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Jaws of Undeath: Challenge #6
Posted 27th May 2009 at 03:09 PM by FireLance
Challenge Summary: The PC fights a zombie and the imp from the previous encounter if it managed to flee from him. This interrupts the necromancer's ritual and causes uncontrolled necrotic energies to ravage him. The PC must choose between helping him and continuing to fight his other enemies. If the necromancer dies, he rises as a deathlock wight (Monster Manual) and attacks the PC.
Introducing The Challenge: After the PC has defeated the skeletons, and the imp has either fled or been defeated as well, the PC may venture deeper into the cave. The cave tunnel eventually opens out into a large natural cavern. If the PC has played through A Touch of Shadow, this is the same room as Challenge #7 of that adventure. At the far side of the cavern, a figure in dark robes chants harsh-sounding words. A zombie stands guard near the entrance. If the imp is present, it is next to the zombie.
Running the Challenge: The cavern covers a 10-square by 10-square area. Unless the PC played through A Touch Of Shadow and managed to close the rift, what appears to be a sphere composed of glowing purplish energy hangs in the air near the centre of the edge of the cavern opposite the entrance. Any creature that starts its turn within 5 squares of the sphere takes 5 points of necrotic damage. The necromancer is adjacent to the sphere. The zombie is in one of the squares adjacent to the entrance. If the imp is present, it is adjacent to the zombie. If the PC took a short rest after Challenge #5, the imp has also spent a healing surge and regained 10 hit points. If the PC does not carry a light source, the area is dimly lit, either from the sphere, or from glowing runes inscribed in a circle around the necromancer.
The necromancer spends a standard action each round to perform the ritual and leaves it to the zombie and imp (if present) to fight the PC. The zombie focuses on keeping the PC away from the necromancer, using its zombie grab to immobilize the PC. If present, the imp repeats its tactics in the previous challenge, using vanish to turn invisible and then attacking the PC with tail sting.
The situation changes once one of the following occurs: the PC deals damage to the necromancer or prevents him from performing the ritual for one round (the necromancer has AC 18, other defenses 16); or (if the PC is fighting both the zombie and the imp) the PC destroys either the zombie or the imp; or (if the PC is only fighting the zombie) the PC deals damage to the zombie. When this happens, the necromancer loses his concentration and purplish necromantic energy engulfs him. The necromancer starts dying and must make death saving throws at the end of his turn.
If the PC decides to try and save the necromancer, this part of the encounter can be run as a skill challenge. In order to earn a success, the PC must spend a standard action and succeed at a DC 18 Heal check. If the PC did not take an extended rest during the interlude, the DC of the Heal check is 17 instead. The PC does not accumulate failures for failed Heal checks. However, the necromancer dies if the PC does not manage to earn four successes before he fails three death saves. In addition, the PC may also make use of the following skills and abilities during this challenge:
If the PC manages to save the necromancer, he earns XP as if he had defeated the deathlock wight in combat. The necromancer will be very weak after the ordeal and will not put up any resistance if the PC turns him over to the authorities. The PC also earns a quest award of 150 XP if he either defeats the deathlock wight or captures the necromancer. In addition to the promised monetary reward, the PC may also claim the necromancer's skull mask (5th level, Adventurer's Vault).
Introducing The Challenge: After the PC has defeated the skeletons, and the imp has either fled or been defeated as well, the PC may venture deeper into the cave. The cave tunnel eventually opens out into a large natural cavern. If the PC has played through A Touch of Shadow, this is the same room as Challenge #7 of that adventure. At the far side of the cavern, a figure in dark robes chants harsh-sounding words. A zombie stands guard near the entrance. If the imp is present, it is next to the zombie.
Running the Challenge: The cavern covers a 10-square by 10-square area. Unless the PC played through A Touch Of Shadow and managed to close the rift, what appears to be a sphere composed of glowing purplish energy hangs in the air near the centre of the edge of the cavern opposite the entrance. Any creature that starts its turn within 5 squares of the sphere takes 5 points of necrotic damage. The necromancer is adjacent to the sphere. The zombie is in one of the squares adjacent to the entrance. If the imp is present, it is adjacent to the zombie. If the PC took a short rest after Challenge #5, the imp has also spent a healing surge and regained 10 hit points. If the PC does not carry a light source, the area is dimly lit, either from the sphere, or from glowing runes inscribed in a circle around the necromancer.
The necromancer spends a standard action each round to perform the ritual and leaves it to the zombie and imp (if present) to fight the PC. The zombie focuses on keeping the PC away from the necromancer, using its zombie grab to immobilize the PC. If present, the imp repeats its tactics in the previous challenge, using vanish to turn invisible and then attacking the PC with tail sting.
The situation changes once one of the following occurs: the PC deals damage to the necromancer or prevents him from performing the ritual for one round (the necromancer has AC 18, other defenses 16); or (if the PC is fighting both the zombie and the imp) the PC destroys either the zombie or the imp; or (if the PC is only fighting the zombie) the PC deals damage to the zombie. When this happens, the necromancer loses his concentration and purplish necromantic energy engulfs him. The necromancer starts dying and must make death saving throws at the end of his turn.
If the PC decides to try and save the necromancer, this part of the encounter can be run as a skill challenge. In order to earn a success, the PC must spend a standard action and succeed at a DC 18 Heal check. If the PC did not take an extended rest during the interlude, the DC of the Heal check is 17 instead. The PC does not accumulate failures for failed Heal checks. However, the necromancer dies if the PC does not manage to earn four successes before he fails three death saves. In addition, the PC may also make use of the following skills and abilities during this challenge:
Religion: Allow the PC to make a Religion check as a free action when he starts helping the necromancer. This represents his ability to use minor religious rituals to keep the necrotic energy at bay. If he succeeds on a DC 14 Religion check, he gains a +2 bonus to his next Heal check. If he succeeds on a DC 18 Religion check, he also gains a +2 bonus to all subsequent Heal checks, and if he succeeds on a DC 22 Religion check, he also automatically succeeds on his first Heal check to help the necromancer. A failed Religion check does not count as a failure for the challenge. However, the PC may only make one Religion check during this challenge; this represents the extent of his knowledge at the time.If the necromancer fails three death saves and dies, he rises on his next turn as a deathlock wight and starts attacking the PC. The deathlock wight prefers to attack from range. If it does not start its turn adjacent to the PC, or if it starts its turn adjacent to the PC, but is able to shift away, it attacks with grave bolt. If it starts its turn adjacent to the PC and is unable to shift away, it attacks with horrific visage (if it is available) or with its claw. It uses reanimate on the zombie after it is destroyed as soon as it can do so without provoking opportunity attacks.
Channel Divinity: Divine Mettle: If the necromancer succeeds on his saving throw, the PC may choose to either earn one success or negate one failed death save. Other abilities that grant additional saving throws have a similar effect.
Lay on Hands: If the PC uses lay on hands on the necromancer, he earns one success. The PC may earn at most one success from using lay on hands.
If the PC manages to save the necromancer, he earns XP as if he had defeated the deathlock wight in combat. The necromancer will be very weak after the ordeal and will not put up any resistance if the PC turns him over to the authorities. The PC also earns a quest award of 150 XP if he either defeats the deathlock wight or captures the necromancer. In addition to the promised monetary reward, the PC may also claim the necromancer's skull mask (5th level, Adventurer's Vault).
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