; hp 25; Init +1 (Dex); Spd 30 ft (6 
  squares); AC 16 (+1 Dex, +5 breastplate) touch 11, flat-
  footed 15; Base Atk +2; Grapple +6; Atk Battle Axe +7 
  melee (1d8+5); Full Atk Battle Axe +7 melee (1d8+5); 
  AL CE; SV Fort +6, Ref +1, Will +0; Str 18, Dex 13, Con 
  16, Int 8, Wis 10, Cha 10; 
   
  Skills and Feats: Intimidate +5, Jump +4, Listen +2, 
  Survival +4; Weapon Focus (Battle Axe) 
   
  Possessions: Breastplate, Battle Axe +1 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step     
      
      
  Advanced Vasuthant:
  Advanced Vasuthant:
  Advanced Vasuthant:
  Advanced Vasuthant: Medium Undead; CR 7; HD 
  6d12+18; hp 69; Init +3; Spd fly 30 ft (6 squares, 
  perfect); AC 15 (+2 Dex, +3 natural) touch 12, flat-
  footed 13; Base Atk +5; Grapple +7; Atk Slam +8 melee 
  (1d6+4); Full Atk Slam +8 melee (1d6+4) and up to 4 
  enervating crushes (1d6+4 + 1d4 Str); Space/Reach 5 
  ft/ 5 ft; SA Enervating Crush, Impoved Grab, Reality 
  Distortion; SQ Blindsight, Bolster Resistance (Turn 
  Resistance +4), Corpse Crafter (STR +4, +2 hp per HD), 
  Darkvision 60 ft, Immunity to Acid and Cold, 
  Immunity to Light, Resistance to Fire 5 and Electricity 
  5, Trap Light, Turn Resistance +2, Undead Traits, 
  Unholy Toughness; AL CE; SV Fort +2, Ref +4, Will +6; 
  Str 18, Dex 14, Con -, Int 4, Wis 12, Cha 15;  
   
  Skills and Feats: Hide +9*, Listen +8, Spot +7;  
  Flyby Attack, Improved Grapple, Improved Natural 
  Weapon (slam), Improved Toughness (see Appendix 
  6). 
  Ene
  Ene
  Ene
  Enervating Crush (Su):
  rvating Crush (Su):
  rvating Crush (Su):
  rvating Crush (Su): A successful grapple attempt 
  by a vasuthant against a living creature of the same size 
  or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 1d4 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  gives it 1 temporary hit point if it is a full normal hit 
  points. These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its 
  size, with up to 2 creatures one size smaller, or with up 
  to 4 creatures 2 or more sizes smaller. Creatures that 
  become pinned are suspended inside the vasuthant 
  while their life energy is crushed out of their bodies. 
  Improved Grab (Ex):
  Improved Grab (Ex):
  Improved Grab (Ex):
  Improved Grab (Ex): To use this ability, the vasuthant 
  must first hit with its 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 
  immediately uses its enervating crush attack. 
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), it can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the new die roll. 
  Immunity to Light (Ex):
  Immunity to Light (Ex):
  Immunity to Light (Ex):
  Immunity to Light (Ex): A vasuthant is immune to 
  any harmful effects of light, either natural or magical. 
  All clerical spells of the Sun Domain as well as other 
  spells with the light descriptor produce no adverse 
  effects on vasuthants. 
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and non-magical light, creating a 60-
  foot emanation of shadow. All creatures within this 
  area, including the vasuthant, gain concealment. 
  Creatures with low-light vision or darkvision can see 
  normally with the area of the emanation. Light sources 
  within the area are suppressed, not dispelled. If a 
  vasuthant moves out of range before the light source’s 
  duration expires, the light source illuminates again. 
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex): A vasuthant gains a bonus to 
  its hitpoints equal to its Charisma modifier x its hit 
  dice. 
   
  Skills:  Vasuthants have a +2 racial bonus on Listen 
  and Spot checks. They gain a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. 
  Encounter 7 Darkness Strikes! 
  Encounter 7 Darkness Strikes! 
  Encounter 7 Darkness Strikes! 
  Encounter 7 Darkness Strikes!     
      
      
  Bleakborn:
  Bleakborn:
  Bleakborn:
  Bleakborn: CR 8; Medium Undead; HD 8d12; hp 68; 
  Init +3; Spd 30 ft (6 squares); AC 27 (+3 Dex, +14 
  natural) touch 13, flat-footed 24; Base Atk +5; Grapple -; 
  Atk Slam +12 melee (1d6+12 plus 2d6 cold); Full Atk 
  Slam +12 melee (1d6+12 plus 2d6 cold); SA Cold to the 
  Touch, Create Spawn, Heat Draining Aurat; SQ Bolster 
  Resistance (Turn Resistance +4), Contingent Healing 
  10, Corpse Crafter (STR +4, +2 hp per HD), Darkvision 
  60 ft., Diet Dependent, Fire Lover, Turn Resistance +2, 
  Undead Traits; AL NE; SV Fort +2, Ref +7, Will +8; Str 
  26, Dex 16, Con -, Int 14, Wis 14, Cha 15;  
   
  Skills and Feats: Diplomacy +6, Hide +11, 
  Intimidate +10, Listen +12, Search +10, Sense Motive 
  +8, Spot +12, Survival +2 (+4 following tracks);  
  Alertness, Combat Reflexes, Lightning Reflexes. 
  Cold to the Touch (Su):
  Cold to the Touch (Su):
  Cold to the Touch (Su):
  Cold to the Touch (Su): The touch of a bleakborn 
  deals 2d6 points of cold damage. Every 3 points of cold 
  damage dealt heals the bleakborn of 1 point of damage. 
  If this amount of healing would cause a bleakborn to 
  exceed its full normal hit point total, it gains any excess 
  as temporary hit points that last for up to one hour. 
  Anyone who hits a bleakborn in combat also takes 1d6 
  points of cold damage, unless they are using ranged 
  weapons. 
  Contingent Healing (Ex):
  Contingent Healing (Ex):
  Contingent Healing (Ex):
  Contingent Healing (Ex): A bleakborn only heals 
  when in the range of a living creature that it can affect 
  with its heat-draining aura. Even if reduced to 0 hit 
  points or less, a bleakborn eventually heals if a living 
  creature at some future date wanders within 30 feet of 
  its remains, automatically triggering its heat-draining 
  
  URC5-06 Rising Sons 
   
  Page 32 
  aura. As long as affected creatures are with the aura, a 
  bleakborn’s contingent healing remains active. 
   
  A bleakborn does not have immunity to cold. 
  While it doesn’t take damage from its own abilities, the 
  cold damage from other bleakborns will damage it. 
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su): Any humanoid slain by a 
  bleakborn becomes a normal zombie. But sometimes a 
  newly created spawn becomes another bleakborn 
  (through the wiles of dark gods that determine such 
  instances). The first bleakborn will do this to the 
  innkeeper and his wife before attacking the party, so 
  there will be three attacking (possibly one per room). 
  Diet Dependent (Su):
  Diet Dependent (Su):
  Diet Dependent (Su):
  Diet Dependent (Su): A bleakborn requires the 
  warmth they drain from living creatures to remain 
  active  It will take 3d6 months for these bleakborns to 
  lose their mobility. 
  Fire Lover (Su):
  Fire Lover (Su):
  Fire Lover (Su):
  Fire Lover (Su): A magical fire attack heals a bleaborn 
  of 1 point of damage for each 3 points the attack would 
  have done. If this amount of healing would cause a 
  bleakborn to exceed its full normal hit point total, it 
  gains any excess as temporary hit points that last for up 
  to one hour. A bleakborn makes no saves against fire 
  attacks. 
  Heat Draining Aura (Su):
  Heat Draining Aura (Su):
  Heat Draining Aura (Su):
  Heat Draining Aura (Su): All living creatures (except 
  those immune to cold damage) that approach within 
  10 feet of a bleakborn are subject to its heat-draining 
  aura. Victims must make a DC 16 Fortitude save or take 
  2d6 hit points of cold damage as their living heat is 
  sucked away. Even if they succeed  they still lose 1d6 
  hit points per round as long as they stay within the 30 
  foot radius. 
   
  Tactics
  Tactics
  Tactics
  Tactics: These things are going to be tough to kill 
  since they are constantly absorbing living heat (and 
  healing 10 points per round), even after “death.” They 
  will likely need to be dissolved in acid, removed to 
  another plane, or put down and the inn evacuated until 
  officials from the County can be summoned to deal 
  with them. 
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba----ack! 
  ack! 
  ack! 
  ack!     
      
      
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie: Medium Undead; CR 2; HD 
  6d12+3; hp 42; Init 0; Spd 30 ft (6 squares); AC 15 (+5 
  natural) touch 10, flat-footed 15; Grapple +6; Atk Slam 
  +6 melee (1d6+3); Full Atk Slam +6 melee (1d6+1); SQ 
  Single Actions Only, Damage Reduction 5/slashing, 
  Darkvision 60 ft, Undead Traits; AL NE; SV Fort +2, 
  Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 
  1;  
   
  Feat: Toughness. 
  
