TEXT: Introduction
  The Disquiet Spirits is an adventure designed for five 5th-
  level player characters (PCs), and is part of the D&D Delve 
  Night kit. Please review the instructions for use of the D&D 
  Delve Night kit before using this adventure. The adventure 
  uses tiles from the DT4 Ruins of the Wild and DU3 Caves 
  of Carnage. The ancient, protective spirits in a stretch of 
  primeval wilderness have become restless. The people 
  living there are being attacked, both by creatures no 
  longer afraid of the spirits’ wrath and—the people say—the 
  unleashed spirits themselves.
  Setup
  The PCs are traveling through a wild area at the start of 
  this adventure. Most of the setup happens after the first 
  encounter, when they find people set on by animals.
  Adjusting the Encounters
  While this adventure is designed to be played with 5  
  5th-level characters, you can make some simple adjust-
  ments to the adventure to account for 
  4 or 6 5th-level characters. Simply 
  remove or add a 
  foe of roughly 
  the same level 
  as the encoun-
  ter that is 
  listed in that 
  encounter’s 
  setup.
  Fierce Bear Spirit (B) 
  Level 5 Elite Soldier
  Large natural beast (undead) 
  XP 400
  Initiative +6 
  Senses Perception +6
  HP 128; Bloodied 64; see also spirit’s lament
  AC 23; Fortitude 19, Reflex 16, Will 20
  Resist insubstantial
  Saving Throws +2
  Speed 8, phasing
  Action Points 1
  m Spirit Claw (standard; at-will)
   
  Melee 2; +10 vs. Reflex; 1d10 + 4 damage, and the target is 
  marked until the end of the fierce bear spirit’s next turn.
  M Double Claw (standard; at-will)
   
  Melee 2; the fierce bear spirit makes two spirit claw attacks, 
  and regains 5 hit points if each one hits a different target.
  C Spirit’s Lament (when reduced to 0 hit points)
   
  Close burst 5; each beast ally in the burst can make a melee 
  basic attack as an immediate action.
  Wild Vengeance  (immediate, when a beast ally is reduced to  
  0 hit points; at-will)
   
  The enemy that reduced the ally to 0 hit points is marked 
  by the bear spirit until the end of the bear spirit’s next turn, 
  and the bear spirit gets a +5 bonus to damage rolls against 
  marked creatures until the end of its next turn.
  Alignment Unaligned 
  Languages —
  Str 16 (+5) 
  Dex 14 (+4) 
  Wis 19 (+6)
  Con 16 (+5) 
  Int 2 (–2) Cha 14 (+4)
  Deathrattle Viper (V) 
  Level 5 Brute
  Medium natural beast (reptile) 
  XP 200
  Initiative +6 
  Senses Perception +7; low-light vision
  Death Rattle (Fear) aura 2; enemies in the aura take a –2 pen-
  alty to attack rolls.
  HP 75; Bloodied 37
  AC 17; Fortitude 16, Reflex 18, Will 16
  Resist 10 poison
  Speed 4, climb 4
  m Bite (standard; at-will) ✦ Poison
   
  +8 vs. AC; 1d6 + 4 damage, and the deathrattle viper makes 
  a secondary attack against the same target. Secondary 
  Attack: +6 vs. Fortitude; 1d8 + 2 poison damage, and ongo-
  ing 5 poison damage (save ends).
  Alignment Unaligned 
  Languages —
  Str 12 (+3)  
  Dex 19 (+6) 
  Wis 10 (+2)
  Con 15 (+4) 
  Int 2 (–2)  
  Cha 14 (+4)
  Fey Panther (P) 
  Level 4 Skirmisher
  Medium fey beast 
  XP 175
  Initiative +8 
  Senses Perception +8; low-light vision
  HP 54; Bloodied 27
  AC 18; Fortitude 16, Reflex 18, Will 15
  Speed 8, climb 6; see also fey step
  m Bite (standard; at-will)
   
  +9 vs. AC; 1d6 + 4 damage, and the fey panther shifts 1 square.
  Charging Pounce 
   
  When the fey panther charges, it deals an extra 1d6 damage 
  and knocks the target prone.
  Fey Step (move; encounter) ✦ Teleportation
   
