TEXT: Blood Sea Zombie (Z) 
  Level 7 Brute
  Medium elemental animate (undead, aquatic) 
  XP 300
  Initiative +4 
  Senses Perception +9; darkvision
  HP 97; Bloodied 48; see also gory death
  AC 19; Fortitude 21, Reflex 18, Will 18
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radi-
  ant; see also zombie weakness
  Speed 4, swim 8
  m Slam (standard; at-will)
   
  +10 vs. AC; 2d8 + 5 damage.
  M Zombie Grab (standard; at-will)
   
  +8 vs. Fortitude; the target is grabbed. Attempts to escape 
  the zombie’s grab take a –5 penalty.
  C Gory Death (when reduced to 0 hit points) ✦ Necrotic
   
  Close burst 1; 4d6 + 4 necrotic damage, and the target is 
  blinded (save ends).
  Zombie Weakness
   
  A critical hit scored against a blood sea zombie reduces the 
  zombie to 0 hit points.
  Alignment Unaligned 
  Languages —
  Str 20 (+8) 
  Dex 13 (+4) 
  Wis 13 (+4)
  Con 17 (+6) 
  Int 1 (–2)  
  Cha 3 (–1)
  Osteopede (O) 
  Level 8 Elite Skirmisher
  Medium natural animate (undead) 
  XP 700
  Initiative +14 
  Senses Perception +7; darkvision
  Bone Scraping Stone (Fear) aura 5; any enemy within the aura 
  takes a –2 penalty to attack rolls and damage rolls.
  HP 178; Bloodied 89
  AC 24; Fortitude 21, Reflex 22, Will 21
  Immune disease, poison; Resist 10 necrotic
  Saving Throws +2
  Speed 9, climb 9; see also bite and skittering rake
  Action Points 1
  m Bite (standard; at-will) ✦ Necrotic
   
  The osteopede shifts up to 2 squares before or after the 
  attack; +13 vs. AC; 1d8 + 5 damage, and ongoing 5 necrotic 
  damage (save ends).
  M Skittering Rake (standard; recharge ⚄ ⚅) ✦ Necrotic
   
  The osteopede shifts up to 9 squares and makes up to three 
  attacks during its move; +13 vs. Reflex; 2d4 + 6 damage, 
  and ongoing 5 necrotic damage (save ends).
  Deep Lacerations
   
  An osteopede deals 2d6 extra damage when it hits a target 
  it has combat advantage against.
  Necrotic Advantage
   
  An osteopede gains combat advantage against a creature 
  affected by ongoing necrotic damage.
  Alignment Unaligned 
  Languages —
  Str 18 (+8) 
  Dex 26 (+12) 
  Wis 17 (+7)
  Con 17 (+7) 
  Int 12 (+5) 
   
  Cha 14 (+6)
  1
  The SeweRS oF SilenCe
  Introduction
  The Sewers of Silence is an adventure designed for five 8th-
  level player characters (PCs), and is part of the D&D Delve 
  Night kit. Please review the instructions for use of the D&D 
  Delve Night kit before using this adventure. The adventure 
  uses Streets of Shadow dungeon tile set. The adventure 
  takes place in the sewers beneath the city of Marlburg.
   
  Once the players are ready to begin play, read the following:
  It’s late in the evening, and you’re enjoying a drink in Mar-
  lburg’s finest tavern, the Dancing Lady. After a long week 
  of tough adventuring, all seems quiet and peaceful. As you 
  sip your ale, a cry suddenly breaks the air from somewhere 
  in the tavern’s kitchen. “Emma!” screams the tavern’s 
  proprietress. Rushing from the kitchen, she looks around 
  frantically. “He’s taken her. Please, someone, help!” she cries.
  Setup
  The tavern’s proprietress, who the PCs know as Mazelda, 
  approaches the characters, desperate for their air. Mazelda 
  is a tall woman in her thirties with bronze skin and dark 
  features. She speaks with an accent, and is frantic over the 
  disappearance of her eight-year-old daughter. She provides 
  the following information:
  emma is Mazelda’s eight-year-old daughter, 
  •	
  who helps in the kitchen of the Dancing 
  lady. She went down to the storeroom 
  and never came up. when Mazelda 
  went to check on the girl, she dis-
  covered that part of the wall had 
  collapsed, revealing the sewers.
  The city recently sealed all access 
  •	
  to the sewers due to a string of 
  disappearances. All the victims 
  have gone missing at night, but 
  the town watch has been too 
  terrified to do anything about it. 
  The disappearances began when 
  the captain of the watch, an evil 
  man named Valandril, was exe-
  cuted for conspiring to overthrow 
  the town authority. 
  All the victims so far have been 
  •	
  people who knew Valandril. 
  emma is the first child to be taken.
  Mazelda offers the PCs a silver 
  •	
  circlet encrusted with alexandrite 
  from her native country, worth 
  2000 gp, for the safe recovery of 
  her daughter.
  The SewerS of Silence
  Jason a. EnglE
  