  URC5-06 Rising Sons 
   
  Page 33 
  Appendix 5: Creature Encounters
  Appendix 5: Creature Encounters
  Appendix 5: Creature Encounters
  Appendix 5: Creature Encounters
  APL 10 
  APL 10 
  APL 10 
  APL 10     
  Encounter 1: The Harvesting
  Encounter 1: The Harvesting
  Encounter 1: The Harvesting
  Encounter 1: The Harvesting    
      
      
  Entombers:
  Entombers:
  Entombers:
  Entombers: Medium Undead; CR 6; HD 8d12; hp 68; 
  Init +0; Spd 30 ft (6 squares), burrow 10 ft.; AC 21 (+11 
  natural) touch 10, flat-footed 21; Base Atk +4; Grapple 
  +13; Atk Slam +12 melee (1d6+12 plus entomb); Full 
  Atk Slam +12 melee (1d6+12 plus entomb); SA 
  Entomb, Exhume; SQ Bolster Resistance (Turn 
  Resistance +4), Corpse Crafter (STR +4, +2 hp per HD), 
  Single Actions Only, Damage Reduction 5/silver, 
  Darkvision 60 ft, Undead Traits; AL LE; SV Fort +4, Ref 
  +4, Will +8; Str 27, Dex 10, Con -, Int 6, Wis 14, Cha 15;  
   
  Skills and Feats: Hide +7, Listen +8, Move Silently 
  +7, Spot +8; Alertness, Great Fortitude, Lightning 
  Reflexes. 
  Entom
  Entom
  Entom
  Entomb (Su):
  b (Su):
  b (Su):
  b (Su): Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The foe 
  must make a DC 16 Reflex save or be pounded bodily 
  into a shallow grave. The save is Charisma-based. This 
  ability doesn’t work in locations with a basement or 
  with an open level below the surface, nor can victims 
  be entombed in magical, living or animated materials.  
   
  The upthrust bulge of cracked flooring material, 
  earth and stone reveals the location of the victim to 
  others. Two standard actions spent clearing away the 
  broken material exposes the entombed victim, who can 
  then use his or her next action to stand from a prone 
  position. Attempting to dig out a friend in this way can 
  provoke an attack of opportunity. 
   
  The victim is treated as pinned by an opponent 
  (the earth) with a grapple check of 20. Breaking free of 
  first the pin, then the grapple allows the victim to 
  stand from a prone position on his or her next round. 
  Each round the victim spends fully or partially 
  entombed is a round in which the victim suffocates 
  (page 304 of the DMG). 
  Exhume (Su):
  Exhume (Su):
  Exhume (Su):
  Exhume (Su): If an entomber spends a standard action 
  and touches the top of a grave or space where a 
  creature is buried no more than 10 feet, the body 
  immediately rises to the surface, leaving no hole or 
  tunnel. 
  Plague Blight
  Plague Blight
  Plague Blight
  Plague Blightssss: Medium Undead; CR 7; HD 6d12+6; 
  hp 57; Init +5; Spd 30 ft (6 squares); AC 23 (+5 Dex, +8 
  natural) touch 15, flat-footed 18; Base Atk +3; Grapple 
  +9; Atk Slam +9 melee (1d6+9 (1d6+11 against good-
  aligned foes) plus gangrenous touch); Full Atk Slam +9 
  melee (1d6+9 (1d6+11 against good-aligned foes) plus 
  gangrenous touch); SA Gangrenous Touch; SQ Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Damage Reduction 5/slashing, 
  Darkvision 60 ft., Gangrenous Stench, Resistant to 
  Blows, Undead Traits, +2 Turn Reistance; AL NE; SV 
  Fort +2, Ref +7, Will +7; Str 23, Dex 21, Con -, Int 14, 
  Wis 14, Cha 15;  
   
  Skills and Feats: Balance +7, Escape Artist +12, 
  Hide +14, Jump +8, Listen +13, Move Silently +14, Spot 
  +13, Tumble +14;  Alertness, Cleave, Improved 
  Toughness, Power Attack. 
  Gangrenous 
  Touch (Su):
  Gangrenous 
  Touch (Su):
  Gangrenous 
  Touch (Su):
  Gangrenous 
  Touch (Su): Supernatural disease 
  (accelerated) – slam, Fortitude DC 15, incubation 
  period instant, damage 1d4 Constitution. Unlike 
  normal diseases, gangrenous touch requires a saving 
  throw every round. It visibly progresses over a period 
  of seconds, turning the afflicted area  putrescent and 
  gangrenous. The rot continues until the victim makes 
  two successful saving throws in a row, until the victim 
  reaches 0 Constitution (death) or the victim receives a 
  remove disease spell or similar treatment. Once 
  infected, the victim can’t be infected by gangrenous 
  touch again for 24 hours.  
   
  The body of a victim claimed by gangrenous touch 
  sloughs into a brittle, stinking mass of putrescent ruin 
  that molders to nothing over the course of a day, unless 
  a remove disease is cast on the remains within that 
  time. 
  Gangrenous Stench (Ex):
  Gangrenous Stench (Ex):
  Gangrenous Stench (Ex):
  Gangrenous Stench (Ex): Whenever a plague blight 
  desires, it can cause a horrible odor to rot to emanate 
  from the folds of its wrappings. All living creatures 
  within 10 feet of the plague blight must make a DC 15 
  Fortitude save or take 1d6 points of Strength damage 
  and become nauseated. The save is Charisma-based. 
  Resistant to Blows (Ex):
  Resistant to Blows (Ex):
  Resistant to Blows (Ex):
  Resistant to Blows (Ex):  Physical attacks deal only 
  half damage to a plague blight. Apply this effect before 
  damage reduction. 
  Boneclaws
  Boneclaws
  Boneclaws
  Boneclaws: Large Undead; CR 6; HD 10d12+40; hp 
  125; Init +8; Spd 40 ft (8 squares); AC 16 (-1 size, +4 
  Dex, +3 natural) touch 13, flat-footed 12; Base Atk +5; 
  Grapple +16; Atk Piercing Claw +9 melee (2d6+9); Full 
  Atk Piercing Claw +9 melee (2d6+9); Space/Reach 10 
  ft./20 ft.; SA Reaching Claws; SQ Bolster Resistance 
  (Turn Resistance +4), Corpse Crafter (STR +4, +2 hp 
  per 
  HD), 
  Damage 
  Reduction 
  5/bludgeoning, 
  Darkvision 60 ft, Immunity to Cold, Turn Resistance 
  +2, Undead Traits, Unholy Toughness; AL CE; SV Fort 
  +3, Ref +7, Will +9; Str 25, Dex 18, Con -, Int 14, Wis 14, 
  Cha 19;  
   
  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. 
  
  URC5-06 Rising Sons 
   
  Page 36 
  Reaching Claws (Ex):
  Reaching Claws (Ex):
  Reaching Claws (Ex):
  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 
  (therefore allowing the boneclaw to threaten more 
  squares than its Large size would normally indicate.  
  Unholy Toughess (Ex):
  Unholy Toughess (Ex):
  Unholy Toughess (Ex):
  Unholy Toughess (Ex): A boneclaw gains a bonus to 
  its hit points equal to its Charisma bonus x its Hit Dice. 
  Barbarians:
  Barbarians:
  Barbarians:
  Barbarians: Medium Humanoid (Half-Orc) Brb/4: CR 
  4; HD 4d12+12; hp 45; Init +2 (Dex); Spd 30 ft (6 
  squares); AC 17 (+2 Dex, +5 breastplate) touch 12, flat-
  footed 15; Base Atk +4; Grapple +8; Atk Battle Axe +9 
  melee (1d8+5); Full Atk Battle Axe +9 melee (1d8+5); 
  AL CE; SV Fort +6, Ref +1, Will +0; Str 18, Dex 14, Con 
  16, Int 8, Wis 10, Cha 10; 
   
  Skills and Feats: Intimidate +7, Jump +6, Listen +4, 
  Survival +4;  Power Attack, Weapon Focus (Battle Axe) 
   
  Possessions: Breastplate, Battle Axe +1 
  Cleric:
  Cleric:
  Cleric:
  Cleric: Medium Humanoid (Human) Cle4: CR 4; HD 
  4d8+8; hp 31; Init +0 (Dex); Spd 20 ft (4 squares); AC 19 
  (+7 banded mail, +2 heavy steel shield) touch 10, flat-
  footed 18; Base Atk +3; Grapple +5; Atk Heavy Mace +6 
  melee (1d8+2); Full Atk Heavy Mace +6 melee (1d8+2); 
  SA Spells; AL CE; SV Fort +6, Ref +3, Will +7; Str 14, 
  Dex 10, Con 14, Int 10, Wis 16, Cha 12;  
   
  Skills and Feats: Concentration +7, Diplomacy +5, 
  Knowledge (religion) +7, Spellcraft +2;  Lightning 
  Reflexes, Toughness, Weapon Focus (heavy mace). 
   
  Spells Prepared (6/4/3, base DC = 13 + spell level): 
  0-(Detect Magic x2, Guidance, Light x2, Resistance); 
  1st-(Bane, Cause Fear*, Entropic Shield, Shield of 
  Faith); 2nd-(Inflict Moderate Wounds x2, Shatter*) 
   
  *Domain Spell. Domains: (Death (death touch 
  once/day); Chaos (chaos spells +1 level)). 
   
