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.  
   
  FURi5-04 
    
   
   
   
   
   
  Festering Wounds 
   
  A One-Round D&D LIVING GREYHAWK®  
  Furyondy Regional Interactive 
  Version 2 
  Round 1 
  by Brook Cavell and John Ratliff 
  Edited by Michelle Sharp (Triad) 
   
   
   
  There is an ugly evil previously left unchecked in Chendl. Now a mysterious stranger beckons you for the 
  betterment of King and Country to take care of what lurks underneath Chendl. A One Round interactive set 
  in Chendl, in the Kingdom of Furyondy, recommended for members of the Twilight Hunters. For APLS 2-12.  
  
  FURi5-04 Festering Wounds 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and record-
  keeping after the game. The following guidelines are 
  here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and judge fill out the RPGA Tracking Sheet. 
   The judge should complete the top of the form and 
  list his name and RPGA number.  The players 
  should each list their name and RPGA number.  
  After the form is filled out it should be given to the 
  Event Coordinator. 
  LIVING GREYHAWK  
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a 
  LIVING GREYHAWK character generated, get a copy 
  of 
  the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web site, 
  and then have any players without a character 
  create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  
  FURi5-04 Festering Wounds 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of the 
  PCs 
  participating 
  in 
  the 
  adventure. 
  To 
  determine 
  the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have been trained for combat 
  (most 
  likely 
  being 
  war 
  horses, 
  dogs 
  trained 
  for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc.) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, 
  light or heavy, with him in the adventure and it 
  will not count toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered increments. 
  If the APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the 
  lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC may gain at the end of the adventure. If a 
  player character is three character levels or more 
  either higher or lower than the APL at which this 
  adventure is being played, that character will receive 
  only one-half of the experience points for the 
  adventure.  Further, if the PC is three character 
  levels or more lower than the APL at which this 
  adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as well. 
   This simulates the fact that 
  either 
  the 
  PC 
  was 
  not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than the 
  highest APL supported by the 
  adventure may not play the 
  scenario unless the highest 
  APL 
  supported 
  by 
  the 
  adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  two things that the group can do to help even the 
  score. 
  1. Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. 
  This 
  is 
  a 
  move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a one-round Regional interactive adventure, 
  set in Furyondy.  Characters native to Furyondy pay 
  one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit. 
   Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  
  FURi5-04 Festering Wounds 
   
  Page 3 
  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 . 
  Adventure Background 
  Thrommel's Necromancer minion is experimenting 
  with easier ways of creating specialized undead. So 
  far the best results have been in Chendl where a 
  good supply of raw materials and a wide-spread 
  desecrate effect have helped him and his research. 
  The necromancer is rather well off and has slowly 
  bought buildings over time to house his research, 
  projects and raw materials. One of his projects is 
  the use of non-goblinoid Bone drinkers (the biggest 
  success so far).  
   
  Thrommel is in regular contact with the 
  Necromancer and funds a part of his research as 
  well as giving him leave to operate in the city. In 
  return, the Necromancer helps with Thrommel’s 
  stockpiling of goods and resources. At this point in 
  time, the Necromancer is a strong follower of 
  Thrommel.   
   
  The second in command of the Twilight Hunters 
  (e.g. Number Two) has been monitoring the 
  situation at home in Chendl. He knows the real 
  story with Chendl and has taken steps to get 
  "Specialists" into the ranks of the Twilight hunters. 
  Profit in Chendl, especially from the protection 
  rackets, but also from other thieving activities, has 
  gone down lately due to people being accosted by 
  undead. Over the last two months Twilight Hunter 
  spies and officers have been noticing a LOT more 
  activity and odd behavior in a few places. These 
  places have been marked down, and preparations 
  for the simultaneous strike on this shadow 
  organization have been made. Operatives have been 
  tracking all the adventurers for "discrete mercenary 
  work" and plan to deliver missives to them to let 
  them know of a job they can’t refuse. 
   
  Adventure Summary 
  PCs begin by being contacted by members of the 
  Twilight Hunters. Assuming they agree to help the 
  group, they gather together a team to assist with 
  the task as proposed by the guild. The PCs meet at 
  a tavern with others also participating in the assault 
  and are assigned to a “target” (Encounter One). 
  They are instructed to eliminate the undead or other 
  threats to the city located there, as well as to 
  gather any information they can obtain. At this 
  point, the Interactive Coordinator (Triad) assigns 
  each group to a branch of the interactive. There are 
  three branches. All have a similar structure but are 
  focused on different locations or targets. The three 
  branches are:  
  1. A Hextor Vamp Theme (Urban Assault A) 
  2. An experiment gone wrong Bone drinker 
  theme (Urban Assault B) 
  3. Sewer theme (Sewer Caverns) 
   
  As GM, you will also be informed of whether you 
  should run the “streets” encounter (A) before or after 
  the actual assault on the target. Half of the groups 
  will run before and the other half afterwards. This 
  allows use of the master maze (for the main portion 
  of the exploration) by most of the players. Upon 
  arrival at the target, the PCs encounter a trap (B). 
  They explore further and fight the door guard (C). 
  Finally, they reach their mission and fight the main 
  combat (D). At the main combat, they have a 
  chance of uncovering important information which 
  they may or may not chose to share with their 
  employers. After all encounters A to D have been 
  completed, they debrief and chose what to share. 
  Information shared may affect future modules in the 
  Running Blood series. 
  Preparation for Play 
  How this works: 
  
  FURi5-04 Festering Wounds 
   
  Page 4 
  1. We will allow some roleplay as players are 
  entering and be handing out Players Handouts 
  to get them to the Introduction. 
  2. The gathering (Introduction) will occur and 
  Number Two makes some announcements to 
  the group.  
  3. The coordinator (Triad) will track the missions 
  given out and will assign a branch/mission as 
  well as time the streets encounter (A) should be 
  run. (see branch assignment section) 
  4. PCs will separate out into individual groups and 
  attempt to complete their mission. Use only the 
  section for your assigned branch.  
  5. After completion of the mission, there is one 
  conclusion followed by XP and treasure 
  summary. Keep in mind that because this is an 
  interactive, PCs CANNOT earn XP at a higher 
  APL than their level (except first level PCs since 
  there is no APL at or below their PC level). For 
  example, a level 6 PC who plays APL 8 earns 
  XP and GP at APL6 (their level). That same PC 
  earns XP and GP at APL4 if that is what they 
  play. Likewise, a level 5 PC playing APL6 earns 
  XP and GP for APL 4, and so on.  If you have 
  questions, clarify with the Triad.  
  6. Stat Blocks are separated by branch and APL. 
  Maps are in the very back. The primary map you 
  will need is that outlining the trap location of 
  trigger, etc but to decrease confusion a general 
  map of the remainder of the target is back there 
  as well. Make sure you are using the map for 
  the appropriate branch (DM Aid # will match the 
  branch #). 
   
  Before beginning, determine whether any PCs at 
  your table are members of the Twilight Hunters.  
  Introduction 
  A few GMs will move among the players outside the 
  interactive area, with handouts which read:    
  “The Kingdom of Furyondy needs you, come to 
  the warehouse on Queen and Maple within 
  one hour” 
  If asked, they are shadowy figures dressed in black 
  studded leather and wearing a hood and a black veil 
  as well as a belt that has many pouches. Motion for 
  the PCs to follow you. Bring in groups of six or so 
  at once (marshaled groups).  
  Since the players need to follow the mysterious 
  figure to play in the interactive, if she needs to she 
  can motion to the Kings Seal on the letter. One or 
  two other GMs can portray the guards at the gate of 
  the city, checking people in. Basically, restricting 
  access to players not accompanied by a GM but a 
  couple extra GMs (if present) can be out there 
  commenting on things like them taking cuts, etc. (A 
  pig farmer yelling at the group: “What the heck 
  you think your doing taking cuts? I been 
  waiting in this line for three hours...” is cut short 
  by a deathly glare from the escort).   
  The “guard” or guards will have at least one judge 
  there who is “detained” any they are giving a hard 
  time about the contents of his cart. As a group 
  goes through, the guard will stop them with: “Halt! 
  What makes you lot thinking you can go around 
  and cut corners?” In a soft voice, the escort 
  replies: “Because where there is light there is 
  always a shadow...” The guard will then allow 
  passage.  
  The PCs will be taken to an area, and the GM will 
  explain it is a large warehouse. The GM knocks on 
  the door (or designated wall) 5 times, is greeted and 
  PCs may make a DC 23 Listen check to hear: 
  “Purity is not the only weapon”. 
  Once everyone is in, the GMs will all re-enter to 
  portray various members of the Twilight Hunters. 
  The GM playing Number Two will give his speech: 
  “Thank you all, I appreciate you all coming here 
  on such short notice. Just so we are upfront 
  about this, since this is on behalf of the King, we 
  will be coming around and checking a ...few 
  characteristics. This is necessary due to the 
  sensitive nature of this ...gathering. If you have a 
  problem with that I suggest you leave now. If 
  there are – special circumstances I should be 
  aware of please step to the side and I will be 
  over to speak with you shortly.  My associates 
  will be asking you all questions in orderly 
  fashion so the rest of you should line up at the 
  back there. By the way, you can call me 
  "Number 2.” 
  The associates are clerics and a few paladins from 
  various orders, who are trusted by the Twilight 
  Hunters to be discrete. The clerics are casting zone 
  of truth while the paladins detect evil. If any one 
  wants to resist the zone of truth they need to make 
  four DC 16 Will saves.  
  PCs 
  who 
  come 
  up 
  to 
  discuss 
  special 
  circumstances (like I detect as evil but I’m really 
  not, or I am wanted for crime of desertion, I have a 
  possessing entity, I’m the love child of Iuz, etc) the 
  Twilight Hunters will be very reluctant to accept their 
  
  FURi5-04 Festering Wounds 
   
  Page 5 
  help. Only if they have at least two influence points 
  with the Military or Noble’s of Furyondy for each 
  certed “difficulty” can they proceed with the 
  mission. Otherwise, players must select another 
  PC to participate. PCs who do not come forward but 
  are instead found out due to the questioning and 
  detect evil need at least three influence points per 
  certed “difficulty” in order to continue with the 
  mission. During the questioning, a couple GMs are 
  checking out the PCs using mirrors. (Players who 
  notice this may make a DC 10 Knowledge – religion 
  check to realize they are probably checking for 
  vampires).  
  Once the PCs are cleared, they are asked the 
  following questions by one of the clerics: 
  1. What is your true name? 
  2. Do you pledge not to speak of this event? 
  3. Are you now, or have you ever been, a minion of 
  Old Wicked? 
  4. What god do you worship? 
  5. Do you have ill intent towards the Kingdom of 
  Furyondy? 
  6. Any thing else we need to know? 
  After the questioning is complete, players are 
  referred to the quartermaster or Mishka until all the 
  questioning is done. At the beginning of the time, 
  those two can make themselves available to people 
  at the end of the line to move things along. Also the 
  GMs doing the questioning (should be at least three 
  to move things quickly) should ask players to make 
  sure they have a group set and then to pick a 
  representative to come forward for the mission at 
  the appropriate time.  
  Once all PCs have been cleared to participate, 
  Number Two again stands up to make an 
  announcement. Mishka stands with him, while the 
  quartermaster should be some distance away. 
  “Before you all receive your missions I have to 
  warn you, what you may go up against may be 
  undead like you’ve never seen before. Maybe 
  some 
  of 
  you 
  seasoned 
  adventures 
  have 
  encountered what we want you to “dispose of”. 
  In order to show you that you will be rewarded 
  and that we do want you to succeed I would like 
  to make available for purchase up front an array 
  of items and tools that may let your mission go 
  “smoother”. Please see the scruffy guy in the 
  corner by the crates if you are interested and 
  you have not already done so.” 
  Point out the quartermaster. Then continue with 
  reference to Mishka: 
   
  “This is Mishka; he is one of our specialists 
  who deals with some of the things you may 
  come across that we have reported seeing. See 
  him if you have any questions about any thing 
  pertaining to what you may face.” 
  Quartermaster: has the following available for 
  purchase: (see Appendix for character info)  
  • 
  +1 Bane: Undead Silver Morning Star, 
  (8398 gp) 
  • 
  +1 Bane: Undead Silver rapier (8410 gp) 
  • 
  +1 Bane: Undead Silver longsword (8405 
  gp) 
  • 
  +1 Bane: Ooze Rapier (8320 gp) 
   
  Mishka (see Appendix for character info). Mishka 
  will answer questions he can; he has the following 
  information: 
  • 
  Advanced knowledge of any undead in the 
  Monster Manual. PCs must be specific in 
  naming the creature, then he will give 
  general info but also can answer specific 
  questions.   
  • 
   Potential “Bone drinkers” been spotted at 
  some of the sights. This sort of undead are 
  created and may be especially deadly in 
  Chendl.  
  • 
  If any one mentions who this organization 
  is he will smile and nod and not answer. 
  • 
  If asked about the target areas he will 
  mention that stealth is a good option 
  If players insist they need to know more about who 
  they are working for, refer them to Number 2. He will 
  relate the following: 
  “I understand your desire to make absolutely 
  sure 
  you 
  are 
  doing 
  the 
  right 
  thing 
  by 
  participating in this operation. I will relate to 
  you the following then. We are the organization 
  known to hunt in the twilight.  Between you and 
  me and I know you won’t tell another soul this 
  because I have your file right here. Yes, we 
  followed every single person in this room for 
  some time and did a lot of reference checking to 
  make sure you are not under the ‘influence’. 
  There are undead at these sites. Something 
  nefarious is happening and we do not know 
  
  FURi5-04 Festering Wounds 
   
  Page 6 
  exactly what, although each of us has our 
  suspicions.” 
  A DC 15 Knowledge (Local [Iuz Border States]) 
  reveals them to be Furyondy’s  thieves guild.  
    
  Branch Assignment 
  Once Number Two has introduced Mishka he waits 
  maybe five minutes tops then will announce the 
  following:  
  “Would 
  each 
  group 
  please 
  send 
  up 
  a 
  representative to my first lieutenant to receive 
  their mission? Thank you for your patience, 
  please remember you are not to speak of this to 
  any one. This must all happen with the utmost 
  secrecy. Those who succeed will be rewarded.”  
   At this point in time each representative will receive 
  a mission envelope and be assigned a Gm and 
  taken to their table to begin. The GM will be told by 
  the coordinator whether they should run the Street 
  encounter before or after the “main event.”  
  The following is in the envelope:  
  • 
  A small map showing the target area and how 
  to get there. For Branch 3, it includes directions 
  by landmark and by measure.  
  • 
  A second sealed envelope that says ”Mission” 
  • 
  A note with the seal of Furyondy. Sealed with 
  the emblem on the King, on the front saying 
  “Give this to authorities if you need help”.  
  In the Mission envelope are instructions, as outlined 
  below: 
  Mission: Urban Renewal: (Branch One or Two) 
  Instructions:  Go to the marked building on the 
  map. It is highly imperative you go straight to 
  the target site, enter through any means 
  necessary and take care of business. Find and 
  collect any useful information. Once you are 
  finished come to the old orange building on 
  Fourth and Wendell. Say the code “Light in a 
  dark night” and you will be able to enter. Good 
  luck! 
  Mission: Sewer Hunting 
  Instructions:  Your group is headed to the sewer 
  entrance point located on the map. Understand 
  that there will be water involved. Follow the 
  map and hurry, time is of the essence. Hit the 
  target area and gather information about 
  activities of the operation at that area. Once you 
  have hit the target area, go to the indicated exit 
  point to street level and head over to the yellow 
  stone building on Foxrun and Second. Say the 
  code “Light in a dark night” and you will be 
  able to enter. Good luck!  
  Development: Once the PCs are ready, proceed 
  to the assigned Branch as designated by the 
  coordinator. If the warm up is happening first, 
  proceed to Encounter A. If the PCs are going 
  directly to the “main course,” proceed to Encounter 
  B.  
   
