TEXT: Contents
  What Is PoIsonCraft? B
  What Is a hard BoIled Idea™? 
  B
  Where Can I learn more? 
  B
  the 
  syrallax 
  1
  syrallax fIeld marshal 
  taCtICs 2
  syrallax overlord 
  taCtICs 3
  syrallax lore 3
  enCounter GrouPs 
  3
  enCounter: 
  the 
  PoIsonWorks 
  4
  neW PoIson: evershroud 
  4
  evershroud 
  4
  setuP 4
  taCtICs 
  7
  features of the area 7
  adventure 
  Ideas 8
  Caravan of venGeanCe 
  8
  the eyes of a ChIld 
  8
  Where there’s shroud... 
  8
  
  What Is PoIsonCraft?
  Some years past, I penned an ode to the craft of poison. 
  It should come as no surprise to the reader—as indeed it 
  offered me none—that my words evoked a strong reaction. 
  There were some who decried my efforts as dangerous or 
  reckless. Others took an ... unhealthy interest in the lore. 
  Some solicitations for assistance I received—regarding 
  specific implementations—gave me pause, and I declined 
  to answer. But there is one thing that convinces me my 
  effort was worthwhile: No one called into question the 
  thoroughness of my work or the accuracy of my results. I 
  am proud of my work.
  Knowledge is a path, not a destination. Rules change. 
  In the intervening years, I have developed new theories 
  and original applications. I have undertaken more 
  extensive contemplation and obtained new insights into 
  the process. Thus, without hesitation, I offer you the state of 
  the art in poisoncraft. Use it in good judgment.
  Nylson Veld
  Nylson Veld
  Chemist of Crimson Delve
  Poisoncraft: The Dark Art was one of the best-reviewed third-party 
  products of Third Edition. We hope you find this new edition of equal stature.
  What Is a hard 
  BoIled Idea™?
  What’s a Hard Boiled Idea™? 
  That’s what happens when One Bad 
  Egg gets its hands on one particular 
  concept and cooks it up, hot, fresh, and 
  kicking ass.  We’ll crack it open, scoop  
  it out, and serve it to you with a side of 
  maximized potential.
  We break it down, fiddle with the 
  pieces, examine with a focused eye, 
  and rebuild it better, stronger, and 
  faster. The result is a set of rules you 
  can add immediately and with confi-
  dence to your campaign, bringing it to 
  a whole new level. In keeping with our 
  design principles, these rules come 
  with guidelines to help you make them 
  your own and built-in story ideas to 
  rev up your campaign engine.
  Where Can I learn more?
  You can learn more about the Shroud, 
  Worldseeds™, and more at our 
  website:
  www.onebadegg.com
  
  PoIsonCraft: venomous vIllaIns
  The Syrallax
  Writing • Justin Jacobson
  Editing • Cam Banks • Fred Hicks
  Layout • Fred Hicks
  Art • Kev Crossley • Tyler Walpole
  Cartography courtesy of Ed Bourelle of SkeletonKey Games
  
  PoisoncrAft: thE syrALLAx 
  ©2009 one Bad Egg, LLc
  Maps © Ed Bourelle
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  1
  Poisoncraft  — The Syrallax
  KEv crossLEy
  the syrallax
  The syrallax (SIH-ruh-lacks) rivals the dark elf and 
  aboleth for domination of the subterranean realm. 
  While syrallaces lack the sheer numbers of other 
  races, they make up for it with the impressive stable 
  of minions and thralls they keep and their ability 
  to maximize those forces through superior strategy. 
  Through intimidation and their poisonous gaze, they 
  force others to serve them out of fear. Syrallaces crave 
  power for its own sake. They consider themselves 
  overlords, increasing their territory and holdings over 
  other races. At the same time, they employ a strict, 
  militaristic hierarchy that forecloses any infighting in 
  their own ranks. They are master tacticians and yield 
  the field of battle if it is strategically favorable in the 
  long run.
  A syrallax has a minotaur’s height and build but 
  with a more humanoid appearance and sinewy  
  frame. It stands fully erect upon its deeply cloven 
  hooves, with a regal bearing, commonly bedecked  
  in black armor and adornments. A syrallax has vivid 
  red skin and an elongated head much like a bodak’s. 
  A crowded row of short, brownish-yellow horns  
  mark the center-line of its cranium Its eyes are 
  perfectly black and set wide apart, almost on the  
  sides of its head.
  