  Possessions: Banded Mail +1, heavy steel shield, 
  club, 2 daggers 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step     
      
      
  Adv
  Adv
  Adv
  Advanced Vasuthant:
  anced Vasuthant:
  anced Vasuthant:
  anced Vasuthant: Medium Undead; CR 9; HD 
  8d12+32; hp 116; Init +3; Spd fly 30 ft (6 squares, 
  perfect); AC 15 (+2 Dex, +3 natural) touch 12, flat-
  footed 13; Base Atk +6; Grapple +8; Atk Slam +9 melee 
  (1d6+4); Full Atk Slam +9 melee (1d6+4) and up to 4 
  enervating crushes (1d6+4 + 1d4 Str); Space/Reach 5 
  ft/ 5 ft; SA Enervating Crush, Impoved Grab, Reality 
  Distortion; SQ Blindsight, Bolster Resistance (Turn 
  Resistance +4), Corpse Crafter (STR +4, +2 hp per HD), 
  Darkvision 60 ft, Immunity to Acid and Cold, 
  Immunity to Light, Resistance to Fire 5 and Electricity 
  5, Trap Light, Turn Resistance +2, Undead Traits, 
  Unholy Toughness; AL CE; SV Fort +2, Ref +4, Will +7; 
  Str 18, Dex 14, Con -, Int 4, Wis 12, Cha 16;  
   
  Skills and Feats: Hide +11*, Listen +10, Spot +7;  
  Flyby Attack, Improved Grapple, Improved Natural 
  Weapon (slam), Improved Toughness (see Appendix 
  6). 
  Enervating Crush (Su):
  Enervating Crush (Su):
  Enervating Crush (Su):
  Enervating Crush (Su): A successful grapple attempt 
  by a vasuthant against a living creature of the same size 
  or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 1d4 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  gives it 1 temporary hit point if it is a full normal hit 
  points. These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its 
  size, with up to 2 creatures one size smaller, or with up 
  to 4 creatures 2 or more sizes smaller. Creatures that 
  become pinned are suspended inside the vasuthant 
  while their life energy is crushed out of their bodies. 
  Improved Grab (Ex): 
  Improved Grab (Ex): 
  Improved Grab (Ex): 
  Improved Grab (Ex): To use this ability, the vasuthant 
  must first hit with its 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 
  immediately uses its enervating crush attack. 
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), it can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the new die roll. 
  Immunity to Light (Ex):
  Immunity to Light (Ex):
  Immunity to Light (Ex):
  Immunity to Light (Ex): A vasuthant is immune to 
  any harmful effects of light, either natural or magical. 
  All clerical spells of the Sun Domain as well as other 
  spells with the light descriptor produce no adverse 
  effects on vasuthants. 
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and non-magical light, creating a 60-
  foot emanation of shadow. All creatures within this 
  area, including the vasuthant, gain concealment. 
  Creatures with low-light vision or darkvision can see 
  normally with the area of the emanation. Light sources 
  within the area are suppressed, not dispelled. If a 
  vasuthant moves out of range before the light source’s 
  duration expires, the light source illuminates again. 
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex): A vasuthant gains a bonus to 
  its hitpoints equal to its Charisma modifier x its hit 
  dice. 
   
  Skills:  Vasuthants have a +2 racial bonus on Listen 
  and Spot checks. They gain a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. 
  Encounter 7 Darkness Strikes! 
  Encounter 7 Darkness Strikes! 
  Encounter 7 Darkness Strikes! 
  Encounter 7 Darkness Strikes!     
      
      
  Slaughter Wights:
  Slaughter Wights:
  Slaughter Wights:
  Slaughter Wights: Medium Undead; CR 9; HD 
  18d12+18; hp 171; Init +9; Spd 30 ft (6 squares); AC 19 
  (+5 Dex, +4 natural) touch 15, flat-footed 14; Base Atk 
  
  URC5-06 Rising Sons 
   
  Page 37 
  +5; Grapple +18; Atk Slam +13 melee (1d8+18/crit 17-
  20 plus energy drain); Full Atk Slam +13 melee 
  (1d8+18/crit 17-20 plus energy drain); SA Create 
  Spawn, Energy Drain; SQ Augmented Critical, Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Darkvision 60 ft, Inescapable 
  Craving, Undead Traits, Vicious Slammer; AL CE; SV 
  Fort +6, Ref +11, Will +11; Str 28, Dex 21, Con -, Int 11, 
  Wis 10, Cha 16;  
   
  Skills and Feats: Climb +19, Hide +22, Listen +15, 
  Move Silently +22, Spot +19, Swim +15;  Daunting 
  Presence, Death Master, Eviscerator, Improved 
  Critical, Improved Initiative, Improved Toughness, 
  Power Attack. (see Appendix 6 for new feats). 
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su): Any humanoid slain by a 
  slaughter wight becomes a normal wight in 1d4 
  rounds. Sometimes a newly created spawn becomes a 
  slaughter wight instead of a normal wight, through the 
  wiles of the dark gods who determine such instances. 
  The first slaughter wight will do this to the innkeeper, 
  his wife and their daughter/waitress downstairs before 
  attacking the party, so there will be four slaughter 
  wights attacking. 
  Energy Drain (Su):
  Energy Drain (Su):
  Energy Drain (Su):
  Energy Drain (Su): A living creature hit by a slaughter 
  wight’s slam attack gains one negative level. The DC is 
  21 to remove a negative energy level. For each such 
  negative level bestowed, the wight gains 5 temporary 
  hit points which last 1 hour. This is a negative energy 
  effect. 
  Inescapable Craving (Ex):
  Inescapable Craving (Ex):
  Inescapable Craving (Ex):
  Inescapable Craving (Ex): A slaughter wight has an 
  inescapable craving for life forces, which it satisfies by 
  using its energy drain attack. 
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba----ack! 
  ack! 
  ack! 
  ack!     
      
      
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie: CR 2; Medium Undead; HD 
  6d12+3; 42 hp; Init 0; Spd 30 ft (6 squares); AC 15 (+5 
  natural) touch 10, flat-footed 15; Grapple +6; Atk Slam 
  +6 melee (1d6+3); Full Atk Slam +6 melee (1d6+1); SQ 
  Single Actions Only, Damage Reduction 5/slashing, 
  Darkvision 60 ft, Undead Traits; AL NE; SV Fort +2, 
  Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 
  1;  
   
   Feat: Toughness. 
  
  URC5-06 Rising Sons 
   
  Page 38 
  Appendix
  Appendix
  Appendix
  Appendix 5: Creature Encounters
   5: Creature Encounters
   5: Creature Encounters
   5: Creature Encounters
  APL 12
  APL 12
  APL 12
  APL 12
  Encounter 1: The Harvesting
  Encounter 1: The Harvesting
  Encounter 1: The Harvesting
  Encounter 1: The Harvesting    
      
          
  Entombers:
  Entombers:
  Entombers:
  Entombers: Medium Undead; CR 6; HD 8d12; hp 68; 
  Init +0; Spd 30 ft (6 squares), burrow 10 ft.; AC 21 (+11 
  natural) touch 10, flat-footed 21; Base Atk +4; Grapple 
  +13; Atk Slam +12 melee (1d6+12 plus entomb); Full 
  Atk Slam +12 melee (1d6+12 plus entomb); SA 
  Entomb, Exhume; SQ Bolster Resistance (Turn 
  Resistance +4), Corpse Crafter (STR +4, +2 hp per HD), 
  Single Actions Only, Damage Reduction 5/silver, 
  Darkvision 60 ft, Undead Traits; AL LE; SV Fort +4, Ref 
  +4, Will +8; Str 27, Dex 10, Con -, Int 6, Wis 14, Cha 15;  
   
  Skills and Feats: Hide +7, Listen +8, Move Silently 
  +7, Spot +8;  Alertness, Great Fortitude, Lightning 
  Reflexes. 
  Entomb (Su):
  Entomb (Su):
  Entomb (Su):
  Entomb (Su): Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The foe 
  must make a DC 16 Reflex save or be pounded bodily 
  into a shallow grave. The save is Charisma-based. This 
  ability doesn’t work in locations with a basement or 
  with an open level below the surface, nor can victims 
  be entombed in magical, living or animated materials.  
   
  The up thrust bulge of cracked flooring material, 
  earth and stone reveals the location of the victim to 
  others. Two standard actions spent clearing away the 
  broken material exposes the entombed victim, who can 
  then use his or her next action to stand from a prone 
  position. Attempting to dig out a friend in this way can 
  provoke an attack of opportunity. 
   
