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Thomas Mahn (Order #36087494)

THE DUSKWALKER'S
DUE

INTRODUCTION 3

PLAYING A SOLO ADVENTURE 5

YOUR CHARACTER: TARKLO DIRGE 9

TOMB MAP 10

THAVELSHENK'S TOMB 11

AUTHOR: RON LUNDEEN


CARTOGRAPHY: D YSON LOGOS
ART: THE FORGE STUDIOS

Thomas Mahn (Order #36087494)


INTRODUCTION

You are Tarklo Dirge, a wanderer and sword- Dirge, deceased thirty-one years ago, returned
for-hire. You are one of a rare group of people to the boneyard, and recycled into Tarklo
called duskwalkers, ashen-colored humanoids Dirge.”
who guard the cycles of life and death. You Unfortunately, that all sounded right.
have put more unquiet souls to rest than you You’re 31 years old, give or take, and that’s
care to count, and you are often overwhelmed your name.
by the enormity of the task ahead of you: the
world is filled with so many of the shambling “I don’t owe the psychopomps anything,”
dead and haunting spirits that you fear you’ll you grumbled.
never know any life other than returning the “Ah, technically you don’t owe me,
dead to their proper repose. Monody, anything. But you owe the
That is, if you don’t starve first. Even a psychopomps everything,” insisted the nosoi.
duskwalker must eat. Earning the coin to do so “For now, I’m to identify a particular tomb and
means taking odd jobs that ordinary people let you know that its primary inhabitant, a
are too timid or ill-equipped to handle. So you woman named Imogrin Thavelshenk, has
drift from town to town, solving problems to slipped the cycle of souls and returned as an
earn your next meal and put the next soul to incorporeal undead. We need you to destroy
rest. her spirit so her soul can progress.”

Just outside the bustling river-town of You sighed, cast aside the apple core, and
Thaven, you had stopped for a well-earned ensured your hatchets were strapped to your
rest beneath an old apple tree. A voice from side. “Okay, where is this Thavelshenk tomb?”
above called your name. “I’ll show you myself,” said Monody,
“Tarklo Dirge, born of Ramnit Dirge?” settling his feathers with a bit more pomp that
called the voice. Looking up, you spied a large was warranted. “As I’m to accompany you on
crow wearing a leather mask, eyeing you with this significant task.”
interest: a nosoi psychopomp, courier and Great. Another mouth to feed.
scribe from the land where spirits go after
death. Psychopomps have some connection to MONODY
duskwalkers, but you’ve never cared to find
out what. You suspect learning more might You’ll be accompanied by a nosoi psychopomp
jeopardize the freedom you treasure. named Monody. A nosoi resembles a raven
with a leather mask reminiscent of a plague
“Tarklo Dirge, born of no one,” you replied doctor’s mask. Monody is a fussy pedant who
sullenly, wishing only to be left alone to finish does his best to stay out of fights. He virtually
your apple. never does what you would find useful or
“Ah, that’s not what the records say,” convenient, with two important exceptions.
insisted the nosoi. “Your soul fragment First, once per day Monody casts sound burst
originated from a duskwalker named Ramnit when and where you ask; you need to spend

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an action to request that he do so. Second, he
can use his Medicine skill to Treat Wounds on
you without needing healer’s tools. In case it
matters, Monody’s statistics are as follows.

Thomas Mahn (Order #36087494)