  2
  Poisoncraft   — The Syrallax
  Syrallax Field Marshal Level 16 Controller (Leader)
  Large natural humanoid 
  xP 1,400
  initiative +15 
  Senses Perception +17; blindsight 10
  HP 156; Bloodied 78
  AC 30; Fortitude 28, reflex 30, Will 29
  resist 10 acid, 10 poison; Vulnerable 5 radiant (when the 
  syrallax field marshal takes radiant damage, any creature 
  dominated by its dominating gaze gets a saving throw 
  to lose the dominated condition and become dazed 
  [save ends])
  Speed 8; see also battlefield stride
  m Vertebral Flail (standard; at-will) * Weapon
   reach 2; +21 vs. Ac; 2d8+7 damage.
  M Tactical Strike (standard; at-will) * Weapon
   requires vertebral flail; the syrallax field marshal slides 
  himself and one ally a total of 3 squares and makes a 
  vertebral flail attack with a +2 bonus.
  C Dominating Gaze (standard; recharge 56) * Charm, 
  Gaze, Poison
   Close blast 5; blind creatures are immune; +18 vs. Will; 
  the target is dazed (save ends). First Failed Save: the target 
  is dominated instead of dazed (save ends). the field 
  marshal may only dominate one creature at a time. if a 
  second creature would become dominated by this power, 
  the field marshal decides which creature to dominate, 
  and the other creature remains dazed (save ends).
  Battlefield Stride (move; at-will)
   Using its advanced knowledge of the battlefield, the syra-
  llax field marshal shifts 2 squares and gains a +2 bonus to 
  its Ac until the beginning of its next turn.
  Alignment Evil 
  Languages common, Deep speech
  Skills Diplomacy +19, intimidate +19
  Str 16 (+11) 
  Dex 24 (+15) 
  Wis 18 (+12)
  Con 20 (+13) 
  int 25 (+15) 
  Cha 22 (+14)
  Equipment hide armor, vertebral flail
  syrallax fIeld 
  marshal taCtICs
  The field marshal uses its tactical strike and battlefield 
  stride abilities to maintain a strategic advantage in 
  combat. It prefers to slide expendable allies between 
  itself and its target, using, the flail’s reach to attack 
  from safety. It first uses its dominating gaze as soon as 
  more than one target is within range (or immediately 
  if it is facing only one enemy). Once a target is domi-
  nated, the field marshal uses its new ally to best serve 
  its purposes, often to harry enemy wizards or draw 
  attention from melee threats.
  Syrallax Overlord Level 20 Elite Controller (Leader)
  Large natural humanoid 
  xP 5,600
  initiative +18 
  Senses Perception +20, blindsight 10
  intimidating Mien aura 5; enemies within the aura take 
  a -2 penalty to saving throws against the overlord’s 
  enthralling gaze
  HP 424; Bloodied 212
  AC 36; Fortitude 32, reflex 34, Will 34
  resist 20 acid, 20 poison; Vulnerable 10 radiant (when 
  the syrallax overlord takes radiant damage, any creature 
  dominated by its enthralling gaze gets a saving throw to 
  lose the dominated condition and become dazed [save 
  ends])
  Saving Throws +2
  Speed 8; see also strategic stride
  Action Points 1
  m Vertebral Whip (standard; at-will) * Weapon
   reach 3; +25 vs. Ac; 2d6+7 damage and the creature is 
  immobilized until the start of the overlord’s next turn or 
  until the overlord makes another attack with the whip, 
  whichever occurs first.
  r Metatarsal Dart (standard; at-will) * Poison, Weapon
   ranged 10/20; +25 vs. Ac; 1 damage and the syrallax 
  overlord makes a secondary attack against the same 
  target. Secondary Attack: +23 vs. fortitude; the target takes 
  ongoing 10 poison damage and is dazed (save ends both).
  C Enthralling Gaze (standard; recharge 456) * Charm, 
  Gaze, Poison
   Close blast 10; blind creatures are immune; +22 vs. Will; 
  the target is dazed (save ends). First Failed Save: the target 
  is dominated instead of dazed (save ends). the overlord 
  may only dominate up to two creatures at a time. if a 
  third creature would become dominated by this power, 
  the overlord decides which creatures to dominate, and 
  the other creature remains dazed (save ends). A crea-
  ture that is still dominated at the end of the encounter 
  becomes the overlord’s thrall, and only the death of the 
  overlord can end this domination. A thrall does not count 
  towards the overlord’s limit of creatures it can dominate.
  Strategic Stride (move; at-will)
   Using its supreme knowledge of the battlefield, the syra-
  llax overlord shifts 4 squares and gains a +2 bonus to its 
  Ac until the beginning of its next turn.
  Thwart Strategy (minor; at-will)
   the syrallax overlord may aid itself or any ally it can see 
  by either removing the marked condition from that crea-
  ture or negating combat advantage against that creature 
  until the start of the syrallax overlord’s next turn.
  Alignment Evil 
  Languages common, Deep speech
  Skills Diplomacy +23, intimidate +23
  Str 18 (+14) 
  Dex 26 (+18) 
  Wis 20 (+15)
  Con 22 (+16) 
  int 27 (+18) 
  Cha 26 (+18)
  Equipment chainmail, metatarsal darts, vertebral whip
  