  The victim is treated as pinned by an opponent 
  (the earth) with a grapple check of 20. Breaking free of 
  first the pin, then the grapple allows the victim to 
  stand from a prone position on his or her next round. 
  Each round the victim spends fully or partially 
  entombed is a round in which the victim suffocates 
  (page 304 of the DMG). 
  Exhume (Su):
  Exhume (Su):
  Exhume (Su):
  Exhume (Su): If an entomber spends a standard action 
  and touches the top of a grave or space where a 
  creature is buried no more than 10 feet, the body 
  immediately rises to the surface, leaving no hole or 
  tunnel. 
  Boneclaws
  Boneclaws
  Boneclaws
  Boneclaws: Large Undead; CR 6; HD 10d12+40; hp 
  125; Init +8; Spd 40 ft (8 squares); AC 16 (-1 size, +4 
  Dex, +3 natural) touch 13, flat-footed 12; Base Atk +5; 
  Grapple +16; Atk Piercing Claw +9 melee (2d6+9); Full 
  Atk Piercing Claw +9 melee (2d6+9); Space/Reach 10 
  ft./20 ft.; SA Reaching Claws; SQ Bolster Resistance 
  (Turn Resistance +4), Corpse Crafter (STR +4, +2 hp 
  per 
  HD), 
  Damage 
  Reduction 
  5/bludgeoning, 
  Darkvision 60 ft, Immunity to Cold, Turn Resistance 
  +2, Undead Traits, Unholy Toughness; AL CE; SV Fort 
  +3, Ref +7, Will +9; Str 25, Dex 18, Con -, Int 14, Wis 14, 
  Cha 19;  
   
  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):
  Reaching Claws (Ex):
  Reaching Claws (Ex):
  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 
  (therefore allowing the boneclaw to threaten more 
  squares than its Large size would normally indicate.  
  Unholy Toughess (Ex):
  Unholy Toughess (Ex):
  Unholy Toughess (Ex):
  Unholy Toughess (Ex): A boneclaw gains a bonus to 
  its hit points equal to its Charisma bonus x its Hit Dice. 
  Slaughter Wights:
  Slaughter Wights:
  Slaughter Wights:
  Slaughter Wights: Medium Undead; CR 9; HD 
  18d12+18; hp 171; Init +9; Spd 30 ft (6 squares); AC 19 
  (+5 Dex, +4 natural) touch 15, flat-footed 14; Base Atk 
  +5; Grapple +18; Atk Slam +13 melee (1d8+18/crit 17-
  20 plus energy drain); Full Atk Slam +13 melee 
  (1d8+18/crit 17-20 plus energy drain); SA Create 
  Spawn, Energy Drain; SQ Augmented Critical, Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Darkvision 60 ft, Inescapable 
  Craving, Undead Traits, Vicious Slammer; AL CE; SV 
  Fort +6, Ref +11, Will +11; Str 28, Dex 21, Con -, Int 11, 
  Wis 10, Cha 16;  
   
  Skills and Feats: Climb +19, Hide +22, Listen +15, 
  Move Silently +22, Spot +19, Swim +15;  Daunting 
  Presence, Death Master, Eviscerator, Improved 
  Critical, Improved Initiative, Improved Toughness, 
  Power Attack. (see Appendix 6 for new feats). 
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su): Any humanoid slain by a 
  slaughter wight becomes a normal wight in 1d4 
  rounds. Sometimes a newly created spawn becomes a 
  slaughter wight instead of a normal wight, through the 
  wiles of the dark gods who determine such instances. 
  The first slaughter wight will do this to the innkeeper, 
  his wife and their daughter/waitress downstairs before 
  attacking the party, so there will be four slaughter 
  wights attacking. 
  Energy Drain (Su):
  Energy Drain (Su):
  Energy Drain (Su):
  Energy Drain (Su): A living creature hit by a slaughter 
  wight’s slam attack gains one negative level. The DC is 
  21 to remove a negative energy level. For each such 
  negative level bestowed, the wight gains 5 temporary 
  hit points which last 1 hour. This is a negative energy 
  effect. 
  Inescapable Craving (Ex):
  Inescapable Craving (Ex):
  Inescapable Craving (Ex):
  Inescapable Craving (Ex): A slaughter wight has an 
  inescapable craving for life forces, which it satisfies by 
  using its energy drain attack. 
  Barbarians:
  Barbarians:
  Barbarians:
  Barbarians: Brb/4: CR 4; Medium Humanoid (Half-
  Orc); HD 4d12+12; hp 45; Init +2 (Dex); Spd 30 ft (6 
  
  URC5-06 Rising Sons 
   
  Page 39 
  squares); AC 18 (+2 Dex, +6 breastplate) touch 12, flat-
  footed 15; Base Atk +4; Grapple +8; Atk Battle Axe +9 
  melee (1d8+5); Full Atk Battle Axe +9 melee (1d8+5); 
  AL CE; SV Fort +6, Ref +1, Will +0; Str 18, Dex 14, Con 
  16, Int 8, Wis 10, Cha 10; 
   
  Skills and Feats: Intimidate +7, Jump +6, Listen +4, 
  Survival +4 ;  Power Attack, Weapon Focus (Battle Axe) 
   
  Possessions: Breastplate +1, Battle Axe +1 
  Fighters:
  Fighters:
  Fighters:
  Fighters: Medium Humanoids (Human) Ftr/4: CR 4; 
  HD 4d10+8; hp 36; Init +1 (Dex); Spd 20 ft (4 squares); 
  AC 19* (+1 Dex, +6 chainmail, +2 large iron shield, +1 
  Dodge) touch 11, flat-footed 15; Base Atk +4; Grapple 
  +7; Atk Short Sword +9 melee (1d6+6); Full Atk Short 
  Sword +9 melee (1d6+6); AL NE; SV Fort +6, Ref +2, 
  Will +3; Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12; 
   
  Skills and Feats: Climb +4, Jump +7, Intimidate +7, 
  Ride +3;  * Dodge, Iron Will, Mobility, Spring Attack, 
  Weapon Focus (Short Sword), Weapon Specialization 
  (Short Sword) 
   
  Possessions: Chainmail +1, Short Sword +1 
  Cleric:
  Cleric:
  Cleric:
  Cleric: Medium Humanoid (Human) Cle4: CR 4; HD 
  4d8+8; hp 31; Init +0 (Dex); Spd 20 ft (4 squares); AC 19 
  (+7 banded mail, +2 heavy steel shield) touch 10, flat-
  footed 18; Base Atk +3; Grapple +5; Atk Heavy Mace +6 
  melee (1d8+2); Full Atk Heavy Mace +6 melee (1d8+2); 
  SA Spells; AL CE; SV Fort +6, Ref +3, Will +7; Str 14, 
  Dex 10, Con 14, Int 10, Wis 16, Cha 12;  
   
  Skills and Feats: Concentration +7, Diplomacy +5, 
  Knowledge (religion) +7, Spellcraft +2;  Lightning 
  Reflexes, Toughness, Weapon Focus (heavy mace). 
  Spells Prepared (6/4/3, base DC = 13 + spell level): 
  0-(Detect Magic x2, Guidance, Light x2, Resistance); 
  1st-(Bane, Cause Fear*, Entropic Shield, Shield of 
  Faith); 2nd-(Inflict Moderate Wounds x2, Shatter*) 
   
  *Domain Spell. Domains: (Death (death touch 
  once/day); Chaos (chaos spells +1 level)). 
   
  Possessions: Banded Mail +1, heavy steel shield, 
  club, 2 daggers 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step 
  Encounter 3 One Small Step     
      
      
  Advanced Vasuthant:
  Advanced Vasuthant:
  Advanced Vasuthant:
  Advanced Vasuthant: Large Undead; CR 11; HD 
  10d12+40; hp 145; Init +3; Spd fly 30 ft (6 squares, 
  perfect); AC 15 (-1 size, +1 Dex, +5 natural) touch 10, 
  flat-footed 13; Base Atk +4; Grapple +12; Atk Slam +13 
  melee (1d8+8); Full Atk Slam +13 melee (1d8+8) and 
  up to 4 enervating crushes (1d8+8 + 1d4 Str); 
  Space/Reach 10 ft/ 10 ft; SA Enervating Crush, 
  Impoved Grab, Reality Distortion; SQ Blindsight, 
  Bolster Resistance (Turn Resistance +4), Corpse 
  Crafter (STR +4, +2 hp per HD), Darkvision 60 ft, 
  Immunity to Acid and Cold, Immunity to Light, 
  Resistance to Fire 5 and Electricity 5, Trap Light, Turn 
  Resistance +2, Undead Traits, Unholy Toughness; AL 
  CE; SV Fort +3, Ref +4, Will +8; Str 26, Dex 12, Con -, 
  Int 4, Wis 12, Cha 16;  
   