  
  FURi5-04 Festering Wounds 
   
  Page 7 
  Branch One  
  Encounter 1A: Streets of 
  Chendl  
  This encounter may take place either before or after 
  the “main course”.  
  The dimly lit noon streets of Chendl are 
  unnatural and unnerving. In the distance you 
  only see shadows playing in the light. Random 
  thoughts keep coming to mind: they had the 
  King's Seal…what is this strange organization 
  that can use the King's Seal in a pinch? Those 
  thoughts vanish; however, as you look behind 
  you and notice some things coming into view 
  that need to be dealt with....maybe you will get 
  some practice with that new weapon you 
  bought! 
  REMEMBER: All of Chendl is under the permanent 
  effect of a desecrate spell. Since the entire 
  interactive occurs within the city, these effects 
  should be taken into account throughout.  Any turn 
  attempts within this area take a -3 profane penalty, 
  and all undead in the desecrated area gain a +1 
  profane bonus on attack rolls, damage rolls, and 
  saving 
  throws. 
   
  Undead 
  created 
  within 
  or 
  summoned into such an area gains +1 hit point per 
  HD. ELs at the lower APLs are increased by one to 
  account for this effect, so remember to take it into 
  account.  Extra dimensional movement (e.g. 
  dimension door, teleport, etc.) is also not possible. 
  APL 2 (EL 3) 
  Human Warrior Skeletons (6): hp 7 ea; see 
  Monster Manual page 226. 
  APL 4 (EL 5) 
  Shadow: hp 22; see Monster Manual page 221. 
  Human Warrior Skeletons (6): hp 7 ea; see 
  Monster Manual page 226. 
  APL 6 (EL 7) 
  Shadow (4): hp 22; see Monster Manual page 
  221. 
  APL 8 (EL 9) 
  Greater Shadow: hp 67 ea; see Monster Manual 
  page 221. 
  Shadow (3): hp 22; see Monster Manual page 
  221. 
  APL 10 (EL 11) 
  Greater Shadow (3): hp 67; see Monster Manual 
  page 221. 
  APL 12 (EL 13) 
  Greater Shadow (6): hp 67; see Monster Manual 
  page 221. 
  Tactics: These creatures have been sent by 
  Thrommel to wreak havoc in the city. They are 
  attacking whatever living creatures they encounter 
  in the city.  
  Development: Once the combat is complete, 
  proceed to Encounter 2B or to the Conclusion if you 
  have already completed the “main course.”  
  Encounter 1B: X marks the 
  spot 
  Read the following as the players arrive at the target 
  building.  
  The old Chendl street was probably much 
  happier years ago before the accursed shield 
  blotted out the sunlight. Maybe that Trithereon 
  preacher you were drinking and sharing stories 
  with last night at the pub was right and “those 
  that 
  sacrifice 
  freedom 
  for 
  safety 
  deserve 
  neither”. Bringing your mind back to the task at 
  hand, you note you have arrived at your target, 
  a white stone building that in this light looks 
  eerie and foreboding.  
  Wooden Door: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18 (APLs 2 to 6) or 26 (APL 8 to 12). 
  The door is locked, with an average lock (Open 
  Lock DC 25). At higher APLs, there is furniture piled 
  in front of the door, increasing the break DC. When 
  the door opens read the following below: 
  The Inside of the building is covered in a thin 
  layer of dust. (At APLs 8 and above add: Wooden 
  fragments of broken furniture are scattered in 
  front of the door). Furniture to the left and right 
  of the door is covered by white sheets. The 
  smell in the air is stale and with a hint of 
  something that may have died underneath the 
  floor boards.  
  A little ways in (see Map), the PCs encounter a 
  trap. Read the following: 
  A little ways in is an odd sight. There are four 
  tiny corpses that look funny. Rats maybe?  
  
  FURi5-04 Festering Wounds 
   
  Page 8 
   
  PCs 
  must 
  approach 
  to 
  get 
  any 
  more 
  information on the corpses as well as to move down 
  the stairs. Draw the area on the battle map and 
  have the party move around. See the map in DM 
  Aid 1 for specifics on the trap location and other 
  items in the room. Once PCs step onto one of the 
  designated squares, the trap goes off (barring 
  location/disablement by a rogue, dispel magic, or 
  other means). 
  Trap description: The trap has an auto reset apl 
  dependent 
  APL 2 (EL 2) 
   
  Inflict Light Wounds Trap: CR 2; magic 
  device; touch trigger; automatic reset (5 rounds); 
  spell effect (inflict light wounds, 1st-level cleric, 
  1d8+1, DC 11 Will save half damage); Search DC 
  26; Disable Device DC 26.  
  APL 4 (EL 4) 
   
  Inflict Serious Wounds Trap: CR 4; magic 
  device; touch trigger; automatic reset (5 rounds); 
  spell effect (inflict serious wounds, 5th-level cleric, 
  3d8+5, DC 14 Will save half damage); Search DC 
  28; Disable Device DC 28. 
  APL 6 (EL 6) 
   
  Inflict Light Wounds – Mass Trap: CR 6; 
  magic device; touch trigger; automatic reset (5 
  rounds); spell effect (inflict light wounds – mass, 
  9th-level cleric, 1d8+9, DC 17 Will save half 
  damage); Search DC 30; Disable Device DC 30.  
  APL 8 (EL 8) 
   
  Inflict Serious Wounds – Mass Trap: CR 8; 
  magic device; touch trigger; automatic reset (5 
  rounds); spell effect (inflict serious wounds – mass, 
  13th-level cleric, 3d8+13, DC 20 Will save half 
  damage); Search DC 32; Disable Device DC 32.  
  APL 10 (EL 10) 
   
  Inflict Serious Wounds – Mass (Empowered) 
  Trap: CR 10; magic device; touch trigger; 
  automatic reset (3 rounds); spell effect (inflict 
  serious wounds – mass, 17th-level cleric, [3d8X1.5] 
  +19, DC 20 Will save half damage); Search DC 34; 
  Disable Device DC 34.  
  APL 12 (EL 12) 
   
  Inflict Critical Wounds – Mass (Maximized) 
  Trap: CR 12; magic device; touch trigger; 
  automatic reset (3 rounds); spell effect (inflict 
  critical wounds [maximized], 17th-level cleric, 49 
  damage, DC 22 Will save half damage); Search DC 
  36; Disable Device DC 36.  
  Development: Once the PCs decide to move down 
  the stairs, and the effects (if any) of the trap have 
  been clarified, continue with Encounter 1C.   
  Encounter 1C: The Basement  
  PCs explore deeper into the house as requested. 
  As they begin down the stairs, continue with the 
  text below. Modify as needed if the PCs did not set 
  off the trap above. 
  Descending the staircase, you note that the 
  wooden steps do not give a single creak. The 
  smell is getting stronger and more pungent as 
  you head down to the basement, gagging you. 
   
  The basement of this building is very dank. 
  Smells of mildew fill your nostrils and almost 
  cause you to sneeze, but with a quick 
  movement of your finger you prevent the simple 
  disaster from happening. Looking around you 
  see that some one has been using this area for 
  their own devices. You walk forward hoping to 
  avoid another “land mine”.  
  When the players get to the room for the encounter 
  read the following.  
  You notice something else in the room, and 
  motion to your party with fervent hand signals 
  to prepare for battle. 
  APL 2 (EL 2) 
  Dread Guard of Hextor: hp 47; see Branch 
  One, Appendix One.  
  APL 4 (EL 4) 
  Dread Guard of Hextor (2): hp 47; see Branch 
  One, Appendix Two.  
  APL 6 (EL 6) 
  Dread Guard of Hextor (4): hp 47; see Branch 
  One, Appendix Two.  
  APL 8 (EL 8) 
  Blood Golem of Hextor: hp 130; see Branch 
  One, Appendix Three.  
  Dread Guard of Hextor (2): hp 47; see Branch 
  One, Appendix Three.  
  
  FURi5-04 Festering Wounds 
   
  Page 9 
  APL 10 (EL 11) 
  Blood Golem of Hextor (3): hp 130; see Branch 
  One, Appendix Four.  
  APL 12 (EL 12) 
  Advanced Blood Golem of Hextor: hp 226; see 
  Branch One, Appendix Five.  
  Tactics: These are door guard(s). They fight until 
  destroyed, attacking in a straight-forward and fairly 
  mindless fashion. The blood golem uses its 
  reservoir of blood as needed for Constitution during 
  combat. It uses its flail for attacks unless the flail is 
  destroyed, in which case it uses slam attacks. 
  Once the battle is complete, and PCs indicate they 
  are moving forward, proceed to Encounter 1D.  
  Encounter 1D: Main course 
  This is the main combat. The bad guys are waiting 
  for them as they heard the fighting in the previous 
  room. 
  With the last of the minions of darkness 
  vanquished, you look around the room for 
  more. Putting your mind back to business you 
  try not to wonder what a stupid alias “Number 
  2” is and continue delving.  Around the corner 
  you can make out something, maybe if your fast 
  enough you can get the drop on them!  
  APL 2 (EL 4) 
  Testindatri: hp 17; see Branch One, Appendix 
  One.  
  Trogdolyte Zombie (2): hp 33; see Monster 
  Manual p 266.  
  APL 4 (EL 6) 
  Testindatri: hp 31; see Branch One, Appendix 
  Two.  
  Bugbear Zombie (2): hp 48; see Monster Manual 
  p 267.  
  APL 6 (EL 8) 
  Testindatri: hp 31; see Branch One, Appendix 
  Two.  
  Vampire Spawn (3): hp 33; see Monster 
  Manual.  
  APL 8 (EL 10) 
  Testindatri: hp 59; see Branch One, Appendix 
  Three.  
  Vampire Spawn (4): hp 33; see Monster 
  Manual.   
  APL 10 (EL 11) 
  Testindatri: hp 77; see Branch One, Appendix 
  Four.  
  Vampire Spawn (4): hp 33; see Monster 
  Manual.   
  APL 12 (EL 14) 
  Testindatri: hp 109; see Branch One, Appendix 
  Five.  
  Binwair: hp 77; see Branch One, Appendix Five.  
  Enhanced Vampire Spawn (4): hp 33; see 
  Branch One, Appendix Five.  
  Tactics: At APL 8 and above, Testindatri prefers to 
  use spells or slam attacks. Also, at APL 12, 
  Testindatri commands the vampire Binwair as well 
  as having enhanced spawn. Check the Appendix on 
  the special enhancements for the spawn at APL 12.  
  At APLs 8 and above, once the vampire is defeated 
  read the following: 
  The last of the fiends are vanquished and you 
  notice their gaseous forms going into a 
  crumbling sewer grate in the floor.  
  The grate is crumbling and can easily be muscled 
  through. Below is a 20x20 room filled side to side 
  with the number of coffins as PCs fought vampires. 
  Remember that since vampires are helpless when 
  reduced to 0 and take about an hour to gain a hit 
  point, it is easy for PCs to finish off the vampires 
  should they come down and chose to do so.  
  Development: Further investigation of the room 
  above reveals a desk. PCs who open the drawers 
  find some very interesting bits of intelligence 
  indeed. In the desk are many different papers and 
  files on different people of note, (members of the 
  Kingsmen or the Royal stable boy. Other files and 
  books list Guard schedules and shift changes. 
  Another book has a list of addresses and a symbol 
  of the Royal House in red. This is the sort of 
  information the PCs were requested to obtain. 
  Verify what they are doing with it, as this affects 
  favors gained, etc.  
   
   If PCs have already fought the undead in the 
  Street Encounter, proceed to the appropriate 
  conclusion. If not, proceed to that encounter before 
  going to the conclusion.    
   
  
  FURi5-04 Festering Wounds 
   
  Page 10 
   
  
  FURi5-04 Festering Wounds 
   
  Page 11 
  Branch Two 
  Encounter 2A: Streets of 
  Chendl  
  This encounter may take place either before or after 
  the “main course”.  
  The dimly lit noon streets of Chendl are 
  unnatural and unnerving. In the distance you 
  only see shadows playing in the light. Random 
  thoughts keep coming to mind: they had the 
  King's Seal…what is this strange organization 
  that can use the King's Seal in a pinch? Those 
  thoughts vanish; however, as you look behind 
  you and notice some things coming into view 
  that need to be dealt with....maybe you will get 
  some practice with that new weapon you 
  bought! 
  REMEMBER: All of Chendl is under the permanent 
  effect of a desecrate spell. Since the entire 
  interactive occurs within the city, these effects 
  should be taken into account throughout.  Any turn 
  attempts within this area take a -3 profane penalty, 
  and all undead in the desecrated area gain a +1 
  profane bonus on attack rolls, damage rolls, and 
  saving 
  throws. 
   
  Undead 
  created 
  within 
  or 
  summoned into such an area gains +1 hit point per 
  HD. Since consecrate would require two hours to 
  cast, it is unlikely that PCs would be able to gain 
  such a benefit. ELs at the lower APLs are 
  increased by one to account for this effect, so 
  remember to take it into account. Extra dimensional 
  movement (e.g. dimension door, teleport, etc.) is 
  also not possible. 
  APL 2 (EL 3) 
  Human Commoner Zombie (4): hp 18 ea; see 
  Monster Manual page 266. 
  APL 4 (EL 5) 
  Shadow: hp 22; see Monster Manual page 221. 
  Human Commoner Zombie (2): hp 18 ea; see 
  Monster Manual page 266. 
  APL 6 (EL 7) 
  Ghast (4): hp 33; see Monster Manual page 119. 
  APL 8 (EL 9) 
  Wraith (4): hp 37; see Monster Manual page 258. 
  APL 10 (EL 11) 
  Spectre (4): hp 52; see Monster Manual page 
  232. 
  APL 12 (EL 13) 
  Spectre (4): hp 52; see Monster Manual page 
  232. 
  Dread Wraith: hp 120; see Monster Manual page 
  232. 
  Tactics: These creatures have been sent by 
  Thrommel to wreak havoc in the city. They are 
  attacking whatever living creatures they encounter 
  in the city.  
  Development: Once the combat is complete, 
  proceed to Encounter 2B or to the Conclusion if you 
  have already completed the “main course.”  
  Encounter 2B: X marks the 
  spot 
  Read the following as the players arrive at the target 
  building.  
  The old Chendl street was probably much 
  happier years ago before the accursed shield 
  blotted out the sunlight. Maybe that Trithereon 
  preacher you were drinking and sharing stories 
  with last night at the pub was right and “those 
  that 
  sacrifice 
  freedom 
  for 
  safety 
  deserve 
  neither”. Bringing your mind back to the task at 
  hand, you note you have arrived at your target, 
  a white stone building that in this light looks 
  eerie and foreboding.  
  Wooden Door: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18 (APLs 2 to 6) or 26 (APL 8 to 12). 
  The door is locked, with an average lock (Open 
  Lock DC 25). At higher APLs, there is furniture piled 
  in front of the door, increasing the break DC. When 
  the door opens read the following below: 
  The Inside of the building is covered in a thin 
  layer of dust. (At APLs 8 and above add: Wooden 
  fragments of broken furniture are scattered in 
  front of the door). Furniture to the left and right 
  of the door is covered by white sheets. The 
  smell in the air is stale and with a hint of 
  something that may have died underneath the 
  floor boards.  
  Draw the area on the battle map and have the party 
  move around. See the map in DM Aid 2 for specifics 
  
  FURi5-04 Festering Wounds 
   
  Page 12 
  on the trap location and other items in the room. 
  Once PCs step onto one of the designated squares, 
  the trap goes off (barring location/disablement by a 
  rogue, dispel magic, or other means). 
   APL 2 (EL 2) 
   
  Burning Hands Trap: CR 2; magic device; 
  touch trigger; automatic reset (5 rounds); spell 
  effect (burning hands, 2nd-level wizard, 2d4, DC 12 
  Reflex save half damage); Search DC 26; Disable 
  Device DC 26.  
  APL 4 (EL 4) 
   
  Fireball Trap: CR 4; magic device; touch 
  trigger; automatic reset (5 rounds); spell effect 
  (fireball, 5th-level wizard, 5d6, DC 14 Reflex save 
  half damage); Search DC 28; Disable Device DC 28.  
  APL 6 (EL 6) 
   
  Flame Strike Trap: CR 6; magic device; touch 
  trigger; automatic reset (5 rounds); spell effect 
  (flame strike, 9th-level cleric, 9d6, DC 17 Reflex 
  save half damage); Search DC 30; Disable Device 
  DC 30.  
  APL 8 (EL 8) 
   
  Maximized Fireball Trap: CR 8; magic 
  device; touch trigger; automatic reset (5 rounds); 
  spell effect (fireball, 8th-level wizard, 48 fire, DC 19 
  Reflex save half damage); Search DC 32; Disable 
  Device DC 32.  
  APL 10 (EL 10) 
   
  Wall of Fire Trap (2): CR 5; magic device; 
  proximity trigger (alarm); automatic reset (10 
  rounds); spell effect (wall of fire, 8th-level wizard, 
  [lasts 9 rounds] 2d6+8 fire if passing through or in 
  wall/2d4 fire within 10 ft of fire/1d4 within 20 ft of fire, 
  no save); Search DC 29; Disable Device DC 29.  
   
