TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Chapter 1 - The Headless Horseman 
   
  Optional Background - The Headless Horseman 
  In the quiet village of Sleepy Hollow, an avaricious nobleman, whom a 
  paladin intended to expose as a fraud, forced the unjust execution of the young hero. 
  The paladin was accused of most heinous crimes, and was brutally tortured before 
  being beheaded. The paladin’s soul was burdened with great weight upon his death, 
  and he could not move on to the glorious afterlife that awaited him until he had his 
  vengeance… 
  The next year, a grim shadow was cast upon the village of Sleepy Hollow, 
  as the paladin returned. The vengeful spirit of the paladin was a sight to behold, 
  mounted atop the remains of his once glorious steed, clutching a blade instilled with 
  dark magic in one hand, and a pumpkin, carved into a distorted mockery of the head 
  he once had, roaring black and red flames, the flames of his soul, dancing within, in 
  the other. The paladin wrought horrible vengeance upon the entire village, feeling 
  that they had all wronged him in life.  
  Now that the Headless Horseman has avenged himself, he seeks to depart 
  from the mortal world, but he finds his soul far too stained with sin, binding him 
  tighter to the earth than ever before, dark forces gathering within him and driving 
  him mad, leading him across the world, compelling him to destroy every living thing 
  he sees, tricking him into believing they were once people who wronged him in life. 
  Although it is almost impossible to track the Headless Horseman, there is one day 
  each year where he visits the burnt remains of Sleepy Hollow, lingering there 
  silently, stroking his false head fondly. 
                  
  Eternal Evil 
  Simply killing the Headless Horseman is not enough to banish his soul from the 
  mortal realm, as he is returned to his torturous existence one year later, on the day of 
  his death, resurrected at full power in the ruins of the village of Sleepy Hollow. In 
  order to truly destroy the Headless Horseman, his blade, Vengeance, must be used to 
  destroy his head.  Unfortunately, the Headless Horseman often only brings his head 
  along on the day of his death, while he is visiting Sleepy Hollow. 
    
  Implement 
  If an ability of the Headless Horseman’s reads “implement” next to it, it means that 
  he can only use it while he has his head at the ready (and he often only has his head 
  with him while in Sleepy Hollow) 
   
   
  The Headless Horseman is a sight to behold upon his undead steed, inspiring 
  dread in his foes. 
   
   
   
   
   
   
  
   
   
  The Headless Horseman 
  Level 16 Solo Soldier (Leader)   
  Medium Shadow Humanoid (undead)  
  XP 7,000 
  Marshal Undead (Aura 10): Undead allies in the aura gain a +2 bonus to their attack rolls. 
  Initiative +9 
  Senses Perception +12; Blindsight 10 
  HP 780; Bloodied 390; AC 33; Fortitude 34, Reflex 28, Will 34 
  Saving Throws +5; Speed 6; Action Points 2; Resist Necrotic 10; Vulnerable 10 Radiant 
  M Vengeance (standard; at-will) • Weapon 
  +23 vs. AC; 1d8 + 5 plus 5 necrotic damage (1d8 + 21 plus 5 necrotic damage on a critical) damage 
  and the target is weakened until the end of the Headless Horseman’s next turn.  
  Losing Your Head (standard; at-will) • Necrotic 
  Ranged 10; +20 vs. Fortitude; Target is stunned (save ends). While the target is stunned, their head is 
  magically detached from their body, the head spreading bat wings from behind it’s ears and taking on 
  cruel features. Until the target saves, the Headless Horseman can project his Soul Flames from the 
  target’s head, even without an implement. As a minor action, once per round, the Headless Horseman 
  can slide the target’s floating head five squares. Once the target saves against stunned, their head 
  swiftly returns to them. 
  Dark Rider (standard; when mounted; at-will) 
  The Headless Horseman shifts 5 squares, making up to 3 basic attacks, no more than one per person. A 
  hit deals an additional 1d8 necrotic damage and marks the target until the end of the Horseman’s next 
  turn. 
  Behead (standard; recharge 6) • Necrotic 
  Against an unconscious target; +23 vs. AC; 3d8 + 10 necrotic damage, but instead of dealing damage 
  to the target, the Headless Horseman gains temporary hit points equal to the damage dealt, and the 
  target rises as a Shade of the Horseman under the Horseman’s command. When the target saves against 
  this effect, they fall unconscious once more, not taking any damage from the attacks they endured as a 
  shade.  
  Dance Across Darkness (move; recharges at bloodied) 
  The Headless Horseman and his mount (if within 10) teleports up to 10 squares, at the end of the 
  teleport, he and his mount gain the insubstantial and phasing properties until the end of his next turn. In 
  addition, the Horseman saves against any adverse effects upon him. 
  Shade of the Horseman (minor; recharge 6) • Necrotic, Implement 
  The flames within the Headless Horseman’s head release 4 Shade of the Horseman minions in squares 
  adjacent to the Horseman, obeying him. The Horseman can only recharge this power once every Shade 
  is dead. These creatures do not award experience points. 
  Dead Rider (minor; recharge 6) 
  The Headless Horseman calls forth his Gravesteed into an adjacent square, serving him. The Horseman 
  can only recharge this power once his mount is destroyed. This creature does not award experience 
  points. 
  R Soul Flames (minor; once per round) • Necrotic, Implement 
  Ranged 3; +20 vs. Reflex; 1d10 + 4 fire and necrotic damage and ongoing 5 fire and necrotic damage 
  and the target gains vulnerability to fire and necrotic 5. (save ends both) 
  Soul Weapon • Necrotic, Weapon 
  So long as the Headless Horseman is wielding Vengeance, he deals an additional 5 necrotic damage on 
  melee attacks. If the Headless Horseman loses his weapon, he is dazed and weakened. If somebody else 
  is wielding Vengeance while the Headless Horseman lives, they are weakened and dazed. 
  B Divine Challenge (minor; once per round) 
  Close burst 5; one creature in burst; The Headless Horseman marks the target. The target remains 
  marked until he uses this power on another target, or if he fails to engage the target by attacking them 
  or ending his turn adjacent to them. A marked target takes a –2 penalty to attack rolls against anyone 
  but him, and if they attack anyone besides him, they take 13 necrotic damage. 
  B Unholy Flames (standard; recharge 5, 6) 
  Close burst 2; +20 vs. Reflex; 6d8 + 5 necrotic and fire damage to living creatures. Undead creatures in 
  the burst deal an additional 2d6 damage fire damage with melee attack until the end of the death 
  knight’s next turn. 
  Alignment Evil 
  Languages Common 
  Skills Acrobatics +14, Athletics +18, Religion +15 
  Str 20 (+13) 
  Dex 12 (+9) 
  Wis 18 (+12) 
  Con 20 (+13) 
  Int 14 (+10) 
  Cha 18 (+12) 
  Equipment Vengeance, Horseman’s Head 
   