  The fey panther can teleport 5 squares.
  Alignment Unaligned 
  Languages —
  Skills Stealth +11
  Str 14 (+4)  
  Dex 18 (+6)  
  Wis 13 (+3)
  Con 14 (+4)  
  Int 2 (–2)  
  Cha 11 (+2)
  1
  The DiSqUieT SPiRiTS
  The DisquieT spiriTs
  Jim NelsoN
  
  2
  The DiSqUieT SPiRiTS
  encounTer 1: rampaging BeasTs
  E n c o u n t e r  L e ve l  6  ( 1 , 3 2 5  X P )
  Setup
  1 fierce bear spirit (B) (level 5 elite soldier)
  2 deathrattle vipers (V) (level 5 brute)
  3 fey panthers (P) (level 4 skirmisher)
  4 tribespeople (T)
  Once the players begin to play, read:
  As you travel through a lush, hilly region, you see a faint 
  path through the brush and trees. You suddenly hear 
  screaming: A short distance down the road, a group of 
  elves, half-orcs, humans, and shifters are under attack 
  by a variety of animals, including a large, ghostly bear. 
  The people are carrying weapons, but don’t seem able to 
  defend themselves from these predators.
  Have the players place their minis on the road in the 
  northwest corner of the map.
  When a PC enters the battle, read:
  As you join the fight, a half-orc who with a jagged scar 
  running across his forehead and nose yells to you. He 
  shouts, “We have no need to kill these creatures! We beg 
  you not to slay them!”
  Features of the Area
   
  Illumination: Bright light.
   
  Briars: The briar patches are difficult terrain, and any 
  creature moving into a square of briar must make a DC 
  12 Acrobatics check or take 2d6 damage.
   
  Stones: The large clusters of stone are blocking ter-
  rain. A creature can climb onto the stones with a DC 15 
  Athletics check.
   
  Trees: A creature in the same square as a tree gains cover. 
  The trunks of the large trees are blocking terrain.
  Tactics
  The fierce bear spirit focuses on melee combat-
  ants, trying to keep at least two nearby to use 
  its double claw (though it will attack the same 
  creature twice if it can’t reach others). The other 
  animals stay close to the bear spirit(within 5 
  squares if possible), and will fight until incapaci-
  tated, but might retreat when near death if the 
  spirit bear has already been defeated.
   
  The NPCs usually take the total defense action. 
  If you need statistics, use the following (they have 
  already taken damage from the animals’ attacks):
  HP 45; Bloodied 30
  AC 19; Fortitude 16, Reflex 17, Will 18
  Speed 6
  m Club (standard; at-will)
   
  Melee 1; +10 vs. AC; 1d6 + 5 damage.
  Ending the Encounter
  When all the animals have been defeated or have 
  retreated, the encounter ends.
   
  When things settle down, the scarred half-orc intro-
  duces himself as Korgg, Winter Oracle among the Clan 
  of Three Trees. Most likely, Korgg is glad to meet the PCs, 
  and eager to speak with them. If the PCs didn’t heed his 
  warning and killed the animals they were fighting, he’s 
  reticent to speak to them, but does so out of necessity.
   
  With Korgg are members of his clan, who had come 
  with him to search for the cairn of Ardaz, a long-dead 
  Spring Oracle. They had hoped to contact his spirit for 
  advice, but found the cairn stones scattered and the 
  site desecrated. Animal attacks have been frequent of 
  late, and horrible storms and supernatural events have 
  stripped the fruit from the vegetation. The ancient 
  spirit protectors of the clan have turned on them. The 
  storms are their doing, and they no longer keep the ani-
  mals (living or spirit) from killing the folk of the clan. 
   
  Korgg seeks to know why the spirits are angry, and knows 
  of three places where the spirits are powerful: the Land’s 
  Wounds, the Mouth of Father Storm, and the Heart of Sleep-
  ing Stone. The people have long avoided the last, but ancient 
  glyphs at the other locations point the way there.
   
  Quest XP: 1,000 (major quest) for discovering the 
  cause of the spirits’ anger and bringing the spirits back 
  into peace with the people from the Clan of Three Trees.
  Treasure
  The PCs receive a +2 amulet of protection and 100 gp from 
  Korgg in thanks. It’s carved from sacred wood and adorned 
  with feathers and teeth Korgg has found in the forest.
  