  Evard’s Black Tentacles Trap: CR 7; magic 
  device; proximity trigger (alarm); automatic reset 
  (10 rounds); spell effect (Evard’s black tentacles, 
  7th-level wizard, Grp +15 [grappled creatures 
  automatically take 1d6+4 damage on subsequent 
  rounds], all targets within 20ft radius spread; 
  Search DC 29; Disable Device DC 29.  
  APL 12 (EL 12) 
   
  Empowered Wall of Fire Trap (2): CR 7; 
  magic device; proximity trigger (alarm); automatic 
  reset (10 rounds); spell effect (wall of fire, 11th-level 
  wizard, [lasts 12 rounds] 2d6+11X1.5 fire if passing 
  through or in wall/2d4X1.5 fire within 10 ft of 
  fire/1d4X1.5 within 20 ft of fire, no save); Search DC 
  31; Disable Device DC 31.  
   
  Maximized Evard’s Black Tentacles Trap: 
  CR 10; magic device; proximity trigger (alarm); 
  automatic reset (10 rounds); spell effect (Evard’s 
  black tentacles, 11th-level wizard, [10 bludgeon, 
  tentacle] Grp +19 [grappled creatures automatically 
  take damage on subsequent rounds],  Search DC 
  29; Disable Device DC 29.  
  Tactics: The walls of fire, when triggered, point 
  inward. The first round, the wall of fire in front of the 
  trigger goes up. The second round, the other wall of 
  fire goes up. The third round, Evard’s Tentacles 
  come into play and attack.  Note that once both 
  walls of fire are up, all squares in the room are 
  within range for 2d4 damage per round. PCs may 
  choose to leave via the stairway (if they are not 
  grappled), wait out the spell or attempt to dispel one 
  of the walls. Once the PCs chose to go down the 
  stairs, proceed to Encounter 2C.  
  Encounter 2C: The Basement 
  PCs explore deeper into the house as requested. 
  As they begin down the stairs, continue with the 
  text below. As the PCs arrive in the basement, they 
  encounter the door guard. 
  You descend the staircase; the wooden steps do 
  not creak. The smell is getting stronger and 
  more pungent as you head down to the 
  basement.  
  When the players get to the room for the encounter 
  read the following.  
  You notice something in the room that looks 
  like they (it) might have once been an elf or 
  Halfling. You motion to your party with fervent 
  hand signals. 
  APL 2 (EL 3) 
  Ghoul (2): hp 15 ea; see Monster Manual page 
  119. 
  APL 4 (EL 5) 
  Lesser Bonedrinker: hp 66; see Branch Two, 
  Appendix One. 
  Ghoul: hp 15 ea; see Monster Manual page 119. 
  APL 6 (EL 7) 
  Lesser Bonedrinker (3): hp 66; see Branch Two, 
  Appendix One. 
  
  FURi5-04 Festering Wounds 
   
  Page 13 
  APL 8 (EL 9) 
  Bone Drinker (3): hp 104; see Branch Two, 
  Appendix Two. 
  APL 10 (EL 11) 
  Bone Drinker (6): hp 104; see Branch Two, 
  Appendix Two. 
  APL 12 (EL 13) 
  Bone Drinker (6): hp 104; see Branch Two, 
  Appendix Three.  
  Devourer: hp 90; see Monster Manual p. 58.  
  Tactics: At APL 2, the door guard attack 
  mindlessly whomever enters. At APLs above two, 
  the door guards are intelligent in their use of tactics 
  to guard the door. In any case, the creatures attack 
  until destroyed.  
  Encounter 2D: Main course 
  This is the main combat. The bad guys are waiting 
  for them as they heard the fighting in the previous 
  room. Continue below, adjusting as needed if PCs 
  did not set off the trap above. 
  With the last of the minions of darkness 
  vanquished, you look around the room for 
  more. Putting your mind back to business you 
  try not to wonder what a stupid alias “Number 
  2” is and continue delving.   
   
  The basement of this building is very dank, 
  smells of mildew fill your nostrils and almost 
  cause you to sneeze, but with a quick 
  movement of the finger you prevent the simple 
  disaster from happening. Looking around you 
  see that some one has been using this area for 
  their own devices. You walk forward hoping to 
  avoid another “land mine”.  
  APL 2 (EL 4) 
  Ghast: hp 33 ea; see Monster Manual page 119. 
  Ghoul: hp 15 ea; see Monster Manual page 119. 
  APL 4 (EL 6) 
  Ghast: hp 33 ea; see Monster Manual page 119. 
  Boneclaw: hp 115; see Branch Two, Appendix 
  One. 
  APL 6 (EL 8) 
  Boneclaw (3): hp 115; see Branch Two, 
  Appendix One. 
  APL 8 (EL 10) 
  Advanced Boneclaw (2): hp 201; see Branch 
  Two, Appendix Two. 
  APL 10 (EL 12) 
  Advanced Boneclaw (4): hp 201; see Branch 
  Two, Appendix Two. 
  APL 12 (EL 14) 
  Boneyard: hp 144; see Branch Two, Appendix 
  Three. 
  Tactics: Hide then hit hard. At APL 12, unless the 
  PCs were particularly stealthy, the boneyard has 
  already summoned skeletons to assist. It then 
  seeks to bite and subsume the bones of its foes. If 
  it can start a grapple, it pulls the victim directly into 
  its mass. 
  Development: A quick review of the room indicates 
  a door to another room. In the corner of the other 
  room is an old chest and a lab table full of all sort of 
  concoctions. Another chest full of something 
  smelling like rotten bacon and red-stained is on the 
  other side of the lab table.  PCs who Search (DC 
  10) the chests find a lab journal titled “Bone Drinker 
  Experiment.” Inside are some details of creating 
  bone drinkers, written in several different languages 
  (mostly goblin) with diagrams and what parts to use 
  for what. A note in common reading “Elves and 
  Halflings work best”. A careful Search of the book 
  (DC 20) finds a passage reading: “My prince will be 
  pleased!” This is the sort of information the PCs 
  were requested to obtain. Verify what they are doing 
  with it, as this affects favors gained, etc. Also in the 
  room are a few bodies of recently slain adventurers 
  with various items the PCs can loot (see Treasure 
  summary).  
   
  If PCs have already fought the undead in the 
  Street Encounter, proceed to the appropriate 
  conclusion. If not, proceed to that encounter before 
  going to the conclusion.    
   
   
  
  FURi5-04 Festering Wounds 
   
  Page 14 
  Branch Three  
  Encounter 3A: Streets of 
  Chendl  
  This encounter may take place either before or after 
  the “main course”.  
  The dimly lit noon streets of Chendl are 
  unnatural and unnerving. In the distance you 
  only see shadows playing in the light. Random 
  thoughts keep coming to mind: they had the 
  King's Seal…what is this strange organization 
  that can use the King's Seal in a pinch? Those 
  thoughts vanish; however, as you look behind 
  you and notice some things coming into view 
  that need to be dealt with....maybe you will get 
  some practice with that new weapon you 
  bought! 
  REMEMBER: All of Chendl is under the permanent 
  effect of a desecrate spell. Since the entire 
  interactive occurs within the city, these effects 
  should be taken into account throughout.  Any turn 
  attempts within this area take a -3 profane penalty, 
  and all undead in the desecrated area gain a +1 
  profane bonus on attack rolls, damage rolls, and 
  saving 
  throws. 
   
  Undead 
  created 
  within 
  or 
  summoned into such an area gains +1 hit point per 
  HD. Since consecrate would require two hours to 
  cast, it is unlikely that PCs would be able to gain 
  such a benefit. ELs at the lower APLs are 
  increased by one to account for this effect, so 
  remember to take it into account. Extra dimensional 
  movement (e.g. dimension door, teleport, etc.) is 
  also not possible. 
  APL 2 (EL 3) 
  Owlbear Skeleton: hp 37 ea; see Monster 
  Manual page 226. 
  APL 4 (EL 5) 
  Ghast: hp 33 ea; see Monster Manual page 119. 
  Wolf Skeleton: hp 15 ea; see Monster Manual 
  page 226. 
  APL 6 (EL 7) 
  Ghast (3): hp 33; see Monster Manual page 119. 
  Troll Skeleton: hp 45 ea; see Monster Manual 
  page 227. 
  APL 8 (EL 9) 
  Ghast (3): hp 33; see Monster Manual page 258. 
  Mohrg: hp 105; see Monster Manual page 189. 
  APL 10 (EL 11) 
  Mohrg (3): hp 105; see Monster Manual page 
  189. 
  APL 12 (EL 13) 
  Mohrg (3): hp 105; see Monster Manual page 
  189. 
  Devourer: hp 100; see Monster Manual page 58. 
  Tactics: These creatures have been sent by 
  Thrommel to wreak havoc in the city. They are 
  attacking whatever living creatures they encounter 
  in the city.  
  Development: Once the combat is complete, 
  proceed to Encounter 3B or to the Conclusion if you 
  have already completed the “main course.”  
  Encounter 3B: Sewer Stalking 
  The PCs arrive at the target sewer grate. Ask the 
  players what they are doing.  A DC 15 Knowledge 
  (dungeoneering) or Intelligence check of tells the 
  party they need to cover their nose and mouth with 
  something to avoid nausea. PCs who do not do so, 
  must make a DC 10 Fort save or be sickened upon 
  entering the sewer. The effect lasts as long as they 
  are in the sewer. Note that it is dark in the sewer, 
  and PCs without darkvision need some method of 
  seeing while down there. Establish a marching 
  order, then continue. The sewer switches from 5 to 
  10 ft in width, so allow PCs to establish a marching 
  order for either instance, as well as any “standard 
  operating procedure” they wish to.  
  The Sewer grate is before you, which would 
  have 
  been 
  locked 
  with 
  a 
  padlock, 
  but 
  fortunately for you, someone else has taken the 
  time out of their day to open it with a sledge 
  hammer. You drop into the sewer feet first. The 
  heinous odor slips into your nostrils and is 
  getting to your eyes. It’s going to take a little 
  time to get to the target area in this mess.  
   
  A long sewer passage is illuminated with 
  your light. It’s almost as if you’re getting used to 
  the smell – or perhaps there is fresher air 
  blowing up ahead. The target area isn’t that far 
  and you wonder what you may encounter down 
  here.  
  
  FURi5-04 Festering Wounds 
   
  Page 15 
  It takes the PCs about a half an hour to reach the 
  location noted below.  
  You take a left, then a right, then a left again 
  and go on and on. If seems like the passage 
  keeps moving forever. The stench is permeating 
  your armor and outfit. Rats scurry away from 
  you. Then, after making another left turn you 
  come up on some dryer ground... 
  The trap is triggered 10 feet into the “dry ground”. 
  See the map in DM Aid 3. At APLs 6 and above, 
  there is a “friend” located at the bottom of the pit, 
  which the PCs encounter if they fall down there. The 
  “friend” is listed below the trap. Keep in mind 
  appropriate penalties apply for any PCs who are 
  sickened. 
  APL 2 (EL 2) 
   
  Camouflaged Pit Trap: CR 2; mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids; 20 ft. deep (2d6, fall); multiple targets (first 
  target in each of two adjacent five foot squares); 
  Search DC 24; Disable Device DC 19.   
  APL 4 (EL 4) 
   
  Camouflaged Pit Trap: CR 4; mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids; 40 ft. deep (4d6, fall); multiple targets (first 
  target in each of two adjacent five foot squares); 
  Search DC 25; Disable Device DC 17.   
  APL 6 (EL 6) 
   
  Camouflaged Pit Trap: CR 5; mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids; 50 ft. deep (5d6, fall); multiple targets (first 
  target in each of two adjacent five foot squares); 
  Search DC 25; Disable Device DC 18.   
  Gelatinous Cube: hp 54 ea; see Monster Manual 
  page 202. 
  APL 8 (EL 8) 
   
  Camouflaged Pit Trap: CR 7; mechanical; 
  location trigger; manual reset; DC 25 Reflex save 
  avoids; 70 ft. deep (7d6, fall); multiple targets (first 
  target in each of two adjacent five foot squares); 
  Search DC 27; Disable Device DC 18.   
  Ochre Jelly: hp 69 ea; see Monster Manual page 
  202. 
  APL 10 (EL 10) 
   
  Wide-Mouth Pit Trap: CR 9; mechanical; 
  location trigger; manual reset; DC 25 Reflex save 
  avoids; 100 ft. deep (10d6, fall); multiple targets (all 
  target in ten foot by ten foot area); Search DC 25; 
  Disable Device DC 25.   
  Black Pudding: hp 115 ea; see Monster Manual 
  page 201. 
  APL 12 (EL 12) 
   
  Well Camouflaged Wide-Mouth Pit Trap: 
  CR 11; mechanical; location trigger; manual reset; 
  DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); 
  multiple targets (all target in ten foot by ten foot 
  area); Search DC 32; Disable Device DC 34.   
  Black Pudding: hp 115 ea; see Monster Manual 
  page 201. 
  Development: Once the PCs indicate they are 
  moving forward, proceed to Encounter 3C.  
  Encounter 3C: Ominous Signs 
  Determine whether PCs wish to adjust their 
  marching order, then proceed with the box text 
  below.  
  The sewers keep descending and the stonework 
  looks newer. Then the passage levels out and 
  opens up into what looks like a natural cavern (if 
  you have a dwarf he can confirm you are deeper 
  underground - 40 or 50 feet). The mud on the on 
  the cave floor muffles some of the sound as your 
  party passes through. It looks as if the sewer 
  constructors reached a natural cavern. Odd that 
  you’d never heard of this before… 
   
  The air in the cave seems to have a nice 
  cool breeze, which is then interrupted by the 
  smell of something awful. The dripping of the 
  cavern echoes and then a shape appears before 
  you up ahead. Looks like trouble...and looks 
  like this isn’t going to be boring after all.  
  APL 2 (EL 3) 
  Human Commoner Zombies (4): hp 18 ea; see 
  Monster Manual page 266. 
  APL 4 (EL 5) 
  Wight: hp 30 ea; see Monster Manual page 255. 
  Ghast: hp 33 ea; see Monster Manual page 119. 
  APL 6 (EL 7) 
  Wight (4): hp 30 ea; see Monster Manual page 
  255. 
  
  FURi5-04 Festering Wounds 
   
  Page 16 
  APL 8 (EL 9) 
  Slaughter Wight: hp 153; see Branch Three, 
  Appendix Three. 
  Wight (3): hp 30 ea; see Monster Manual page 
  255. 
  APL 10 (EL 11) 
  Slaughter Wight (3): hp 153; see Branch Three, 
  Appendix Three. 
  APL 12 (EL 13) 
  Evolved Slaughter Wight (4): hp 153; see 
  Branch Three, Appendix Three. 
  Tactics: The door guards are intelligent in their use 
  of tactics to guard the door. At APL 12, the evolved 
  slaughter wights begin by casting their spell before 
  closing for melee. In any case, the creatures attack 
  until destroyed. 
   