PLAYING A SOLO
ADVENTURE

This adventure is designed for solo play, pairs of monsters try to flank you if they can.
without a GM. Generally, you’ll read through Monsters don’t have any reason to hold back.
this adventure as you go, selecting your If you defeat monsters, they don’t reappear in
encounters from those available to you at each the room unless indicated otherwise.
point in the story. It’s is written to provide you
with a challenge, but most of the decisions YOU KNOW THE ADVENTURE
during the adventure are yours: where to go,
how to interact with the environment, and You have perfect knowledge of the adventure,
what happens when you do. You should keep particularly if you’re replaying it, and know
in mind this overarching rule when making where everything can be found. You’re still
your decisions: what would be the most fun bound by the result of your skill checks, and,
right now? Keep that in mind, and you won’t most importantly, you can only attempt
go wrong—even if your character doesn’t relevant checks once. If a treasure requires a
make it. successful DC 15 Perception check to locate,
and you only roll a 14, you can’t get the
A solo adventure brings the following treasure. You can’t keep trying again and again
special considerations that aren’t present in a until you find it! You know the treasure is
typical RPG. there, but your character does not, so you
should move on. The same goes for secret
ALL THE RULES ARE YOURS doors; if you fail the Perception check, your
You’re responsible for all the rules in the game, character can’t use the secret door, as the
and you’re not holding anyone up by stopping character doesn’t know it’s there.
the game to reference something you didn’t Even though the adventure provides you
know, like the range of sound burst or what a with the relevant map, you might want to
monster’s Improved Knockdown ability does. draw out the rooms you encounter on a
Feel free to learn! Experiencing the rules on battlemat or large sheet of graph paper and use
both sides of the game will make you a better miniatures to represent your character and any
player and GM. enemies, just as you might in a normal RPG.
As you move from room to room, go to the
YOU’RE ALSO THE MONSTERS appropriate room description indicated on the
map. You’re not likely to encounter all the
This means that you not only play the part of a rooms in order, and skipping around—even
character, but also all of the enemies you face. skipping around a lot—is fine.
During combat, you should roll for the
monsters as well as for your character, and
YOU ADJUDICATE ACTIONS
have them act as reasonably as you think they
would. Generally, this means attacking your Many of the actions you’ll take as a character
character in the most straightforward way in a solo adventure have set difficulties and
possible, using their best attacks. For example, specific effects. For example, if you attack a

Thomas Mahn (Order #36087494)


monster, your attack roll is made against the something heavy, jamming a door closed, or
monster’s AC, and you deduct your damage shoving your hand into acid to grab
from the monster’s Hit Points. The adventure something. If you’re reacting to something, like
will provide you with many opportunities for withstanding a wave of water, a Fortitude
using your skills against a particular DC, with saving throw is better than an Athletics check.
results set forth in the adventure. Crafting is best if you’re making anything.
However, there are many other things you The existing Crafting rules are pretty robust,
might want to try that aren’t specifically called but a Crafting check also works in a pinch for
out in the adventure. For these, you should jury-rigging something, like making a lasso out
pick a relevant skill or ability score, set a DC of vines or lashing logs together as a raft.
and a consequence, and determine the number Deception is not only good for directly
of actions required. lying to someone, but also for misdirecting
someone in a sneaky way, quickly sending
PICK A SKILL
someone off on a wild goose chase, keeping
Determine which skill seems most relevant to
your true intentions to yourself, or hinting that
the task at hand; if it’s not a skill you have,
you’re someone you aren’t. Keep in mind that
then you’ll make this check untrained using
bluffing your way through an entire dungeon
your ability score instead. Here are some
by pretending to be “just one of the guards”
suggestions for how to use skills beyond the
isn’t likely.
skill uses set forth in the Pathfinder Core
Rulebook. Diplomacy is usually the best default
choice for talking to someone, including
Acrobatics is a good choice for any check
convincing someone to stand down when you
requiring whole-body agility, such as swinging
clearly have the upper hand.
on a chandelier, sliding across a sheet of ice, or
rolling under a rapidly closing door. If you’re Intimidation is useful if you want to scare
reacting to something being done to you, like someone, and is also the best choice if you
avoiding falling over from some effect, a want to do something that’s intended to scare
Reflex saving throw is better than an someone, like construct a scary totem or put a
Acrobatics check. blood-soaked warning on a door.
Arcana is useful for noticing a magical Lore and Perception might be situationally
effect, or getting a hunch that some arcane appropriate, but since you’re reading the
magical effect is in the area. adventure, your character is assumed to have
more knowledge than usual, such as a
Athletics is the best choice for anything
monster’s abilities, weaknesses, intentions, and
involving physical prowess, such as lifting
so on. If there’s something that requires a
specific Lore check or a Perception check to
identify, the adventure says so.
Medicine is the most useful skill for
patching yourself up between fights, of course,
but it’s also the best choice for dealing with or
evaluating wounds on yourself or others.
Nature is a good choice for anything
involving knowledge or affinity with animals,
fey, or the natural world. Examples include
mounting an animal that doesn’t want to be
ridden or deciding which fungus tastes best. If

