Runner-Up Prize Winner: Old Tower Category |
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Undying Agonies
by Dylan Brooks (dbrooks@eagle.cc.ukans.edu)
The map for this adventure can be found at http://www.wizards.com/dnd/images/mapofweek/TheOldTower.jpg
Preparation
"Undying Agonies" is a D&D adventure suitable for approximately four characters of levels 5-7.
While balanced for 6th level
characters, it can be played by 5th level characters who are ready for a challenge, or by 7th
level characters who don’t mind a few less-dangerous encounters. This adventure can be scaled up or down by changing
the number of undead present (adding more on the hill slopes, areas 1 and 2, as well as more skeletal archers in
area 3). Of course, this will throw off the treasure distribution to some extent, as well. If the characters don’t
take care, this adventure can be VERY lethal, as it will begin with a pitched battle. Some stealth will serve the
characters well in this adventure, to avoid some rather large and painful battles. A cleric would be very helpful
indeed, as many of the opponents faced are undead.
Adventure Background
Just over sixty years ago, the city of Areinsle underwent a short and bloody revolution. The citizens of the city – long tired of being crushed under the oppressive boot of the aristocracy – rebelled against their oppressors and imprisoned them. The newly-formed government tried their former oppressors for their crimes, and executed many of the most sadistic and evil of them.
One of those executed was Galen Kragovic, the leader of the corrupt city guard. He was accused of many heinous crimes – primarily the frequent torture sessions that he perpetrated. Kragovic was a skilled torturer, and many fell victim to his foul amusements. Still, justice prevailed, and he was beheaded two weeks after the rebellion began.
Sadly, such evil seldom rests easy. Kragovic awoke in his grave a few nights after his death, whole. At first he was panicked, but then he realized that he had been granted the terrific strength of the dead, and freed himself from his makeshift grave. He spent the next several weeks taking revenge on those responsible for his death – wiping out the new rulers of the city of Areinsle. He then wandered off, searching for some way to return to the life that he once led.
However, that search soon proved fruitless. He was a freak of nature, forever separated from the living. It was just about the time that he decided to seek a return to life that he first met agents of the clergy of Vecna. He found them devoted to many of the same precepts as him, and they promised to return him to life if he served them for a period of 100 years. Greedy for a chance at life, he agreed. He was set up in abandoned tower, upon the agreement that he would serve as one of the most skilled of the clergy’s torturers.
Recently, an ally of the PCs has been captured and sent to this torturer. Through whatever means you deem appropriate, they learn of the location of this lost tower. At the moment, the tower is also occupied by several servants of the cult of Vecna, who await results from Kragovic’s work. Kragovic has almost certainly spotted the approaching PCs through his network of zombie birds (DC 30 Spot check to notice the strange wobble in the flight of the bird flying high above the PCs; the birds seeing the PCs is automatic unless they are taking particular precautions to avoid such surveillance; the bird has a Spot of +2 otherwise). While he is probably aware of their approach, he has neglected to inform Corrin (the leader of the cultists of Vecna currently at the tower) – there is little love lost between the two of them, and Kragovic is hoping that the PCs will eliminate the bothersome man for him.
Adventure Summary
PCs who approach the tower peacefully are met by deception on the part of Corrin, who attempts to persuade them that they are nearing a holy site of Wee Jas, and that the site they seek is several miles to the northwest (in reality, a large nest of ankhegs). Should they persist in entering the tower to find their lost compatriot, the residents of the tower – save Kragovic, who is busy with the prisoner – attack, doing everything they can to subdue the PCs. If the PCs are defeated, they face a fate much worse than a quick death. Should they win through, they will face the master of the tower, irritated but intrigued by his visitors.
Adventure Hooks / Getting the PCs involved
Getting the PCs involved in this adventure is fairly simple. Heroes tend to make many enemies, and to know things that those enemies wish to know. Should a PC be captured, or one of their allies, this adventure provides an excellent way to retrieve them. They might hear about the tower in many ways – disaffected or former members of the cult of Vecna, rumors from the local populace about a haunted tower, et cetera. All that really matters is that the PCs are seeking someone, who they believe to be held in the tower, with crucial information being extracted by Kragovic.