  3
  Poisoncraft  — The Syrallax
  syrallax overlord taCtICs
  The syrallax overlord uses its strategic stride to avoid 
  melee combat. It uses its various attacks to disrupt 
  opponents from engaging it directly. It uses its 
  enthralling gaze as soon as possible and then every 
  time it recharges thereafter. By alternately dazing and 
  dominating its enemies, it provides a strategic advan-
  tage to its allies.
  syrallax lore
  A character knows the following information with a 
  successful Nature check.
  DC 20: Syrallaces combine both traditional martial 
  and mind-bending gaze attacks, making them one of 
  the most formidable creatures of the subterranean 
  realm. They use intimidation and their dominating 
  poisonous gaze to maintain a stable of minions. 
  Despite their otherworldly appearance, the syrallax is 
  a creature of the natural world.
  DC 25: Though they prefer to avoid direct combat, 
  syrallaces are highly capable combatants. They wield 
  exotic weapons, fashioned from the bones of their 
  fallen enemies, to great effect. These weapons are 
  treated with special lacquers and glazes to make them 
  as hard as their metal counterparts. Syrallax weapons 
  fetch a hefty price in the right market. In combat, 
  syrallaces try to interpose their thralls to allow them to 
  attack their enemies while avoiding counterattacks.
  DC 30: Killing a syrallax overlord frees its thralls 
  from domination. The syrallax is a distant cousin of 
  the medusa, evolved from the male of the species 
  into a version that reproduces asexually. They despise 
  female medusas and kill them on sight, abandoning 
  their otherwise rigid strategies in a ferocious blood-
  lust. They are immune to the medusa’s gaze.
  enCounter GrouPs
  Syrallaces are invariably found with a collection of 
  minions to serve as labor and protection. The compo-
  sition of a syrallax’s attack group is carefully selected 
  to maximize its strategic advantages. Syrallaces prefer 
  subterranean races they can reliably subjugate and 
  that possess competent melee skills.
  Level 12 Encounter (XP 3,875)
   
  * 2 dragonborn gladiators (level 10 soldier)
   
  * 5 troglodyte warriors (level 12 minion)
   
  * 2 troglodyte impalers (level 7 artillery)
   
  * 1 syrallax field marshal (level 16 controller)
  Level 15 Encounter (XP 6,200)
   
  * 2 hill giants (level 13 brute)
   
  * 4 dragonborn raiders (level 13 skirmisher)
   
  * 1 syrallax field marshal (level 16 controller)
  Level 18 Encounter (XP 10,000)
   
  * 4 azer warriors (level 17 minion)
   
  * 4 shadow snakes (level 16 skirmisher)
   
  * 1 syrallax overlord (level 20 controller)
  Level 21 Encounter (XP 16,800)
   
  * 4 cyclops hewers (level 16 soldier)
   
  * 4 savage minotaurs (level 16 brute)
   
  * 1 syrallax overlord (level 20 controller)
  KEv crossLEy
  
  4
  Poisoncraft   — The Syrallax
  Encounter Level 22 (22,600 XP)
  setuP
  This encounter takes place in an underground poison 
  refinery run by the syrallax overlord and its thralls.  
  Creatures not found in this product are from the 
  Dungeons & Dragons 4E Monster Manual.
   