  Encounter 6: What the heck 
  are these doing here?   
  This is the main combat. The bad guys are waiting 
  for them as they heard the fighting in the previous 
  room. Continue below, adjusting as needed if PCs 
  did not set off the trap earlier. 
  The innards of the cavern are very dank. Smells 
  of mildew fill your nostrils and almost cause you 
  to sneeze, but a quick movement of the finger 
  prevents that simple disaster from happening. 
  Looking around you see that some one has 
  been using this area for their own devices. You 
  walk forward hoping to avoid another trap.  
  As soon as the PCs move into the room to be able 
  to see the creatures, read the following. Do not tell 
  the players what they are (although you can allow 
  Knowledge checks as their action once combat 
  begins, per the rules in the PHB). Remember that 
  necrothanes and rot reavers are not undead! 
  The room has a few gnarly looking dirty brutes 
  that are eyeing you with contempt… 
  APL 2 (EL 4) 
  Ghast: hp 33; see Monster Manual page 119. 
  APL 4 (EL 6) 
  Rot Reaver: hp 65 ea; see Branch Three, 
  Appendix Two. 
  APL 6 (EL 8) 
  Rot Reaver (2): hp 65 ea; see Branch Three, 
  Appendix Two. 
  APL 8 (EL 10) 
  Rot Reaver (2): hp 65 ea; see Branch Three, 
  Appendix Three. 
  Grey Render Zombie (2): hp 153 ea; see 
  Monster Manual, page 267. 
  APL 10 (EL 12) 
  Necrothane: 
  hp 
  170; 
  see Branch Three, 
  Appendix Three. 
  Troglodyte Zombie (2): hp 33 ea; see Monster 
  Manual, pg. 266. 
  APL 12 (EL 14) 
  Necrothane (2): hp 170; see Branch Three, 
  Appendix Three. 
  Troglodyte Zombie (4): hp 33 ea; see Monster 
  Manual, pg. 266. 
  Tactics: The rot reavers and necrothanes attack the 
  undead when they are injured in order to heal 
  themselves through their special ability.  
  As the combat winds to a close, PCs who succeed 
  at a DC 10 Listen check hear “Help us! Help us!” 
  Approaching the sound, they see cages, and a few 
  of them have live prisoners! One of the five prisoners 
  is a talkative Halfling. If questioned about who did 
  this, he replies: “Well, those things were 
  guarding us. There was also this big nasty 
  looking guy, wearing black robes and a mask 
  that looked like a skull. He smelled awful. And 
  he would prod us then choose someone for his 
  “hobby”. Funny thing is he muttered 'Let’s try 
  Elf!' or Llet’s try Halfling!’. He always preferred 
  Grey Elves ... he drooled over them like a 
  peasant drools over steak. He took blood 
  samples from us sometimes.” If asked further 
  about the man, he replies: “He had this weird 
  crest that he wore as an amulet around his neck, 
  it looked like the seal of Furyondy.. but it was 
  red...he was a weird creepy fella...”  
  Further searching in the area (Search DC 10) 
  reveals a few bodies of recently slain adventurers 
  which the PCs can loot (see Treasure summary). 
  Verify what the PCs are doing with any information 
  gathered from the prisoners as well as the prisoners 
  themselves, as this affects favors gained, etc.  
  
  FURi5-04 Festering Wounds 
   
  Page 17 
   
  If PCs have already fought the undead in the 
  Street Encounter, proceed to the appropriate 
  conclusion. If not, proceed to that encounter before 
  going to the conclusion.   
   
  
  FURi5-04 Festering Wounds 
   
  Page 18 
   
  Conclusion 
  Before reading the conclusion, take a brief moment 
  to complete the Critical Event Summary and hand it 
  in to the interactive coordinator. Then proceed to the 
  appropriate 
  conclusion. 
  After 
  reading 
  the 
  conclusion, turn to the end of the interactive for 
  information on awarding PCs experience.  
   
  If PCs successful, bring back evidence and 
  relay all relevant information and evidence to their 
  contact: 
   
  You come to the safe house. You knock and 
  a gruff voice comes from inside: “What do you 
  want? 
  Go 
  away!” 
  After 
  repeating 
  the 
  countersign you were given earlier, “Light in a 
  dark night,” the door opens. A man comes out, 
  looks at you and invites you in.  As you enter, 
  you get a better look at the man and recognize 
  the lieutenant who gave you the mission. You 
  are led to a room and the lieutenant then says, 
  “Now, tell me what you’ve discovered.” He 
  listens carefully to your story, asking questions 
  about what you seen and taking any evidence 
  you have. After the entire affair is over he says: 
  “Good job; go back to the warehouse,” then 
  escorts you out and slams the door.  
   
  You scurry to the warehouse where your 
  fellow adventurers are coming back from 
  various tasks. One party is covered in blood, 
  another in sewage and yet another party looks 
  like they need to get some color in their faces.  
   
  Number 2 speaks “Ladies and gentlemen, 
  thank you for your efforts, we will not know 
  what all has happened today for some time.  
  Please step over to our dear quartermaster and 
  he will make arrangements for you. Thanks your 
  services will help our dear kingdom! And by the 
  way, you will not see me again, but rest assured 
  we are keeping your names on file and will 
  provide a certain amount of help for you to fight 
  the darkness”. 
   
  If the party failed: 
   
  You come to the safe house. You knock and 
  a gruff voice comes from inside: “What do you 
  want? 
  Go 
  away!” 
  After 
  repeating 
  the 
  countersign you were given earlier, “Light in a 
  dark night,” the door opens. A man comes out, 
  looks at you and invites you in.  As you enter, 
  you get a better look at the man and recognize 
  the lieutenant who gave you the mission. You 
  are led to a room where a second man awaits 
  you, casting a spell on your arrival. The 
  lieutenant then says, “Now, tell me what you’ve 
  discovered.” He listens carefully to your story, 
  asking questions about what you seen and 
  taking any evidence you have. After the entire 
  affair is over he says: “What a waste of time.” He 
  debriefs you, reminding you never to speak of 
  this, then escorts you out and slams the door.  
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  the experience award.  Award the total value 
  (objectives plus roleplaying) to each character. 
  Encounter 1A/2A/3A 
  Defeat the undead in the city streets 
   
  APL2 45 xp 
   
  APL4 75 xp 
   
  APL6 105 xp 
   
  APL8 135 xp 
   
  APL10 165 xp 
   
  APL12 195 xp 
  Encounter 1B/2B/3B 
  Disable or Survive the trap (no XP if it is avoided 
  altogether or not encountered).  
   
  APL2 30 xp 
   
  APL4 60 xp 
   
  APL6 90 xp 
   
  APL8 120 xp 
   
  APL10 150 xp 
   
  APL12 180 xp 
  Encounter 1C/2C/3C 
  Defeat the door guard  
   
  APL2 30 xp 
  
  FURi5-04 Festering Wounds 
   
  Page 19 
   
  APL4 60 xp 
   
  APL6 90 xp 
   
  APL8 120 xp 
   
  APL10 150 xp 
   
  APL12 180 xp 
  Encounter 1D/2D/3D 
  Defeat the creatures in the “main course” 
   
  APL2 60 xp 
   
  APL4 90 xp 
   
  APL6 120 xp 
   
  APL8 150 xp 
   
  APL10 180 xp 
   
  APL12 210 xp 
  Story Award 
  Recover the information: 
   
  APL2 60 xp 
   
  APL4 52 xp 
   
  APL6 45 xp 
   
  APL8 37 xp 
   
  APL10 30 xp 
   
  APL12 22 xp 
  Total possible experience: 
   
  APL2 225 xp 
   
  APL4 337 xp 
   
  APL6 450 xp 
   
  APL8 562 xp 
   
  APL10 675 xp 
   
  APL12 787 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  
  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the scene 
  by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot 
  the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
   A normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use 
  the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is 
  used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Special 
  Invitation to join the Twilight Hunters: The entry 
  requirements and TUs are waved for your entry into 
  the Twilight Hunters. You may think about this offer 
  till February 1st 2006; after that it is withdrawn (and 
  this invitation is voided).  
  Favor of the Twilight Hunters: For your dutiful 
  help in the simultaneous assault in Chendl, Mishka 
  
  FURi5-04 Festering Wounds 
   
  Page 20 
  agrees to train you in one of the following feats from 
  Libris Mortis: Ghost Scarred, Sacred Vitality, 
  Sacred Vengeance. You may instead chose to 
  learn one of the following spells from a contact 
  within the Twilight Hunters:  conjure ice beast IV 
  (FB), curse of impending blades (MH), undeniable 
  gravity (MH). Normal costs of learning the spell still 
  apply and normal requirements of the feats must 
  still be met. Circle the option chosen from those 
  listed above. 
  Skull Clan Hunter Access: Mishka also agrees to 
  teach you the ways of hunting undead. This counts 
  as campaign access to the Prestige class Skull 
  Clan Hunter (MH). You must spend 2 TUs prior to 
  taking any levels in the class, unless you are a 
  member of the Twilight Hunters. 
  Perks with the Twilight Hunters: Your help to the 
  Twilight Hunters is remembered. The next time you 
  adventure in Chendl you may do so with free Luxury 
  Lifestyle, or you may have free High Lifestyle for the 
  next three Furyondy regional events. In addition, 
  you gain one influence point with the Twilight 
  Hunters.  
  Twilight Hunters: Members of the Twilight Hunters 
  MO gain access: Adventure Bloodwine (LM, up to 4 
  doses). At APL 6 and above, they may upgrade 
  their weapon with the ghost strike enhancement 
  (LM) and at APL 10 and above they may upgrade 
  their armor with the ghost ward enhancement (LM). 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Wand of Lesser Vigor (Adventure, CL 1, 
  CD, 750gp) 
  • 
  Bracers of Armor +2 (Adventure, DMG, 
  4000gp) 
  • 
  +1 Bane: Undead Silver Morning Star, 
  (Adventure, DMG, 8398 gp) 
  • 
  +1 Bane: Undead Silver rapier (Adventure, 
  DMG, 8410 gp) 
  • 
  +1 
  Bane: 
  Undead 
  Silver 
  longsword 
  (Adventure, DMG, 8405 gp) 
  • 
  +1 Bane: Ooze Rapier (Adventure, DMG, 
  8320 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Mithril Breastplate (Adventure, DMG, 
  4200gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Bracers of Armor +3 (Adventure, DMG, 
  9000gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Mithril Breastplate +1 (Adventure, DMG, 
  5200gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Ring of Protection +2 (Adventure, DMG, 
  8000gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Mithral Breastplate +2 (Adventure, DMG, 
  8200gp) 
   
  
  FURi5-04 Festering Wounds 
   
  Page 21 
   
  BRANCH ONE: Appendix One – APL 2
  Encounter 1C 
   
   
   
   
  Dread Guard of Hextor: CR 3; Medium 
  Construct; HD 5d10+20, hp 47; Init +0; Spd 20ft.; 
  AC 17, touch 10, flat-footed 17; Base Atk/Grp: 
  +6/+6; Atk +6 melee (1d8+3 mw flail); Full Atk +6 
  melee (1d8+3 mw flail); SQ Cold Resistance 10, 
  Construct Traits, Fire Resistance 10; AL N; SV 
  Fort +1, Ref +1, Will +2; Str 17, Dex 11, Con -, 
  Int 6, Wis 13, Cha 2. 
   
  Skills and Feats: Spot +9 Power Attack, 
  Cleave. 
  Construct 
  Traits: 
  Low-light 
  vision; 
  60 
  ft. 
  darkvision; Immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and 
  morale effects); immunity to poison, sleep effects, 
  paralysis, stunning, disease, death effects, and 
  necromancy effects; not subject to critical hits, 
  nonlethal damage, death from massive damage; 
  cannot be healed. 
   
  Possessions: Full plate +1, mw heavy flail.  
  Encounter 1D 
   
   
   
   
  Testindatri: Male human Clr2 (Hextor); CR 2; 
  Medium humanoid (human); HD 2d8+4; hp 17; Init 
  +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20; 
  BAB/Grp: +1/+2; Atk: +2 melee (1d8+1 heavy 
  mace); Full Atk: +2 melee (1d8+1 heavy mace); 
  SA Spontaneous casting (inflict), rebuke undead; 
  AL LE; SV Fort +5, Ref +0, Will +6; Str 12, Dex 
  10, Con 14, Int 12, Wis 16, Cha 10.  
  Skills and Feats: Concentration +7, Heal +8, 
  Knowledge 
  (religion) 
  +6, 
  Spellcraft 
  +6; 
  Endurance, Diehard.  
   
  Possessions: heavy metal shield, heavy 
  mace, full plate. 
   
  Spells Prepared (4/3+1 base DC = 13 + spell 
  level): 0—cure minor wounds (4); 1st—bane, 
  cause fear, obscuring mist, protection from 
  chaos*.  
  *Domain spell. Domains: [Law (Cast Law spells 
  at +1 caster level); Evil (Cast evil spells at +1 
  level)].  
   
   
   
   
  
  FURi5-04 Festering Wounds 
   
  Page 22 
  BRANCH ONE: Appendix Two – APL 4 & 6
  Encounter 1C 
   
   
   
   
  Dread Guard of Hextor: CR 3; Medium 
  Construct; HD 5d10+20, hp 47; Init +0; Spd 20ft.; 
  AC 17, touch 10, flat-footed 17; Base Atk/Grp: 
  +6/+6; Atk +6 melee (1d8+3 mw flail); Full Atk +6 
  melee (1d8+3 mw flail); SQ Cold Resistance 10, 
  Construct Traits, Fire Resistance 10; AL N; SV 
  Fort +1, Ref +1, Will +2; Str 17, Dex 11, Con -, 
  Int 6, Wis 13, Cha 2. 
   
  Skills and Feats: Spot +9 Power Attack, 
  Cleave. 
  Construct 
  Traits: 
  Low-light 
  vision; 
  60 
  ft. 
  darkvision; Immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and 
  morale effects); immunity to poison, sleep effects, 
  paralysis, stunning, disease, death effects, and 
  necromancy effects; not subject to critical hits, 
  nonlethal damage, death from massive damage; 
  cannot be healed. 
  Encounter 1D 
   
   
   
   
  Testindatri: Male human Clr4 (Hextor); CR 2; 
  Medium humanoid (human); HD 4d8+8; hp 31; Init 
  +4; Spd 30 ft.; AC 20, touch 10, flat-footed 20; 
  BAB/Grp: +3/+4; Atk: +4 melee (1d8+1 heavy 
  mace); Full Atk: +4 melee (1d8+1 heavy mace); 
  SA Spontaneous casting (inflict), rebuke undead; 
  AL LE; SV Fort +5, Ref +0, Will +6; Str 12, Dex 
  10, Con 14, Int 12, Wis 17, Cha 10.  
  Skills and Feats: Concentration +9, Heal +10, 
  Knowledge 
  (religion) 
  +8, 
  Spellcraft 
  +8; 
  Endurance, Diehard, Improved Initiative.  
   
  Possessions: heavy metal shield, heavy 
  mace, full plate. 
   
  Spells Prepared (5/4+1/3+1 base DC = 13 + 
  spell level): 0—cure minor wounds (5); 1st—bane, 
  cause fear, cure light wounds, obscuring mist, 
  protection from chaos*; 2nd—darkness, hold 
  person, shatter, calm emotions*.  
  *Domain spell. Domains: [Law (Cast Law spells 
  at +1 caster level); Evil (Cast evil spells at +1 
  level)].  
   
  
  FURi5-04 Festering Wounds 
   
  Page 23 
  BRANCH ONE: Appendix Three – APL 8
  Encounter 1C 
   
   
   
   
  Dread Guard of Hextor: CR 3; Medium 
  Construct; HD 5d10+20, hp 47; Init +0; Spd 20ft.; 
  AC 17, touch 10, flat-footed 17; Base Atk/Grp: 
  +6/+6; Atk +6 melee (1d8+3 mw flail); Full Atk +6 
  melee (1d8+3 mw flail); SQ Cold Resistance 10, 
  Construct Traits, Fire Resistance 10; AL N; SV 
  Fort +1, Ref +1, Will +2; Str 17, Dex 11, Con -, 
  Int 6, Wis 13, Cha 2. 
   
  Skills and Feats: Spot +9 Power Attack, 
  Cleave. 
  Construct 
  Traits: 
  Low-light 
  vision; 
  60 
  ft. 
  darkvision; Immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and 
  morale effects); immunity to poison, sleep effects, 
  paralysis, stunning, disease, death effects, and 
  necromancy effects; not subject to critical hits, 
  nonlethal damage, death from massive damage; 
  cannot be healed. 
   