The Area
Kragovic’s tower is perhaps two week’s travel from the nearest city of any decent size, but only four days from a small town of about a dozen families. The area is slightly wooded, with rolling hills and frequent streams meandering throughout. Ruins from an ancient civilization are around, but uncommon.
The building itself is a rough, crumbling structure of stone, of similar make and age to the other ruins in the area. However, it is clear that something or someone keeps the tower in better repair than the other ruins.. The top of the tower fell long ago; the structure at present is perhaps thirty feet high. Most of the tower is a simple, circular design, although a small building appears to have been attached on the side in more recent years, built from the rubble of the earlier tower. The stone and doors in the tower have been treated with gorgon’s blood, which makes them impenetrable to incorporeal creatures. All doors in the building are of good-quality wood (1½ in. thick, hardness 5, 15 hp, break DC 18), and are unlocked.
Kragovic’s Tower
Should the PCs approach the tower peacefully and openly, they are met by Corrin and his two bodyguards, Maraxis and Rurik. They meet the PCs at the base of the hill, on whichever side they approach. The Vecnites present themselves as followers of Wee Jas, protecting a holy site from intrusion. They ask the PCs to leave, politely informing them that the site is only for those who have been chosen by the deity. If asked about their comrade or the rumors of a tower where prisoners are kept, they inform the PCs that they have had rumors of such a thing several miles to the northwest; a large mound of dirt, in which evil priests keep prisoners and control the large insects within with their foul magics. In reality, of course, this is simply a trap – there are no priests or prisoners at the ankheg mound.
Should the PCs persist, or offer violence to the supposed priests, they respond in kind. Corrin’s first action is to activate the zombies, turning and screaming "Guardians! To arms!" At this, the zombies that have lain dormant under the ground burst forth (taking a round). They then begin to shamble toward the PCs, their weapons ready. In addition, this is the cue for the skeletal archers in area 3 to open fire upon the PCs.
If the PCs approach the tower stealthily, roll a Spot check each hour of game time to determine if the PCs have been seen by the living residents. The NPCs keep four-hour long watch shifts (Corrin, Maraxis, then Rurik). If they engage the skeletons in area 3, Corrin knows of it immediately, as they are his creations. If they are simply sneaking about, PCs must make Hide checks to oppose the Spot checks of the NPCs. If they spend time in areas 4 or 5, add a +4 circumstance bonus to their Hide rolls due to the distance. If the PCs are spotted sneaking about, all the cultists are awakened and Corrin orders an immediate assault with all available forces (the zombies, skeletal archers, and the Vecnites).
During the adventure, it is important that you keep track of time. Remember that Kragovic is attempting to extract information from the PC’s compatriot. Each hour, there is a chance that he is successful. Roll a Profession (Torturer) check for Kragovic, keeping in mind his masterwork tools that provide him with a +2 bonus. This check is opposed by a saving throw from the victim, either Fortitude or Will – whichever is worse. If Kragovic’s result is better than the victim’s, they have been broken. He continues to amuse himself for 1d4 hours, then tells Corrin the information he sought and turns over the PC’s compatriot. At that point, Corrin will use his Word of Recall scroll and return (with his bodyguards and the prisoner) to his temple, leaving the PCs unable to save their compatriot.
1. Northern Approach (EL 6) & 2. Southern Approach (EL 5)
The hill leading up the base of the squat tower is scattered with rubble, with patches of grass rising here
and there. No birds cry in the still air. A few stunted trees dot the landscape, painting a rather desolate picture
of this ruined tower.
The hill leading up to the tower appears to be a simple slope, rising perhaps twenty feet to the base of the structure on top. Short grass covers it, although there are a few bare spots of earth here and there. A Spot check (DC 15) might indicate that something had burrowed through the ground at these points. Rubble from the fallen tower is scattered here and there across the slope, although most of the large pieces have been used in the construction of the tower’s side building (area 6).