  3
  The DiSqUieT SPiRiTS
  E n c o u n t e r  L e ve l  6  ( 1 , 4 2 5  X P )
  Setup
  1 death boar (B) (level 6 elite brute)
  3 ambush drakes (D) (level 6 skirmisher)
  1 adult faerie dragon windgleam (W) (level 4 lurker)
  Following Korgg’s directions, the PCs make their way 
  to a grove the people of the Clan of Three Trees call the 
  Land’s Wounds. In some dangerous past event, the trees 
  were tumbled and the ground ripped apart, and the 
  land hasn’t recovered in all those years. According to the 
  people of the Clan of Three Trees, this was caused by a 
  spirit’s angry thrashing.
  Have the players place their minis along the edge of the 
  map to the west of the stream.
  When the PCs see the grove, read:
  All around the clearing ahead of you lie fallen trees. 
  They clearly fell long ago, and little remains most of 
  them. Inside the grove, new trees have grown and a 
  small stream flows in, terminating in a small, muddy 
  pool. You also see this area’s namesake: giant gashes 
  torn into the earth like claw marks.
   
  Across the clearing is an immense, two-headed boar 
  that glowers at you, preparing to charge.
   Place the death boar on the map. Make Stealth checks 
  for the ambush drakes and compare them to the PCs’ pas-
  sive Perception checks. When a PC sees an ambush drake 
  (now or when they come out of hiding), read:
  An orange-and-gray, reptilian creature with small wings 
  stalks you, a look of bloodlust in its eyes.
  The faerie dragon windgleam 
  is invisible and off the map. It 
  appears later, drawn by the sounds 
  of battle. See “Development.”
  Nature (DC 12): The trenches in 
  the earth carry magical echoes of 
  the violence that created them. 
  A creature who moves into the 
  trenches or ends its turn in one 
  will take damage.
  Features of the Area
   Illumination: The grove has little tree cover, so this 
  area is in bright light during the day, or dim light if the 
  PCs arrived at night.
   Stream: The shallow stream and pool are difficult terrain.
   Trenches: First, the tears in the ground are difficult 
  terrain. Also, they are supernatural as well as physical. A 
  creature that moves into a trench or ends its turn there 
  takes 1d6 + 4 psychic damage and takes a –2 penalty to 
  attack rolls until the end of its next turn.
   Each time a creature becomes bloodied or reduced to 0 
  hit points or fewer in this area, the wounds pulse, letting off a 
  deep, resounding roar. Each creature on the trench or within 
  1 square takes 2d6 + 4 psychic damage, and the trench’s 
  regular damage increases by 2 until the end of the encounter. 
  If that damage causes any creatures to become bloodied or 
  be reduced to 0 hit points, it doesn’t trigger the effect again.
   Trees: A creature in the same square as a tree gains 
  cover. The trunks of the large trees are blocking terrain.
  Tactics
  Vicious and relentless, the death boar focuses on one 
  target, trying to batter the same enemy repeatedly. It begins 
  the battle by charging an enemy, then proceeds to use fren-
  zied gore on that enemy. The boar continues to pursue its 
  quarry, ignoring the threat of opportunity attacks. The boar 
  isn’t intelligent or cunning, and is easy to trick. 
   The ambush drakes move in to flank with the death 
  boar, usually using shifting strike to get into or out of posi-
  tion. They use ravenous as often as they can, 
  usually against enemies the death boar 
  has bloodied. They rarely fly, 
  only doing so to cross the 
  trenches or go 
  over other 
  obstacles.
  encounTer 2: The LanD’s WounDs
  James ZhaNg
  