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this isn’t about something you’ve learned but even by an untrained novice (DC 10), requires
about general proficiency in the wild, Survival a little skill or familiarity (DC 15), requires a
is a better choice. moderate amount of skill or familiarity (DC
Occultism is useful for noticing curses or 20), requires an extraordinary amount of skill
magical effects on creatures, or convincing or familiarity (DC 30), or is something only a
someone you have mystical powers. few people would ever be able to do (DC 40). If
in doubt, you should use a DC of 20. You can
Performance is a good choice when you also consider using the appropriate DC for
want to make an obvious distraction that your level, as set forth in the Pathfinder Core
involves noticing you and possibly copying Rulebook. Using this DC means a character of
you, like getting someone to join in a dance or your level is slightly more likely to succeed
getting them to lunge for you when there’s a than not, but note that this doesn’t mean your
hidden pit or danger in the way. If you’re specific character is more likely to succeed.
trying to be sneaky about misdirecting
someone, Deception or even Stealth are better You probably have something in mind for
options. successfully making the check; this often
means delaying some effect (by shoving a
Religion is useful for just about anything bookshelf against the door, the gnolls can’t get
involving faith, celestials, fiends, or undead. through until they shove the door open) or
Society is useful for combing an urban area imposing some condition (by spilling cooking
for information (without actually interacting grease on the floor, anyone rushing through
with anyone, which would be Diplomacy), the room is flat-footed and slowed 1. A success
rearranging things in an urban setting to look shouldn’t take any combatant entirely out of a
innocuous (like moving a hay wagon under a fight or eliminate a danger completely, but a
high window you intend to leap from later), or critical success might.
faking most kinds of writing. You should also decide whether your check
Stealth is best for anything that involves has a consequence for failure. Sometimes, the
hiding you, an object, or another creature. situation you’re envisioning has an obvious
Survival is useful for manipulating a effect of failure. For example, if your
natural hazards like setting up a deadfall, Intimidation check to hang bark effigies from
finding the right moment at sundown to the trees to keep the lizardfolk at bay, the
launch an advantageous attack, or setting up lizardfolk aren’t impressed and just attack you.
obvious tracks to fool someone else. If it seems like a failure should give you
Thievery is a good choice for anything some damage or give you a debilitating
requiring hand-eye coordination, like condition, use the following guidelines.
threading a rope through a small hole, Damage: Failure does you 1d6 damage for
catching a small item that’s falling or rolling every 10 points of the DC. For example, failing
away, or opening a door without touching its an Acrobatics check to swing on a chandelier
latch. with a DC of 20 would deal you 2d6 damage.
Sometimes an attack roll is be a better The damage would be of the appropriate type
option than a skill, like if you want to cut a for the failed task. If you critically fail this
chain holding something up or shoot a flaming check, double the damage and apply some
arrow to start something on fire. appropriate debilitating condition to yourself
(like being prone).
SET A DC AND CONSEQUENCES Condition: You should give yourself a
To set the difficulty of a task: just decide condition with a value equal to 1 for every 10
whether you think the task could be attempted points of the DC. For example, failing an

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Athletics check to lift something heavy with a
DC of 30 might make you enfeebled 3. If
there’s no way to clear this condition (like
slowed or stunned, which go away on their
own, or sickened, which you clear by
retching), then it should last 1 round. On a
critical failure, the condition instead lasts
1d4+1 rounds.

DETERMINE THE ACTIONS


Most attempts only take a single action, but
some might be a longer activity that take 2 or 3
actions to resolve (or even multiple rounds or
minutes). Judge this based on the time you
think would be involved. You should also
determine whether the attempt has any
applicable traits, like Attack, Concentrate,
Manipulate, or Move, if they’re relevant. For
example, most attempts to physically impair
someone should have the Attack trait, which
makes a multiple attack penalty relevant if
performed during combat.

DANGER IS GREATER, BUT YOU CAN


RETRY!
As with any Pathfinder Second Edition game,
your character has a Hero Point to spend on
rerolling a die roll. You can also use Hero
Points to recover from dying by performing a
heroic recovery; if you don’t do so when
there’s still an active monster or danger in the
room, you die, and your adventure is over.
The adventure indicates when you gain more
Hero Points.
It’s possible that your character will die in
the dungeon before reaching the end. In this
case, you can simply try again, starting from
the beginning, with all the monsters and
dangers back in their places. If you want some
variety, you can create a character of your own
instead of using the one provided for you; just
make a normal character of the same level.
Some elements of the adventure might rely on
features the provided character has, like
darkvision or a good Athletics skill, so be
careful when doing this!