Creatures. In reality, a large contingent of zombie guardians has buried themselves under this hillside. This is the reason for the patches of dead grass and disturbed earth. These zombies only to the verbal orders of Corrin or Kragovic. Of course, they will respond if they are physically unearthed and attacked. They were created with Kragovic’s ability to turn his victims into zombies, but the torturer has ordered them to obey Corrin’s verbal commands for the time being.
Should the zombies be activated, it will take three rounds for the zombies from the other side of the hill to round the hillside, and another one for them to close enough to engage in melee. The skeletal archers in area 3 take two rounds to get to a position from which they can fire upon the northern slope, but they start in an excellent firing position from which to attack foes on the other sides of the hill.
Area 1.
Medium Zombies (9): CR ½; Medium Undead (6 ft. tall); HD 2d12+3; hp 10, 9, 12, 15, 11, 12, 14, 18, 11; Init +0; Spd 30 ft.; AC 12 (+2 natural); Atks +2 melee (1d6+1, slam); SQ Undead, partial actions only; AL N; SV Fort +0, Ref +1, Will +2; Str 13, Dex 10, Con --, Int --, Wis 10, Cha 1.
Feats : Toughness.
SQ – Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
SQ – Partial Actions Only (Ex) : Zombies have poor reflexes and can perform only partial actions. Thus, they can move or attack, but can only do both if they charge (a partial charge).
Large Zombies (3): CR 1; Large Undead (9 ft. tall); HD 4d12+3; hp 31, 27; Init -1; Spd 40 ft.; AC 11 (-1 size, -1 Dex, +3 natural); Atk +4 melee (1d8+4, slam); Face 5 ft. by 5 ft.; Reach 10 ft.; SQ Undead, partial actions only; AL N; SV Fort +1, Ref +0, Will +4; Str 17, Dex 8, Con --, Int --, Wis 10, Cha 1.
Feats : Toughness.
SQ – Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
SQ – Partial Actions Only (Ex) : Zombies have poor reflexes and can perform only partial actions. Thus, they can move or attack, but can only do both if they charge (a partial charge).
Area 2.
Medium Zombies (6) hp 25, 16, 25, 19, 17, 14. (see area 1 for statistics)
Large Zombies (2) hp 24, 40. (see area 1 for statistics)
Treasure. If the ruins around the tower are exhaustively searched (DC 25), 47 gold coins and a masterwork dagger, magically enchanted to never rust, can be found.
3. Southern Grove (EL 3)
This grove of trees appears unremarkable for the area, mostly made up of oak and maple trees. As you approach it, however, you see movement from beneath the branches of the trees.
Corrin has posted a small contingent of skeletal archers here, to boost the defenses of the tower. He created all of them using Animate Dead spells, and thus they are under his command. At present, he has ordered them to attack anyone in range if the zombies come out from concealment. However, if they are physically attacked, they respond, thus alerting Corrin of the intruders.
Medium Skeletons (7): CR 1/3; Medium Undead (6 ft. tall); HD 1d12; hp 4, 6, 6, 8, 10, 5, 7; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 natural); Atks 2 claws +0 melee (1d4 dmg) or Short Bow +1 ranged (+1 Dex, 1d6 dmg, crit 20/x3); SQ Undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con --, Int --, Wis 10, Cha 11.
Feats : Improved Initiative
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Treasure: Each skeleton carries a short bow and 15 arrows.
4. Hidden Cache
This small grove of trees offers a fine view of the tower above.
If the characters enter this grove, make a Spot check (DC 24) for each of them. Rangers and druids get a +2 circumstance bonus to this check. Upon a success, they notice a set of fine characters carved into one of the trees that makes up the grove. These letters, readable by any druid or ranger, are in the secret marking-language of the woodlands, and tell of a cache buried in the grove, as well as providing a password for the Glyph of Warding that has been placed on it. If the group is without a druid or ranger, a Comprehend Languages spell will translate the runes.
Buried three feet below the surface of the ground, just below the roots of an old, dead stump, is a small steel box. Digging it up requires one hour. The box is protected by a Glyph of Warding.