  Blood Golem of Hextor: CR 8; Large Construct; 
  HD 10d10+30; hp 130; Init -1; Spd 20f.; AC 26, 
  touch 8, flat-footed 26; Base Atk/Grp: +7/+17; 
  Atk +13 melee (1d10+6, mw heavy flail) or melee 
  +12 melee (1d8+6 slam); Full Atk +13/+13 melee 
  (1d10+6, mw heavy flail) or +12/+12 melee 
  (1d8+6 slam); Space/Reach: 10ft./10 ft.; SA: 
  Blood Siphon, Whirlwind of Death; SQ Blood 
  dependency, blood reservoir, construct traits, DR 
  10/adamantine, magic armor, magic immunity, 
  rust vulnerability; AL LE; SV Fort +3, Ref +2, Will 
  +3; Str 22, Dex 8, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: - 
  Construct 
  Traits: 
  Low-light 
  vision; 
  60 
  ft. 
  darkvision; Immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and 
  morale effects); immunity to poison, sleep effects, 
  paralysis, stunning, disease, death effects, and 
  necromancy effects; not subject to critical hits, 
  nonlethal damage, death from massive damage; 
  cannot be healed. 
  Blood Siphon (Su): A blood golem can suck 
  blood out of a helpless creature or a body that 
  has died within the last hour, dealing Constitution 
  damage at the rate of 1 point per full round, which 
  can be used directly or placed in the reservoir. 
  Both 
  the 
  golem 
  and 
  victim 
  must 
  remain 
  motionless for this to happen.  
  Whirlwind of Death (Ex): A blood golem can 
  spin its upper body and cause its flails to rotate 
  at high speed. This lets it attack all creatures with 
  in reach as if it had the whirlwind attack feat. In a 
  round after it makes this special attack, it can 
  only move or perform a single attack action.  
  Blood Dependency: This golem needs blood to 
  live day to day. 
  Blood Reservoir: The golem has reservoir filled 
  with blood equivalent to 20 Constitution (healing 
  five hp per Constitution point). It can draw blood 
  from its reservoir as a free action and often does 
  so during combat.  
   Magic Immunity: The golem is immune to all 
  spells and supernatural effects except as follows: 
  A gentle repose spell acts as a slow spell for 3 
  rounds with no saving throw. Regenerate restores 
  one hit point of damage per caster level. Horrid 
  wilting does half or one quarter damage if the 
  golem fails of succeeds on its save.  
  Rust Vulnerability: A blood golem's armor is 
  vulnerable to rust attacks, such as from a rust 
  monster or rusting grasp spell. If its armor is 
  destroyed in this manner the golems AC drops (to 
  17) and it makes slam attacks instead of flail 
  attacks. Once the armor is gone it looses its 
  blood reservoir.  
   
  Possessions: Full plate +1, mw heavy flail.  
   
  Encounter 1D 
   
   
   
   
  Testindatri: Male vampire Clr6 (Hextor); CR 8; 
  Medium 
  undead 
  (augmented 
  human); 
  HD 
  6d12+6+6; hp 59; Init +6; Spd 30 ft.; AC 27, 
  touch 12, flat-footed 25; BAB/Grp: +4/+8; Atk: +9 
  melee (1d8+4 heavy mace) or +9 (1d6+5+energy 
  drain, slam); Full Atk: +9 melee (1d8+5 heavy 
  mace) or +9 melee (1d6+5+energy drain, slam); 
  SA Spontaneous casting (inflict), rebuke undead, 
  blood drain, children of the night, dominate, 
  create spawn, energy drain; SQ alternate form, 
  fast healing 5, gaseous form, cold resistance 10, 
  
  FURi5-04 Festering Wounds 
   
  Page 24 
  electric 
  resistance 
  10, 
  spider 
  climb, 
  turn 
  resistance, DR 10/silver and magic; AL LE; SV 
  Fort +8, Ref +7, Will +10; Str 18, Dex 14, Con -, 
  Int 14, Wis 19, Cha 14.  
  Skills and Feats: Bluff +10, Concentration +9, 
  Heal +13, Hide +10, Knowledge (religion) +11, 
  Listen +14, Move Silently +10, Search +12, 
  Sense Motive +12, Spellcraft +11, Spot +12; 
  Alertness(B), 
  Combat 
  Reflexes(B), 
  Diehard, 
  Dodge(B), Endurance, Great Fortitude, Improved 
  Initiative(B), 
  Improved 
  Toughness, 
  Lightning 
  Reflexes(B).  
   
  Possessions: heavy metal shield +1, heavy 
  mace, mithril breastplate +1. 
  Blood Drain (Ex) A vampire can suck blood from 
  a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it 
  drains blood, dealing 1d4 points of Constitution 
  drain each round the pin is maintained. On each 
  such successful attack, the vampire gains five 
  temporary hit points.  
  Children of the Night (Su) Vampires command 
  the lesser creatures of the world and once per 
  day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard 
  action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar 
  power.) These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.  
  Dominate 
  (Su) 
  Testindatri 
  can 
  crush 
  an 
  opponent’s will just by looking onto his or her 
  eyes. This is similar to a gaze attack, except that 
  he must use a standard action, and those merely 
  looking at it are not affected. Anyone Testindatri 
  targets must succeed on a Will save (DC 15) or 
  fall instantly under his influence as though by a 
  dominate person spell (caster level 12th). The 
  ability has a range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous 
  humanoid slain by Testindatri’s energy drain rises 
  as a vampire spawn 1d4 days after burial.  
  Energy Drain (Su) Living creatures hit by a 
  vampire’s slam attack (or any other natural 
  weapon the vampire might possess) gain two 
  negative levels. For each negative level bestowed, 
  the vampire gains five temporary hit points. A 
  vampire can use its energy drain ability once per 
  round.  
  Alternate Form (Su): Testindatri can assume 
  the shape of a bat as a standard action. This 
  ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does 
  not regain hit points for changing form and can 
  only change to one form. While in its alternate 
  form, the vampire loses its natural slam attack 
  and dominate ability, but it the natural weapons 
  and extraordinary special attacks of its new form. 
  It can remain in that form until it assumes another 
  or until the next sunrise.   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 
  hit point. If reduced to 0 hit points in combat, it 
  automatically 
  assumes 
  gaseous 
  form 
  and 
  attempts to escape. It must reach its coffin home 
  within 2 hours or be utterly destroyed. (It can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round.  
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the 
  spell (caster level 5th), but it can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability.  
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell.  
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Spells Prepared (5/4+1/4+1/3+1 base DC = 
  14 + spell level): 0—guidance (5); 1st—bane, 
  cause fear, cause light wounds, obscuring mist, 
  protection from chaos*; 2nd—darkness, hold 
  person (2), shatter, calm emotions*; 3rd—
  blindness, animate dead, magic circle against 
  good, magic circle against chaos*.  
  *Domain spell. Domains: [Law (Cast Law spells 
  at +1 caster level); Evil (Cast evil spells at +1 
  level)]. 
  
  FURi5-04 Festering Wounds 
   
  Page 25 
  BRANCH ONE: Appendix Four – APL 10
  Encounter 1C 
   
   
   
   
  Blood Golem of Hextor: CR 8; Large Construct; 
  HD 10d10+30; hp 130; Init -1; Spd 20f.; AC 26, 
  touch 8, flat-footed 26; Base Atk/Grp: +7/+17; 
  Atk +13 melee (1d10+6, mw heavy flail) or melee 
  +12 melee (1d8+6 slam); Full Atk +13/+13 melee 
  (1d10+6, mw heavy flail) or +12/+12 melee 
  (1d8+6 slam); Space/Reach: 10ft./10 ft.; SA: 
  Blood Siphon, Whirlwind of Death; SQ Blood 
  dependency, blood reservoir, construct traits, DR 
  10/adamantine, magic armor, magic immunity, 
  rust vulnerability; AL LE; SV Fort +3, Ref +2, Will 
  +3; Str 22, Dex 8, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: - 
  Construct 
  Traits: 
  Low-light 
  vision; 
  60 
  ft. 
  darkvision; Immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and 
  morale effects); immunity to poison, sleep effects, 
  paralysis, stunning, disease, death effects, and 
  necromancy effects; not subject to critical hits, 
  nonlethal damage, death from massive damage; 
  cannot be healed. 
  Blood Siphon (Su): A blood golem can suck 
  blood out of a helpless creature or a body that 
  has died within the last hour, dealing Constitution 
  damage at the rate of 1 point per full round, which 
  can be used directly or placed in the reservoir. 
  Both 
  the 
  golem 
  and 
  victim 
  must 
  remain 
  motionless for this to happen.  
  Whirlwind of Death (Ex): A blood golem can 
  spin its upper body and cause its flails to rotate 
  at high speed. This lets it attack all creatures with 
  in reach as if it had the whirlwind attack feat. In a 
  round after it makes this special attack, it can 
  only move or perform a single attack action.  
  Blood Dependency: This golem needs blood to 
  live day to day. 
  Blood Reservoir: The golem has reservoir filled 
  with blood equivalent to 20 Constitution (healing 
  five hp per Constitution point). It can draw blood 
  from its reservoir as a free action and often does 
  so during combat.  
   Magic Immunity: The golem is immune to all 
  spells and supernatural effects except as follows: 
  A gentle repose spell acts as a slow spell for 3 
  rounds with no saving throw. Regenerate restores 
  one hit point of damage per caster level. Horrid 
  wilting does half or one quarter damage if the 
  golem fails of succeeds on its save.  
  Rust Vulnerability: A blood golem's armor is 
  vulnerable to rust attacks, such as from a rust 
  monster or rusting grasp spell. If its armor is 
  destroyed in this manner the golems AC drops (to 
  17) and it makes slam attacks instead of flail 
  attacks. Once the armor is gone it looses its 
  blood reservoir.  
   
  Possessions: Full plate +1, mw heavy flail.  
  Encounter 1D 
   
   
   
   
  Testindatri: Male vampire Clr8 (Hextor); CR 10; 
  Medium 
  undead 
  (augmented 
  human); 
  HD 
  8d12+8+8; hp 77; Init +6; Spd 30 ft.; AC 29, 
  touch 14, flat-footed 27; BAB/Grp: +6/+10; Atk: 
  +11 
  melee 
  (1d8+5 
  heavy 
  mace) 
  or 
  +11 
  (1d6+5+energy drain, slam); Full Atk: +11/+6 
  melee (1d8+5 heavy mace) or +11/+6 melee 
  (1d6+5+energy drain, slam); SA Spontaneous 
  casting (inflict), rebuke undead, blood drain, 
  children of the night, dominate, create spawn, 
  energy drain; SQ alternate form, fast healing 5, 
  gaseous form, cold resistance 10, electric 
  resistance 10, spider climb, turn resistance, DR 
  10/silver and magic; AL LE; SV Fort +9, Ref +7, 
  Will +12; Str 18, Dex 14, Con -, Int 14, Wis 20, 
  Cha 14.  
  Skills and Feats: Bluff +10, Concentration +11, 
  Heal +14, Hide +10, Knowledge (religion) +13, 
  Listen +15, Move Silently +10, Search +12, 
  Sense Motive +14, Spellcraft +13, Spot +13; 
  Alertness(B), 
  Combat 
  Reflexes(B), 
  Diehard, 
  Dodge(B), Endurance, Great Fortitude, Improved 
  Initiative(B), 
  Improved 
  Toughness, 
  Lightning 
  Reflexes(B).  
   
  Possessions: heavy metal shield +1, heavy 
  mace, mithril breastplate +1, ring of protection 
  +2. 
  Blood Drain (Ex) A vampire can suck blood from 
  a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it 
  drains blood, dealing 1d4 points of Constitution 
  drain each round the pin is maintained. On each 
  such successful attack, the vampire gains five 
  temporary hit points.  
  
  FURi5-04 Festering Wounds 
   
  Page 26 
  Children of the Night (Su) Vampires command 
  the lesser creatures of the world and once per 
  day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard 
  action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar 
  power.) These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.  
  Dominate 
  (Su) 
  Testindatri 
  can 
  crush 
  an 
  opponent’s will just by looking onto his or her 
  eyes. This is similar to a gaze attack, except that 
  he must use a standard action, and those merely 
  looking at it are not affected. Anyone Testindatri 
  targets must succeed on a Will save (DC 16) or 
  fall instantly under his influence as though by a 
  dominate person spell (caster level 12th). The 
  ability has a range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous 
  humanoid slain by Testindatri’s energy drain rises 
  as a vampire spawn 1d4 days after burial.  
  Energy Drain (Su) Living creatures hit by a 
  vampire’s slam attack (or any other natural 
  weapon the vampire might possess) gain two 
  negative levels. For each negative level bestowed, 
  the vampire gains five temporary hit points. A 
  vampire can use its energy drain ability once per 
  round.  
  Alternate Form (Su): Testindatri can assume 
  the shape of a bat as a standard action. This 
  ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does 
  not regain hit points for changing form and can 
  only change to one form. While in its alternate 
  form, the vampire loses its natural slam attack 
  and dominate ability, but it the natural weapons 
  and extraordinary special attacks of its new form. 
  It can remain in that form until it assumes another 
  or until the next sunrise.   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 
  hit point. If reduced to 0 hit points in combat, it 
  automatically 
  assumes 
  gaseous 
  form 
  and 
  attempts to escape. It must reach its coffin home 
  within 2 hours or be utterly destroyed. (It can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round.  
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the 
  spell (caster level 5th), but it can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability.  
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell.  
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Spells Prepared (6/5+1/4+1/4+1/3+1 base 
  DC = 15 + spell level): 0—guidance (5), detect 
  magic; 1st—bane, cause fear, cause light 
  wounds, obscuring mist, protection from good, 
  protection from chaos*; 2nd—darkness, hold 
  person (2), shatter, calm emotions*; 3rd—
  animate dead, blindness, dispel magic, magic 
  circle against good, magic circle against chaos*; 
  4th—dismissal, divine power, dimensional anchor, 
  *orders wrath.  
  *Domain spell. Domains: [Law (Cast Law spells 
  at +1 caster level); Evil (Cast evil spells at +1 
  level)]. 
   
  
  FURi5-04 Festering Wounds 
   
  Page 27 
  BRANCH ONE: Appendix Five – APL 12
  Encounter 1C 
   
   
   
   
  Advanced Blood Golem of Hextor: CR 12; 
  Huge Construct; HD 26d10+30; hp 226; Init +0; 
  Spd 20ft.; AC 30, touch 8, flat-footed 30; Base 
  Atk/Grp: +19/+39; Atk +27 melee (2d8+11, heavy 
  flail +1) or melee +26 melee (2d6+11 slam); Full 
  Atk +27/+27 melee (2d8+11, heavy flail +1) or 
  +26/+26 melee (2d6+11 slam); Space/Reach: 
  15ft./15 ft.; SA: Blood Siphon, Whirlwind of 
  Death; SQ Blood dependency, blood reservoir, 
  construct traits, DR 10/adamantine, magic armor, 
  magic immunity, rust vulnerability; AL LE; SV 
  Fort +6, Ref +6, Will +7; Str 30, Dex 8, Con -, Int 
  -, Wis 10, Cha 1. 
   
  Skills and Feats: - 
  Construct 
  Traits: 
  Low-light 
  vision; 
  60 
  ft. 
  darkvision; Immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and 
  morale effects); immunity to poison, sleep effects, 
  paralysis, stunning, disease, death effects, and 
  necromancy effects; not subject to critical hits, 
  nonlethal damage, death from massive damage; 
  cannot be healed. 
  Blood Siphon (Su): A blood golem can suck 
  blood out of a helpless creature or a body that 
  has died within the last hour, dealing Constitution 
  damage at the rate of 1 point per full round, which 
  can be used directly or placed in the reservoir. 
  Both 
  the 
  golem 
  and 
  victim 
  must 
  remain 
  motionless for this to happen.  
  Whirlwind of Death (Ex): A blood golem can 
  spin its upper body and cause its flails to rotate 
  at high speed. This lets it attack all creatures with 
  in reach as if it had the whirlwind attack feat. In a 
  round after it makes this special attack, it can 
  only move or perform a single attack action.  
  Blood Dependency: This golem needs blood to 
  live day to day. 
  Blood Reservoir: The golem has reservoir filled 
  with blood equivalent to 20 Constitution (healing 
  five hp per Constitution point). It can draw blood 
  from its reservoir as a free action and often does 
  so during combat.  
   Magic Immunity: The golem is immune to all 
  spells and supernatural effects except as follows: 
  A gentle repose spell acts as a slow spell for 3 
  rounds with no saving throw. Regenerate restores 
  one hit point of damage per caster level. Horrid 
  wilting does half or one quarter damage if the 
  golem fails of succeeds on its save.  
  Rust Vulnerability: A blood golem's armor is 
  vulnerable to rust attacks, such as from a rust 
  monster or rusting grasp spell. If its armor is 
  destroyed in this manner the golems AC drops (to 
  17) and it makes slam attacks instead of flail 
  attacks. Once the armor is gone it looses its 
  blood reservoir.  
   
  Possessions: Full plate +1, mw heavy flail. 
   