Thomas Mahn (Order #36087494)


YOUR CHARACTER:
TARKLO DIRGE

For this adventure, you’re playing a duskwalker ghost hunter named Tarklo Dirge. His statistics
are below. You’ll use these to fight foes, make skill checks, and do all the things you’d normally
do with a Pathfinder Second Edition character.

____________________________________________________________________________________

_____________________________________________________________________________
1
1

1
1

Thomas Mahn (Order #36087494)


Thomas Mahn (Order #36087494)
THAVELSHENK
TOMB

The tomb haunted by the spirit of Imogrin “Ah, here we are!” chirps Monody. “I
Thavelshenk is an ancient, crumbling structure know Thavelshenk’s ghost is in a sepulcher at
deep underground. The stone masonry that the far end of this hallway, past a pair of
once stood fast against time and decay is double doors. But she is powerful, perhaps too
failing, allowing rivulets of water, profusions powerful for you to defeat right away. There
of lichen, and a dank odor to permeate the are three icons of her life you should collect.
entire structure. Shadows pool thickly in The presence of each will weaken her grip on
corners and shift when you view them out of unlife, so you should carry as many of them as
the corner of your eye. The ceilings throughout you can find when you confront her. They are
the tomb are 10 feet high. a marble candlestick, a silver comb, and a
The marked doors are swollen with golden snuffbox. She liked her fine treasures,
moisture and hard to open; each requires a 1- apparently. You don’t need all of them, but the
round activity (three actions) to open up. They more of them you have, the better. I also have
remain open until closed, which is another 1- this map.”
round activity. With a shake of his head, Monody’s leather
There are three secret doors in the tomb, mask slips a bit and a piece of parchment
but your character doesn’t know they’re there. flutters out. The parchment is the map on page
You only spot them by Searching a room with 6. “I know there is a secret passage in the
a secret door and succeeding on a DC 20 tomb,” the nosoi admits, “but not how to
Perception check. The secret doors are tricky to access it. You’ll just have to keep your eyes
use; like the other doors, they take a 1-round open.”
activity to open. As the nosoi speaks, a rush of air and a
Only a few fitful everburning torches grinding noise comes from behind you. The
illuminate some of the tomb’s chambers, but enormous stone doors to the tomb swing shut,
that’s okay. You and Monody can both see in trapping you inside. They are far too heavy to
the dark.

A1. COLUMNED ENTRANCE


Stairs lead down deep into the earth. The
hallway at the bottom makes a gradual bend to
the right. A pair of wooden doors, swollen in
their frame, lead to the east. The hallway is
interrupted by a series of floor-to-ceiling
columns. Each depicts the same woman, a
haughty aristocrat looking down her nose with
undisguised contempt.

Thomas Mahn (Order #36087494)


move and far too thick to carve your way are ready with their weapons. They first cast
through. invisibility and fire their bola bolts. Whether or
“Ah, the tomb also has a defense against not they immobilize you, they cast enlarge and
intruders. I forgot to mention. The doors won’t enter combat with their light maces. Remember
open until Thavelshenk’s ghost is defeated. I’m that you can make an Escape DC with either
afraid we’re both stuck here until the task is your Acrobatics or Athletics skill: you’ll want
done.” to use Athletics.
You could wring the nosoi’s neck, but you
suspect you might need him before you’re
through.

SURVIVAL IN THE TOMB


You don’t have any supplies, and that apple
you ate already seems like hours ago. Each
time you want to get a full night’s rest in the
tomb, you must succeed at a DC 15 Survival
check to find enough to drink and eat. This DC
goes up by 5 each time you try. Your first
failure has no penalty. Your second failure
leaves you fatigued for the rest of the
adventure. On your third failure, you die and
your adventure is over. (Note that this replaces 1
the usual Subsist downtime mode activity.)
1
You can’t take downtime mode activities
while in the tomb. There just isn’t enough by
way of supplies or peace and quiet.