  Skills and Feats: Hide +11*, Listen +12, Spot +9;  
  Flyby Attack, Improved Grapple, Improved Natural 
  Weapon (slam), Improved Toughness. (see Appendix 6 
  for new feats). 
  Enerv
  Enerv
  Enerv
  Enervating Crush (Su):
  ating Crush (Su):
  ating Crush (Su):
  ating Crush (Su): A successful grapple attempt 
  by a vasuthant against a living creature of the same size 
  or smaller pulls the victim into the center of the 
  vasuthant. In that round and every round thereafter, a 
  grappled victim takes 1d4 points of damage plus 1d4 
  points of Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  gives it 1 temporary hit point if it is a full normal hit 
  points. These temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with one creature of its 
  size, with up to 2 creatures one size smaller, or with up 
  to 4 creatures 2 or more sizes smaller. Creatures that 
  become pinned are suspended inside the vasuthant 
  while their life energy is crushed out of their bodies. 
  Improved Grab (Ex):
  Improved Grab (Ex):
  Improved Grab (Ex):
  Improved Grab (Ex): To use this ability, the vasuthant 
  must first hit with its 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 
  immediately uses its enervating crush attack. 
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex):
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), it can take a 
  free action to reroll any unfavorable die roll or force its 
  opponent to reroll a favorable die roll. The vasuthant 
  must accept the new die roll. 
  Immunity to Light (Ex):
  Immunity to Light (Ex):
  Immunity to Light (Ex):
  Immunity to Light (Ex): A vasuthant is immune to 
  any harmful effects of light, either natural or magical. 
  All clerical spells of the Sun Domain as well as other 
  spells with the light descriptor produce no adverse 
  effects on vasuthants. 
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex):
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and non-magical light, creating a 60-
  foot emanation of shadow. All creatures within this 
  area, including the vasuthant, gain concealment. 
  Creatures with low-light vision or darkvision can see 
  normally with the area of the emanation. Light sources 
  within the area are suppressed, not dispelled. If a 
  vasuthant moves out of range before the light source’s 
  duration expires, the light source illuminates again. 
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex):
  Unholy toughness (Ex): A vasuthant gains a bonus to 
  its hitpoints equal to its Charisma modifier x its hit 
  dice. 
   
  Skills:  Vasuthants have a +2 racial bonus on Listen 
  and Spot checks. They gain a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. 
  
  URC5-06 Rising Sons 
   
  Page 40 
  Encounter 7 Darkness Strikes!
  Encounter 7 Darkness Strikes!
  Encounter 7 Darkness Strikes!
  Encounter 7 Darkness Strikes!    
      
      
  Tactics
  Tactics
  Tactics
  Tactics: At this APL, Malachite sends 2 dread wraiths 
  and 6 normal wraiths. Rather than coming through the 
  doors, the wraiths will come out of the floors, walls and 
  ceilings, making full use of their incorporeal 
  advantages. The innkeeper, his wife and daughter 
  bring the final total to 9 wraiths. 
  Dread Wraiths:
  Dread Wraiths:
  Dread Wraiths:
  Dread Wraiths: Large Undead; CR 12; HD 16d12; hp 
  136; Init +13; Spd Fly 60 ft (12 squares, good); AC 25 (-1 
  size, +9 Dex, +7 deflection) touch 25, flat-footed 16; 
  Base Atk +8; Grapple -; Atk Incorporeal Touch +16 
  melee (2d6 plus 1d8 Constitution drain); Full Atk 
  Incorporeal Touch +16 melee (2d6 plus 1d8 
  Constitution drain); Size/Reach 10 ft./10 ft.; SA 
  Constitution Drain, Create Spawn; SQ Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Darkvision 60 ft, Daylight 
  Powerlessness, Incorporeal Traits, Lifesense 60 ftl, 
  Undead Traits, Unnatural Aura; AL LE; SV Fort +5, Ref 
  +14, Will +14; Str -, Dex 28, Con -, Int 17, Wis 18, Cha 
  24;  
   
  Skills and Feats: Diplomacy +9, Hide +24, 
  intimidate +26, Knowledge (religion) +22, Listen +25, 
  Search +22, Sense Motive +23,  Spot +25, Survival +4 
  (+6 following tracks);  Alertness, Blind-Fight, Combat 
  Reflexes, Dodge, Improved Initiative, Improved 
  Natural Attack (incorporeal touch), Mobility, Spring 
  Attack. 
  Lifesense (Su):
  Lifesense (Su):
  Lifesense (Su):
  Lifesense (Su): A dread wraith notices and locates 
  living creatures within 60 feet, just as if it had the 
  blindsight ability. It also senses the strength oftheir life 
  force automatically, as if it had cast deathwatch. 
  Constitution Drain (Su):
  Constitution Drain (Su):
  Constitution Drain (Su):
  Constitution Drain (Su): Living creatures hit by a 
  dread wraith’s incorporeal touch must make a DC 25 
  Fortitude save or take 1d8 points of Constitution drain. 
  The save DC is Charisma-based. On each such 
  successful attack the dread wraith gains 5 temporary 
  hit points. 
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su):
  Create Spawn (Su): Any humanoid slain by a dread 
  wraith becomes a normal wraith in 1d4 rounds. Its 
  body remains intact and inanimate, but its spirit is torn 
  free from the corpse and transformed. Spawn are 
  under the command of the wraith that created them 
  and remain enslaved unitl death. They do not possess 
  the abilities they had in life. The dread wraiths will do 
  this 
  to 
  the 
  innkeeper, 
  his 
  wife 
  and 
  their 
  daughter/waitress downstairs before attacking the 
  party, so there will be a total of nine normal wraiths 
  joining in the attack. 
  Daylight Powerlessness (Ex):
  Daylight Powerlessness (Ex):
  Daylight Powerlessness (Ex):
  Daylight Powerlessness (Ex): Wraiths are utterly 
  powerless in natural sunlight (not spells) and flee from 
  it. 
  Unnatural Aura (Su):
  Unnatural Aura (Su):
  Unnatural Aura (Su):
  Unnatural Aura (Su): Animals, both wild and 
  domesticated can sense the unnatural presence of a 
  wraith at a distance of 30 feet. They will not willingly 
  approach and will panic if forced to do so. They remain 
  panicked as long as they are within that range. 
  Wraiths:
  Wraiths:
  Wraiths:
  Wraiths: Medium Undead; CR 6; HD 5d12; hp 42; Init 
  +7; Spd Fly 60 ft (12 squares, good); AC 15 (+3 Dex, +2 
  deflection) touch 13, flat-footed 12; Base Atk +2; 
  Grapple -; Atk Incorporeal Touch +5 melee (1d4 plus 
  1d6 Constitution drain); Full Atk Incorporeal Touch 
  +5 melee (1d4 plus 1d6 Constitution drain); SA 
  Constitution Drain, Create Spawn; SQ Bolster 
  Resistance (Turn Resistance +4), Corpse Crafter (STR 
  +4, +2 hp per HD), Darkvision 60 ft, Daylight 
  Powerlessness, Incorporeal Traits, Undead Traits, 
  Unnatural Aura; AL LE; SV Fort +1, Ref +4, Will +6; Str 
  -, Dex 16, Con -, Int 14, Wis 14, Cha 15;  
   
  Skills and Feats: Diplomacy +6, Hide +11, 
  Intimidate +10, Listen +12, Search +10, Sense Motive 
  +8,  Spot +12, Survival +2 (+4 following tracks);  
  Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative. 
  Constitution Dra
  Constitution Dra
  Constitution Dra
  Constitution Drain (Su):
  in (Su):
  in (Su):
  in (Su): Living creatures hit by a 
  wraith’s incorporeal touch must make a DC 14 
  Fortitude save or take 1d6 points of Constitution drain. 
  The save DC is Charisma-based. On each such 
  successful attack the dread wraith gains 5 temporary 
  hit points. 
  Create Spa
  Create Spa
  Create Spa
  Create Spawn (Su):
  wn (Su):
  wn (Su):
  wn (Su): Any humanoid slain by a wraith 
  becomes a normal wraith in 1d4 rounds. Its body 
  remains intact and inanimate, but its spirit is torn free 
  from the corpse and transformed. Spawn are under the 
  command of the wraith that created them and remain 
  enslaved unitl death. They do not possess the abilities 
  they had in life.  
  Daylight Powerlessness (Ex):
  Daylight Powerlessness (Ex):
  Daylight Powerlessness (Ex):
  Daylight Powerlessness (Ex): Wraiths are utterly 
  powerless in natural sunlight (not spells) and flee from 
  it. 
  Unnatural Aura (Su):
  Unnatural Aura (Su):
  Unnatural Aura (Su):
  Unnatural Aura (Su): Animals, both wild and 
  domesticated can sense the unnatural presence of a 
  wraith at a distance of 30 feet. They will not willingly 
  approach and will panic if forced to do so. They remain 
  panicked as long as they are within that range. 
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba
  Encounter 10 I’m Ba----ack!
  ack!
  ack!
  ack!    
      
      
      
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie:
  Enhanced Zombie: Medium Undead; CR 2; HD 
  6d12+3; hp 42; Init 0; Spd 30 ft (6 squares); AC 15 (+5 
  natural) touch 10, flat-footed 15; Grapple +6; Atk Slam 
  +6 melee (1d6+3); Full Atk Slam +6 melee (1d6+1); SQ 
  Single Actions Only, Damage Reduction 5/slashing, 
  Darkvision 60 ft, Undead Traits; AL NE; SV Fort +2, 
  Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 
  1;  
   
  Feat: Toughness. 
   
  
  URC5-06 Rising Sons 
   
  Page 41 
  Appendix 6: New Rules
  Appendix 6: New Rules
  Appendix 6: New Rules
  Appendix 6: New Rules
  Feats from Libris Mortis
  Feats from Libris Mortis
  Feats from Libris Mortis
  Feats from Libris Mortis    
      
      
      
  Daunting Presence:
  Daunting Presence:
  Daunting Presence:
  Daunting Presence: As a standard action the wight 
  can make an awe attack against one opponent DC 22. 
  Failing the save leaves the victim shaken for 10 
  minutes.  
   