  2
  The SeweRS oF SilenCe
  E n c o u n t e r  L e ve l  8  ( 1 , 7 0 0  X P )
  Setup 
  2 blazing skeletons (S) (level 5 artillery)
  2 blood sea zombies (Z) (level 7 brute)
  1 osteopede (O) (level 8 elite skirmisher)
  Mazelda accompanies the characters down to the store-
  room to show them where Emma was taken. The creatures 
  dwelling in the sewers of Marlburg have broken through 
  the southern wall. Although no creatures occupy the store-
  room, several monsters wait just within the sewers. Mazelda 
  wishes them luck, urging them to hurry before something 
  happens to her daughter. She offers them a torch if the PCs 
  have no light source and then returns upstairs.
   
  When the characters enter the first storeroom,  
  read the following:
  The Dancing Lady’s storeroom is dark except for the dim 
  illumination from a dying lamp sitting on the center 
  table. A hole stands gaping in the southern wall, sur-
  rounded by rubble. The putrid scent of sewage wafts in 
  from the dark chamber beyond the opening.  The area is 
  quiet except for the faint whisper of moving water. There 
  is no sign of what happened to Emma. 
  The PCs can learn a few important pieces of information 
  from the room.
  Nature (DC 15):
  •	
   An examination of the heat from the 
  lamp reveals that it has been burning about 15 minutes.
  When a character comes to the southern section of the 
  crumbling tunnel, read the following:
  The odor of the sewers hits you like a behemoth. The 
  water—if you can call it that—flows lazily out of a grate to 
  the west. On the opposite side of the sewer, two skeletal 
  forms stand vigilantly. Upon seeing you, their bodies 
  become wreathed in flame and they attack. 
  Features of the Area
   
  Illumination: The storeroom has dim illumination. 
  The sewers are dark except for whatever illumination 
  the PCs provide.
   
  Bridge: The rickety bridge of planks along the southern 
  wall collapses if a creature moves into one of the squares. 
  The fall deals no damage, but a creature must succeed at a 
  DC 16 Acrobatics check to keep from falling prone.
   
  Ceiling: The sewer’s ceilings are 10 feet high.
   
  Corpse: The body floating in the sewage is one of 
  the blood sea zombies. A character who makes a DC 15 
  Perception check might notice it moving. The zombie 
  threatens adjacent squares and takes an opportunity 
  attack against a character that leaves one of those squares.
   
  Ladders: The ladders lead up to the streets, but the city 
  has sealed shut all the grates and manholes.
   
  Sewage: The sewage is only 3-4 feet deep and is dif-
  ficult terrain for any creature without a swim speed. A 
  creature with a swim speed still uses its walk speed when 
  moving through these squares. A PC who attempts to run 
  or charge through a square of sewage must make a DC 15 
  Acrobatics check or fall prone after moving 2 squares.
  Tactics
  When the PCs enter the southern section of the crumbling 
  tunnel, the skeletons ignite and attack. The osteopede delays, 
  waiting farther down the tunnel until the zombies engage 
  the PCs. As soon as the zombies have a turn, they rise from 
  the sewage and attack the PCs. The osteopede then uses its 
  climb speed and skittering rake to attack the characters. 
  Blazing Skeleton (S) 
  Level 5 Artillery
  Medium natural animate (undead) 
  XP 200
  Initiative +6 
  Senses Perception +4; darkvision
  Fiery Aura (Fire) aura 1; any creature starts its turn in the aura 
  takes 5 fire damage.
  HP 53; Bloodied 26
  AC 19; Fortitude 15, Reflex 18, Will 16
  Immune disease, poison; Resist 10 fire, 10 necrotic; Vulner-
  able 5 radiant
  Speed 6
  m Blazing Claw (standard; at-will) ✦ Fire
   
  +8 vs. AC; 1d4 + 1 damage, and ongoing 5 fire damage 
  (save ends).
  r Flame Orb (standard; at-will) ✦ Fire
   