A2. SLIMY BALLROOM (MODERATE)


You heave open the doors to this room and are
surprised to find a large chamber decorated
like a ballroom. Tapestries on the walls might
have once been fine, but they’re covered with a
strange fungus that gives an unpleasant odor.
Some of these tapestries have been scraped Treasure: If you succeed at a DC 18 Nature
clean, their fungus collected in filthy buckets check, you realize the smelly fungus can be
beneath the tapestries. Several flagstones in the cooked into a foul-tasting brew that functions
floor have been pulled up to function as a as moderate eagle-eye elixir, and you prepare
crude fire pit. A small fire burns within it, one dose that you can use whenever you like.
casting long, strange shadows around the If you fail this Nature check, you’re certain the
room. fungus is inedible.
Creatures: Three duergar sharpshooters
are in this room, next to the fire pit. They’re A3. HALL (MODERATE)
obviously collecting the smelly fungus for This long hall has several alcoves. An alcove to
some purpose—the fire indicates that they’re the southwest contains a double door. The
cooking it, but it’s not clear what they’re trying most impressive double door, however, stands
to concoct with it. The duergar sharpshooters

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to the north. It bears the imperious image of
Imogrin Thavelshenk, arms held wide in
welcome but with a sneer on her face that F
belies this sentiment. Two columns stand in
the middle of this room, each covered with
several small holes no bigger around than a
halfling’s finger. You can just make out what
looks like a panel on the far side of the
northernmost pillar.
Hazard: This hall contains a poison dart
gallery trap that triggers as soon as you step
into it. You can move into areas A2 or A4
without entering the hall, but you need to pass
through the hall to enter area A8 or area A11.
When you enter the hall, roll initiative for you
and for the trap. Monody thinks better of Secret Hatch: There’s a secret one-way
entering the hall, and won’t go in or help at all hatch in the ceiling directly above the control
until you’ve disabled the trap. panel on the northern pillar. This secret door
You can’t see the control panel well doesn’t appear on the map, so even Monody
enough from outside the hall to attack it, but doesn’t know it exists. If you search the area
you can attack it from within the hall. and succeed at a DC 22 Perception check, you
spot it and can use it if you’d like. The hatch
leads up into the hallway between area A9 and
area A10. However, you can’t use it to come
back down here; the secret hatch is one-way
only. From the upper hall, you can access the
door to area A9 or you can see the back side of
the secret door to area A10. You don’t need to
check to spot the door to area A10; that secret
door is obvious from the back side.
If this is the first time you’ve discovered a
secret door in Thavelshenk Tomb, you gain 1
Hero Point!

R
A4. WELL CHAMBER
This chamber has a sunken floor and an old
stone well in its center. Unfortunately, the well
is long dried up. All the doors leading out of
this room look the same, except for the door to
the north. That one has small, barred windows
that reveal a cell.

A5. ABANDONED CELL


This room was once obviously a prison cell.
Rusted manacles hang from the walls to the

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north, west, and south. Some of the manacles
rattle ominously despite the lack of breeze, and
you suspect this is Imogrin Thavelshenk’s
malevolent influence. Who puts a cell in their
tomb, anyway? Not anyone you’d care to
socialize with.
Treasure: One of the chains has a blood-
stained owlbear claw affixed to it. You spot this
treasure if you succeed at a DC 16 Perception
check; otherwise, you’re not aware it’s there.

A6. FORSAKEN ARMORY (MODERATE)


A few rusted weapons hang from the walls of
this room on decrepit weapon racks. The far
end of the room, opposite the door, has a 1
single suit of armor on display.
Creatures: The animated armor lunges 1
forward to fight you as soon as you open this
door. It doesn’t start with its glaive in its hand,
but its first actions in combat are to walk over Treasure: One of the weapons gleams as
to the south wall and grab it as an Interact though new. It’s a +1 striking hatchet, strangely
action. The glaive is useful only to the similar in appearance to the hatchets you
animated armor, and it falls to pieces when the currently carry. You don’t need to search to
animated armor is destroyed. (Note that the find it; it’s obvious. None of the other weapons
animated armor’s Hardness makes it very are worth anything.
difficult for Tarklo to damage; you’ll likely
Secret Door: You need to search the room
have to rely on the Twin Takedown ability to
and succeed at a DC 20 Perception check to
overcome this foe!)
notice the secret door here. If you find it, you
can proceed to area A9. If this is the first time
you’ve discovered a secret door in
Thavelshenk Tomb, you gain 1 Hero Point!