  Encounter 1D 
   
   
   
   
  Testindatri: Male vampire Clr8/Master Vampire 2 
  (Hextor); CR 12; Medium undead (augmented 
  human); HD 10d12+10+10; hp 109; Init +6; Spd 
  30 ft.; AC 30, touch 14, flat-footed 28; BAB/Grp: 
  +7/+11; Atk: +12 melee (1d8+5 heavy mace) or 
  +12 (1d6+5+energy drain, slam); Full Atk: +12/+7 
  melee (1d8+5 heavy mace) or +12/+7 melee 
  (1d6+5+energy drain, slam); SA Spontaneous 
  casting (inflict), rebuke undead, blood drain, 
  children of the night, dominate, create spawn, 
  energy drain; SQ alternate form, fast healing 5, 
  gaseous form, cold resistance 10, electric 
  resistance 10, spider climb, turn resistance, more 
  spawn, enhanced spawn, DR 10/silver and magic; 
  AL LE; SV Fort +12, Ref +7, Will +15; Str 18, 
  Dex 14, Con -, Int 14, Wis 20, Cha 14.  
  Skills and Feats: Bluff +12, Concentration +13, 
  Heal +14, Hide +10, Knowledge (religion) +13, 
  Listen +15, Move Silently +10, Search +12, 
  Sense Motive +16, Spellcraft +13, Spot +15; 
  Alertness(B), 
  Combat 
  Reflexes(B), 
  Diehard, 
  Dodge(B), Endurance, Great Fortitude, Improved 
  Initiative(B), 
  Improved 
  Toughness, 
  Lightning 
  Reflexes(B), Mobility.  
   
  Possessions: heavy metal shield +1, heavy 
  mace, mithril breastplate +2, ring of protection 
  +2. 
  Blood Drain (Ex) A vampire can suck blood from 
  a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it 
  drains blood, dealing 1d4 points of Constitution 
  drain each round the pin is maintained. On each 
  such successful attack, the vampire gains five 
  temporary hit points.  
  
  FURi5-04 Festering Wounds 
   
  Page 28 
  Children of the Night (Su) Vampires command 
  the lesser creatures of the world and once per 
  day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard 
  action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar 
  power.) These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.  
  Dominate 
  (Su) 
  Testindatri 
  can 
  crush 
  an 
  opponent’s will just by looking onto his or her 
  eyes. This is similar to a gaze attack, except that 
  he must use a standard action, and those merely 
  looking at it are not affected. Anyone Testindatri 
  targets must succeed on a Will save (DC 17) or 
  fall instantly under his influence as though by a 
  dominate person spell (caster level 12th). The 
  ability has a range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous 
  humanoid slain by Testindatri’s energy drain rises 
  as a vampire spawn 1d4 days after burial.  
  More Spawn (Su):  As a Master Vampire, 
  Testindatri can get more spawn per day.  
  Enhanced Spawn (Su): Spawn created by 
  Testindatri gain +2 to Strength and Dexterity 
  while the master is alive. Once Testindatri is 
  slain, use vampire spawn statistics from the 
  Monster Manual.  
  Energy Drain (Su) Living creatures hit by a 
  vampire’s slam attack (or any other natural 
  weapon the vampire might possess) gain two 
  negative levels. For each negative level bestowed, 
  the vampire gains five temporary hit points. A 
  vampire can use its energy drain ability once per 
  round.  
  Alternate Form (Su): Testindatri can assume 
  the shape of a bat as a standard action. This 
  ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does 
  not regain hit points for changing form and can 
  only change to one form. While in its alternate 
  form, the vampire loses its natural slam attack 
  and dominate ability, but it the natural weapons 
  and extraordinary special attacks of its new form. 
  It can remain in that form until it assumes another 
  or until the next sunrise.   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 
  hit point. If reduced to 0 hit points in combat, it 
  automatically 
  assumes 
  gaseous 
  form 
  and 
  attempts to escape. It must reach its coffin home 
  within 2 hours or be utterly destroyed. (It can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round.  
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the 
  spell (caster level 5th), but it can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability.  
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell.  
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance. As a master vampire, Testindatri’s 
  turn resistance is increased by one for each 
  spawn within 60 ft. 
   
  Spells 
  Prepared 
  (6/5+1/5+1/4+1/3+1/2+1 
  base DC = 15 + spell level): 0—guidance (5), 
  detect magic; 1st—bane, cause fear, cause light 
  wounds, obscuring mist, protection from good, 
  protection from chaos*; 2nd—darkness, hold 
  person (2), shatter (2), calm emotions*; 3rd—
  animate dead, blindness, dispel magic, magic 
  circle against good, magic circle against chaos*; 
  4th—dismissal, divine power, dimensional anchor, 
  *orders wrath; 5th—slay living (2), dispel good*.  
  *Domain spell. Domains: [Law (Cast Law spells 
  at +1 caster level); Evil (Cast evil spells at +1 
  level)]. 
   
  Binwair: Male vampire Clr8 (Hextor); CR 10; 
  Medium 
  undead 
  (augmented 
  human); 
  HD 
  8d12+8+8; hp 77; Init +6; Spd 30 ft.; AC 27, 
  touch 12, flat-footed 25; BAB/Grp: +6/+10; Atk: 
  +11 
  melee 
  (1d8+5 
  heavy 
  mace) 
  or 
  +11 
  (1d6+5+energy drain, slam); Full Atk: +11/+6 
  melee (1d8+5 heavy mace) or +11/+6 melee 
  (1d6+5+energy drain, slam); SA Spontaneous 
  casting (inflict), rebuke undead, blood drain, 
  children of the night, dominate, create spawn, 
  energy drain; SQ alternate form, fast healing 5, 
  gaseous form, cold resistance 10, electric 
  resistance 10, spider climb, turn resistance, DR 
  10/silver and magic; AL LE; SV Fort +9, Ref +7, 
  Will +12; Str 18, Dex 14, Con -, Int 14, Wis 20, 
  Cha 14.  
  Skills and Feats: Bluff +10, Concentration +11, 
  Heal +14, Hide +10, Knowledge (religion) +13, 
  
  FURi5-04 Festering Wounds 
   
  Page 29 
  Listen +15, Move Silently +10, Search +12, 
  Sense Motive +14, Spellcraft +13, Spot +13; 
  Alertness(B), 
  Combat 
  Reflexes(B), 
  Diehard, 
  Dodge(B), Endurance, Great Fortitude, Improved 
  Initiative(B), 
  Improved 
  Toughness, 
  Lightning 
  Reflexes(B).  
   
  Possessions: heavy metal shield +1, heavy 
  mace, mithril breastplate +1. 
  Blood Drain (Ex) A vampire can suck blood from 
  a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it 
  drains blood, dealing 1d4 points of Constitution 
  drain each round the pin is maintained. On each 
  such successful attack, the vampire gains five 
  temporary hit points.  
  Children of the Night (Su) Vampires command 
  the lesser creatures of the world and once per 
  day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard 
  action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar 
  power.) These creatures arrive in 2d6 rounds and 
  serve the vampire for up to 1 hour.  
  Dominate (Su): Binwair can crush an opponent’s 
  will just by looking onto his or her eyes. This is 
  similar to a gaze attack, except that he must use 
  a standard action, and those merely looking at it 
  are not affected. Anyone Binwair targets must 
  succeed on a Will save (DC 16) or fall instantly 
  under his influence as though by a dominate 
  person spell (caster level 12th). The ability has a 
  range of 30 feet.  
  Create Spawn (Su) A humanoid or monstrous 
  humanoid slain by Binwair’s energy drain rises as 
  a vampire spawn 1d4 days after burial.  
  Energy Drain (Su) Living creatures hit by a 
  vampire’s slam attack (or any other natural 
  weapon the vampire might possess) gain two 
  negative levels. For each negative level bestowed, 
  the vampire gains five temporary hit points. A 
  vampire can use its energy drain ability once per 
  round.  
  Alternate Form (Su): Binwair can assume the 
  shape of a dire wolf as a standard action. This 
  ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does 
  not regain hit points for changing form and can 
  only change to one form. While in its alternate 
  form, the vampire loses its natural slam attack 
  and dominate ability, but it the natural weapons 
  and extraordinary special attacks of its new form. 
  It can remain in that form until it assumes another 
  or until the next sunrise.   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 
  hit point. If reduced to 0 hit points in combat, it 
  automatically 
  assumes 
  gaseous 
  form 
  and 
  attempts to escape. It must reach its coffin home 
  within 2 hours or be utterly destroyed. (It can 
  travel up to nine miles in 2 hours.) Any additional 
  damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a 
  vampire is helpless. It regains 1 hit point after 1 
  hour, then is no longer helpless and resumes 
  healing at the rate of 5 hit points per round.  
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the 
  spell (caster level 5th), but it can remain gaseous 
  indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability.  
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell.  
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Spells Prepared (6/5+1/4+1/4+1/3+1 base 
  DC = 15 + spell level): 0—guidance (5), detect 
  magic; 1st—bane, cause fear, cause light 
  wounds, obscuring mist, protection from good, 
  protection from chaos*; 2nd—darkness, hold 
  person (2), shatter, calm emotions*; 3rd—
  animate dead, blindness, dispel magic, magic 
  circle against good, magic circle against chaos*; 
  4th—dismissal, divine power, dimensional anchor, 
  *orders wrath.  
  *Domain spell. Domains: [Law (Cast Law spells 
  at +1 caster level); Evil (Cast evil spells at +1 
  level)]. 
   
  Enhanced Spawn: CR 4; Medium undead;  HD 
  4d12+3; hp 33; Init +7; Spd 30 ft.; AC 16, touch 
  13, flat-footed 13; BAB/Grp: +2/+6;  Atk: +7 
  melee (1d6+5+energy drain, slam); Full Atk: +6 
  melee (1d6+5+energy drain, slam); SA blood 
  drain, domination, energy drain; SQ +2 turn 
  resistance, darkvision 60ft., fast healing 2, 
  gaseous form, cold resistance 10, electricity 
  resistance 10, spider climb, undead traits, DR 
  5/silver; AL LE; SV Fort +2, Ref +7, Will +6; Str 
  18, Dex 16, Con -, Int 13, Wis 13, Cha 14.  
  
  FURi5-04 Festering Wounds 
   
  Page 30 
  Skills and Feats: Bluff +6, Climb +9, Diplomacy 
  +4, Hide +11, Jump +9, Listen +11, Move Silently 
  +11, Profession (farmer) +4, Search +8, Sense 
  Motive +11, Spot +11; Alertness, Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Skill 
  Focus 
  (Profession farmer), Toughness. 
  Special Quality: see p. 254 Monster Manual.  
   
   
  
  FURi5-04 Festering Wounds 
   
  Page 31 
  BRANCH TWO: Appendix One – APL 4 & 6
  Encounter 2C 
   
   
   
   
  Lesser Bonedrinker; CR 4; Small Undead; HD 
  7d12+14+7; hp 66; Init: +3; Spd: 30 ft.; AC: 16 
  touch 15, flat-footed 12; Base Atk/Grp: +3/+5; 
  Atk: +5 melee (1d8+3 Tentacle); Full Atk: +6/+6 
  melee (1d8+3,  tentacles) and +1/+1 melee 
  (1d6+2, claw); Space/Reach: 5ft/5ft (tentacles up 
  to 10 ft.); SA: Bonedrink, improved grab, pounce; 
  SQ:  Darkvision 60 ft, resistance to cold 5, fire 5, 
  and sonic 5, scent, undead traits, unholy 
  toughness; AL CE; SV: Fort +3, Ref +7, Will +7; 
  Str 15, Dex 18, Con-, Int 8, Wis 12, Cha 15. 
   
  Skills and Feats: Hide +15, Listen +9, Move 
  Silently 
  +15, 
  Spot 
  +9; 
  Combat 
  Reflexes, 
  Improved Natural Attack (claws), Power Attack.  
  Bonedrink (Ex): Once a bonedrinker has 
  successfully grappled an opponent, it can begin 
  to drink its bones. To do this, the bonedrinker 
  must make a successful grapple check. If it pins 
  its foes, it fastens onto the creature with its 
  horrendous fangs. It then secrets a painful toxin 
  into the victim that deals 1d6 points of 
  Constitution damage. Creatures reduced to 0 die, 
  as their majority of their bones become too brittle 
  to support their bodies and they collapse into a 
  sack 
  of 
  loose 
  flesh. 
  Creatures 
  without 
  Constitution scores are immune to this special 
  attack.  
  Improved Grab (Ex): To use this ability the 
  Bonedrinker must hit with the tentacle attack. It 
  can then as a free action with out provoking 
  attacks of opportunity to start a grapple as a free 
  action. If it wins the grapple check, it establishes 
  a hold and deals automatic claw or tentacle 
  damage to the grappled victim.  It deals claw or 
  tentacle damage each round it maintains the 
  grapple, if the victim is pinned then it can start a 
  Bonedrink. 
  Pounce (Ex): If a bone drinker charges it can 
  make a full attack in the same round.  
  Encounter 2D 
   
   
   
   
  Boneclaw: CR 6; Large Undead; HD 10d12+40 
  +10; hp 115; Init +8; Spd 40 ft.; AC 16, touch 13, 
  flat-footed 12; Base Atk/Grp: +5/+14; Atk: +8 
  melee (2d6+8 claw)*; Full Attack: +8/+8 melee 
  (2d6+8 claws)*; Space/Reach: 10ft./20 ft.; SA: 
  Reaching Claws; SQ: +2 turn resistance, damage 
  reduction 
  5/bludgeoning, 
  darkvision 
  60 
  ft., 
  immunity 
  to 
  cold, 
  undead 
  traits, 
  unholy 
  toughness; AL CE; SV Fort +4, Ref +8, Will +10; 
  Str 21, 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 
  *Includes adjustment for Power Attack feat. 
  Reaching Claws (Ex): A Bone Claw's attack can 
  reach immediately up to 20ft. It can threaten more 
  squares then its size normally allows. 
   
  
  FURi5-04 Festering Wounds 
   
  Page 32 
  BRANCH TWO: Appendix Two – APL 8 & 10
  Encounter 2C 
   
   
   
   
  Bonedrinker: CR 7; Medium undead; HD 
  11d12+22+11; hp 104; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14; Base Atk/Grp: +5/+14; 
  Atk: +11 melee (1d10+6  Tentacle); Full Atk: 
  +11/+11 melee (1d10+6  tentacles) and +6/+6 
  melee 
  (1d8+3 
  claws); 
  Space/Reach: 
  5ft/5ft 
  (tentacles up to 10 ft.); SA Bonedrink, improved 
  grab, pounce; SQ Damage reduction 5/silver or 
  good, darkvision 60 ft, resistance to cold 10, fire 
  10, and sonic 10, scent, undead traits, unholy 
  toughness; AL CE; SV Fort +4, Ref +7, Will +10; 
  Str 21, Dex 16, Con-, Int 8, Wis 14, Cha 15 
   
  Skills and Feats: Hide +13, Listen +13, Move 
  Silently +17, Spot +13, Cleave, Combat Reflexes, 
  Improved Natural Attack (claws), Power Attack. 
  Bonedrink (Ex): Once a bonedrinker has 
  successfully grappled an opponent, it can begin 
  to drink its bones. To do this, the bonedrinker 
  must make a successful grapple check. If it pins 
  its foes, it fastens onto the creature with its 
  horrendous fangs. It then secrets a painful toxin 
  into the victim that deals 1d6 points of 
  Constitution damage. Creatures reduced to 0 die, 
  as their majority of their bones become too brittle 
  to support their bodies and they collapse into a 
  sack 
  of 
  loose 
  flesh. 
  Creatures 
  with 
  out 
  Constitution scores are immune to this special 
  attack.   
  Improved Grab (Ex): To use this ability the 
  Bonedrinker must hit with the tentacle attack. It 
  can then as a free action with out provoking 
  attacks of opportunity to start a grapple as a free 
  action. If it wins the grapple check, it establishes 
  a hold and deals automatic claw or tentacle 
  damage to the grappled victim.  It deals claw or 
  tentacle damage each round it maintains the 
  grapple, if the victim is pinned then it can start a 
  Bonedrink. 
  Pounce (Ex): If a bone drinker charges it can 
  make a full attack in the same round.  
   