Glyph of Warding: CR 2; Single target (Inflict Serious Wounds, 3d8+5 damage); Will save (DC 15) half; Search (DC 28); Disable Device (DC 28).
Treasure: Inside the box are two potions of Cure Moderate Wounds (2d8+3), two Quaal’s Feather Tokens (both of the bird type), and a small sack containing 50 gp.
5. Kragovic’s Garden (EL 3)
Nestled in and around these trees is what appears to be a small, well-kept garden. However, the plants are unusual – no typical garden plants seem to be growing here.
This is a small garden that Kragovic maintains to gather herbal components for use in his tortures and poisons. With a successful Profession (Herbalist), Knowledge (Plants) or Wilderness Lore check (DC 20), it can be determined that everything growing in this garden is poisonous, hallucinatory, or otherwise unpleasant. Should the PCs desire to do so, they can gather enough materials for 2 doses of Terinav root, 3 doses of id moss, and a single dose of insanity mist. (See the DMG, p 80, for information). All of these require a day in an alchemist’s lab and an Alchemy or Profession (Herbalist) check (DC 20) to properly create. However, before they can gather these components, they must deal with another occupant of the garden – an assassin vine that Kragovic extracts the fruit from for his tortures.
Assassin Vine (1): CR 3; Large Plant; HD 4d8+12; hp 28; Init +0; Spd 0 ft.; AC 15 (-1 size, +6 natural); Atks Slam +7 melee (1d6+7 dmg); Face/Reach: 5 ft by 5 ft/10 ft (20 ft with vine); SA: Entangle, improved grab, constrict 1d6+7; SQ: Plant, camouflage, electricity immunity, cold and fire resistance 20, blindsight; AL N; SV Fort +7, Ref +1, Will +2; Str 20, Dex 10, Con 16, Int --, Wis 13, Cha 9.
Entangle (Su): As a free action, the assassin vine can animate all plants within 30’ of itself and cause them to entangle opponents, as the Entangle spell. Reflex DC 13 to avoid.
Improved Grab (Ex): To use this ability, the vine must hit with its slam attack.
Constrict (Ex): An assassin vine deals 1d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures.
Blindsight (Ex): Assassin vines have no visual organs, instead perceiving their surroundings within 30’ by vibrations, scent, and sound.
Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it requires a Spot check (DC 20) to notice it. Anyone with the Wilderness Lore or Knowledge (Plants) skills may use those instead of Spot.
6. Visitor’s Room (EL 7)
This is where Corrin and his two bodyguards are currently staying. They have set up cots, and one of them is on watch at all times, day or night.
Corrin Ravenshadow, male human Clr6 (Vecna): CR 6; Medium Humanoid (5 ft. 9 in. tall); HD 6d8+6; hp 41; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 bracers, +2 Magic Vestment, +2 Dex); Atks +5 melee (1d4+2+1d6, crit 19-20/x2, +1 shocking dagger); or +6 ranged (1d4+1, crit 20/x2, sling); SA spells, command undead; SQ: Cleric domain powers (Knowledge and Evil): Cast Evil spells at +1 caster level, all Knowledge skills are class skills, cast Divination spells at +1 caster level; AL LE; SV Fort +6, Ref +4, Will +8; Str 10, Dex 15, Con 12, Int 14, Wis 17, Cha 14.
Skills: Bluff +5, Concentration +6, Diplomacy +4, Disguise +4, Knowledge (Arcana) +8, Knowledge (Religion) +11, Scry +5, Sense Motive +4, Spellcraft +8, and Spot +6. Feats: Alertness, Combat Casting, Extend Spell, Extra Turning.
Possessions: +2 Bracers of Armor, +1 shocking dagger, sling, 20 bullets, a pouch containing a potion of Cure Serious Wounds (3d8+5), a scroll of Word of Recall tied to a large temple of Vecna, four onyx gemstones worth 50 gp, and 24 pp.