  4
  The DiSqUieT SPiRiTS
  Development
  The faerie dragon appears after at least one PC has 
  become bloodied, to make sport. It arrives in the square 
  indicated on the map, but remains invisible until it attacks.
  When the faerie dragon appears, read:
  You see a small, dragonlike creature with iridescent 
  scales and rapidly fluttering wings. It has a mischievous 
  smile on its fanged maw.
  It uses its breath weapon early, and picks on characters who are 
  too busy dealing with the other monsters to attack it. When 
  it’s truly in danger, it uses invisibility to attempt an escape. (The 
  PCs still get XP for the faerie dragon if it escapes.)
  Treasure
  After a thorough search, the PCs can find a few dead 
  bodies among the trees and in the nearby regions of 
  forest—tribesfolk mauled by the animals when they jour-
  neyed to the lands’ wounds. On their bodies, the PCs find 
  100 gp worth of roughly cut gems and bars of metal.
  Ending the Encounter
  The fight ends when all the animals have died. Like 
  those in other encounters, the beasts here have been 
  driven into a frothing rage. 
   The first clue to find the Heart of Sleeping Stone is writ-
  ten in scattered fragments across the many fallen trees 
  that surround this grove. After a bit of time, the PCs dis-
  cover that the entrance to the Heart lies “concealed among 
  the golden leaves.” This isn’t enough information alone, 
  but Korgg spoke of multiple clues scattered here and at the 
  Mouth of Father Storm.
  Death Boar (B) 
  Level 6 Elite Brute
  huge natural beast (mount) 
  XP 500
  Initiative +3 
  Senses Perception +2
  HP 170; Bloodied 85; see also death strike
  AC 19; Fortitude 23, Reflex 19, Will 18
  Saving Throws +2
  Speed 8
  Action Points 1
  m Gore (standard; at-will)
   
  +9 vs. AC; 1d10 + 4 damage, or 1d10 + 9 damage against a prone 
  target.
  M Frenzied Gore (standard; at-will)
   
  The death boar makes two gore attacks. if it hits with both 
  attacks against the same target, the target is knocked prone.
  M Death Strike (when reduced to 0 hit points)
   
  The death boar makes a gore attack.
  Furious Charge
   
  When a death boar charges, its gore attacks deal an extra 5 
  damage, pushes the targets 2 squares, and knocks the targets 
  prone on a hit.
  Alignment Unaligned 
  Languages —
  Str 19 (+7) 
  Dex 10 (+3) 
  Wis 9 (+2)
  Con 15 (+5) 
  Int 2 (–1)  
  Cha 8 (+2)
  Ambush Drake (D) 
  Level 6 Skirmisher
  Medium natural beast (reptile) 
  XP 250
  Initiative +7 
  Senses Perception +3
  HP 71; Bloodied 35
  AC 20; Fortitude 19, Reflex 18, Will 16
  Speed 6, fly 4 (clumsy); see also ravenous
  m Claws (standard; at-will)
   
  +11 vs. AC; 2d6 + 3 damage.
  M Shifting Strike (standard; at-will)
   
  +11 vs. AC; 2d6 + 3 damage. The ambush drake can shift 1 
  square before or after the attack.
  Ravenous (minor; at-will)
   
  The ambush drake shifts 2 squares toward a bloodied enemy.
  Alignment Unaligned 
  Languages —
  Skills Stealth +10
  Str 16 (+6) 
  Dex 14 (+5) 
  Wis 11 (+3)
  Con 15 (+5) 
  Int 3 (–1)  
  Cha 6 (+1)
  Adult Faerie Dragon Windgleam (W) 
  Level 4 Lurker
  Medium fey magical beast (dragon) 
  XP 175
  Initiative +9 
  Senses Perception +6; darkvision
  HP 43; Bloodied 21
  AC 18; Fortitude 16, Reflex 18, Will 17
  Speed 5, fly 8 (hover)
  m Tail Spike (standard; at-will)
   
  +7 vs. AC; 1d6 + 2 damage.
  C Breath Weapon (standard; encounter) ✦ Illusion, Radiant, 
  Teleportation
   
  Close blast 4; +8 vs. Reflex; 2d6 + 2 radiant damage, and 
  the faerie dragon becomes invisible if two or more enemies 
  are caught in the blast. Miss: half damage, and the faerie 
  dragon does not become invisible.
  Invisibility (standard; at-will) ✦ Illusion
   
  The faerie dragon becomes invisible until it attacks or until 
  it is hit by an attack.
  Alignment Unaligned 
  Languages Draconic, elven
  Skills Bluff +9, Stealth +10, Thievery +10
  Str 10 (+2)  
  Dex 16 (+5) 
  Wis 8 (+1)
  Con 13 (+3) 
  Int 6 (+0) 
  Cha 15 (+4)
  