A7. TREASURE VAULT (SEVERE)


Wooden chests, statuary, opulent furniture,
and other ornamentation rests in what is
obviously a treasure vault. However, every
scrap of metal in the room—including the
coins that must have filled the chests and the
hinges and locks of the chests
themselves—have all been reduced to drifting
heaps of valueless rust.
Creatures: A rust monster is happily
gorging itself on the corroded mess it’s made
of this room. It's not clear how the monster got
in here, as it can't open the doors, but you have

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a more pressing matter: it senses your hatchets,
and it attacks in the hopes of an easy meal.
As a reminder, your hatchets have 20 Hit
Points each, and become broken if reduced to
10 Hit Points or fewer. Estimate the Hit Points
of other items you might have picked up in the
tomb based on the table in the Materials Treasure: Two high-backed wooden chairs
section of the Crafting & Treasure chapter of haven’t captured the rust monster’s interest
the Pathfinder Core Rulebook. and remain in good condition. Each is worth 40
gp, but they are exceptionally heavy (12 Bulk
each).
Marble Candlestick: The most useful item
to be found here is a sturdy marble candlestick.
It’s likely only worth a few gold coins on its
own, but it’s one of the items helpful to face
Thavelshenk’s wraith in area A11. Poking
through the rust for a few minutes
automatically uncovers it.
R
A8. BOUDOIR (MODERATE)
This large room is decorated as a
noblewoman’s boudoir, complete with vanity
table, paneled screen for dressing, metal
washbasin, and several armoires stuffed with
1 ruffled clothing. The clothing is predominantly
1 in shades of red and white, with a great deal of
silver. The clothing has weathered the passage
1 of time remarkably well, hinting at some
preservative magic pervading the boudoir.
1 Creatures: Two mitflits are here along with
their pets, three giant centipedes. The mitflits
are currently exploring the room: trying on
wigs, draping themselves in jewelry, and
wrapping themselves in silk hair-ribbons. The
centipedes are slowly chewing its way through
a large box of shoes.
All of these foes leap to fight as soon as the
door is opened. If the centipedes and one of the
mitflits is defeated, the surviving mitflit does
its best to flee. It doesn’t have anywhere to go,
however; it isn’t strong enough to open any of
the other doors in the tomb. It simply wallows
in fear and pity by the main doors to the tomb
until you decide to dispatch it or you get the
doors open and set it free.

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1

Treasure: There’s a lot of jewelry and fine


clothing in this room. The whole lot is worth
about 200 gp, but there’s little it can do for you
right now. Of more interest is the ring of energy
resistance (acid) among the jewelry, which is
neatly labeled.
Silver Comb: One of the most important
items here is Thavelshenk’s silver comb. It’s
stuffed into one of the drawers of the vanity
table, and a few minutes of searching
automatically locates it. This item is useful
1 when facing Thavelshenk in area A11.
1
A9. POND ROOM (SEVERE)
The hallways on either side of this room lead
to secret doors. These secret doors are all
plainly visible from the halls; you don’t need to
succeed at a Perception check to find them
from this direction.
The doors to this room open to reveal a
square room with a sunken floor. Although the
floor is only a few inches below the level of the
hallway floors outside of it, it’s filled with a
sharp-smelling acid. The acid isn’t strong
enough to injure you or deep enough to hinder
you, but it clings to your feet in an unpleasant
way. Monody, skeptical of the acid, simply
remains airborne.
Creatures: Two water mephits are playing
in the acid of this room, forming it into sticky
balls and hurling it at each other. You suspect
they’ve been at this game for a very, very long
time by the scrim of slime that covers the walls.

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“Someone new to play with!” one of the
mephits shrieks.
“No, mine!” shouts the other.
Both of them leap into the air and attack
you. Whatever their version of “playing” is,
it’s not anything you want to participate in.
But it seems you have no choice.
One mephit uses its breath weapon on you
while the other tries to hang back and cast acid
arrow at you. They then switch places, and
each does the other tactic (acid arrow and
breath weapon). Then they rush into melee
and use their breath weapons as often as they
can. Note that the acid in the room isn’t deep of obvious value is a golden snuffbox. This is
enough for them to swim or to utilize their fast one of the key items for defeating Thavelshenk
healing. in area A11.
Treasure: The golden snuffbox contains a
strange wad of magical moss that has resisted
the effects of the acidic fluid. If you succeed at
a DC 15 Nature check, you realize that
consuming the moss has the same effect as a
lesser healing potion. On a critical success, you
can distill a bit more potency from the moss,
and it functions as a moderate healing potion
instead. If you fail, you don’t know what the
moss does and don’t think it’s edible.