  Being shaken, a character takes a -2 penalty on 
  attack rolls, saving throws, skill checks and ability 
  checks. 
  Death Master:
  Death Master:
  Death Master:
  Death Master: Whenever the slaughter wight 
  successfully crits with its slam attack against a living 
  foe, the victim is also shaken for 10 rounds. 
  Eviscerator:
  Eviscerator:
  Eviscerator:
  Eviscerator: 
  Whenever 
  the 
  slaughter 
  wight 
  successfully crits with its slam attack against a living 
  foe, all creatures allied to that foe within 30 feet are 
  also shaken for 10 rounds. 
  Improved Toughness
  Improved Toughness
  Improved Toughness
  Improved Toughness: The slaughter wight gains hit 
  points equal to its Hit Dice. 
  Spell from Libris Mortis
  Spell from Libris Mortis
  Spell from Libris Mortis
  Spell from Libris Mortis    
      
      
      
  Ghoul Glyph: 
  Ghoul Glyph: 
  Ghoul Glyph: 
  Ghoul Glyph: This spell has a 1-minute casting time. 
  The caster inscribes a glyph that paralyzes any living 
  creature that enters, passes, or opens the warded area. 
  The glyph can be scribed to glow faintly or be invisible. 
  When activated the subject is paralyzed for 1d6+2 
  rounds. Additionally, unless they make a Fortitude 
  save, the subject radiates a carrion stench that causes 
  retching and nausea in a 10 ft. radius. Those in the 
  radius must make Fortitude saves at -2 or take a -2 
  penalty on all attack rolls, weapon damage rolls, saving 
  throws, skill checks and ability checks until the spell 
  ends. Only one ghoul glyph can be inscribed in a single 
  5-foot square. 
  New Monsters
  New Monsters
  New Monsters
  New Monsters    
      
      
      
      
  Bleakb
  Bleakb
  Bleakb
  Bleakborn (Encounter Seven)
  orn (Encounter Seven)
  orn (Encounter Seven)
  orn (Encounter Seven) from Libris Mortis, pg 
  86. 
  This frigid corpse is so cold that it is frosted with icy 
  crystals. Sensing the warmth of life, it shambles eagerly 
  toward its victims. Its eyes reflect the vacuum of the 
  void, its touch chills to the bone, and its very presence 
  seems to drain the heat from your pores. 
  When inactive, a bleakborn appears to be nothing but a 
  humanoid corpse, slain either by bitterly cold 
  conditions (or if in a warmer environment, as if by a 
  magical cold attack so potent that the corpse still 
  sparkles with ice crystals). However, whenever any 
  living creature comes to within 30 feet of an inactive 
  bleakborn, the warmth and life of the interloper revive 
  the undead creature, giving it purpose and a icy 
  semblance of life. 
   
  Bleakborns are also referred to as Moil zombies in 
  some lesser-known tomes about undead, in supposed 
  reference to the cursed city in which they first arose. A 
  bleakborn is not marked by direct violence; rather it 
  looks like a humanoid that has been flash-frozen, with 
  discoloration and some ruptured flesh showing here 
  and there. 
   
  A bleakborn stands a little over 6 feet tall and 
  weighs between 150 and 230 pounds. 
   
  Bleakborns speak Common and their own 
  language (called Moilian). 
  Tactics: 
  Tactics: 
  Tactics: 
  Tactics: A bleakborn actively moves toward living 
  creatures, attempting to keep them within range of its 
  heat-draining aura. If possible, a bleakborn pummels a 
  living creature with its ice-cold limbs, hoping to 
  deprive its victim of all warmth and life. 
  Boneclaw (Encounter One)
  Boneclaw (Encounter One)
  Boneclaw (Encounter One)
  Boneclaw (Encounter One) from Monster Manual 
  III, pg 17. 
  This large skeletal humanoid’s claw-like fingers are at 
  least two feet long. Worse, the selnder, knife-sharp 
  claws contract and extend in length from moment to 
  momentk sometimes instantly reaching a length of 10 
  or more feet, before slowly contracting. 
  Boneclaws are bloodthirsty undead that enjoy using 
  their extendable claws to bring death to the living. The 
  lore of the dead does not reveal from what dark 
  necromancer’s laboratory or fell nether plane 
  boneclaws entered the world. Perhaps they merely 
  “evolved” from lesser forms. 
   
  The boneclaw is an intelligent skeletal undead 
  that possesses exceptional control over the length of its 
  claws. At will, a boneclaw can extend one or two of its 
  finger-claws out to a distance of 20 feet, neatly 
  skewering fleshy creatures that stand in the way. 
   
  A boneclaw stands about 8 feet tall and weighs 
  about 300 pounds. 
   
  Boneclaws speak Common and Abyssal. 
  Tacticts: 
  Tacticts: 
  Tacticts: 
  Tacticts: A boneclaw likes to get the drop on its 
  enemies, especially when its fos are still at range, 
  surprising them with an attack of opportunity by 
  extending its claws as its enemies close to melee range. 
  With its Combat Reflexes, this can occur often within 
  the same fight. 
   
  A boneclaw normally attacks using its Power 
  Attack feat, taking a –2 penalty on its attack rolls and 
  gaining a +2 bonus on damage rolls. 
  Deathlock (Encounter One)
  Deathlock (Encounter One)
  Deathlock (Encounter One)
  Deathlock (Encounter One) from Libris Mortis, pg 
  94. 
  Skeletally thin, this figure wears a dramatic cloak 
  fringed with magical sigils. Its cadaverous eyes sizzle 
  
  URC5-06 Rising Sons 
   
  Page 42 
  with cursed power, and deadly spells dance on its 
  fingertips. 
  Deathlocks are undead born of the corpses of powerful 
  spellcasters whose remains are so charged with magic 
  that they are unable to lie quiet in the grave. Animate, 
  but shorn of the spirit that once ruled their forms, 
  deathlocks seek to bring all those they meet into an 
  intimate embrace with death. Only their knowledge of 
  spellcasting remains, though twisted and changed. 
   
  Sometimes deathlocks retain a single shred of 
  memory from their former spirits. If the recollection 
  was dear to the spirit that once inhabited the now 
  shrivled and blasted body of the deathlock, the 
  creature usually seeks out the source of that memory, 
  hoping to destroy it, compromise it, or undo the deeds 
  associated with it. 
   
  Deathlocks stand between 5-1/2 and 6-1/2 feet tall 
  and weight between 100 and 120 pounds. 
   
  Deathlocks speak Common, Abyssal, and Infernal. 
  Tactics:
  Tactics:
  Tactics:
  Tactics: A deathlock prefers to use its spell-like 
  abilities from a distance, disdaining melee. Thus, it can 
  also use inflict minor wounds to heal itself. 
  Entomber (E
  Entomber (E
  Entomber (E
  Entomber (Encounter One)
  ncounter One)
  ncounter One)
  ncounter One) from Libris Mortis, pg 
  97. 
  This shrunken and disfigured humanoid carcass moves 
  under the power of its own animation though the 
  details of its shape are blurred beneath a coating of 
  filth and grave dirt. 
  Entombers are undead animated by necromancers who 
  prefer to leave the dirty work to their servants. The 
  entombers are perfect for putting bodies in the ground, 
  or bringing them out, depending on the needs of their 
  masters. They usually inhabit cemeteries, catacombs, 
  or other places where many corpses might be found. 
  Unless specifically commanded otherwise, entombers 
  treat all living creatures as subjects for their entombing 
  power. 
   
  Entombers are filthy, streaked with dirt, and 
  sometimea even bits of desiccated fleash (not their 
  own), jewelry, and other small bits taken from the 
  bodieas they exhume or entomb. They stink of both 
  carrion and embalming alchemical fluids. Closer 
  scrutiny reveals their lips are sewn shut. 
   
  Most entombers are about 6 feet tall and weight 
  about 160 pounds. 
   
  Entombers understand Common, but their lips 
  are sewn shut, so they cannot speak. 
  Tactics: 
  Tactics: 
  Tactics: 
  Tactics: In melee combat, an entomber’s fist is a 
  powerful weapon. However, the fear associated with 
  entombers is more due to their ability to entomb foes 
  with their attack. 
  Plague Blight 
  Plague Blight 
  Plague Blight 
  Plague Blight (Encounter One)
  (Encounter One)
  (Encounter One)
  (Encounter One) from Libris Mortis, 
  pg 115. 
  Soft and putrescent, this creature’s form is wrapped in 
  tight circles of cloth, though bloated, swollen tissue 
  still seeps through. The odor of this creature goes 
  beyond the stink of carrion; the putrefaction of its 
  body is like a physical force that moves before it. 
  Plauge blights are animated corpses of humanoids who 
  died from plague or rotl In undeath, they seek to 
  putrify all that is pure. They are wily and may attempt 
  to trick their victims into allowing themselves to get 
  close enough to touch. 
   