  1 syrallax overlord (O)
   
  1 rakshasa assassin (A)
   
  1 rakshasa predator (P)
   
  2 fire giants (G)
   
  1 fire giant forgecaller (F)
   
  3 poison barrels (B)
   
  Refinery catastrophic failure hazard
  The adventurers follow the trail to a wide tunnel that 
  terminates in a set of large, wooden double-doors.
  The rakshasa assassin and predator appear as 
  humans until they enter battle or until their illusory 
  veil is obviously uncovered at which time they revert 
  to their true appearance. 
  When the adventurers open the doors, read:
  The doors open to a large well-worked cavern. The walls and 
  floor are smooth. Only the ceiling is unworked, confirming 
  the space’s natural origins. 
  Dominating the northern half of the room is a large 
  contraption of metal and wood. It emits gouts of green-hued 
  steam and high-pitched whistles at random intervals. 
  Two giants with flame-red hair tend to the large levers at 
  one end, while a well-dressed but haggard old man works a 
  panel of small dials and buttons at the center. Another giant 
  stands in the far corner scanning the scene with its crimson 
  eyes. 
  Overseeing the tableau is an imposing creature with unset-
  tling alien features; a young human, bedecked in the finery 
  of a noble, stands to his side. A single door on the southern 
  wall is the only obvious means of egress.
  Insight Check
  DC 28 The old man is in fact an agile-looking feline crea-
  ture with black fur and gleaming golden eyes.
  DC 31 The young noble is in fact a feline creature with 
  spotted fur and sparkling jade eyes.
  enCounter: 
  the PoIsonWorks
  neW PoIson: evershroud
  following is a partial entry of a new poison found 
  in this encounter. Evershroud and scores of other 
  poisons can be found in our upcoming release, 
  Codex Venenorum, Ed. iV, including complete rules 
  for creating your own poison protocols.
  evershroud
  (Refined Native Shroudmist – No Family)
  Many thought the shroud was the ultimate threat to 
  the world, but it surprised few when the syrallaces 
  found a way to make it even more lethal. impossibly, 
  this inhalation poison is processed from the shroud 
  itself, making it difficult to craft, dangerous to handle, 
  and valuable to the right buyer.
  Evershroud 
  Level 22 Poison
  This poison retains the unnerving greenish tint of the Shroud 
  from which it is made.
  Poison 
  62,500 gp
  Attack: +25 vs. fortitude; ongoing 10 poison damage and 
  -2 penalty to all saving throws (save ends).
  Aftereffect: ongoing 10 poison damage and -2 penalty to all 
  saving throws (save ends).
  Special: this poison only works when it is inhaled in mist 
  form. A character killed by the poison and subsequently 
  returned to life becomes a half-dead (see races of the 
  Shroud: The Half-Dead).
  tyLEr WALPoLE
  
  5
  Poisoncraft  — The Syrallax
  ED BoUrELLE
  
  6
  Poisoncraft   — The Syrallax
  rakshasa Predator (P) 
  Level 18 Lurker
  Medium natural humanoid 
  xP 2,000
  initiative +19 
  Senses Perception +19; low-light vision
  HP 134; Bloodied 67
  AC 32; Fortitude 32, reflex 30, Will 30
  Speed 7; see also predatory pounce
  m Twin Short Swords (standard; at-will) * Weapon
   +23 vs. Ac; 1d6+7 damage. the rakshasa predator makes 
  two attack rolls as a single attack, dealing damage for 
  each attack that hits.
  m Claw (standard; at-will)
   +23 vs. Ac; 1d8+7 damage.
  M Predatory Pounce (standard; recharges after using 
  predatory eye) * Weapon
   requires short swords; the rakshasa predator makes 
  a charge attack: +24 vs. Ac; 2d6+7 and the target is 
  grabbed (until escape).
  M Twin Sword rake (standard; at-will) * Weapon
   Grabbed target only; requires short swords; +23 vs. Ac; 
  4d12+7 and the target is no longer grabbed.
  Deceptive Veil (minor; at-will) * illusion
   the rakshasa predator can disguise itself to appear as any 
  Medium humanoid. A successful insight check (opposed 
  by the rakshasa’s Bluff check) pierces the disguise.
  Predatory Eye (standard; sustain standard; at-will)
   if no enemy is within 2 squares of the rakshasa predator 
  and it does not move on its turn, it gains concealment 
  until the start of its next turn and gains a +1 bonus to its 
  attack roll if it uses predatory pounce during its next turn. 
  if the rakshasa predator sustains the ability, it gains total 
  concealment until the start of its next turn and the bonus 
  increases to +2.
  Alignment Evil 
  Languages common
  Skills Acrobatics +20, Athletics +21, Bluff +20, stealth +20
  Str 24 (+16) 
  Dex 22 (+15) 
  Wis 20 (+14)
  Con 20 (+14) 
  int 12 (+10) 
  Cha 22 (+15)
  Equipment scale armor, 2 short swords
  refinery Catastrophic Failure 
  Level 21 Lurker
  hazard 
  xP 3,200
  The poison refinery spits out gouts of green steam before 
  exploding in a massive blast of fire and toxic fumes.
  Hazard: the refinery takes up 20 contiguous squares. When 
  triggered, it explodes, causing fire damage and releasing a 
  deadly poisonous gas.
  Perception
   