  5
  The DiSqUieT SPiRiTS
  E n c o u n t e r  L e ve l  6  ( 1 , 3 2 5  X P )
  Setup
  3 phantom warriors (P) (level 4 soldier)
  2 vine horror spellfiends (V) (level 7 artillery)
  1 tangler beetle (B) (level 5 controller)
  On the way to the Mouth of Father Storm, the PCs begin 
  to hear the tremendous winds that blast from it even 
  when they are many miles away. They know they’re near 
  when they see shaking trees ahead, and blowing leaves 
  and dust flying into the air.
   At first, only the beetle is visible. The vine horrors 
  start the encounter as vines tangled in the trees, and the 
  phantom warriors dwell in a barrow under the mound 
  shown on the map.
   Make a Stealth check for each vine horror spellfiend 
  against the PCs’ passive Perception checks.
  Have the players place their minis along the western 
  edge of the map.
  When the PCs get close, read:
  The violent winds that beat against the rocks and trees around 
  you come from a wide cave mouth dead ahead. You can see that 
  the winds will keep you from approaching quickly, though there 
  appear to be a few safe spots behind large objects.
   You also see an enormous beetle taking shelter to the side 
  of the cave. Viscous spittle drips from its mandibles, clinging 
  to the grass underneath it. As soon as it sees you, it begins to 
  chitter loudly, but you can barely make out the sound over the 
  roar of the winds.
  Perception (DC 12): The remaining instructions that 
  will allow the PCs to find the Heart of Sleeping Stone 
  are carved on the floor of the cave, but can only be read 
  from up close.
  Have the PCs roll initiative, and roll initiative for the beetle 
  and vine horrors. Roll initiative for the phantom warriors 
  at the end of the first round of combat (see Tactics). 
  When the vine horror spellfiends appear, read:
  What looked like ordinary vines hanging from the trees drop down 
  and coil into a humanoid shape that sparks with arcane energy.
  When the phantom warriors appear, read:
  Spectral forms charge out from inside a grassy mound of soil. 
  They appear human, with the trappings and weapons of ancient 
  warriors of some primal tribe.
  Features of the Area
   
  Illumination: This area is in bright light during the 
  day, or dim light if the PCs arrived at night.
   
  Stones: The large clusters of stone are blocking ter-
  rain. A creature can climb onto the stones with a DC 15 
  Athletics check.
   
  Trees: A creature in the same square as a tree gains 
  cover. The trunks of the large trees are blocking terrain.
   
  Winds: The cave mouth called the Mouth of Father 
  Storm blasts the area with powerful winds. This has a 
  variety of effects:
  Moving into a square to the east, northeast, or south-
  •	
  east costs a creature 1 extra square of movement.
  At the end of each round, each creature must 
  •	
  make an Endurace check (DC 17) or be pushed 2 
  squares away from the cave mouth
  Blocking terrain creates a square behind it that is 
  •	
  immune to the wind’s effects. These squares are 
  marked on the map, but powers that create block-
  ing terrain (such as some walls) can create more 
  unaffected areas.
  Insubstantial creatures (such as the phantom 
  •	
  warriors) aren’t affected by the winds.
  Tactics
  The beetle stays back, using its entangling spittle, letting the 
  wind push them away after they’re immobilized. If the 
  beetle enters melee, it tries to bite with reach instead of 
  getting adjacent to its targets.
   The vine horrors drop from the trees as soon as their 
  initiative comes up, staying in protected squares if pos-
  sible. They use lashing vine of dread against creatures who 
  come within 6 squares of them, and caustic cloud if their 
  enemies are farther away.
   At the end of the 
  first round after 
  combat begins, roll 
  initiative for the phan-
  tom warrior ghosts 
  who reside in the 
  burial mound nearby. 
  The phantom warriors 
  mix flanking with 
  phantom tactics, and 
  therefore usually 
  stay near one 
  another. They 
  target foes who 
  attack the vine 
  horrors if able. 
  encounTer 3: mouTh of faTher sTorm
  WayNe eNglaNd
  
  Treasure
  Inside the caves are manacles used for human sacrifice 
  long ago. Attached are smashed skeletons with 200 gp 
  worth of gems and metal ingots littered about them. Col-
  lecting this treasure requires moving into the cave mouth, 
  but this is harmless apart from the severe winds.
  Ending the Encounter
  The encounter ends when all the monsters are defeated.
   There’s no clear way to stop the roaring winds from the 
  Mouth of Father Storm, but its likely that if the Heart of 
  Sleeping Stone is the cause of these troubles, setting it right 
  will also end this effect.
   The second clue to the location of the Heart of Sleeping 
  Stone is chiseled into the stone of the cave mouth. It reads, 
  “Seek the Heart along the banks of the White-Ringed Lake.” 
  By following this instruction, along with the one retrieved 
  from the Land’s Wounds, the PCs know what they seek.
  Phantom Warrior (P) 
  Level 4 Soldier
  Medium shadow humanoid (undead) 
  XP 175
  Initiative +8 
  Senses Perception +13; darkvision
  HP 40; Bloodied 20
  AC 18; Fortitude 16, Reflex 15, Will 16
  Immune disease, poison; Resist insubstantial 
  Speed 6, fly 6 (hover); phasing
  m Phantom Sword (standard; at-will) ✦ Necrotic
   