  Ranged 10; +8 vs. Reflex; 2d4 + 4 fire damage, and ongoing 
  5 fire damage (save ends).
  Alignment Unaligned 
  Languages —
  Str 13 (+3)  
  Dex 18 (+6) 
  Wis 15 (+4) 
  Con 17 (+5) 
  Int 4 (–1)  
  Cha 6 (+0)
  encounTer 1: Sewer enTrance
  
  3
  The SeweRS oF SilenCe
  E n c o u n t e r  L e ve l  8  ( 1 , 7 5 0  X P )
  Setup 
  1 flameskull (F) (level 8 artillery)
  2 sodden ghoul wailer (G) (level 9 soldier)
  2 forsaken shell (S) (level 6 skirmisher)
  Have the players position their miniatures in the north-
  ernmost rows of the encounter area. This encounter is 
  triggered move to within charging distance of the sodden 
  ghoul wailers (just south of the pipe). When a PC enters 
  the area, read the following:
  This confluence of sewers has several pipes and tunnels 
  flowing into it. The main the flow of water veers west-
  ward and seems to increase. The sewers are silent except 
  for the splash of water.
  Perception (DC 19):
  •	
   The character hears calls for help 
  from a female voice somewhere to the southwest.
  Perception (DC 24):
  •	
   The character notices two 
  misshapen forms hiding just beneath the surface 
  of the sewage.
  The flameskull hides within the pipe and has reduced its 
  illumination to only 2 squares, so PCs can’t make out the 
  light until already within charging distance of the ghouls.
   
  When the PCs are within charging distance of the 
  ghouls, or when a PC succeeds at a DC 24 Perception 
  check, read the following:
  Two muck-covered humanoid forms burst from the murky 
  water. With claws outspread, they charge toward you.
  Features of the Area
   
  Illumination: The sewers are dark except for whatever 
  illumination the PCs provide.
   
  Ceiling: The sewer’s ceilings are 10 feet high.
   
  Sewage: The sewage is only 3-4 feet deep and is dif-
  ficult terrain for any creature without a swim speed. A 
  creature with a swim speed still uses its walk speed when 
  moving through these squares. A PC who attempts to run 
  or charge through a square of sewage must make a DC 15 
  Acrobatics check or fall prone after moving 2 squares.
   
  Pipe: A character can make a DC 10 Acrobatics check 
  to move across the pipe without hindrance. A failed check 
  means that the character treats the pipe as difficult terrain.
  Tactics
  Regardless of the direction the PCs approach from, the 
  ghouls are the first to engage the PCs. They remain hidden 
  until the PCs are within charging distance, at which point 
  they take the surprise round to charge. The forsaken shells 
  and flameskull do not act during the surprise round. They 
  wait until the ghouls fully engage the PCs before emerging 
  from their hiding spots.
   
  The forsaken shells and ghouls both use their attacks 
  to grab enemies, trying to keep them from reaching the 
  flameskull. The forsaken shells look for opportunities to 
  flank with the ghouls. In the meantime, the flameskull 
  bombards its enemies with flame ray until several enemies 
  are clustered together, at which point it unleashes fireball.
  Treasure
  Each of the flameskull’s eyes is encrusted with a fire opal, 
  worth 1000 gp each.
  encounTer 2: Sewer confluence
  
  4
  The SeweRS oF SilenCe
  Flameskull (F) 
  Level 8 Artillery
  Tiny natural animate (undead) 
  XP 350
  Initiative +7 
  Senses Perception +11
  HP 70; Bloodied 35
  Regeneration 5
  AC 21; Fortitude 18, Reflex 23, Will 21
  Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 
  5 radiant
  Speed fly 10 (hover)
  m Fiery Bite (standard; at-will) ✦ Fire
   
  Reach 0; +10 vs. AC; 1 damage plus 1d8 fire damage.
  R Flame Ray (standard; at-will) ✦ Fire
   
  Ranged 10; +12 vs. Reflex; 2d6 + 6 fire damage.
  A Fireball (standard; encounter) ✦ Fire
   
  Area burst 3 within 20; +12 vs. Reflex; 3d6 + 6 fire damage. 
  Miss: half damage. The flameskull can exclude two allies 
  from the effect.
  Mage Hand (minor; at-will) ✦ Conjuration
   