  Encounter 2D 
   
   
   
   
  Advanced Boneclaw: CR 8; Large Undead; HD 
  14d12+84+14; hp 201; Init +9; Spd 40 ft.; AC 18, 
  touch 14, flat-footed 13; Base Atk/Grp: +7/+19; 
  Atk: +15 melee (2d6+8 claw); Full Attack: 
  +15/+15 melee (2d6+8 claws); Space/Reach: 
  10ft./20 ft.; SA: Reaching Claws; SQ: +2 turn 
  resistance, damage reduction 5/bludgeoning, 
  darkvision 60 ft., immunity to cold, undead traits, 
  unholy toughness; AL CE; SV Fort +4, Ref +9, 
  Will +12; Str 26, Dex 20, Con -, Int 14, Wis 16, 
  Cha 22. 
   
  Skills and Feats: Hide +20, Intimidate +22, 
  Listen +21, Move Silently +21, Search +18, Spot 
  +19, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Improved Natural Attack (claw), Improved Natural 
  Armor, Power Attack 
  Reaching Claws (Ex): A Bone Claw's attack can 
  reach immediately up to 20ft. It can threaten more 
  squares then its size normally allows. 
   
  
  FURi5-04 Festering Wounds 
   
  Page 33 
  BRANCH TWO: Appendix Three – APL 12
  Encounter 2C 
   
   
   
   
  Bonedrinker: CR 7; Medium undead; HD 
  11d12+22+11; hp 104; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14; Base Atk/Grp: +5/+14; 
  Atk: +11 melee (1d10+6  Tentacle); Full Atk: 
  +11/+11 melee (1d10+6  tentacles) and +6/+6 
  melee 
  (1d8+3 
  claws); 
  Space/Reach: 
  5ft/5ft 
  (tentacles up to 10 ft.); SA Bonedrink, improved 
  grab, pounce; SQ Damage reduction 5/silver or 
  good, darkvision 60 ft, resistance to cold 10, fire 
  10, and sonic 10, scent, undead traits, unholy 
  toughness; AL CE; SV Fort +4, Ref +7, Will +10; 
  Str 21, Dex 16, Con-, Int 8, Wis 14, Cha 15 
   
  Skills and Feats: Hide +13, Listen +13, Move 
  Silently +17, Spot +13, Cleave, Combat Reflexes, 
  Improved Natural Attack (claws), Power Attack. 
  Bonedrink (Ex): Once a bonedrinker has 
  successfully grappled an opponent, it can begin 
  to drink its bones. To do this, the bonedrinker 
  must make a successful grapple check. If it pins 
  its foes, it fastens onto the creature with its 
  horrendous fangs. It then secrets a painful toxin 
  into the victim that deals 1d6 points of 
  Constitution damage. Creatures reduced to 0 die, 
  as their majority of their bones become too brittle 
  to support their bodies and they collapse into a 
  sack 
  of 
  loose 
  flesh. 
  Creatures 
  with 
  out 
  Constitution scores are immune to this special 
  attack.   
  Improved Grab (Ex): To use this ability the 
  Bonedrinker must hit with the tentacle attack. It 
  can then as a free action with out provoking 
  attacks of opportunity to start a grapple as a free 
  action. If it wins the grapple check, it establishes 
  a hold and deals automatic claw or tentacle 
  damage to the grappled victim.  It deals claw or 
  tentacle damage each round it maintains the 
  grapple, if the victim is pinned then it can start a 
  Bonedrink. 
  Pounce (Ex): If a bone drinker charges it can 
  make a full attack in the same round.  
  Encounter 2D 
   
   
   
   
  Boneyard: 
  CR 
  14; 
  Huge 
  Undead; 
  HD 
  17d12+17+17; hp 144; Init +6; Spd: 20 ft., fly 60ft 
  (good); AC 30, touch 10, flat footed 28; Base 
  Atk/Grp: +8/+26; Atk +17 melee (2d8+16+ bone 
  subsumption/19-20, bite); Full Atk +17 melee 
  (2d8+16+bone 
  subsumption/19-20, 
  bite); 
  Space/Reach:15ft/10ft; SA Bone subsumption, 
  improved 
  grab, 
  summon 
  skeletons, 
  utter 
  subsumption; 
  SQ 
  Damage 
  reduction 
  10/-, 
  darkvision 60ft, fast healing 10, immunity to cold; 
  inescapable craving, undead traits; SR 24; AL 
  CE; SV: Fort +8, Ref +10, Will +16; Str 31, Dex 
  14, Con -, Int 18, Wis 20, Cha 18. 
   
  Skills and Feats: Balance +22, Climb +30, 
  Hide +22, Jump +30, Listen +25, Move Silently 
  +22, Search +24, Spot +25; Combat Reflexes, 
  Dodge, Great Fortitude, Improved Critical (bite), 
  Improved Initiative, Improved Toughness, Lightning 
  Reflexes. 
  Bone 
  Subsumption 
  (Su): 
  Whenever 
  the 
  boneyard successfully bites a foe, the victim 
  must make a DC 22 Fort save (except undead 
  victims which make Will saves). On a failed save, 
  the victims bones begin to melt away. The victim 
  takes 2d4 points of damage to Constitution, 
  Dexterity, and Strength. This only works on 
  creatures with a skeletal structure.  
  Improved Grab (Ex): If the boneyard hits with its 
  bite attack, it can start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  try to utterly subsume the victim’s body. 
  Inescapable Craving: Must eat bones to live. 
  Summon Skeletons:  A boneyard can summon 
  once a day 3-6 troll skelletons or 2-4 young adult 
  red dragon skeletons. The undead arrive in 1d10 
  rounds and serve for one hour or until they are re -
  absorbed back into the boneyard.  
  Utter Subsumption (Su): If a boneyard wins a 
  grapple check after using the improved grab 
  ability, it attempts to pin the target on its next 
  action. A boneyard that begins a turn with a 
  victim 
  still 
  pinned 
  and 
  makes 
  one 
  more 
  successful grapple check automatically tears 
  every bone from the victim’s body, instantly killing 
  the victim. 
  
  FURi5-04 Festering Wounds 
   
  Page 34 
  BRANCH THREE: Appendix One – APL 4 & 6
  Encounter 3D 
   
   
   
   
  Rot Reaver: CR 6; Medium Aberration; HD 
  10d8+20; hp 65; Init +6; Spd 30 ft., climb 20 ft.; 
  AC 19, touch 12, flat-footed 17; Base Atk/Grp: 
  +7/+9;  Atk: +11 melee (1d6+3a/X4, cleaver +1); 
  Full Atk: +9/+9/+4 melee (1d6+3a/X4, cleaver 
  +1); SA Cleaver mastery, rebuke undead (+3, 
  2d6+13, 10th), wound rot; SQ Animate dead, 
  Darkvision 60ft., drain unlife, immunity to energy 
  drain; AL NE; SV Fort +7, Ref +5, Will +8; Str 15, 
  Dex 14, Con 15, Int 7, Wis 12, Cha 16.  
  Skills and Feats: Climb +10, Listen +6, Sense 
  Motive +4, Spot +6; Great Fortitude, Improved 
  Initiative, Two Weapon Fighting, Weapon Focus 
  (handaxe). 
  Cleaver Mastery (EX): A rot reaver’s cleavers are 
  identical in appearance to +1 handaxes except 
  that in a reaver’s hands, these cleavers deal 
  quadruple damage on a critical hit (rather than a 
  handaxe’s triple damage). 
  Rebuke Undead (SU): A rot reaver can rebuke 
  undead as an evil cleric of 10th level. The creature 
  can control any undead of 5 Hit Dice or less when 
  it successfully affects the undead with its rebuke 
  ability; and it can command up to 10 Hit Dice 
  worth of undead at any time. 
  Wound Rot (SU): Any time a rot reaver damages 
  a living creature with one of its cleavers in melee, 
  it can immediately make a touch attack with one 
  of its black, cancerous tongues (Atk +9). If the 
  touch attack succeeds, the creature takes 1 point 
  of Constitution damage and becomes vulnerable 
  to the rot reaver’s animate dead ability. Creature’s 
  immune to ability damage are immune to this 
  special attack. 
  Animate Dead (SU): As a standard action, a rot 
  reaver can animate any dead creature within 60 
  feet that was affected by it’s wound rot ability 
  within the last 24 hours. Creatures animated by a 
  rot reaver rise as zombies. 
  A rot reaver can animate a number of Hit Dice of 
  creatures equal to its own Hit Dice. Any attempt 
  to animate a creature whose HD would cause this 
  limit to be exceeded automatically fails. These 
  animated undead are under the command of the 
  rot reaver, and they do not count against the total 
  number of Hit Dice of undead that a rot reaver can 
  control using its rebuke undead ability. 
  Drain Unlife (SU): Any time a rot reaver 
  damages an undead creature with one of its 
  cleaver attacks, it heals a number of hit points 
  equal to the damage dealt. 
  Immunity to Energy Drain (SU): Rot reavers are 
  immune to energy drain attacks. 
  
  FURi5-04 Festering Wounds 
   
  Page 35 
  BRANCH THREE: Appendix Two – APL 8
  Encounter 3C 
   
   
   
   
  Slaughter Wight: CR 8; Medium Undead; HD 
  18d12+18+18; hp 153; Init +9; Spd 30 ft.; AC 19, 
  touch 15, flat-footed 14; Base Atk/Grp: +9+16; 
  Atk +12 melee (1d8+16+energy drain/17-20, 
  slam); Full Atk +12 melee (1d8+16 +energy 
  drain/17-20, slam); SA create spawn, energy 
  drain; 
  SQ 
  Augmented 
  Critical, 
  inescapable 
  craving, 
  undead 
  traits, 
  vicious 
  slammer, 
  darkvision 60ft.; AL CE; SV Fort +7, Ref +12, Will 
  +12; Str 24, Dex 21, Con -, Int 11, Wis 10, Cha 
  16. 
   
  Skills and Feats: Climb +17, Hide +22, 
  Listen +15, Move Silently +22, Spot +19, Swim 
  +13, 
  Daunting 
  Presence*, 
  Death 
  Master*, 
  Eviscerator*, Improved critical, Improved initiative, 
  Improved toughness*, Power Attack. 
   
  Note: A slaughter Wight uses its full power 
  attack when attacking. 
   
  Augmented Critical (Ex): A slaughter 
  Wight’s threat range is increased to 17-20. 
   
  Create Spawn (Su): Any humanoid slain by 
  a slaughter Wight becomes a normal Wight in 
  1d4 rounds under control of the slaughter Wight. 
   
  Energy Drain (Su): A living creature hit by 
  the slaughter wight’s natural attack gains a 
  negative level. Removing it requires a DC 21 Fort 
  save. The Slaughter Wight gains 5 hp each time 
  this negative level gets bestowed.  
   
  Daunting Presence*: The Slaughter Wight 
  may take an action to awe an opponent. 
  Opponent must be with in 30 feet and have an Int 
  score. If opponent fails a Will save DC 22 the 
  opponent is shaken for 10 minutes. 
   
  Death Master*: Whenever the slaughter 
  wight successfully hits a living being with a 
  critical attack, the victim becomes shaken for ten 
  rounds. This is a mind affecting fear affect.  
   
  Eviscerator*: Whenever the slaughter Wight 
  successfully hits a living being with a critical 
  attack, all allies within 30 ft. of the target are 
  shaken. This is a mind affecting fear affect.  
  Encounter 3D 
   
   
   
   
  Rot Reaver: CR 6; Medium Aberration; HD 
  10d8+20; hp 65; Init +6; Spd 30 ft., climb 20 ft.; 
  AC 19, touch 12, flat-footed 17; Base Atk/Grp: 
  +7/+9;  Atk: +11 melee (1d6+3a/X4, cleaver +1); 
  Full Atk: +9/+9/+4 melee (1d6+3a/X4, cleaver 
  +1); SA Cleaver mastery, rebuke undead (+3, 
  2d6+13, 10th), wound rot; SQ Animate dead, 
  Darkvision 60ft., drain unlife, immunity to energy 
  drain; AL NE; SV Fort +7, Ref +5, Will +8; Str 15, 
  Dex 14, Con 15, Int 7, Wis 12, Cha 16.  
  Skills and Feats: Climb +10, Listen +6, Sense 
  Motive +4, Spot +6; Great Fortitude, Improved 
  Initiative, Two Weapon Fighting, Weapon Focus 
  (handaxe). 
  Cleaver Mastery (Ex): A rot reaver’s cleavers are 
  identical in appearance to +1 handaxes except 
  that in a reaver’s hands, these cleavers deal 
  quadruple damage on a critical hit (rather than a 
  handaxe’s triple damage). 
  Rebuke Undead (Su): A rot reaver can rebuke 
  undead as an evil cleric of 10th level. The creature 
  can control any undead of 5 Hit Dice or less when 
  it successfully affects the undead with its rebuke 
  ability; and it can command up to 10 Hit Dice 
  worth of undead at any time. 
  Wound Rot (Su): Any time a rot reaver damages 
  a living creature with one of its cleavers in melee, 
  it can immediately make a touch attack with one 
  of its black, cancerous tongues (Atk +9). If the 
  touch attack succeeds, the creature takes 1 point 
  of Constitution damage and becomes vulnerable 
  to the rot reaver’s animate dead ability. Creature’s 
  immune to ability damage are immune to this 
  special attack. 
  Animate Dead (Su): As a standard action, a rot 
  reaver can animate any dead creature within 60 
  feet that was affected by it’s wound rot ability 
  within the last 24 hours. Creatures animated by a 
  rot reaver rise as zombies. 
  A rot reaver can animate a number of Hit Dice of 
  creatures equal to its own Hit Dice. Any attempt 
  to animate a creature whose HD would cause this 
  limit to be exceeded automatically fails. These 
  animated undead are under the command of the 
  rot reaver, and they do not count against the total 
  
  FURi5-04 Festering Wounds 
   
  Page 36 
  number of Hit Dice of undead that a rot reaver can 
  control using its rebuke undead ability. 
  Drain Unlife (Su): Any time a rot reaver 
  damages an undead creature with one of its 
  cleaver attacks, it heals a number of hit points 
  equal to the damage dealt. 
  Immunity to Energy Drain (Su): Rot reavers are 
  immune 
  to 
  energy 
  drain 
  attacks.
   
  
  FURi5-04 Festering Wounds 
   
  Page 37 
  BRANCH THREE: Appendix Three – APL 10
  Encounter 3C 
   
   
   
   
  Slaughter Wight: CR 8; Medium Undead; HD 
  18d12+18+18; hp 153; Init +9; Spd 30 ft.; AC 19, 
  touch 15, flat-footed 14; Base Atk/Grp: +9+16; 
  Atk +12 melee (1d8+16+energy drain/17-20, 
  slam); Full Atk +12 melee (1d8+16 +energy 
  drain/17-20, slam); SA create spawn, energy 
  drain; 
  SQ 
  Augmented 
  Critical, 
  inescapable 
  craving, 
  undead 
  traits, 
  vicious 
  slammer, 
  darkvision 60ft.; AL CE; SV Fort +7, Ref +12, Will 
  +12; Str 24, Dex 21, Con -, Int 11, Wis 10, Cha 
  16. 
   
  Skills and Feats: Climb +17, Hide +22, 
  Listen +15, Move Silently +22, Spot +19, Swim 
  +13, 
  Daunting 
  Presence*, 
  Death 
  Master*, 
  Eviscerator*, Improved critical, Improved initiative, 
  Improved toughness*, Power Attack. 
   
  Note: A slaughter Wight uses its full power 
  attack when attacking. 
   
  Augmented Critical (Ex): A slaughter 
  Wight’s threat range is increased to 17-20. 
   
  Create Spawn (Su): Any humanoid slain by 
  a slaughter Wight becomes a normal Wight in 
  1d4 rounds under control of the slaughter Wight. 
   
  Energy Drain (Su): A living creature hit by 
  the slaughter wight’s natural attack gains a 
  negative level. Removing it requires a DC 21 Fort 
  save. The Slaughter Wight gains 5 hp each time 
  this negative level gets bestowed.  
   
  Daunting Presence*: The Slaughter Wight 
  may take an action to awe an opponent. 
  Opponent must be with in 30 feet and have an Int 
  score. If opponent fails a Will save DC 22 the 
  opponent is shaken for 10 minutes. 
   
  Death Master*: Whenever the slaughter 
  wight successfully hits a living being with a 
  critical attack, the victim becomes shaken for ten 
  rounds. This is a mind affecting fear affect.  
   