  +9 vs. Reflex; 1d8 + 2 necrotic damage, and the target is 
  marked until the end of the phantom warrior’s next turn.
  Phantom Tactics
   
  A phantom warrior has combat advantage against any target 
  that has another phantom warrior adjacent to it.
  Alignment Any 
  Languages Common
  Str 14 (+4) 
  Dex 12 (+3) 
  Wis 11 (+2)
  Con 12 (+3) 
  Int 10 (+2) 
  Cha 14 (+4)
  Vine Horror Spellfiend (V) 
  Level 7 Artillery
  Medium natural humanoid (plant) 
  XP 300
  Initiative +7 
  Senses Perception +10; blindsight 10
  HP 65; Bloodied 32
  AC 19; Fortitude 18, Reflex 17, Will 15
  Speed 6 (forest walk, swamp walk), swim 6
  m Claw (standard; at-will)
   
  +10 vs. AC; 1d8 + 4 damage.
  r Shock Orb (standard; at-will) ✦ Lightning
   
  Ranged 10; +12 vs. AC; 1d8 + 4 lightning damage.
  R Lashing Vine of Dread (standard; at-will) ✦ Fear
   
  Ranged 5; +10 vs. Reflex; 1d6 + 4 damage, and the target is 
  pushed 5 squares.
  A Caustic Cloud (standard; recharge ⚃ ⚄ ⚅ ) ✦ Acid
   
  Area burst 1 within 10; +10 vs. Fortitude; 1d6 + 3 acid 
  damage, and the target takes ongoing 5 acid damage and is 
  blinded (save ends both).
  Malleability
   
  The vine horror can compress its body enough to squeeze 
  through a 1-inch-wide crack. Cracks and other openings that 
  are more than 1 inch wide do not slow the vine horror at all.
  Alignment evil 
  Languages Common, elven
  Skills Stealth +12
  Str 18 (+7) 
  Dex 18 (+7)  
  Wis 14 (+5)
  Con 17 (+6) 
  Int 11 (+3) 
  Cha 10 (+3)
  Tangler Beetle (B) 
  Level 5 Controller
  Large natural beast 
  XP 200
  Initiative +2 
  Senses Perception +3; darkvision
  HP 62; Bloodied 31
  AC 19; Fortitude 17, Reflex 13, Will 14
  Speed 6
  m Bite (standard; at-will)
   
  Reach 2; +10 vs. AC; 1d10 + 4 damage.
  R Entangling Spittle (standard; recharge ⚃ ⚄ ⚅ )
   
  Ranged 5; +8 vs. Reflex; the target is immobilized (save ends).
  Alignment Unaligned 
  Languages —
  Str 18 (+6) 
  Dex 10 (+2) 
  Wis 12 (+3)
  Con 14 (+4) 
  Int 1 (–3)  
  Cha 8 (+1)
  6
  The DiSqUieT SPiRiTS
  