  Gravesteed 
  Level 16 Brute  
  Large Natural Animate (undead) 
   
  Initiative Acts on the Headless Horseman’s initiative 
  Senses Perception +1 
  HP 194; Bloodied 97; AC 28; Fortitude 30, Reflex 29, Will 2; Speed 10 
  M Kick (standard; at-will) • Weapon 
  +19 vs. AC; 2d8 + 7 damage and the target is knocked prone. 
  Horseman’s Rush (standard; at-will) 
  Gravesteed and its rider make a basic melee attack on a charge. 
  Dependence 
  The Gravesteed cannot take actions on it’s own and is helpless unless mounted. 
  Alignment Unaligned  
  Str 22 (+13)  
  Dex 20 (+12) 
  Wis 12 (+9) 
  Con 24 (+15) 
  Int 1 (+4) 
  Cha 10 (+8) 
   
  Shade of the Horseman 
  Level 16 Minion  
  Medium Shadow Animate (undead) 
    
  Initiative Acts after the Headless Horseman 
  Senses Perception +9 
  HP 1; a missed attack never damages a minion; AC 32; Fortitude 28, Reflex 27, Will 27; 
  Speed 6 
  Resist 10 Fire and Necrotic 
  M Longsword (standard; at-will) • Weapon 
  +21 vs. AC; 6 fire damage  
  Spirit Shell (immediate interrupt; daily) 
  An application of damage that would harm the Headless Horseman instead kills the Shade of 
  the Horseman. 
  Alignment Unaligned Languages -  
  Str 14 (+10) 
  Dex 12 (+9) 
  Wis 12 (+9) 
  Con 14 (+10) 
  Int 10 (+8) 
  Cha 12 (+9) 
  
   
   
  New Magic Items 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adventure Hooks 
  A resident from a nearby village rushes to the party for help, saying that a marauding warrior 
  razed an entire village, leaving behind very few survivors. 
   
  A cleric of a deity a party member serves under approaches the group, claiming that he has 
  been plagued by nightmarish visages of a burning, disfigured head being transformed into a 
  pumpkin, and it has left two words ringing in his mind: “Sleepy Hollow”. 
   
   
  Chapter 2 - The Ripper 
   
   
  Optional Background – The Ripper 
  In a world where evil lurks outside every city and village, waiting for the right 
  moment to strike, it is a very rare occasion when townsfolk have time to worry about 
  troubles that arise in town, unless that trouble is as terrible as an encroaching 
  monster. An enigmatic killer, known only by his infamous title of “The Ripper”, 
  traveling from populous cities to small towns, strangling victims to death from the 
  shadows, has generated much fear across the countryside, the killer’s existence being 
  common knowledge, yet his identity is a mystery. 
   
  Those murdered by The Ripper are often discovered with their organs 
  having been expertly removed, very little bloodshed involved, making it evident that 
  The Ripper may be a surgeon of sorts, something rather unheard of in a world where 
  magic can wave away the most grievous of wounds. The Ripper, intelligent enough 
  to understand basic anatomy, is obviously not a monster, as several witnesses to the 
  murders have testified. Every person who claims to have seen The Ripper firsthand 
  has described him differently, but it is also true that everyone who has claimed to see 
  The Ripper could have done so for attention, or perhaps, for promised money by The 
  Ripper himself, seeking to throw off investigators. 
   
  The Ripper, in truth, is just as enigmatic as he is when being described by 
  townsfolk, his motives possibly nothing more than committing murder for the sake 
  of committing murder, his killing sprees showing no pattern in the slightest, although 
  the disappeared organs, considering the fact that they are never recovered, may very 
  well be sold at a city’s black market, or perhaps gifted to his associates in the dark 
  corners of the world, even The Ripper’s associates, if any, are not close enough to 
  him to understand his motives or get a good long look at him.  
  The Ripper wanders the city and village streets, constantly on the move, 
  waiting in the shadows, hungrily wringing his hands together, anticipating his next 
  kill, euphoric joy from his murders coursing through him, his knife that he uses to 
  liberate organs from his subjects always at the ready, his strong hands prepared to 
  choke the life out of anyone he finds worthy enough to be his next kill… 
   
   
  Vengeance 
    
   
   
     Level 18 
  This black and red blade constantly reflects light as though a 
  full moon had been cast upon it. 
  Lvl 18  
  +4 
  85,000 gp  
  Weapon: Longsword 
  Enhancement: Attack rolls and damage rolls 
  Critical: +Target is weakened and takes ongoing 5 necrotic damage 
  (save ends both) 
  Power (Encounter): Immediate Reaction. When a foe hits 
  you with an attack. Make a basic melee attack against the 
  target.  
  The Horseman’s Head  
     
   Level 18 
  This strange pumpkin ‘s eternal flames can be released in the form 
  of a pair of burning undead warriors.  
  Lvl 18  
  +4 
  85,000 gp  
  Implement: any arcane spells 
  Enhancement: Attack rolls and damage rolls 
  Critical: ++4d6 necrotic damage and ongoing 5 fire damage 
  (save ends) 
  Power (Daily): Minor Action. Call forth two Shades of the 
  Horsemen in two squares adjacent to you. They act on your 
  initiative, and their spirit shield power treats you as the 
  Headless Horseman. 
  