  Eviscerator*: Whenever the slaughter Wight 
  successfully hits a living being with a critical 
  attack, all allies within 30 ft. of the target are 
  shaken. This is a mind affecting fear affect. 
  Encounter 3D 
   
   
   
   
  Necrothane: CR 12; Medium aberration; HD 
  20d8+80; hp 170; Init +6; Spd 20 ft.(in full plate; 
  base Spd 40 ft), climb 15ft (in full plate, base 
  climb 20 ft); AC 28, touch 11, flat-footed 27; Base 
  Atk/Grp: +15/+18;  Atk: +20 melee (1d6+4/X4 
  cleaver +1); Full Atk: +18/+18/+13/+8 melee 
  (1d6+4/X4 cleaver +1); SA Cleaver mastery, 
  rebuke undead (+4, 2d6+24, 20th), wound rot; SQ 
  Animate dead, Darkvision 60ft., drain unlife, 
  immunity to energy drain; AL NE; SV Fort +12, 
  Ref +8, Will +14; Str 17, Dex 15, Con 19, Int 12, 
  Wis 14, Cha 18.  
  Skills and Feats: Climb +6, Diplomacy +6, Listen 
  +25, Sense Motive +25, Spot +25; Combat 
  Expertise, 
  Extra 
  Turning, 
  Great 
  Fortitude, 
  Improved Initiative, Two Weapon Defense, Two 
  Weapon Fighting, Weapon Focus (handaxe). 
  Cleaver Mastery (Ex): A necrothane’s cleavers 
  are identical in appearance to +1 handaxes 
  except that in a necrothane’s hands, these 
  cleavers deal quadruple damage on a critical hit 
  (rather than a handaxe’s triple damage). 
  Rebuke Undead (Su): A necrothane can rebuke 
  undead as an evil cleric of 20th level. The creature 
  can control any undead of 10 Hit Dice or less 
  when it successfully affects the undead with its 
  rebuke ability; and it can command up to 20 Hit 
  Dice worth of undead at any time. 
  Wound Rot (Su): Any time a necrothane 
  damages a living creature with one of its cleavers 
  in melee, it can immediately make a touch attack 
  with one of its black, cancerous tongues (attack 
  bonus +18). If the touch attack succeeds, the 
  creature takes 1 point of Constitution damage and 
  becomes vulnerable to the necrothane’s animate 
  dead ability. Creature’s immune to ability damage 
  are immune to this special attack. 
  Animate Dead (Su): As a standard action, a 
  necrothane can animate any dead creature within 
  60 feet that was affected by it’s wound rot ability 
  within the last 24 hours. Creatures animated by a 
  necrothane rise as zombies. 
  A necrothane can animate a number of Hit Dice of 
  creatures equal to its own Hit Dice. Any attempt 
  to animate a creature whose HD would cause this 
  limit to be exceeded automatically fails. These 
  
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  animated undead are under the command of the 
  necrothane, and they do not count against the 
  total number of Hit Dice of undead that a 
  necrothane can control using its rebuke undead 
  ability. 
  Drain Unlife (Su): Any time a necrothane 
  damages an undead creature with one of its 
  cleaver attacks, it heals a number of hit points 
  equal to the damage dealt. 
  Immunity to Energy Drain (Su): Necrothane are 
  immune to energy drain attacks. 
   
   
   
   
   
  
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  BRANCH THREE: Appendix Four – APL 12
  Encounter 3C 
   
   
   
   
  Evolved Slaughter Wight: CR 8; Medium 
  Undead; HD 18d12+18+18; hp 153; Init +9; Spd 
  30 ft.; AC 20, touch 15, flat-footed 15; Base 
  Atk/Grp: +9+17; Atk +12 melee (1d8+16+energy 
  drain/17-20, slam); Full Atk +12 melee (1d8+16 
  +energy drain/17-20, slam); SA create spawn, 
  energy drain, haste or unholy blight; SQ 
  Augmented Critical, inescapable craving, undead 
  traits, vicious slammer, darkvision 60ft., fast 
  healing 3; AL CE; SV Fort +7, Ref +12, Will +12; 
  Str 26, Dex 21, Con -, Int 11, Wis 10, Cha 18. 
   
  Skills and Feats: Climb +17, Hide +22, 
  Listen +15, Move Silently +22, Spot +19, Swim 
  +13, 
  Daunting 
  Presence*, 
  Death 
  Master*, 
  Eviscerator*, Improved critical, Improved initiative, 
  Improved toughness*, Power Attack. 
   
  Note: A slaughter Wight uses its full power 
  attack when attacking. 
   
  Augmented Critical (Ex): A slaughter 
  Wight’s threat range is increased to 17-20. 
   
  Create Spawn (Su): Any humanoid slain by 
  a slaughter Wight becomes a normal Wight in 
  1d4 rounds under control of the slaughter Wight. 
   
  Energy Drain (Su): A living creature hit by 
  the slaughter wight’s natural attack gains a 
  negative level. Removing it requires a DC 21 Fort 
  save. The Slaughter Wight gains 5 hp each time 
  this negative level gets bestowed.  
   
  Daunting Presence*: The Slaughter Wight 
  may take an action to awe an opponent. 
  Opponent must be with in 30 feet and have an Int 
  score. If opponent fails a Will save DC 23 the 
  opponent is shaken for 10 minutes. 
   
  Death Master*: Whenever the slaughter 
  wight successfully hits a living being with a 
  critical attack, the victim becomes shaken for ten 
  rounds. This is a mind affecting fear affect.  
   
  Eviscerator*: Whenever the slaughter Wight 
  successfully hits a living being with a critical 
  attack, all allies within 30 ft. of the target are 
  shaken. This is a mind affecting fear affect. 
   
  Haste or Unholy Blight: Due to their evolved 
  nature, half of the slaughter wights are able to 
  cast haste once daily as an 18th level caster, the 
  other half are able to cast unholy blight (save DC 
  18). 
  Encounter 3D 
   
   
   
   
  Necrothane: CR 12; Medium aberration; HD 
  20d8+80; hp 170; Init +6; Spd 20 ft.(in full plate; 
  base Spd 40 ft), climb 15ft (in full plate, base 
  climb 20 ft); AC 28, touch 11, flat-footed 27; Base 
  Atk/Grp: +15/+18;  Atk: +20 melee (1d6+4/X4 
  cleaver +1); Full Atk: +18/+18/+13/+8 melee 
  (1d6+4/X4 cleaver +1); SA Cleaver mastery, 
  rebuke undead (+4, 2d6+24, 20th), wound rot; SQ 
  Animate dead, Darkvision 60ft., drain unlife, 
  immunity to energy drain; AL NE; SV Fort +12, 
  Ref +8, Will +14; Str 17, Dex 15, Con 19, Int 12, 
  Wis 14, Cha 18.  
  Skills and Feats: Climb +6, Diplomacy +6, Listen 
  +25, Sense Motive +25, Spot +25; Combat 
  Expertise, 
  Extra 
  Turning, 
  Great 
  Fortitude, 
  Improved Initiative, Two Weapon Defense, Two 
  Weapon Fighting, Weapon Focus (handaxe). 
  Cleaver Mastery (Ex): A necrothane’s cleavers 
  are identical in appearance to +1 handaxes 
  except that in a necrothane’s hands, these 
  cleavers deal quadruple damage on a critical hit 
  (rather than a handaxe’s triple damage). 
  Rebuke Undead (Su): A necrothane can rebuke 
  undead as an evil cleric of 20th level. The creature 
  can control any undead of 10 Hit Dice or less 
  when it successfully affects the undead with its 
  rebuke ability; and it can command up to 20 Hit 
  Dice worth of undead at any time. 
  Wound Rot (Su): Any time a necrothane 
  damages a living creature with one of its cleavers 
  in melee, it can immediately make a touch attack 
  with one of its black, cancerous tongues (attack 
  bonus +18). If the touch attack succeeds, the 
  creature takes 1 point of Constitution damage and 
  becomes vulnerable to the necrothane’s animate 
  dead ability. Creature’s immune to ability damage 
  are immune to this special attack. 
  Animate Dead (Su): As a standard action, a 
  necrothane can animate any dead creature within 
  60 feet that was affected by it’s wound rot ability 
  within the last 24 hours. Creatures animated by a 
  necrothane rise as zombies. 
  
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  A necrothane can animate a number of Hit Dice of 
  creatures equal to its own Hit Dice. Any attempt 
  to animate a creature whose HD would cause this 
  limit to be exceeded automatically fails. These 
  animated undead are under the command of the 
  necrothane, and they do not count against the 
  total number of Hit Dice of undead that a 
  necrothane can control using its rebuke undead 
  ability. 
  Drain Unlife (Su): Any time a necrothane 
  damages an undead creature with one of its 
  cleaver attacks, it heals a number of hit points 
  equal to the damage dealt. 
  Immunity to Energy Drain (Su): Necrothane are 
  immune to energy drain attacks. 
   
  
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  DM Aid: NPC Information
  First Named NPC: “Number 2” 
  Real Name: Ian Gallagher. 
  Position: 3rd in charge of the Twilight Hunters. 
  Class levels: 5th Bard, 4th MindSpy, 4th Spymaster 
  Background and Motivations: Ian was sneaky bard, until he got captured by Iuz’s Forces north of Gull 
  Keep a long time ago. A group of Twilight Hunters freed him from his capture and death. In this group was a 
  person named Margo Effretti, who personally risked her life to get him out of harms way. Owing a life debt 
  (he is Rhenee after all) to Margo, Ian took up the vocation of Spy and studies under Margo. Ian is a good 
  friend and pupil of Margo and after many years of long service, Ian was put in charge of the Specialist 
  Squad. He has served many years and has provided outstanding performance of duties. He does not know 
  who runs the Twilight Hunters at this time nor does he care to know. All he knows is that his skills of lying 
  and cheating are for the betterment of Furyondy from Iuz and the forces of evil.  
  Game Plan: Ian is in Disguise; he is also a 4th level Mind Spy and always has a detect thoughts up in a 
  radius as per the special ability. He is wearing a helm of telepathy so he can use detect thoughts as a free 
  action. He can relate the following information to PCs: 
  • 
  He does not mention the organization he represents except to say “we are the ones who 
  hunt in Twilight”. 
  • 
  Ever since the “Shield” has been in place life has been miserable in Chendl, and profits are 
  down.  
  • 
  The Shield sounded like a good idea at first, but its repercussions are horrible.  
  • 
  There is another shadowy organization working in Chendl, and this mission will put a big 
  stop in their goings on. 
  • 
  Any Undead Questions should be directed to Mishka.  
  • 
  If the party is successful in their missions other opportunities might open up  
  • 
  There is a standard NDA enforced by the crown on this mission.  
  • 
  After the mission is over, we may offer an invite to join our humble organization  
  • 
  Also in regards to trust, he will mention that he does have a dossier on the person in 
  question and read off some facts about them if that person has had any adventures in 
  Furyondy. (They are a spy agency) 
  • 
  He has 6 body guards, 2 are visible and 4 and invisible (Greater Invisibility). At the first sign 
  of trouble (he reads minds) he teleports away with his boots of teleportation. If any one 
  attacks him they get struck in the back with a nasty dagger with a nasty poison (see the 
  coordinator for effect); PCs should be given a Spot check to notice the body guards and 
  reconsider…  
  • 
  If anyone is wearing any sort of ring of mind shielding or amulet of non-detection he waves 
  over some people to interrogate those people further. He cites the reason as “Precautions 
  against Doppelgangers” but really it’s because he can’t read their mind.  
   
  Second Named NPC: The Quartermaster 
  Real Name: Alexander Furgesson 
  Position: Quartermaster of the Twilight Hunters for the Specialist Squad. 
  Class levels: 10th level Expert, human of Suel decent.  
  Background and Motivations: Alexander is really good with numbers and supplies. He can find the best 
  bargain on anything legal or illegal. This is a job that pays well and keeps him gainfully employed. He also 
  
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  Page 42 
  likes Bards, since so many times in his life Bards have helped him and his family troubles with the law. And 
  in fact it was a bard (Ian) who recognized his ability for numbers. He moved from the war torn north to 
  Chendl and handles supplies and logistics for the Specialist Squad and their special missions.  
  Game Plan:.  
  The Quartermaster and his crew have the current Items for sale (standard DMG prices):  
  +1 Bane: Undead Silvered Morning Star  
  +1 Bane: Undead Silvered Longsword   
  +1 Bane Undead Silvered Rapier  
  +1 Bane Ooze Rapier   
   
  Third Named NPC: “Mishka” 
  Real Name: “Mishka” 
  Position: Sub-Contractor to the Twilight Hunters 
  Class levels:   4th level rogue 2nd level Hunter of the Dead 7th level Skull Clan Hunter, human of Rhenee 
  decent.  
  Background and Motivations: Mishka was a Rhenee Rogue with tomb robbing in mind when he had his 
  close encounter with a wight. Recovering from the wretched experience, he vowed to hunt down and slay 
  every undead he came across. For many years Mishka hunted down undead across the lands on Oerth. 
  Recently his deeds got the attention of Number 2, who offered him a deal: Help kill off the Undead problem 
  in the city and he would not only get the satisfaction of killing undead, but also be able to make progress in 
  the crusade against unlife.   
  Game Plan:If the party chooses to talk to Mishka Role-play it out with a Russian accent. Mishka is a Skull 
  Clan Hunter and despises undead. Have him relate the following: 
  • 
  Mishka also knows there are potentially “Bone drinkers” that have been spotted at some of the 
  sights. He will relate that this sort of Undead are created and may be especially deadly in Chendl.  
  • 
  If any one mentions who this organization is he will smile and nod and not answer. They will be 
  refered to Number 2 
  • 
  If asked about the target areas he will mention that stealth is a good option, but carefulness is a 
  good idea as well. 
  • 
  Mishka has TONS of knowledge on Undead, and has a Knowledge Religion +19. He is also 
  Familiar with Tomb Wardens and Master Vampire Undead Prestige classes out of Libris Mortis.  
  
  FURi5-04 Festering Wounds 
   
  Page 43 
  DM Aid 1: Maps for Branch One  
   
  Map of the inside of first room, showing the location of the trap and stairs: 
   
  Map of the lower, basement level: 
   
  
  FURi5-04 Festering Wounds 
   
  Page 44 
   
   
  DM Aid 2: Maps for Branch Two  
   
  Map of the inside of first room. The pressure 
  plates are located in the squares upon which the 
  tent is resting. This is also the center point for the 
  trap effects, with the exception of the wall of fire 
  at high APLs. The wall of fire appears where 
  noted as “F.” 
   
   
   
   
  Map of the lower, basement level:  
   
   
  
  FURi5-04 Festering Wounds 
   
  Page 45 
   
   
   
   
   
  DM Aid 2: Maps for Branch Three  
  Map of trap area: 
   
  
  FURi5-04 Festering Wounds 
   
  Page 46 
  Map of rest of combat area:  
    
               Critical Events Summary 
  1. Did the PCs eliminate the opponent in the “main course”?  
   
  Yes 
  No 
  2. Which Branch did the PCs run? 
   
  ___  
  Urban Assault A, branch 1 (go to question #3) 
   
   
  ___  
  Urban Assault B, branch 2 (go to question #4) 
   
  ___  
  Sewers, branch 3 (go to question #5) 
  3. For Urban Assault A,  
  a. Did the PCs discover the papers and books from the desk?   
  Yes  
  No; 
  (if 
  yes, 
  continue below. 
  b. What did the PCs do with the papers and files on important personages? 
  ______________________________________________________________________ 
  c. What did the PCs do with the information on guard schedules? 
                     ______________________________________________________________________ 
  d. What did the PCs do with the book with the Royal house seal? 
                     ______________________________________________________________________ 
  4. For Urban Assault B,  
  
  FURi5-04 Festering Wounds 
   
  Page 47 
  a. Did the PCs find the lab journal?  Yes    No (If yes, continue below) 
  b. Did the PCs find the reference to the prince?  
  Yes  
  No 
  c. What did the PCs do with the book? 
  _______________________________________________________________________ 
  d. Who did PCs tell about the passage, if they found it: 
   
   
        _______________________________________________________________________ 
  5. For the Sewers  
  a. Did the PCs recover the prisoners alive?   N/A       Yes        No 
   
   
   
   
   
   
  
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  Page 48 
  Player Handout #X 
  [Player handouts go in this section. Use page breaks between each. If you don’t have any handouts, remove 
  this section by cutting from the title to the end of the section. Remove this paragraph.] 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/595/Interactives/FURI5-04 - Festering Wounds (APL 2-12)/FURI5-04 - Festering Wounds.pdf