  7
  The DiSqUieT SPiRiTS
  E n c o u n t e r  L e ve l  8  ( 1 , 8 5 0  X P )
  Setup
  1 oni night haunter (O) (level 8 elite controller)
  3 gricks (G) (level 7 brute)
  1 iron cobra (C) (level 6 skirmisher)
  The PCs are able to find their destination: a rippling lake 
  surrounded by white stones. One small stream that feeds 
  into the lake is shaded by trees with brilliant golden leaves. 
  Where the stream begins, the PCs find a cave mouth set 
  low into the ground.
  Have the players place their minis in the cave 
  entrance on the northern edge of the map.
  When the PCs enter the cave, read:
  The cave before you is lit by torches, which illuminate walls with 
  riblike stone struts that make the cavern appear like the inside of 
  a great beast. You can see that a shallow rivers runs through the 
  cavern, pulsing with a faint red light.
   At the far side of the room, you can see the edge of an immense 
  crystal that burns far brighter, with an angry scarlet hue. The 
  water flows from this crystal, and near it, the water boils and is 
  coated with black slime.
   In several spots around the room, corpses lie surrounded by 
  their dried blood. By their garb, they look like warriors from the 
  Clan of Three Trees, and appear to have been mauled, and giant 
  chunks of flesh have been bitten from their bodies.
  When the oni appears, read:
  From the shadows steps a creature with long horns, vicious fangs 
  and cold eyes. It says, “Do you come to defend those pathetic 
  tribes? Perhaps you’re not as weak as they. In fact, I hope you’re 
  not too stringy. Just know that I’ll have centuries 
  to live after I harness this stone’s power, and 
  you’ll be long forgotten—as adversaries and as a 
  meal—by the time my life ends.”
  When their initiatives come up, the gricks 
  slither out of holes in the ceiling and drop 
  to the ground. The iron cobra, wrapped 
  around the oni’s neck like a necklace, slith-
  ers over to be near the Heart.
  Arcana or Nature (DC 12): The black 
  slime in the water is a corruption of the 
  natural properties of the river, and is likely 
  caused by a ritual used upon the crystal. 
  A modified version of the ritual could 
  reverse the damage.
  Features of the Area
   Illumination: Torches provide dim light.
   Rubble: Difficult terrain.
   Pelts: A pile of pelts taken from the clanfolk is  
  difficult terrain.
   Bodies: The corpses lie in dried pools of blood. They 
  carried various items, and a character might be able to 
  grab a magic item or mundane item during combat. See 
  the treasure section for magical gear.
   Water: The water here is tinted red, and the sections of 
  algae are actually dark and slimy. All the water is difficult 
  terrain. Any time a creature ends its turn in the water, 
  it takes 1d10 damage and the oni regains that many hit 
  points. Increase the damage to 2d10 if the creature ends 
  its turn in the slimy area.
   The Heart: The red crystal known as the Heart of 
  Sleeping Stone (represented by the statue on the map) 
  is extremely durable (AC 4, Defenses 12, HP 200, resist 
  10 all), and damaging it causes a brief flash of light, then 
  makes the water bubble even more angrily.
  Tactics
  The oni stays back, letting the gricks move forward to 
  engage the PCs in melee. It only gets close to use hypnotic 
  breath, then retreats. It moves back in only to use devour 
  soul if a target falls unconscious. If it is clearly about to 
  suffer defeat, the oni uses gaseous form to escape. The 
  other creatures fight to the death. It can escape only 
  through the cave mouth—there are no other cracks or 
  tunnels that lead outdoors.
   The gricks flank with one another, using their climb 
  speeds to move into position.
   The iron cobra guards the Heart of Sleeping Stone and 
  all squares adjacent to it, as shown on the map.
  encounTer 4: hearT of sLeeping sTone
  
  Treasure
  The oni’s possessions contain numerous volumes on creat-
  ing eternal life, all of them highly dubious.
  The oni has a hoard of 600 gp, and within the pile of pelts 
  lies either a +2 rod of corruption or a +2 frost weapon of a 
  type decided by the PC who claims it.
  Ending the Encounter
  The encounter ends when all the enemies are dead, 
  or after the oni escapes and the others are dead. If the 
  PCs choose to chase down the oni, they can do so. Use 
  tiles from Ruins of the Wild for such an encounter. 
  The oni will continue sustaining its gaseous form and 
  trying to get away. Destroying the oni’s ritual and texts 
  will neutralize most of its power over the 
  region if the PCs 
  decide not to 
  chase it down.
   