   
   
   
   
  The Ripper has been seen in many forms, each one so unalike the other, there is a 
  possibility that there are SEVERAL Rippers, although the possibility is much too 
  terrible for one to dwell upon. 
   
  The Ripper 
  Level 4 Elite Skirmisher  
  Medium Natural Humanoid 
  XP 300 
  Initiative +7 
  Senses Perception +7 
  HP 92; Bloodied 46; AC 17; Fortitude 15, Reflex 17, Will 15 
  Saving Throws +2; Action Points 1; Speed 6 
  M Strangle (standard; at-will) • Weapon 
  +7 vs. Reflex; 1d8 + 3 damage and the target is restrained (until escape). A person must 
  spend a standard action to escape this grab, and on a failed attempt, they take 1d8 damage. 
  By sustaining the attack, the damage dealt is repeated. If the Ripper uses this power while 
  he is restraining someone else, then they immediately escape. 
  M Impromptu Surgery (standard; at-will) 
  Requires grabbed target; +8 vs. AC; 2d4 + 5 damage and ongoing 5 damage (save ends) 
  M Hostage (immediate interrupt; when targeted by a melee or ranged attack; recharge 4, 5, 6) 
  The Ripper automatically hits whomever he is grabbing with Impromptu Surgery. 
  Elusive (move; encounter) 
  The Ripper shifts 12 squares. 
  Alignment Chaotic Evil 
  Languages Common 
  Skills Acrobatics +10, Bluff +10, Stealth +10, Thievery +10 
  Str 8 (+1) 
  Dex 17 (+5) 
  Wis 10 (+2) 
  Con 14 (+4) 
  Int 14 (+4) 
  Cha 16 (+5) 
   
  The Ripper and What Else? 
  The Ripper is an elite monster, and elites are often intended on being 
  encountered with other monsters, however, since The Ripper has a high stealth skill, 
  he can harass the players over the span of much more than a solitary encounter. 
  When the party comes across The Ripper, he could be in the middle of finishing off 
  another victim, or he could have set his sights on a player character, and gone to 
  great lengths to find ways to disturb them.  
  If you decide to make The Ripper a recurring villain, show that he is quite 
  obsessive of his profession, staining the floor outside his target’s room with bloody 
  footprints, dead bodies being hung in the person’s bedroom, The Ripper is a 
  destructive eccentric, and one far too disturbed to be reasoned with. When the party 
  finally does encounter him, make sure it is when they are least expecting it, and 
  when you feel that he can’t take much more, he uses Elusive and flees the premises, 
  taking advantage of his high stealth check to run off into the night. 
  Played properly, The Ripper can be a true icon of horror in a low level 
  campaign, and can prove to be a particularly nasty combat encounter; played right, 
  this can be an NPC your players talk about for the rest of the campaign! 
   
  An Associate? 
   
  The organs of his victims never weigh down The Ripper, because he often 
  leaves them behind elsewhere. Of course, in your campaign, The Ripper can do 
  anything you want him to do, but one idea is for him to be a servant of Doctor 
  Frankenstein (detailed later). Doctor Frankenstein requires many organs and natural 
  components from mortal men, putting each one through several tests to see if they 
  will be suitable for his walking corpse creation. At this early stage of the campaign, 
  Doctor Frankenstein could still be hard at work on his monster, believing he will be 
  able to recreate a man through the ingenuity of science and necromancy, not 
  realizing the horrible outcome his experimenting will result in.  
   
  When the party kills The Ripper, they could discover a letter initialed 
  “V.D.” for Victor Frankenstein, appearing to order him to get certain body parts.  
  And later, much later, the party, having cleared out Doctor Frankenstein’s lair, could 
  discover amongst his many papers, an unsent letter with the initials “V.D” upon it. 
  Players will appreciate this connection, especially if they enjoyed The Ripper as a 
  villain. 
   
  
   
   
  Adventure Hooks 
  The Ripper is on the move, traveling rapidly from village to village, apparently 
  setting his sights on clerics… 
   
  The bounty on The Ripper’s head just rose steeply after the murder of a nobleman’s 
  son. 
   
   
  Chapter 3 - Bloody Mary 
   
  Optional Background – Bloody Mary 
  A young, manic girl, fit to bouts of insanity, Mary was abused by her father 
  quite often, and she was forced to flee for the woods whenever her father returned 
  home drunk (which was every night), at which time he would chase after her, calling 
  her cruelly by her pet name “Bloody Mary”, a nickname given to her due to the fact 
  that her mother died from giving birth to her. Mary was horrified of her father, and 
  tried to stay away from him as much as possible, but she viewed him as an ill child 
  meant to be taken care of, and pity always won out for her in the end, and she would 
  return home to endure the beatings just so she could help her father.  
  Mary found herself with very little time to herself, constantly tending to her 
  father, developing a rapid twitch from what was once her simply flinching away 
  from her father’s every move, fearful that he would strike her. Mary tried to harden 
  herself against her father’s blows, and often resorted to alcohol to survive the nights, 
  but no matter what, she lived in constant paranoia that her father would be right 
  behind her, and brutally assault her. 
  One night, Mary was making her usual retreat through the woods; intent on 
  hiding away in the hole she had been digging out every night, distracting herself 
  from her many troubles. Mary found that tonight, the hole had been dug even deeper, 
  a small animal having burrowed within it causing some form of upset within. Mary, 
  hearing her father coming close, leapt into the hole, disregarding her safety. This is 
  the cave where Mary’s life would come to a close, as she didn’t realize how loud she 
  was within the natural, underground cavern she had discovered, she cried out in joy, 
  as she found this beautiful hiding place, but unfortunately, that cry of joy echoed out 
  of the cavern, and her father entered the cavern as well, and, in a drunken frenzy, he 
  splattered her blood everywhere, leaving behind a convulsing, shrieking wreck. A 
  day later, the helpless, dying Mary finally faded away, liberated by one final scream, 
  one that nobody would hear… 
  Mary was such a good-hearted girl, that her soul was to be sent to the 
  Heavens immediately, however, she was fearful of the light cast upon her soul, 
  believing it to be the mad gaze of her father, searching for her even in death. Now, 
  Mary fearfully travels in the darkness, hiding away in people’s houses, believing her 
  father awaits her around every corner, and anyone who startles her in the least is met 
  with a bloody end. 
   