  Plague blights speak whatever languages they 
  spoke before being claimed by plague, plus Common. 
  Tactics:
  Tactics:
  Tactics:
  Tactics: In melee combat, the stench of plague blight 
  sickens its opponents. Far worse is its touch, which 
  brings on a terrible wasting disease in its victims, 
  rotting the flesh in seconds and sending tendrils of 
  dead flesh ever inward toward the heart. 
   
  A plague blight’s natural weapons, as well as any 
  weapons it wields, are treated as evil-aligned for 
  purpose of overcoming damage reduction. 
  Slaughter Wight (Encounters One and Seven)
  Slaughter Wight (Encounters One and Seven)
  Slaughter Wight (Encounters One and Seven)
  Slaughter Wight (Encounters One and Seven) from 
  Libris Mortis, pg 121. 
  A slender, wiry corpse moves toward you, supernatural 
  agility obvious in its motions. Its leathery, desiccated 
  flesh ripples across its body, tolerant of the creature’s 
  quick movements despite being lifeless parchment. 
  Slaughter wights are undead that have been specially 
  touched by dark gods, endowing them with a vicious 
  hatred of life that goes beyond that of simple walking 
  dead. A slaughter wight’s appearance is an exaggerated 
  and horrifying effigy of the form it had in life. 
   
  Though sometimes found lurking in barrows, 
  more often slaughter wights skulk through the 
  nighttime streets of large cities seeking to fulfill an 
  ordeer or contract on a living human target. After all, 
  slaughter wights make exceptional assassins. 
   
  A slaughter wight is about the height and weight 
  of a human. 
   
  Slaughter wights speak Common. 
  Tactics: 
  Tactics: 
  Tactics: 
  Tactics: Slaughter wights are deadly combatants, not 
  only because of their supernaturally strong blows and 
  ability to drain life from their foes, but also because of 
  their special knowledge that allows them to deal and 
  master death (see feats). 
   
  A slaughter wight normally attacks using its 
  Power Attack feat, taking a –5 penalty on its attack rolls 
  and gaining +5 bonus on damage rolls. 
  
  URC5-06 Rising Sons 
   
  Page 43 
  Spawn of Kyuss (Encounter Seven)
  Spawn of Kyuss (Encounter Seven)
  Spawn of Kyuss (Encounter Seven)
  Spawn of Kyuss (Encounter Seven) from Monster 
  Manual II, pg 186 
  Spawn of Kyuss are disgusting undead creatures 
  created by Kyuss, a powerful evil cleric turned 
  demigod. Completely mad, the spawn of Kyuss wander 
  caverns, crypts, and sometimes the open countryside 
  searching for victims. 
   
  A spawn of Kyuss looks like a well-rotted zombie. 
  Only once the monster is within 20 feet do the 
  writhing, green worms crawling in and out of its skull 
  orifices become apparent. A spawn of Kyuss is usually 
  clad in rotted clothing, though a rare few wear 
  decaying pieces of armor. 
   
  A cleric of 16th level or higher may use a create 
  greater undead spell to create new spawn of Kyuss. 
  This process requires maggots from the corpse of a 
  diseased creature in addition to the normal material 
  components. 
   
  Spawn of Kyuss split into multiple groups when 
  creating their own spawn, and it is rare to encounter 
  more than three of them together. Occasionally a 
  larger creature falls under the curse of a spawn of 
  Kyuss and follows it as a normal zombie (see special 
  abilities). 
  Tactics:
  Tactics:
  Tactics:
  Tactics: Unlike zombies, spawn of Kyuss are not 
  limited to partial actions, and they are intelligent 
  enough to pretend that they have restricted movement 
  until ready to attack. They normally use their fear auras 
  to scatter victims, then gang up on individuals until 
  they have caught all opponents. 
  Vasuthant (Encounter Three)
  Vasuthant (Encounter Three)
  Vasuthant (Encounter Three)
  Vasuthant (Encounter Three) from Monster Manual 
  III, pg 182. 
  A spherical cloud of impenetrable darkness floats 
  toward you. As it draws near, black tendrils reach out 
  from the cloud’s opaque core. 
  Vasuthants are shadowy, undead abominations. These 
  life-hungry creatures vary greatly in size and power, 
  each one growing larger as it sucks in more life energy. 
  Smaller vasuthants appear as shadowy clouds, while 
  larger varieties are colossal spheres of pitch-black 
  nothingness that can suck up nearby light, sap 
  strength, and manipulate gravity and time. Vasuthants 
  possess immunity or resistance to most forms of 
  energy. 
   
  A Small vasuthant is about 2 feet in diameter. As it 
  advances in Hit Dice and becomes larger, its diameter 
  increases to 5 feet at Medium size, 10 feet at Large size, 
  15 feet at Huge size, 20 feet at Gargantuan size, and 30 
  feet at Colossal size. Vasuthants are weightless and 
  know no languages. 
   
  Tactics:
  Tactics:
  Tactics:
  Tactics: A vasuthant desires to feed off the 
  positive energy of every living thing it encounters. In 
  every round, the creature attempts to use its improved 
  grab ability to initiate an enervating crush attack. 
   
  
  URC5-06 Rising Sons 
   
  Page 44 
  Player Handout One 
  Player Handout One 
  Player Handout One 
  Player Handout One –––– Translated
   Translated
   Translated
   Translated    
      
      
   
  Player Handout Two 
  Player Handout Two 
  Player Handout Two 
  Player Handout Two –––– Untr
   Untr
   Untr
   Untranslated
  anslated
  anslated
  anslated    
  
  URC5-06 Rising Sons 
   
  Page 45 
  Player Handout Three: 
  Player Handout Three: 
  Player Handout Three: 
  Player Handout Three:     
  The New Map of the County of Urnst
  The New Map of the County of Urnst
  The New Map of the County of Urnst
  The New Map of the County of Urnst    
   
  
  URC5-06 Rising Sons 
   
  Page 46 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4:     
  Agent A’s Notes
  Agent A’s Notes
  Agent A’s Notes
  Agent A’s Notes    
   
  With luck, this will not fall into the hands of the Enemy. I fear I will not survive this mission, so I have hidden my final 
  report inside my own body. If you are reading this, it will mean I was successful in causing my own demise at the hands 
  of agents of the County intelligent enough to know what to do next. 
  My fears have been realized. The Lich Malachite has narrowed the location of one of the remaining pieces of the Charn 
  Armor, Jorvive’s Shield, to a few possible locations. If he can put all the pieces together, he plans on giving them to his 
  greatest death knight, believing he will then be unbeatable. He has amassed a huge force of undead and excavations are 
  underway even as I write this. It will take a major coordinated effort to push through his forces and seize the item 
  before he reaches it. The item lies buried somewhere beneath the Temple of Zodal that lies on the road between 
  Brotton and High Mardreth.  
  Additionally, I have learned of two other threats. If nothing is done to stop him, Malachite intends to launch a massive 
  attack all across the County on the 5th of Patchwall, just a week before the Contessa’s Birthday. To accomplish this he 
  will be sending forays repeatedly against each town to kill the citizens, to gather more corpses to swell his army’s 
  numbers and to create a climate of fear everywhere. 
  This is only the surface of his plan. His true attack will be in the form of a devastating plague. It is my belief that he has 
  already begun spreading it across the land and his attacks on the towns are really intended only to verify how quickly 
  the plague has spread.  
  I pray this mission falls under the hazardous field agent clause, for the constant exposure to dead things has had an 
  effect on my mind. Otherwise, I hope my family will someday understand. 
   
  Agent A. 
   
   
  
  URC5-06 Rising Sons 
   
  Page 47 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4:     
  Agent B’s Notes
  Agent B’s Notes
  Agent B’s Notes
  Agent B’s Notes    
   
  With luck, this will not fall into the hands of the Enemy. I fear I will not survive this mission, so I have hidden my final 
  report inside my own body. If you are reading this, it will mean I was successful in causing my own demise at the hands 
  of agents of the County intelligent enough to know what to do next. 
  My fears have been realized. The Lich Malachite has narrowed the location of one of the remaining pieces of the Charn 
  Armor, Esselgard’s Gauntlet, to a few possible locations. If he can put all the pieces together, he plans on giving them to 
  his greatest death knight, believing he will then be unbeatable. He has amassed a huge force of undead and excavations 
  are underway even as I write this. It will take a major coordinated effort to push through his forces and seize the item 
  before he reaches it. The item lies buried somewhere beneath the Franzspires along the Franz River north of Kerrinn.  
  Additionally, I have learned of two other threats. If nothing is done to stop him, Malachite intends to launch a massive 
  attack all across the County on the 5th of Patchwall, just a week before the Contessa’s Birthday. To accomplish this he 
  will be sending forays repeatedly against each town to kill the citizens, to gather more corpses to swell his army’s 
  numbers and to create a climate of fear everywhere. 
  This is only the surface of his plan. His true attack will be in the form of a devastating plague. It is my belief that he has 
  already begun spreading it across the land and his attacks on the towns are really intended only to verify how quickly 
  the plague has spread.  
  I pray this mission falls under the hazardous field agent clause, for the constant exposure to dead things has had an 
  effect on my mind. Otherwise, I hope my family will someday understand. 
   