  As the wizard power mage hand (Player’s Handbook 158).
  Illumination
   
  The flameskull sheds bright light out to 5 squares, but it can 
  reduce its brightness to dim light out to 2 squares as a free 
  action.
  Alignment Unaligned 
  Languages Common, one other
  Skills Stealth +12
  Str 5 (+1) 
  Dex 16 (+7) 
  Wis 14 (+6)
  Con 16 (+7) 
  Int 22 (+10) 
  Cha 20 (+9)
  Sodden Ghoul Wailer (G) 
  Level 9 Soldier
  Medium natural humanoid (aquatic, undead) 
  XP 400
  Initiative +10 
  Senses Perception +5; darkvision
  HP 85; Bloodied 42
  Regeneration 5
  AC 25; Fortitude 21, Reflex 22, Will 19
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
  Speed 6, climb 4, swim 8
  m Claw (standard; at-will)
   
  Requires a free hand; +16 vs. AC; 2d6 + 5 damage, and the 
  target is grabbed; see also lacedon bite.
  M Lacedon Bite (standard; at-will)
   
  Targets a creature grabbed by the sodden ghoul wailer; +16 
  vs. AC; 1d10 + 7 damage, and the target is dazed (save ends).
  M Rending Pounce (standard; recharge ⚃ ⚄ ⚅)
   
  The sodden ghoul wailer makes two claw attacks, each at 
  a –2 penalty to the attack roll. if both attacks hit the same 
  target, the target is grabbed and takes ongoing 5 damage 
  (save ends); see also lacedon bite.
  C Frightful Dirge (standard; encounter) ✦ Fear
   
  Close burst 2; targets enemies; +14 vs. will; the target is 
  stunned until end of its next turn.
  Alignment Chaotic evil 
  Languages Common
  Skills Athletics +13, Stealth +14
  Str 19 (+8) 
  Dex 20 (+9) 
  Wis 12 (+5)
  Con 15 (+6) 
  Int 11 (+4) 
  Cha 13 (+5)
  Forsaken Shell (S) 
  Level 6 Skirmisher
  Medium natural animate (undead) 
  XP 250
  Initiative +12 
  Senses Perception +5; darkvision
  HP 70; Bloodied 35
  AC 20; Fortitude 16, Reflex 20, Will 18
  Immune disease, poison; Resist 10 necrotic
  Speed 8, climb 8; see also envelop
  m Necrotic Slap (standard; at-will) ✦ Healing, Necrotic
   
  +11 vs. AC; 1d6 damage plus 5 necrotic damage, and the 
  target is grabbed; see also envelop. in addition, the target loses 
  a healing surge, and the forsaken shell regains 5 hit points.
  M Envelop (standard; at-will) ✦ Necrotic
   
  Targets a creature grabbed by the forsaken shell; the forsaken 
  shell shifts up to 3 squares before or after the attack, pulling the 
  target with it; 2d6 + 3 necrotic damage (no attack roll required).
  Combat Advantage
   
  A forsaken shell deals 2d6 extra damage when it hits a 
  target it has combat advantage against.
  Flexibility (immediate interrupt, when the forsaken shell would be 
  immobilized, restrained, pushed, pulled, or slid; at-will)
   
  The forsaken shell makes a saving throw. on a save, the trig-
  gering effect is negated.
  Spawn Shell
   
  when a forsaken shell kills a Medium living humanoid crea-
  ture, the slain creature rises as a free-willed forsaken shell at 
  the start of its creator’s next turn.
  Alignment Unaligned 
  Languages —
  Skills Stealth +15
  Str 12 (+4) 
  Dex 24 (+10) 
  Wis 15 (+5)
  Con 14 (+5) 
  Int 14 (+5) 
  Cha 13 (+4)
  JakE Masbruch
  
  5
  The SeweRS oF SilenCe
  E n c o u n t e r  L e ve l  8  ( 1 , 7 0 0  X P )
  Setup 
  1 bloodrot (B) (level 7 elite soldier)
  1 stonespawned skeleton (S) (level 7 lurker)
  1 corpse vampires (C) (level 8 skirmishers)
  3 skeletal archers (A) (level 3 artillery)
  The PCs arrive in encounter area 3 from the south. 
  Have the players position their miniatures in the south-
  ernmost area of the encounter area. The bloodrot and 
  stonespawned skeleton are hidden when the PCs enter the 
  area, and the other creatures are out sight. When the char-
  acters enter the area, read the following:
  Sewage flows languorously out of a pipe to the west, joining 
  the stronger flowing water heading southward. A bridge 
  extends across one of the sewers’ channels, and beyond the 
  bridge, several piles of rubble block off parts of the walkways.
  Perception (DC 17):
  •	
   The character hears calls for help 
  from a female voice somewhere to the southeast.
  Perception (DC 22):
  •	
   Something seems to be stir-
  ring in the nearest pile of rubble.
  When the PCs come to the T-intersection or succeed at a 
  DC 22 Perception check, read the following. 
  The pile of rubble nearest to you seems suddenly to 
  ooze with blood. The liquid congeals into a squirming, 
  gelatinous form that lurches forward.
  Features of the Area
   
  Illumination: The sewers are dark except for whatever 
  illumination the PCs provide.
   