  Bloody Mary 
  Level 8 Solo Lurker  
  Medium Shadow Humanoid (undead) 
  XP 1,750 
  Initiative +12 
  Senses Perception +5 
  HP 260; Bloodied 130; AC 20; Fortitude 17, Reflex 19, Will 19 
  Saving Throws +5; Action Points 2; Speed Fly 6 (Hover); Phasing 
  Resist Insubstantial 
  M Frightful Grasp (standard; at-will) • Necrotic 
  +12 vs. Fortitude; 2d8 necrotic damage and slide the target one square. 
  Murderous Frenzy (standard; recharge 5, 6) 
  Close burst 1; +12 vs. Will; 2d10 necrotic damage and the target gains a +5 bonus to 
  damage rolls and vulnerability 5 to all damage until the end of Bloody Mary’s next turn.  
  Nightmarish Visage (standard; encounter) 
  Close burst 5; +12 vs. Will; Target moves up to their maximum movement speed away 
  from Bloody Mary and is dazed (save ends) 
  Mirror Travel (move; at-will) 
  Bloody Mary teleports adjacent to a complete, intact mirror within 10. The mirror need not 
  be in line of sight. 
  Combat Advantage 
  When Bloody Mary deals damage to a foe she has combat advantage against, she deals an 
  additional 2d6 necrotic damage. 
  Marked Mary  
  Anyone who says, as a standard action, “Bloody Mary” three times, marks Bloody Marry, 
  who can teleport adjacent to the target as an immediate reaction.  
  Murderous Separation (free; at bloodied; encounter) 
  Bloody Mary splits off into two separate beings, the first functioning exactly as Bloody 
  Mary had as a solo, except her full hit points are equal to her bloodied value. Place 
  Screaming Mary directly adjacent to Bloody Marys. 
  Alignment Evil 
  Languages Common 
  Skills Stealth +15 
  Str 6 (+2) 
  Dex 22 (+10) 
  Wis 12 (+5) 
  Con 10 (+4) 
  Int 13 (+5) 
  Cha 16 (+7) 
  
   
   
   
  Screaming Mary 
  Level 8 Elite Skirmisher  
  Medium Shadow Humanoid (undead) 
  XP - 
  Initiative Acts after Bloody Mary 
  Senses Perception +4 
  HP 130; Bloodied 65  
  AC 20; Fortitude 19, Reflex 19, Will 17 
  Speed Fly 10 (Hover) Phasing 
  Action Points 1 
  Saving Throws +2 
  M Rending Claws (standard; at-will) • Weapon 
  Reach 2; +14 vs. AC; 1d8 + 4 damage and ongoing 5 damage (save ends) 
  Slashing Whirlwind (standard; recharge 4, 5, 6) 
  Burst 2; +14 vs. AC; 1d8 + 4 damage and ongoing 5 damage (save ends) 
  Hideous Screech (standard; recharge 5, 6) 
  Blast 5;  +12 vs. Fort; targets enemies; 1d12 + 4 thunder damage and the target is pushed 3 
  squares, knocked prone and dazed (save ends) 
  Building Pressure (minor; sustain minor; encounter) 
  Screaming Mary gains a cumulative +5 power bonus to damage rolls and vulnerability 5 to 
  all types of damage (excluding ongoing damage). Every round Screaming Mary sustains 
  this power, she takes damage equal to her vulnerability, which continues to increase by 5 
  each turn, as does her additional damage dealt. 
  Alignment Chaotic Evil 
  Languages Common 
  Str 20 (+9) 
  Dex 17 (+7) 
  Wis 10 (+4) 
  Con 10 (+4) 
  Int 6 (+2) 
  Cha 10 (+4) 
   
  Redeeming Mary? 
  The party may very well take it upon themselves to redeem Bloody Mary, rather than 
  destroy her. In such a situation, the party may have to go to very drastic measures to 
  make Bloody Mary listen to them, and it may result in the occasional skirmish. If the 
  party does manage to redeem the paranoid spirit, they may find the good deed 
  leading off to another adventure, as Mary’s father may very well still wander the 
  earth, physically or spiritually.  
   
  Bloody Mary cannot be destroyed conventionally, she must willingly move on 
  before she is permanently removed from the world. In order for Redeeming Mary to 
  leave the world willingly, she must be cured of her paranoia. 
   
   
   
  The unassuming, graceful spirit of Bloody Mary becomes a much worse sight to 
  behold when Screaming Mary tears free from her spiritual form. 
   