  Agent B. 
  
  URC5-06 Rising Sons 
   
  Page 48 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4:     
  Agent C’s Notes
  Agent C’s Notes
  Agent C’s Notes
  Agent C’s Notes    
   
  With luck, this will not fall into the hands of the Enemy. I fear I will not survive this mission, so I have hidden my final 
  report inside my own body. If you are reading this, it will mean I was successful in causing my own demise at the hands 
  of agents of the County intelligent enough to know what to do next. 
  My fears have been realized. The Lich Malachite has narrowed the location of one of the remaining pieces of the Charn 
  Armor, the Cloak of Sharod’s Gate, to a few possible locations. If he can put all the pieces together, he plans on giving 
  them to his greatest death knight, believing he will then be unbeatable. He has amassed a huge force of undead and 
  excavations are underway even as I write this. It will take a major coordinated effort to push through his forces and 
  seize the item before he reaches it. The item lies buried somewhere in a sunken series of caves along the banks of the 
  Artonsamay, north of Dominion. 
  Additionally, I have learned of two other threats. If nothing is done to stop him, Malachite intends to launch a massive 
  attack all across the County on the 5th of Patchwall, just a week before the Contessa’s Birthday. To accomplish this he 
  will be sending forays repeatedly against each town to kill the citizens, to gather more corpses to swell his army’s 
  numbers and to create a climate of fear everywhere. 
  This is only the surface of his plan. His true attack will be in the form of a devastating plague. It is my belief that he has 
  already begun spreading it across the land and his attacks on the towns are really intended only to verify how quickly 
  the plague has spread.  
  I pray this mission falls under the hazardous field agent clause, for the constant exposure to dead things has had an 
  effect on my mind. Otherwise, I hope my family will someday understand. 
   
  Agent C. 
  
  URC5-06 Rising Sons 
   
  Page 49 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4:     
  Agent D’s
  Agent D’s
  Agent D’s
  Agent D’s Notes
   Notes
   Notes
   Notes    
   
  With luck, this will not fall into the hands of the Enemy. I fear I will not survive this mission, so I have hidden my final 
  report inside my own body. If you are reading this, it will mean I was successful in causing my own demise at the hands 
  of agents of the County intelligent enough to know what to do next. 
  My fears have been realized. The Lich Malachite has narrowed the location of one of the remaining pieces of the Charn 
  Armor, the Helm of Blianc, to a few possible locations. If he can put all the pieces together, he plans to give them to his 
  greatest death knight, believing he will then be unbeatable. He has amassed a huge force of undead and excavations are 
  underway even as I write this. It will take a major coordinated effort to push through his forces and seize the item 
  before he reaches it. The item lies buried somewhere beneath a ruined tower on the south edge of the Copperwood. 
  Additionally, I have learned of two other threats. If nothing is done to stop him, Malachite intends to launch a massive 
  attack all across the County on the 5th of Patchwall, just a week before the Contessa’s Birthday. To accomplish this he 
  will be sending forays repeatedly against each town to kill the citizens, to gather more corpses to swell his army’s 
  numbers and to create a climate of fear everywhere. 
  This is only the surface of his plan. His true attack will be in the form of a devastating plague. It is my belief that he has 
  already begun spreading it across the land and his attacks on the towns are really intended only to verify how quickly 
  the plague has spread.  
  I pray this mission falls under the hazardous field agent clause, for the constant exposure to dead things has had an 
  effect on my mind. Otherwise, I hope my family will someday understand. 
   
  Agent D. 
  
  URC5-06 Rising Sons 
   
  Page 50 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4:     
  Agent E’s Notes
  Agent E’s Notes
  Agent E’s Notes
  Agent E’s Notes    
   
  With luck, this will not fall into the hands of the Enemy. I fear I will not survive this mission, so I have hidden my final 
  report inside my own body. If you are reading this, it will mean I was successful in causing my own demise at the hands 
  of agents of the County intelligent enough to know what to do next. 
  My fears have been realized. The Lich Malachite has narrowed the location of one of the remaining pieces of the Charn 
  Armor, the Master’s Pike to a few possible locations. If he can put all the pieces together, he plans on giving them to his 
  greatest death knight, believing he will then be unbeatable. He has amassed a huge force of undead and excavations are 
  underway even as I write this. It will take a major coordinated effort to push through his forces and seize the item 
  before he reaches it. The item lies hidden in ancient catacombs beneath the cellar of an abandoned inn, the Skull 
  Duggery, west of Esselgard. 
  Additionally, I have learned of two other threats. If nothing is done to stop him, Malachite intends to launch a massive 
  attack all across the County on the 5th of Patchwall, just a week before the Contessa’s Birthday. To accomplish this he 
  will be sending forays repeatedly against each town to kill the citizens, to gather more corpses to swell his army’s 
  numbers and to create a climate of fear everywhere. 
  This is only the surface of his plan. His true attack will be in the form of a devastating plague. It is my belief that he has 
  already begun spreading it across the land and his attacks on the towns are really intended only to verify how quickly 
  the plague has spread.  
  I pray this mission falls under the hazardous field agent clause, for the constant exposure to dead things has had an 
  effect on my mind. Otherwise, I hope my family will someday understand. 
   
  Agent E. 
  
  URC5-06 Rising Sons 
   
  Page 51 
  Player Handout: 
  Player Handout: 
  Player Handout: 
  Player Handout:     
  Agent F’s Notes
  Agent F’s Notes
  Agent F’s Notes
  Agent F’s Notes    
   
  With luck, this will not fall into the hands of the Enemy. I fear I will not survive this mission, so I have hidden my final 
  report inside my own body. If you are reading this, it will mean I was successful in causing my own demise at the hands 
  of agents of the County intelligent enough to know what to do next. 
  My fears have been realized. The Lich Malachite has narrowed the location of one of the remaining pieces of the Charn 
  Armor, the Wraithkeep Girdle, to a few possible locations. If he can put all the pieces together, he plans on giving them 
  to his greatest death knight, believing he will then be unbeatable. He has amassed a huge force of undead and 
  excavations are underway even as I write this. It will take a major coordinated effort to push through his forces and 
  seize the item before he reaches it. The item lies buried somewhere beneath the Tears of Obad-Hai on the Trigol Plain. 
  Additionally, I have learned of two other threats. If nothing is done to stop him, Malachite intends to launch a massive 
  attack all across the County on the 5th of Patchwall, just a week before the Contessa’s Birthday. To accomplish this he 
  will be sending forays repeatedly against each town to kill the citizens, to gather more corpses to swell his army’s 
  numbers and to create a climate of fear everywhere. 
  This is only the surface of his plan. His true attack will be in the form of a devastating plague. It is my belief that he has 
  already begun spreading it across the land and his attacks on the towns are really intended only to verify how quickly 
  the plague has spread.  
  I pray this mission falls under the hazardous field agent clause, for the constant exposure to dead things has had an 
  effect on my mind. Otherwise, I hope my family will someday understand. 
   
  Agent F. 
  
  URC5-06 Rising Sons 
   
  Page 52 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4: 
  Player Handout 4:     
  Agent G’s Notes
  Agent G’s Notes
  Agent G’s Notes
  Agent G’s Notes    
   
  With luck, this will not fall into the hands of the Enemy. I fear I will not survive this mission, so I have hidden my final 
  report inside my own body. If you are reading this, it will mean I was successful in causing my own demise at the hands 
  of agents of the County intelligent enough to know what to do next. 
  My fears have been realized. The Lich Malachite has narrowed the location of the remaining pieces of the Charn Armor 
  to a few locations. If he can put all the pieces together, he plans on giving them to his greatest death knight, believing 
  he will then be unbeatable. He has amassed a huge force of undead and excavations are underway even as I write this. It 
  will take a major coordinated effort to push through his forces and seize the items before he finds them. The items lie 
  buried somewhere  
  1. beneath the Temple of Zodal that lies on the road between Brotton and High Mardreth. 
  2. under the pillars of … near the ruins of the Crystal Springs 
  3. in a sunken series of caves along the banks of the Artonsamay, north of Dominion 
  4. locked under a ruined tower on the south edge of the Copperwood   
  5. hidden in catacombs beneath an abandoned inn, the Skull Duggery, west of Esselgard 
  6. or below the Tears of Obad-Hai on the Trigol Plain 
  Additionally, I have learned of two other threats. If nothing is done, Malachite intends to launch a massive attack all 
  across the County on the 5th of Patchwall, just a week before the Contessa’s Birthday. To accomplish this he will be 
  sending forays repeatedly against each town to kill the citizens, to gather more corpses to swell his army’s numbers and 
  to create a climate of fear everywhere. 
  This is only the surface of his plan. His true attack will be in the form of a devastating plague. It is my belief that he has 
  already begun spreading it across the land and his attacks on the towns are really intended only to verify how quickly 
  the plague has spread.  
  I pray this mission falls under the hazardous field agent clause, for the constant exposure to dead things has had an 
  effect on my mind. Otherwise, I hope my family will someday understand. 
   
  Agent G. 
      
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/County of Urnst/URC5-06 - Rising Sons.pdf