  Bridge: The bridge is slippery with mold. Any crea-
  ture moved off the bridge through forced movement does 
  not get a saving throw to catch itself. A creature forced 
  from the bridge into a square of sewage takes no damage 
  but is knocked prone.
   
  Ceiling: The sewer’s ceilings are 10 feet high.
   
  Crate: A character can treat the crate’s square as 
  normal terrain with a DC 11 Acrobatics check. Otherwise, 
  the square is difficult terrain. The crate also contains sev-
  eral items (see Treasure).
   
  Pipe: The large pipe on the western has a valve that con-
  trols the flow. This valve can be turned once per round as a 
  minor action to cause a cascade of sewage to spill along the 
  northernmost channel. Any creatures (except for the ooze) 
  currently in the sewage of that section are pushed 1 square 
  and knocked prone. Any creature along the walkway can 
  succeed at a DC 15 Acrobatics check to remain standing, 
  otherwise it is also pushed 1 square and knocked prone.
   
  Rubble: The rubble is difficult terrain.
   
  Sewage: The sewage is only 3-4 feet deep and is dif-
  ficult terrain for any creature without a swim speed. A 
  creature with a swim speed still uses its walk speed when 
  moving through these squares. A PC who attempts to run 
  or charge through a square of sewage must make a DC 15 
  Acrobatics check or fall prone after moving 2 squares.
  Tactics
  If the PCs detect the bloodroot, then they are not sur-
  prised. Otherwise, the bloodrot and corpse vampire attack 
  the nearest enemy in a surprise round, the bloodrot using 
  blood tendril to try and grab a foe and the corpse vampire 
  using rending pounce and spider climb to shift 6 squares 
  around the wall and attack.
   
  The stonespawned skeleton and skeletal archers do not 
  participate in the surprise round. Once regular combat 
  begins, they emerge from their hiding places and attack the 
  PCs. The stonespawned skeleton tries to move along the 
  northern wall and attack PCs near the rear of the party.
   
  When the corpse vampire becomes bloodied, it retreats 
  to the pipe (see Features of the Area) along the western wall, 
  where it uses a minor action during each turn to open the 
  valve and attempt to knock characters prone.
  Treasure
  The crate has an imprint from Marlburg’s city authority. The 
  chest is sealed tight but can be opened to reveal an assortment 
  of uniforms and mundane gear for city guards. Amidst the 
  gear is a handy haversack (PH 254) that contains 500 gp.
  encounTer 3: crumbling SewerS
  
  6
  The SeweRS oF SilenCe
  Stonespawned Skeleton (S) 
  Level 7 Lurker
  Medium natural animate (undead) 
  XP 300
  Initiative +9 
  Senses Perception +6; darkvision, 
   
   
   
  tremorsense 3
  HP 64; Bloodied 32
  AC 20; Fortitude 21, Reflex 17, Will 17
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
  Speed 6; see also merge with stone
  m Slam (standard; at-will)
   
  +12 vs. AC; 1d10 + 6 damage.
  M Stone Shunt (standard; recharge ⚃ ⚄ ⚅)
   
  +11 vs. Fortitude; 2d6 + 9 damage, and the target is 
  restrained (save ends).
  Merge With Stone (move; at-will)
   
  The stonespawned skeleton merges with an adjacent 
  stone surface of equal or greater size and then shifts up to 
  3 squares. The stone blocks line of sight and line of effect 
  to the stonespawned skeleton. The skeleton can remain 
  merged with stone indefinitely, but it can take only move 
  actions while merged. A creature can attack a square in 
  which the stonespawned skeleton is merged with the stone, 
  but the skeleton has resist 20 to all damage while merged.
  Alignment Unaligned 
  Languages —
  Skills Stealth +10
  Str 22 (+9) 
  Dex 14 (+5) 
  Wis 16 (+6)
  Con 16 (+6) 
  Int 3 (–1)  
  Cha 3 (–1)
  Bloodrot (B) 
  Level 7 Elite Soldier
  Medium natural animate (blind, ooze, undead) 
  XP 600
  Initiative +9 
  Senses Perception +5; tremorsense 10
  HP 168; Bloodied 84; see also split
  AC 25; Fortitude 22, Reflex 21, Will 20
  Immune disease, gaze, poison; Resist 10 acid
  Saving Throws +2
  Speed 5, climb 3
  Action Points 1
  m Blood Tendril (standard; at-will)
   