  Chapter 4 - Doctor Frankenstein 
   
  Optional Background – Doctor Frankenstein 
  An overeager necromancer and alchemist, Dr. Victor Frankenstein has 
  never before troubled townsfolk with his peculiar experiments, no matter how 
  disturbing they were. The townsfolk let the old Doctor alone and he them. Dr. 
  Frankenstein knew he was capable of reanimating a body without sentience, but 
  recreating a person who was right of mind was something that eluded him. The 
  thought of never being snatched up by the interfering gods, never being cast into the 
  
   
   
  afterlife, instead allowed to walk the earth in a wide range of bodies, trying on 
  different physical aspects day by day was incredibly appealing to the Doctor. 
  Returning the dead is a difficult task, but reanimating the brain of a person without 
  the use of actual magic that is capable of returning a soul to a body, is considered 
  impossible, but that didn’t stop the doctor. 
  Igor, Doctor Frankenstein’s deformed minion, was sent in search of a brain 
  suitable for revivification. The doctor, while being a calculating, intelligent man, was 
  contrasted by his imbecile assistant, whom the doctor should not have trusted alone 
  with the task of capturing a stable human’s brain. However, the Doctor understood 
  that robbing the graves of the recently deceased for a brain and organs to make a 
  body suitable for a person, was obviously a malign practice, and the Doctor intended 
  to send Igor out, and if he was caught, there would be no real loss (and he could 
  possibly use Igor’s brain for his experiments). Igor did indeed find a brain, but it 
  wasn’t one the Doctor would have placed in his creation’s body if he knew where it 
  came from. 
  Igor eventually captured what the Doctor believed to be a perfect specimen, 
  whom waited through the nights for a storm with an ample amount of lightning that 
  could be harnessed and used to animate his new creation. In a terrible, experimental 
  night, the Doctor reanimated the entire body, brain and all. Unfortunately for the 
  Doctor, he had not realized that Igor found this brain in the body of a dead man on 
  the streets, a vile urchin that the world would have been better off without.  
  The animated body acted strangely, believing the Doctor to be his father, 
  and acted in a kind, friendly manner to him and the world, almost childlike. 
  Although Frankenstein was thoroughly shocked at the fact that he had both 
  succeeded and failed in his efforts (he created a sentient body, but hadn’t reanimated 
  the person), he decided that his monster could be used for something that could 
  allow him to further his experiments, by doing things such as razing the town near 
  Frankenstein’s tower, so he would have a vast number of body parts on hand for 
  future creations, hoping that one day he could create a functioning, reanimated body, 
  thus proving that he himself, could one day achieve immortality.  
  Until the Doctor finds a way to live for all time through his research, he 
  sends his monster across the lands, listlessly searching for bodies to be used in his 
  vile experiments.  
   
   
  Frankenstein’s Monster, lumbering toward his next victim. 
   
   
  Persistent Darkness 
  While Doctor Frankenstein is indeed a mortal, and his monstrosity could be put to 
  rest by way of the blade, the mad doctor has likely thought far, far ahead into the 
  future, and invested heavily in survival, as such, the doctor may very well return in a 
  later adventure within the body of his own grafted monstrosity, or perhaps in his 
  monster’s body, having finally created one perfect enough for him to use as his own. 
   
   
   
  
   
   
  Frankenstein’s Monster 
  Level 19 Elite Controller  
  Large Natural Animate 
  XP 4,800 
  Voltage Aura (aura 2): Creatures that deal damage to Frankenstein within his aura take 5 
  lightning damage. 
  Initiative +9 
  Senses Perception +11 
  HP 368; Bloodied 184; AC 29; Fortitude 34, Reflex 25, Will 30 
  Saving Throws +2; Speed 6; Action Points 1; Vulnerable Fire 10 
  M Slam (standard; at-will) • Weapon 
  Reach 2; +22 vs. AC; 2d6 + 8 damage plus 1d6 lightning damage.  
  R Positive Charge (standard; at-will) • Lightning, Radiant, Necrotic 
  Ranged 3; +20 vs. Reflex; 2d8 + 8 lightning and radiant damage and the target gains 
  vulnerability to necrotic 5 until the end of Frankenstein’s Monster’s next turn. 
  R Negative Charge (standard; at-will) • Lightning, Radiant, Necrotic 
  Ranged 3; +20 vs. Reflex; 2d6 + 8 lightning and necrotic damage and the target slides 3 squares and 
  gains vulnerability to radiant 5 until the end of Frankenstein’s Monster’s next turn. 
  High Voltage (minor; at-will) 
  Against a target vulnerable to radiant and necrotic damage; Ranged 3; +20 vs. Fortitude; 2d8 + 8 
  necrotic, radiant and electricity damage and the target is stunned (save ends) and their vulnerability to 
  necrotic and radiant, if caused by a durational effect, is removed.  
  Aversion to Flame (immediate reaction; when dealt fire damage; at-will) 
  Frankenstein’s Monster shifts 3 squares and makes a basic attack against the source of the fire damage 
  dealt to it. 
  Positive Field (standard; sustain minor; at-will) 
  Close burst 1 within 5; +20 vs. Fortitude; Target gains vulnerability necrotic 5 (save ends).  
  Sustain Minor: Anyone who enters or starts their turn in the burst 1 is subject to an attack. 
  Negative Field (standard; sustain minor; at-will) 
  Close burst 1 within 5; +20 vs. Fortitude; Target gains vulnerability radiant 5 (save ends).  
  Sustain Minor: Anyone who enters or starts their turn in the burst 1 is subject to an attack. 
  Colloidal Energy Shift (minor; encounter) 
  Close burst 10; Targets enemies; +20 vs. Fortitude; Target gains vulnerability necrotic or 
  radiant 5, as decided with the attack. 
  Chain Lightning (standard; recharge 5, 6) 
  Ranged 10; +20 vs. Reflex; 3d6 + 8 lightning damage and the target is pushed 2 squares and knocked 
  prone. Make a secondary attack. 
  Secondary Attack; Ranged 5 from target; +20 vs. Reflex; 2d6 + 8 lightning damage and the target is 
  knocked prone. Make a tertiary attack. 
  Tertiary Attack; +20 vs. Reflex; 1d6 + 8 lightning damage. 
  Crackling Discharge (immediate reaction; when bloodied) 
  Close burst 2; +20 vs. Fortitude; 1d10 + 8 lightning damage and the target is pushed back 2 
  squares and stunned until the end of Frankenstein’s Monster’s next turn. 
  Alignment Unaligned Languages Common 
  Str 26 (+17) 
  Dex 10 (+9) 
  Wis 15 (+11)) 
  Con 24 (+15) 
  Int 8 (+8) 
  Cha 13 (+10) 
  Doctor Frankenstein 
  Level 18 Artillery (Leader) 
  Medium Natural Humanoid 
  XP 2000 
  Initiative +11 
  Senses Perception +12 
  HP 167; Bloodied 83; AC 30; Fortitude 28, Reflex 29, Will 32;Speed 6 
  M Cold Solution Needle (standard; at-will) • Weapon 
  +20 vs. AC; 1d4 + 1 damage and the target is slowed (save ends, -2 penalty) 
  First Failed Save: Target is immobilized (save ends, -2 penalty) 
  R Alchemical Admixture (standard; at-will) • Weapon 
  Burst 1 within 5; +22 vs. Reflex; 1d10 + 6 damage and roll a d6. 
  1: The damage is acid and the target is blinded (save ends). 
  2: The damage is cold and the target is immobilized (save ends) 
  3: The damage is fire and it is treated as a critical strike. 
  4: The damage is thunder and the target is knocked prone and dazed until the end of Doctor 
  Frankenstein’s next turn. 
  5: The damage is necrotic and the target is weakened (save ends). 
  6: No damage is dealt, instead, the target is stunned until the end of Doctor Frankenstein’s 
  next turn. 
  Quick Search (minor; at-will) 
  Doctor Frankenstein selects the next result (instead of rolling a d6) for his Alchemical 
  Admixture or Beneficial Admixture attack this round. 
  “Live, LIVE!” (standard; encounter) 
  Adjacent ally spends a healing surge 
  Beneficial Admixture (standard; at-will) 
  Ranged 5; +22 vs. Reflex; No damage and roll a d6 
  1: The target gains a +6 power bonus on its next damage roll. 
  2: The target slides 3 squares. 
  3: The target can make a saving throw against one negative effect it has on it that a save can 
  end. 
  4: The target gains a +6 power bonus to defenses against the next attack to hit it before the 
  end of its next turn. 
  5: The target takes a free move action. 
  6: The target gains a +2 power bonus to saving throws until the end of it’s next turn. 
  Alignment Unaligned Languages Common 
  Skills Arcana +20; Nature +20 
  Str 12 (+9) 
  Dex 14 (+11) 
  Wis 16 (+12) 
  Con 15 (+11) 
  Int 22 (+15) 
  Cha 10 (+9) 
   