  Any ritual-
  using PC can 
  reverse the oni’s 
  ritual to heal 
  the Heart of 
  Sleeping Stone, 
  which will restore 
  the natural order. 
  Leaving the stone 
  alone will heal it 
  in time, but the 
  forest remains 
  dangerous for a 
  while. Either path 
  will give the PCs 
  the reward for 
  finishing a major 
  quest, and they will 
  be considered hon-
  orary members of the 
  Clan of Three Trees 
  for all time.
  Oni Night Haunter (O) 
  Level 8 Elite Controller
  Large natural humanoid 
  XP 700
  Initiative +7 
  Senses Perception +5; darkvision
  HP 180; Bloodied 90; see also hypnotic breath
  AC 24; Fortitude 23, Reflex 21, Will 22
  Saving Throws +2
  Speed 8, fly 8 (clumsy)
  Action Points 1
  m Morningstar (standard; at-will) ✦ Weapon
   
  Reach 2; +13 vs. AC; 1d12 + 5 damage, and a Medium or 
  smaller target is pushed 1 square.
  C Hypnotic Breath (standard; recharges when first bloodied) ✦ 
  Charm, Sleep
   
  Close blast 5; +11 vs. Will; the target is dazed (save ends). First 
  Failed Saving Throw: The target falls unconscious (save ends).
  M Devour Soul (standard; at-will) ✦ Healing, Psychic
   
  Affects an unconscious target only; +13 vs. AC; 2d10 + 4 
  psychic damage, and the oni night haunter regains 10 hit 
  points. This attack does not wake the unconscious target.
  Deceptive Veil (minor; at-will) ✦ Illusion
   
  The oni night haunter can disguise itself to appear as an 
  elderly Medium or Large humanoid. A successful insight 
  check (opposed by the oni’s Bluff check) pierces the disguise.
  Gaseous Form (standard; sustain standard; encounter) ✦ Polymorph
   
  The oni night haunter becomes insubstantial and gains a fly 
  speed of 8 (hover). it can enter and move through a porous 
  obstacle that would otherwise prevent movement (such as a  
  door or a cracked window). it remains in this form as long as 
  it sustains the power.
  Alignment evil 
  Languages Common, Giant
  Skills Bluff +13, insight +10, Stealth +12, Thievery +12
  Str 20 (+9)  
  Dex 16 (+7)  
  Wis 12 (+5)
  Con 18 (+8)  
  Int 12 (+5) 
  Cha 18 (+8)
  Equipment morningstar
  Iron Cobra (C) 
  Level 6 Skirmisher
  Medium natural animate (construct, homunculus) 
  XP 250
  Initiative +7 
  Senses Perception +9; darkvision
  HP 75; Bloodied 37
  AC 20; Fortitude 20, Reflex 18, Will 17
  Immune disease, poison
  Speed 7; see also slithering shift
  m Bite (standard; at-will) ✦ Poison
   
  +11 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage 
  (save ends).
  R Poison the Mind (standard; recharge ⚂ ⚃ ⚄ ⚅ ) ✦ Psychic
   
  Ranged 10; affects only creatures taking ongoing poison 
  damage; +8 vs. Will; the target is dazed and slowed (save 
  ends both); see also guard area.
  Guard Area
   
  An iron cobra can use its poison the mind power against any 
  creature in its guarded area (see the “Guard” sidebar), even 
  if the power hasn’t recharged and even if the target isn’t 
  taking ongoing poison damage.
  Slithering Shift (move; at-will)
   
  The iron cobra shifts 3 squares as a move action.
  Alignment Unaligned 
  Languages —
  Skills Stealth +10
  Str 17 (+6) 
  Dex 15 (+5) 
  Wis 13 (+4) 
  Con 19 (+7) 
  Int 5 (+0) 
  Cha 12 (+4)
  8
  The DiSqUieT SPiRiTS
  all trademarks are property of  Wizards of the Coast llC. ©2009 Wizards.  
  Pete VeNters
  Grick (G) 
  Level 7 Brute
  Medium aberrant beast 
  XP 300
  Initiative +4 
  Senses Perception +10; darkvision
  HP 96; Bloodied 48
  AC 19; Fortitude 19, Reflex 14, Will 15
  Resist 5 against effects that target AC
  Speed 6, climb 4
  m Tentacle Rake (standard; at-will)
   
  +10 vs. AC; 2d6 + 4 damage, and ongoing 5 damage (save 
  ends).
  Expert Flanker
   
  The grick gains a +2 bonus to attack rolls against an 
  enemy it is flanking.
  Alignment Unaligned 
  Languages —
  Skills endurance +11, Stealth +9
  Str 18 (+7)  
  Dex 13 (+4)  
  Wis 14 (+5)
  Con 16 (+6)  
  Int 2 (–1)  
  Cha 7 (+1)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/RPGA Delve Night/DDN 2009-04 The Disquiet Spirits.pdf