  +14 vs. Reflex; 2d6 + 4 damage, and the target is grabbed; 
  see also bloodsqueeze.
  m Bloodsqueeze (standard; at-will)
   
  Targets a creature grabbed by the bloodrot; 2d6 + 4 damage 
  (no attack roll required).
  M Taint (minor; recharge ⚄ ⚅) ✦ Necrotic
   
  +12 vs. Fortitude; 2d8 + 6 necrotic damage, and the target 
  loses a healing surge.
  Split (when first bloodied; encounter)
   
  The bloodrot splits into two Medium individuals, the second 
  one occupying a space adjacent to the original creature. each of 
  the two creatures has hit points equal to one-half the original’s 
  current hit points. Both creatures act on the original creature’s 
  initiative count. effects applied to the original bloodrot do not 
  apply to either of the individuals after the split occurs. A bloodrot 
  can’t split if reduced to 0 hit points by the attack that bloodied it.
   
   if out of combat for 5 minutes, the two halves combine 
  back into one bloodrot, which has hit points equal to the 
  combined value of the two halves.
  Alignment Unaligned 
  Languages —
  Skills Stealth +12
  Str 16 (+6) 
  Dex 18 (+7) 
  Wis 14 (+5)
  Con 20 (+8) 
  Int 1 (–2) 
  Cha 1 (–2)
  Corpse Vampire (C) 
  Level 8 Skirmisher
  Medium shadow humanoid (undead) 
  XP 350
  Initiative +10 
  Senses Perception +3; darkvision
  HP 88; Bloodied 48; see also blood drain
  Regeneration 5 (if a corpse vampire takes radiant damage, 
  regeneration doesn’t function until the end of its next turn)
  AC 22; Fortitude 21, Reflex 20, Will 18
  Immune disease, poison; Resist 5 necrotic
  Speed 4, burrow 1, climb 4 (spider climb); see also rending pounce
  m Claw (standard; at-will)
   
  +13 vs. AC; 2d6 + 5 damage.
  M Blood Drain (standard; recharges when an adjacent creature 
  becomes bloodied) ✦ Healing
   
  Requires combat advantage against the target; +11 vs. For-
  titude; 2d8 + 6 damage, and the target is weakened (save 
  ends), and the corpse vampire regains 24 hit points.
  M Rending Pounce (standard; at-will)
   
  The corpse vampire shifts up to 6 squares and makes a 
  claw attack.
  Alignment Chaotic evil 
  Languages Common
  Skills Athletics +14, Stealth +13
  Str 20 (+9) 
  Dex 18 (+8) 
  Wis 8 (+3)
  Con 16 (+7) 
  Int 6 (+2) 
   
  Cha 13 (+5)
  Skeletal Archer (A) 
  Level 3 Artillery
  Medium natural animate (undead) 
  XP 150
  Initiative +5 
  Senses Perception +3; darkvision
  HP 37; Bloodied 18
  AC 16; Fortitude 14, Reflex 16, Will 15
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
  Speed 6
  m Short Sword (standard; at-will) ✦ Weapon
   
  +10 vs. AC; 1d6 + 4 damage.
  r Longbow (standard; at-will) ✦ Weapon
   
  Ranged 20/40; +10 (see also prime shot) vs. AC; 1d10 + 4 
  damage.
  R Double Shot (standard; encounter) ✦ Weapon
   
  Requires longbow; ranged 20/40; two attacks, each one 
  against a different target; +8 (see also prime shot) vs. AC 
  each; 2d10 + 4 damage each.
  Prime Shot
   
  A skeletal archer gains a +1 bonus to ranged attack rolls 
  against the closest enemy.
  Alignment Unaligned 
  Languages —
  Str 13 (+2)  
  Dex 18 (+5) 
  Wis 14 (+3)
  Con 13 (+2) 
  Int 3 (–3)  
  Cha 3 (–3)
  Equipment leather armor, longbow, short sword, quiver of 
  30 arrows
  