   
   
   
   
  
   
   
  Igor  
  Level 18 Skirmisher  
  Medium Natural Humanoid 
  XP 2000 
  Initiative +18 
  Senses Perception +9 
  HP 172; Bloodied 86; AC 32; Fortitude 28, Reflex 30, Will 29; Speed 5 
  M Swift Slam (minor; at-will) • Weapon 
  +23 vs. AC; 1d6 + 7 damage and the target is pushed one square, Igor shifts adjacent to the 
  target. 
  Vicious Impact (standard; at-will) 
  Igor makes a charge attempt; 2d6 + 7 damage and the target is pushed two squares and 
  knocked prone, Igor shifts adjacent to the target. 
   “As You Will, Master”  
  Any ally of Igor’s of an equal or higher level than him can spend actions on their turns in 
  order to have Igor take an action of the same type. Igor can only take an additional one of 
  each type of action each round. 
  Combat Advantage  
  Igor gains a +3 bonus to damage rolls against foes he has combat advantage over. 
  Henchman  
  Any ally Igor grants combat advantage over through flanking gains an additional +2 bonus 
  to their attack rolls against the target. 
  Alignment Unaligned Languages Common 
  Skills Athletics +16, Endurance +19 
  Str 14 (+11) 
  Dex 24 (+16) 
  Wis 12 (+9)  
   
  Adventure Hooks 
   
  Horrendous tales of a ruined village off in the distance being destroyed by a giant 
  corpse creature, harvesting their limbs and returning to a large tower upon an 
  overlook have spurned many heroes into action…but none have returned. 
   
  Frankenstein’s monster attacks the village one day, sent by his “father” in hopes of 
  finally finding the perfect brain for his experiments. 
   
  An eccentric doctor seeks out the party, hoping that they will be able to help him in 
  procuring the vast troves of knowledge found within Frankenstein’s tower, hoping 
  that with them, he can find a way to live eternally. 
   
   
   
  Chapter 5 - Jack of the Lanterns 
   
  Optional Background – Jack of the Lanterns 
  The somewhat deserving victim of a horrible fate, Jack of the Lanterns has 
  earned himself an eternity on earth, something to be considered a mixed blessing, 
  considering the condition he is in while he roams the lands. 
  Long ago, Jack was a simple farmer, his one feature separating him from 
  the rest of the common folk being his shrewdness and silver tongue, that townsfolk 
  believed would one day put him in a position of power one could only dream of, or, 
  perhaps, a position that nobody would envy. Jack considered himself a gentleman, 
  despite his poor upbringing and raunchy pleasures, and often went about conning 
  people, until eventually, his brilliance and trickery attracted unwanted attention, 
  attention that would normally require a great deal of personal power to acquire. 
  When Jack was fleeing from a group of townsfolk whom he had stolen 
  from, after taking advantage of their hospitality for days on end, he was affronted by 
  a horrendous beast from hell of great arcane power, one that had traveled far and 
  wide in search of a sinner with an incredible knack for deception, and he believed he 
  had found his puppet in this low-life conman. The devil approached Jack, informing 
  him that his time on earth had ended, and that it was time to go to the place where he 
  belonged. Jack, of course, was terrified, however, being incredibly clever, he 
  concocted a brilliant plan.  
  Informing the devil that he would go willingly, he offered one chance at 
  raising hell in the local village, solemnly swearing he had a strong desire for one 
  “last hurrah”. Jack’s plan was to have the devil take the form of a coin that he would 
  pay the villagers with, and, once they had all returned happily, believing the stolen 
  goods to have been accounted for by an earnest payment, the devil would disappear, 
  and residents of the poor, desperate village of deity-fearing townsfolk would 
  degenerate into bickering mongrels amongst themselves, trying to find out who stole 
  the coin. 
  The devil found nothing flawed with this plan and, as his time on earth was 
  limited, he decided to go along with Jack’s idea, his own devious, mysterious 
  machinations in mind. So, the devil swiftly took the form of a valuable coin, and 
  Jack shrewdly placed him in his pocket. However, little did the devil realize, one of 
  the things Jack stole was a holy symbol from a local church, and, pressed up against 
  it, the devil was sealed within the coin. 
  