1 A10. GRIM GARDEN (MODERATE)


This room is blazing with bright light from
magically illuminated panels in the ceiling.
2 While not nearly as bright as natural sunlight,
the light is nevertheless much brighter than the
rest of the tomb. The northwest quadrant of the
room is a flower bed about 20 feet square. The
dirt in the flower bed is churned and loose,
1 and looks healthy, but the only flowers
growing are ash-gray, brittle, and dead.
Only one plant in the garden appears to be
alive, and it’s little more than a brown stick
with a dull green leaf. It’s growing out of the
stopper of a potion of barkskin buried in the
Golden Snuffbox: Even a cursory search garden.
reveals a jumble of loot the water mephits have
Creatures: With a shudder, the dirt of the
stashed in a corner of the room. The only item
flower bed roils and churns, and a heap of

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dead flesh rises. This is a zombie brute. It so there isn’t anywhere in this chamber free
doesn’t leave the flower bed. If it can’t reach from her gaze. That's perhaps the most eerie
you, it hurls a clod of necrotic earth at you. thing about this cursed dungeon so far.
Each time it does, make a DC 5 flat check; if Wisps of shadow emerge from the
you fail, the zombie brute rips up the ground sarcophagus and coalesce into Thavelshenk’s
containing the potion and destroys it. malevolent wraith. You’ve fought many ghosts
in your life, but none as powerful as this one.
Thavelshenk gives a horrid grin that splits the
shadow of her face.
“My dear Dirge, my murderer! Have you
returned to accept your vengeance at my
hand?”
You pause in confusion. Why would she
know you? She died before you were even
born.
“Wait! You’re not Ramnit Dirge at all!
You’re only a…part of him? What trickery is
this?”
Monody clears his throat, just like a fussy
1
professor might. “Ah, madam, your soul was
trapped, unwilling to move on to the boneyard
1
and unable to return to this world. I needed to
bring you fully forth, and the only way to do
so was to bring your killer into your presence.”
Treasure: If the potion of barkskin hasn't
You turn to the nosoi. “You used me?”
been destroyed by the zombie brute throwing
it at you, you can easily locate and claim it Monody cocks his head, “Technically, I
after the fight. used the little bit of Ramnit Dirge that makes
up your soul. But now Thavelshenk is fully
Secret Door: You need to search the room
manifested, and you can send her to her
and succeed at a DC 20 Perception check to
eternal rest.” He gestures toward the shadowy
notice the secret door to area A11; if you fail,
figure with his wing, inviting you to step
you can’t find the secret door.
forward and face her.
A11. SEPULCHER (SEVERE PLUS) Thavelshenk doesn’t seem to care about the
details of whose soul belongs to whom. She
You gain a Hero Point when you enter this wails in rage and lunges forward.
room!
Creatures: Imogrin Thavelshenk’s spirit
The sepulcher is a long, dim chamber with attacks as best she can. If you came in through
a raised alcove in the north end. That raised area A10, the light shining in the door from
area is lit with everburning torches that glow that room gives her pause, and you gain a +4
with a dim, gray illumination. A single bonus to your initiative roll in this combat.
sarcophagus resting there is carved with the Keep in mind that the three items which
image of Imogrin Thavelshenk on its lid. remind Thavelshenk most of her mortality
The six columns supporting the ceiling weaken her (as described in the sidebar on the
here are also carved with her haughty likeness, following page).

Thomas Mahn (Order #36087494)





R

1 •


free. Monody gives an awkward farewell and


flutters off in an impossible direction, slipping
between the planes to return to the boneyard.
With luck, you won’t see him again.
Now, perhaps, you can find something to
eat, and enjoy it in peace!

CONCLUSION
With Imogrin Thavelshenk’s defeat, the eerie
shadows and supernatural effects throughout
the tomb dissipate. A grinding echoes through
the tomb as the doors finally open, setting you

Thomas Mahn (Order #36087494)


Thomas Mahn (Order #36087494)
Thomas Mahn (Order #36087494)
Thomas Mahn (Order #36087494)

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