  * no check is necessary to notice the refinery.
  initiative +15
  Trigger
  When the refinery takes at least 25 points of damage, 
  either from an area attack or a direct attack (all of the 
  refinery’s defenses are 10), the refinery suffers a cata-
  strophic failure. Alternatively, a creature with knowledge 
  of the machine can induce a catastrophic failure, as a 
  standard action, while adjacent to the control panel. 
  When triggered, the refinery rolls initiative. Between the 
  trigger and the refinery’s attack, characters in the area 
  know that a failure has occurred.
  Attack
  Standard Action 
  Close burst 5
  Target: All creatures in burst
  Attack: +24 vs. reflex
  Hit: 4d10+7 fire damage and secondary attack.
  Miss: half damage and no secondary attack.
  Secondary Attack: +24 vs. fortitude
  Hit: ongoing 10 poison damage and -2 penalty to all saving 
  throws (save ends both). Aftereffect: ongoing 10 poison 
  damage and -2 penalty to all saving throws (save ends 
  both).
  Effect: All of the squares occupied by the refinery become 
  difficult terrain.
  Countermeasures
   
  * A character adjacent to the control panel can shut down 
  the refinery, as a standard action, with a Dc 33 thievery 
  check.
   
  * A character adjacent to the control panel can stop a 
  catastrophic failure after it has been triggered, as a stan-
  dard action, with a Dc 37 thievery check.
  
  7
  Poisoncraft  — The Syrallax
  3 Poison Barrels (B) 
  Level 16 obstacle
  hazard 
  xP 1,400 each
  A barrel of compressed poisonous gas bursts in an ominous green 
  cloud.
  Hazard: A barrel is in the square (the barrel provides cover 
  to anyone in the square). When triggered, it breaks, 
  exposing nearby creatures to the poison gas within.
  Perception
   
  * no check is necessary to notice the barrel.
  Trigger
  When a barrel is thrown or takes at least 5 points of 
  damage, either from an area attack or a direct attack 
  (all of the barrel’s defenses are 10), the barrel breaks, 
  releasing pressurized poison gas. A character in the 
  initial burst or that begins its turn in the poison cloud is 
  attacked by the poison.
  Attack
  immediate reaction 
  Close burst 1
  Target: All creatures in burst
  Attack: +19 vs. fortitude
  Hit: ongoing 10 poison damage and -2 penalty to saving 
  throws (save ends both). Aftereffect: ongoing 10 poison 
  damage and -2 penalty to saving throws (save ends both).
  Effect: the poison cloud persists until the end of the 
  encounter or for 5 minutes. once a barrel explodes it is 
  destroyed and cannot attack again.
  Countermeasures
   
  * A barrel can be turned on its side and rolled with a Dc 
  12 strength check, or lifted and thrown up to 2 squares 
  with a Dc 20 strength check, which breaks the barrel.
  taCtICs
  The overlord directs the fire giants to form a line of 
  defense in front of itself. Thereafter, the overlord tries 
  to gain control of the situation by using its enthralling 
  gaze whenever it is available. It tries to protect the 
  poisonworks operation at first; however, if the battle 
  turns, it will induce a catastrophic failure in the 
  machine either directly or by ordering the foregcaller 
  to attack it with a fire pillar.
  The rakshasa assassin maintains his disguise until 
  he can maneuver to a strategic position and use his 
  phantom distraction to gain combat advantage. He 
  follows this with a double attack.
  Unless immediately confronted, the rakshasa pred-
  ator starts by using its predatory eye ability, charging 
  anyone who threatens the overlord or else the least 
  armored target within range of its charge. The 
  following turn, it uses its twin sword rake if possible. 
  After executing the rake, it retreats to a position of 
  relative safety to use its predatory eye ability and start 
  the deadly strategy anew. After grabbing an opponent, 
  it often uses its deceptive veil ability to disguise itself as 
  that creature and sow further confusion on the battle-
  field.
  The forgecaller calls down its fire pillar on any 
  enemy that approaches the overlord. It targets any 
  barrel that will expose more than one enemy to the 
  poison gas and saves its flame burst for when it can get 
  at least two enemies in the area of effect—preferably 
  with a poison barrel in for good measure.
  The rakshasas and giants are dominated thralls of 
  the overlord. If the overlord is killed, they regain their 
  senses and immediately revert to any strategy that best 
  serves their own well-being, whether it is to attack, 
  parlay, or flee.
  features of the area
   
  * Illumination: The refinery glows with dancing 
  flames inside its casing, casting bright light 
  throughout the room.
   