  7
  The SeweRS oF SilenCe
  E n c o u n t e r  L e ve l  8  ( 1 , 7 5 0  X P )
  Setup 
  1 Valandril, pale reaver lord (V) (level 8 elite controller)
  1 poltergeist (P) (level 6 artillery)
  2 battle wights (W) (level 9 soldier)
  Emma (E) (non-combatant)
  Have the players place their miniatures along the north-
  ernmost section of the encounter area. The characters can 
  then move their respective miniatures down the sewer. 
  When the PCs enter the area, read the following:
  Nearby, you can hear the sound of swiftly moving liquid. The 
  current of the sewage channel seems to pick up to the south.
  Perception (DC 14):
  •	
   The character hears calls for help 
  from a female voice somewhere to the southeast.
  When the PCs come within sight of the wights,  
  read the following:
  As you near the sound, you spot a swirling whirlpool of 
  sewage to the east. Beyond the pool, you can make out 
  the shadowy form of a young girl crying. Before you can 
  approach, though, a raspy voice calls out, 
  “Kill them!” and two undead forms 
  stalk forward.
  Perception (DC 15):
  •	
   
  The character notices 
  that the barrel 
  floating around the 
  whirlpool writing 
  that reads “highly 
  Combustible”.
   
  The source of the 
  voice is Valandril, who 
  has become a pale reaver 
  lord. He seems as he did 
  in life, though his uniform 
  is torn and soiled. He 
  appears as a broad-framed 
  man with sharp, severe fea-
  tures, long brown hair, and a 
  dark, hawklike countenance. 
  Once he engages the PCs, 
  he drops pretenses, growing 
  pallid while his hair becomes white 
  grasping strands that move like 
  writhing snakes.
  Features of the Area
   
  Illumination: The sewers are dark except for whatever 
  illumination the PCs provide.
   
  Barrel: The barrel is filled halfway with a highly 
  combustible liquor. If the barrel takes any fire damage, 
  it explodes in a close burst 2 that deals 5d6 fire damage, 
  with half damage on a miss. The barrel moves 2 squares 
  along the whirlpool’s perimeter on an initiative check of 1.
   
  Ceiling: The sewer’s ceilings are 10 feet high.
   
  Ladders: The ladders lead up to street level, but the city 
  has sealed shut all the grates and manholes on account of 
  the sewer’s denizens.
   
  Sewage: The sewage is only 3-4 feet deep and is dif-
  ficult terrain for any creature without a swim speed. A 
  creature with a swim speed still uses its walk speed when 
  moving through these squares. A PC who attempts to run 
  or charge through a square of sewage must make a DC 15 
  Acrobatics check or fall prone after moving 2 squares.
   
  Whirlpool: The sewage in the 4x4 square of the whirl-
  pool requires a DC 15 Athletics check to move through. A 
  character who fails the check by 5 or more is immediately 
  pulled into one of the center four squares.  
  Tactics
  When the PCs come within sight of the wights, they move to 
  intercept them. Valandril uses entrapping gaze early in combat 
  to dominate a weak-willed adversary, who he then 
  uses to attack other PCs or directs toward the 
  whirlpool. He waits until several enemies are 
  clumped together before unleashing his terrify-
  ing shriek. If engaged with too many enemies, he 
  utilizes insubstantial transformation to retreat.
   The poltergeist stays along the walls, trying 
  to slide enemies into the whirlpool using 
  kinetic claw. If any foes approach, it makes 
  use of flinging rebuke and hurl away to sling the 
  creature into the pool. The poltergeist also 
  takes advantage of phasing to escape.
  Ending the 
  Adventure
  The encounter ends when all the creatures 
  are dead. The PCs can then return Emma 
  to her mother without hassle.
  Treasure
  Valandril has one fine vestige left from his duty  
  as captain of the guard. He has a dynamic belt  
  (PH 253; level 9). The PCs also receive Mazelda’s reward.
  encounTer 4: The whirlpool
  angga satriohadi
  
  8
  The SeweRS oF SilenCe
  Valandril, Pale Reaver Lord (V) Level 8 Elite Controller
  Medium shadow humanoid (undead) 
  XP 700
  Initiative +7 
  Senses Perception +10; darkvision
  HP 119; Bloodied 59
  AC 24; Fortitude 18, Reflex 22, Will 23
  Immune disease, poison; Resist 10 necrotic; see also insubstan-
  tial transformation; Vulnerable 10 radiant
  Saving Throws +2
  Speed 6; see also insubstantial transformation
  Action Points 1
  m Deadly Mane (standard, at-will) ✦ Necrotic
   