   
   
  Now trapped within, the devil had no choice but to bargain with Jack, who 
  was obviously even more resourceful and valuable to him now then ever. But, the 
  first thing Jack requested was that the devil not take his soul, thus crushing the 
  fiend’s hopes of taking Jack to the depths of Hell, the contract being bound in blood 
  and flame. In addition to this, in exchange for the devil’s release, Jack sought to 
  enjoy life as a wealthy nobleman for the rest of his days, and the devil obliged, such 
  a gift being simple to provide. 
  Unfortunately for Jack, after his encounter with the devil, he had not 
  specified how he would come into all of the money, and as such, the devil decided to 
  murder a nobleman and frame Jack for it (giving him the nobleman’s wealth in 
  several large sacks). Jack was falsely accused and hung for his misdeeds, and when 
  he attempted to travel to the Heavens, he was cast out, and when he tried to go to 
  Hell, he realized his contract forbade him from descending, and the devil he had 
  previously encountered, taunting him from the gates beyond, set Jack’s soul alight, 
  and cast it out into the mortal realm, instilled within a pumpkin.  
  Over the years, Jack has developed an inhuman body, wrought from 
  knobbed, dark wood, traveling the lands, causing death and despair wherever he 
  goes, and, always behind him, lurking in the shadows, influence over him 
  disturbingly high, is the cruel devil from the deepest pits of Hell whom had made the 
  contract with him long ago, making sure that anyone who approaches Jack trying to 
  help is turned away by both his own doing…and the influenced Jack. 
   
  A Deal? 
  The Devil whom has bound Jack to the mortal realm could be bargained with, not to 
  redeem Jack, but to allow him into the depths of Hell where he belongs. Such 
  bargaining could entail anything you as the DM want, however, the Devil may very 
  well seek to bind another soul to the earth in return, a soul as capable of destruction 
  as Jack’s, and at this level, there are very few besides the PCs that could fill this 
  position. 
   
  Who Does Jack Fight Alongside? 
  Jack is an elite, and elites are often fought with another group of monsters or another 
  even leveled elite. Consider constructing statistics for a level 26 elite monster, 
  possibly a soldier, that could play the role of the devil constantly following Jack, 
  leaping out from the darkness to protect Jack (so long as he doesn’t die doing it) and 
  slaughter any who come in his way. 
   
   
  Damned to walk the earth for all eternity, Jack has become the lapdog of the infernal patron 
  he once took advantage of. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Jack of the Lanterns 
  Level 26 Elite Artillery  
  Medium Immortal Humanoid 
  XP 18,000 
  Initiative +15 
  Senses Perception +16 
  HP 358; Bloodied 179 
  AC 42; Fortitude 38, Reflex 40, Will 42 
  Speed 6 
  M Unhallowed Pyre (standard; at-will) • Weapon 
  Reach 3; +29 vs. Reflex; 2d6 + 11 fire damage 
  R Eldritch Blast (standard; at-will) • Weapon 
  Ranged 10; +29 vs. Reflex; 2d10 + 11 damage 
  Fields Afire (standard; sustain minor; at-will) • Fire 
  Burst 1 within 10; +29 vs. Reflex; 1d10 + 9 fire and necrotic damage and the target takes 
  ongoing 5 fire damage (save ends). The area of the burst becomes a zone until the end of 
  Jack of the Lantern’s next turn, and anyone who enters or starts their turn in it takes 1d10 
  + 9 fire and necrotic damage instantaneously. 
  Sustain Minor: The zone persists. 
  Toss Through Hell (standard; recharge 6) 
  Ranged 10; +29 vs. Will; 2d10 fire and necrotic damage and the target gains vulnerability 5 
  fire and necrotic.   
  Effect: The target is teleported into one square adjacent to Jack, and then pushed ten 
  squares away. Every time the target enters an area where they take fire or necrotic 
  damage during this push, they gain a cumulative vulnerability to such damage, increasing in 
  intervals of five. This vulnerability stacks with any preexisting vulnerability the target 
  might have. 
  Entropic Ward (minor; encounter) 
  Personal; Until the end of Jack’s next turn, anyone who attacks him must roll twice, taking 
  the lower result. Each time an attack misses Jack, he gains a cumulative +1 bonus to his 
  next attack roll. 
  Infuriating Elusiveness (move; encounter) 
  Jack teleports 4 squares and turns invisible until the start of his next turn. 
  Spiteful Darts (standard; encounter) 
  Close blast 5; +29 vs. Reflex; 4d8 + 11 fire damage and the target is pushed 10 squares. 
  Tartarean Tomb (standard; daily) 
  Ranged 10; +29 vs. Reflex; 5d10 + 11 damage and the target is entombed. (save ends) An 
  entombed target is immobilized and lacks line of sight and line of effect to any space other 
  than its own. All creatures other than Jack cannot gain line of sight or line of effect to the 
  target. 
  Miss: Half damage, and the target is immobilized.  (save ends)  
  Alignment Evil 
  Languages Common, Supernal 
  Skills Arcana +25, Bluff +29, Diplomacy +29, Religion +25 
  Str 8 (+12) 
  Dex 14 (+15) 
  Wis 16 (+16) 
  Con 17 (+16) 
  Int 25 (+20) 
  Cha 32 (+24) 
   
   
  Chapter 6 - The Telltale Heart 
   
  Optional Background – The Telltale Heart 
  A primordial horror lurking within the depths of the earth, tainted lifeblood slowly 
  poisoning reality itself, the Telltale Heart is the troubling source behind all the 
  previously detailed dark forces within this tome, sowing it’s seed once every year on 
  Hallows Eve, fermenting a person’s hatred, or bestowing them with an implacable 
  curse, one that warps the subject mentally or physically, cursing their life, dooming 
  them to an eternity of suffering unless slain at the hands of a hero. 
   