  * Ceiling: The ceiling in the room is 25 feet high.
   
  * Refinery: During normal operation, the poison 
  refinery routinely emits puffs of superheated 
  poisonous gas. Any creature that starts its turn 
  within 1 square of the machine, other than the 
  square directly adjacent to the control panel, takes 
  5 points of poison damage and 5 points of fire 
  damage.
   
  * Barrels: Three barrels of raw evershroud (see 
  sidebar) are scattered about the room. Each barrel 
  is roughly 2 feet wide and 4 feet high, allowing a 
  character to occupy the same square and gain the 
  benefit of cover. The inhalation poison is newly 
  refined and requires curing under special condi-
  tions. Unless this process is commenced within the 
  next hour, the poison becomes inert and worthless.
   
  * Difficult Terrain: Several areas of the room 
  contain piles of spent poison fillers and reagents.
   
  * Treasure: The rakshasas and giants all wear amulets 
  of health +1. Remember that this provides them 
  with resist 5 poison.
  
  8
  Poisoncraft   — The Syrallax
  adventure Ideas
  the eyes of a ChIld
  Master Poisoncrafter Weldon Yairns has been 
  retained by the king to create a unique poison. Once 
  brewed, it will be used to slay the champion of a rival 
  kingdom. To complete his work, he requires one last 
  component: the eyes of an immature syrallax. Royal 
  scouts have identified a cavern network lorded over 
  by a syrallax and teeming with dark elf thralls. The 
  party must infiltrate the syrallax’s domain and track 
  down one of its young. A dark elf grandam pleads 
  with the adventurers to spare the child, claiming it can 
  be reared to avoid its evil bloodline. Will they kill an 
  infant creature to serve their own ends?
  Where there’s shroud...
  Without warning, the Shroud billows forth from the 
  ground and encroaches upon a modest trading village. 
  The town elder beseeches the heroes to find the 
  cause of the new threat and squelch it. The Shroud 
  originates from a manufactured vent that can be 
  traced to a network of underground passages. As the 
  party explores further, they come across a disturbing 
  operation: A syrallax uses a font of the Shroud to 
  power a Poisonworks, refining the mysterious fog-like 
  substance into a potent toxin. They party must defeat 
  the syrallax, disable the Poisonworks, and find some 
  way to stem the flow of the Shroud to save the town.
  Caravan of venGeanCe
  A noble in a faraway village is assassinated by a dose 
  of poison slipped into his evening meal. The noble’s 
  sister, Ayrthrain, is a cleric of the Torchbearer (see 
  Gods of the Shroud). She is certain she knows 
  the identity of the assassin, Sylliss, a powerful wizard 
  specializing in alchemy and toxic spells. Sylliss stays 
  well-guarded in his tower, protected by magical wards 
  and undead minions, but Ayrthrain will not brook this 
  misdeed. She asks the party to retrieve her brother’s 
  body and intends to perform a ritual that will bring 
  vengeance upon the evil mage.
  The party must venture to the village to gather the 
  body and return within six days—quickly enough 
  to give Ayrthrain time to perform the ritual. Unbe-
  knownst to her, Sylliss is under the mental control of 
  Kenkai, a syrallax overlord, who wishes to destabilize 
  the region and find fresh souls to enslave. One of 
  Kenkai’s other thralls is undercover in Ayrthrain’s 
  court. The spy warns Kenkai of the noble’s plan, who 
  in turn directs Sylliss to send out an undead strike 
  squad to harry the party and thwart the plan.
  Depending on the level of the party, confronting 
  Sylliss or Kenkai directly might be out of the question. 
  Whether the party succeeds or fails, however, they are 
  sure to have a future run-in with the evil mage and 
  the syrallax overlord. If Sylliss survives Ayrthrain’s 
  ritual, he will certainly seek revenge on those who 
  conspired against him. If Sylliss succeeds in foiling 
  the plot against him, Ayrthrain and possibly the party 
  themselves might later seek a more direct method of 
  dealing with the mage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Highmoon Games/Poisoncraft - The Syrallax.pdf