Thank you, Dungeon Masta.
B9. Prisoner Pits
The group took the east exit from the ancient prison. The corridor led to an old torture chamber with doors on the east and south walls. The opened the east door and descended the stairwell behind the door to a large chamber. Eleven small pits lined the floor, each covered with rotted old planks. Shuffling and occasional low moans came from the pits. A deformed goblin, that Swift was able to recognize from Shelelu's description as the missing goblin hero Koruvus, raised his signature magical longsword in blind anger at the intrusion of the group. The goblin proved strong as he laid T'rune low is a series of four quick strikes. Things seemed to get worse as zombies clawed their way out of each pit. Toox came through and mananged to avert the zombie menace while Celeste revived T'rune to help defeat Koruvus.
I decided I wanted the zombies to be part of the combat instead of just sitting in their pits. I used Koruvus' deformity as a connection to Lamashtu that kept the zombies from attacking him. I made the pits a mere terrain features since they weren't hidden and enough evidence was given that walking over the covers could be dangerous.
[sblock]Terrain: Each pit is 20 feet deep. Walking onto a wooden cover causes it to collapse (+5 vs. Reflex; 2d10 falling damage). If a zombie is still in a pit when a creature falls roll a pit attack against the zombie. If hit the zombie and the creature both take half damage from the pit. An open pit is treated as any other precipice. Climbing out of a pit requires a DC 10 Athletics check.[/sblock]
I used Carcass Eaters (minion) for the eleven zombies and the following stats for Koruvus:
[sblock]Koruvus Level 3 Elite Brute
Small natural humanoid, goblin XP 300
Initiative +2 Senses Perception +4; low-light vision
HP 106; Bloodied 53
AC 18; Fortitude 18, Reflex 16, Will 17
Saving Throws +2
Speed 6
Action Points 1
Longsword (standard, at-will) Weapon
+9 vs AC; 1d8+5 damage (crit 1d6+13).
Dual Sword (standard, at-will)
Make a basic melee attack against two creatures.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
Koruvus may shift 1 square.
Blood Wrath (while bloodied) Healing
While bloodied, Koruvus deals an additional 1d6 damage and push the target one square. Koruvus loses the ability to use goblin tactics. He must attack the nearest foe, charging when possible. At the end of his turn, he heals 5hp.
Aecris Weapon (free, daily)
When Koruvus drops an undead enemy to 0 hit points he gains a healing surge.
Alignment Evil Languages Common, Goblin, Draconic
Str 18 (+5) Dex 14 (+3) Wis 16 (+4)
Con 13 (+2) Int 8 (0) Cha 12 (+2)
Equipment +1 aecris longsword[/sblock]
The group exlpored a passage to the south discovering a spiral stairwell that led to collapse and a strange spherical room with various items floating around in a lazy circle.
I converted the scroll of burning hands into a ritual scroll of tiny lanterns, the prayer book to Lamashtu remained as is, and I coverted the wand of shocking grasp to a +1 master's wand of static shock.