  The Telltale Heart is an artistic, yet cruel soul, emotionless and representing the 
  corruption within the heart of every living being. The Heart remains in a troubled 
  sleep all throughout the year, often incapable of interacting with the outside world, 
  constantly creating new scenarios in it’s mind, preparing for it’s next tale that it will 
  create on Hallows Eve by using more people as puppets, hoping to create one more 
  elaborate than the last. 
   
  Situational Evil 
  The Telltale Heart can only be confronted on Hallow’s Eve, as while it is asleep, it 
  reassumes it’s position within the earth, nestled deep below, in unreachable, 
  impossible depths, where it quivers and beats rapidly, fearfully, it’s many nightmares 
  coming together within it’s mind to form a brilliant tale of horror and tragedy. 
   
  The Telltale Heart as the “Big Bad Evil Guy” 
  The Telltale Heart is a villain of epic proportions, and has a background that allows 
  it to be the source of many problems the party faces throughout the entire campaign, 
  villains created by the Heart detailed in this book spanning every tier of play. Once 
  the party has realized that a single force has created so many of their enemies, they 
  will have a strong desire to end the Heart’s existence, forcing it to halt it’s horrific, 
  reality altering storytelling once and for all. 
   
   
  
   
   
   
  Repercussions 
  The Telltale Heart, despite having been horribly tainted over the years, has existed 
  for as long as the world itself has, and although it is undoubtedly corrupt and cruel, 
  it’s feverish thoughts are the product of the residents of the world itself, and despite 
  it’s transformation, the Telltale Heart is still the lifeblood of the Earth, and it’s 
  destruction would put the world in jeopardy, requiring a new life force to become the 
  blood of the earth. If, however, the party can calm the fury of the Telltale Heart, 
  purifying it and quelling it’s anger, the world could continue to run on the 
  Heart…until the races that live upon the world taint it once more. 
   
   
   
   
   
   
   
   
   
   
   
  The Telltale Heart 
  Level 33 Solo Controller  
  Gargantuan Primordial Beast 
  XP 155,500 
  Infernal Beating (Aura 5): Anyone who starts their turn in the aura takes 15 thunder damage and is 
  deafened until the end of their next turn. 
  Initiative +21 
  Senses Perception +29; darkvision 
  HP 1,400; Bloodied 700; AC 48; Fortitude 49, Reflex 46, Will 51 
  Action Points 2; Speed 0, Fly 10, Burrow 10; Saving Throws +5 
  M Resounding Lashing (standard; at-will) • Weapon 
  Reach 4; +37 vs. AC; 1d10 + 10 thunder and necrotic damage and the target is pushed 3 squares and 
  knocked prone. If the target moves to get up on their next turn, they cannot take another action. 
  R Nevermore (standard; at-will) • Weapon 
  Ranged 10; +35 vs. Will; 1d12 + 10 necrotic damage and the target cannot regain hit points. (save ends, 
  -2 penalty) 
  Narration (standard; at-will) 
  Ranged 10; +35 vs. Will; The target is dominated, but can still take a full set of actions. (save ends, -5 
  penalty) 
  Inevitability (minor; once per round) 
  Ranged 5; +35 vs. Will; The target treats their next death save as a “1”. 
  Rewrite (immediate interrupt, when a die is rolled, recharge 6) 
  The Telltale Heart treats it’s die roll as a “20”, or a foe’s die roll as a “1”. 
  Pit and Pendulum (minor; recharge 5, 6) 
  Ranged 10; +35 vs. Will; The target is removed from the world and placed in a torturous, unspeakable 
  realm of nightmares and suffering until they save (-2 penalty). The target cannot take actions and takes 
  ongoing 10 necrotic damage while within this realm. 
  Rhythmic Action (immediate reaction; when an enemy ends their turn; at-will) 
  The Telltale Heart spends an action point and can act as though it was it’s turn. (Initiative count does 
  not change) 
  Buried Alive (standard; recharges when the Telltale Heart reduces a foe to 0 hp or fewer) 
  Ranged 20; +35 vs. Reflex; At the start of the target’s next turn, it must make death saving throws even 
  if they are not unconscious. The target, if they reach 3 failed rolls while conscious, dies. This ability 
  lasts until the end of the encounter, but can only be active on one person at a time. 
  An Unbreakable Heart 
  The Telltale Heart makes a saving throw against any negative effects currently afflicting it at the 
  beginning of it’s turn, instead of the end. 
  Alignment Chaotic Evil Languages All; Telepathy 100 squares 
  Skills The Telltale Heart is considered trained in all skills. 
  Str 33 (+27) 
  Dex 20 (+21) 
  Wis 26 (+24) 
  Con 30 (+26) 
  Int 35 (+28) 
  Cha 25 (+23) 
  Thank You For Your Patronage! 
  As TG Publishing’s first 4e product, we would like any feedback on this product, 
  positive or negative, and the first place to visit would be our home page! 
   
  http://www.4etgpublishing.com
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/TG Publishing/Horrors of Halloween.pdf