  Reach 2; +13 vs. AC; 2d6 + 6 necrotic damage.
  R Entrapping Gaze (minor; encounter) ✦ Charm, Gaze
   
  Ranged 10; +12 vs. will; the target is dominated (save ends).
  C Blood Drain (standard; recharges when an adjacent creature 
  becomes bloodied) ✦ Healing
   
  Requires combat advantage against the target; reach 2; +11 
  vs. Fortitude; 2d12 + 8 damage, and the target loses a healing 
  surge and is weakened (save ends). in addition, the pale reaver 
  lord regains 29 hit points.
  C Terrifying Shriek (standard; encounter) ✦ Fear, Psychic
   
  Close burst 5; targets enemies; +12 vs. will; 2d8 + 3 psychic 
  damage, and the target is immobilized (save ends).
  Image of Life (standard; encounter) ✦ Illusion
   
  The pale reaver lord adopts the appearance of a living human-
  oid until it attacks or is hit by an attack.
  Insubstantial Transformation (minor; at-will) ✦ Polymorph
   
  The pale reaver lord becomes insubstantial and gains fly 8 
  (hover) and phasing until it attacks or becomes stunned or 
  unconscious.
  Alignment evil 
  Languages Common
  Skills Bluff +13, Diplomacy +13, intimidate +13, Stealth +12
  Str 8 (+3) 
  Dex 17 (+7) 
  Wis 12 (+5)
  Con 13 (+5) 
  Int 14 (+6) 
  Cha 19 (+8)
  Poltergeist (P) 
  Level 6 Artillery
  Medium shadow humanoid (undead) 
  XP 250
  Initiative +8 
  Senses Perception +6; darkvision
  HP 42; Bloodied 21
  AC 18; Fortitude 17, Reflex 18, Will 18
  Immune disease, poison; Resist insubstantial
  Speed fly 6 (hover); phasing; see also flinging rebuke
  m Spirit Touch (standard; at-will) ✦ Necrotic
   
  +13 vs. AC; 1d6 + 6 necrotic damage.
  R Hurl Away (standard; at-will) ✦ Necrotic
   
  Ranged 10; +11 vs. Reflex; 1d6 + 8 necrotic damage, and the 
  target is pushed 3 squares.
  R Kinetic Claw (standard; recharge ⚄ ⚅) ✦ Necrotic
   
  Ranged 10; +11 vs. Fortitude; 2d6 + 10 necrotic damage, and 
  the target slides 5 squares and is restrained (save ends).
  Flinging Rebuke (immediate interrupt, when an enemy moves adja-
  cent to the poltergeist; encounter) ✦ Necrotic
   
  The poltergeist shifts up to 1 square and uses hurl away on the 
  triggering enemy. if the attack hits, the target is knocked prone.
  Alignment Unaligned 
  Languages Common
  Skills Stealth +15
  Str 15 (+5) 
  Dex 20 (+8) 
  Wis 16 (+6)
  Con 17 (+6) 
  Int 13 (+4) 
  Cha 20 (+8)
  Battle Wight (W) 
  Level 9 Soldier
  Medium natural humanoid (undead) 
  XP 400
  Initiative +7 
  Senses Perception +3; darkvision
  HP 98; Bloodied 49
  AC 25; Fortitude 22, Reflex 18, Will 22
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
  Speed 5
  m Souldraining Longsword (standard; at-will) ✦ Necrotic, Weapon
   
  +15 vs. AC; 1d8 + 5 necrotic damage, and the target loses 
  a healing surge and is immobilized (save ends).
  R Soul Reaping (standard; recharge ⚄ ⚅ ) ✦ Healing, Necrotic
   
  Ranged 5; affects an immobilized target only; +12 vs. Forti-
  tude; 2d8 + 5 necrotic damage, and the battle wight regains 
  10 hit points.
  Alignment evil 
  Languages Common
  Skills intimidate +14
  Str 20 (+9) 
  Dex 13 (+5) 
  Wis 9 (+3)
  Con 18 (+8) 
  Int 12 (+5) 
  Cha 20 (+9)
  Equipment plate armor, heavy shield, longsword
  All trademarks are property of Wizards of the Coast LLC. ©2009 Wizards.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/RPGA Delve Night/DDN 2009-01 The Sewers of Silence.pdf