Spells (5/5/5/4): 0th – detect magic (x2), detect poison, guidance, resistance; 1st – cause fear, cure light wounds (x2), doom, protection from good; 2nd – cure moderate wounds, death knell, detect thoughts, hold person, silence; 3rd – clairvoyance, dispel magic, magic vestments (already cast), summon monster III.
This servant of Vecna is a man of average height and build. He wears loose-fitting robes of green trimmed with black. He does not openly carry the holy symbol of Vecna, but does openly carry a holy symbol of Wee Jas if he is currently impersonating a holy man of that deity. He has short-cropped brown hair and slightly overlarge green eyes.
Corrin is a cruel and dominating man, who enjoys exercising power over those less powerful than himself. He spies constantly on those around him, looking always for an angle or situation that he can use to his own advantage. He does his best to surround himself with people less intelligent and those who are easily dominated – thus his choice of his two bodyguards, who he believes are too stupid and weak to ever betray him.
Maraxis, male human Mnk2: CR 2; Medium Humanoid (5 ft. 4 in. tall); HD 2d8+4; hp 12; Init +2 (Dex); Spd 30 ft.; AC 15 (+3 monk dodge ability, +2 Dex); Atks +3 melee (1d6+2, crit 20/x3, unarmed attacks); or +3 melee (1d6+2, crit 20/x2, quarterstaff); SA Stunning attack, flurry of blows; SQ: Evasion; AL N; SV Fort +5, Ref +5, Will +6; Str 14, Dex 15, Con 14, Int 9, Wis 16, Cha 7.
Skills: Balance +4, Climb +3, Escape Artist +3, Hide +7, Listen +4, Move Silently +7, Tumble +7. Feats: Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Attack.
Possessions: Monk’s outfit, quarterstaff, pouch containing 27 gp and a bottle of fine wine (worth 50 gp).
Maraxis is a short, bald man in loose-fitting black clothes. His head is covered with tattoos, all of them simple designs without any real meaning. He carries a quarterstaff, but if he enters combat, he typically drops it – it is only for appearances.
This young monk was raised in a monastery dedicated to Vecna, and has seldom left it. The world outside frightens him, but he also finds it more than a little comforting – he has seen that not all people are like the abusive and cruel men who raised him. However, he is shackled by one thing – the constant abuse has drilled into him that all who are not followers of Vecna are out to kill him. Thus, he is a deeply conflicted and troubled man, on the brink of true insanity. He has recently retreated to the bottle for comfort, something which makes Corrin detest him even further.
Rurik, male dwarf Ftr1/Rgr1: CR 2; Medium Humanoid (4 ft. 3 in. tall); HD 2d10+6; hp 18; Init +1 (Dex); Spd 20 ft.; AC 17 (+6 armor, +1 Dex); Atks +3/+4 battleaxe/spiked gauntlet (1d8+3, crit 20/x3 and 1d4+2, crit 20/x2); SQ: Darkvision 60’, stonecunning, two-weapon proficiency, favored enemy (elves); AL NE; SV Fort +7, Ref +1, Will +2; Str 17, Dex 12, Con 17, Int 10, Wis 14, Cha 7.
Skills: Craft (Blacksmithing) +5, Craft (Stonemasonry) +4, Handle Animal +0, Ride +4, Wilderness Lore +4. Feats: Cleave, Power Attack, Track.
Possessions: Banded mail, battleaxe, +1 spiked gauntlet, pouch containing 62 gp and a gold ring with a bloodstone gem (50 gp).
The most noticeable feature about this dwarf is his right hand – or what remains of it. His hand was long ago sliced off at the stump, and he has had a magical gauntlet grafted onto what remains. Other than this disfigurement, Rurik is a fairly typical dwarf – black hair, long beard, and dark brown eyes – except for the wild gleam in his eyes.
Rurik joined the cult of Vecna purely for convenience – he has no actual connection to the religion. He works for Corrin because it puts gold in his pocket. The dwarf was exiled and maimed by his clan many years ago, after assaulting an elf who dared to criticize a blade that he was particularly proud of. He wandered the mountains for many years, scratching out a living as a guide and hired muscle. It was during this time that he had the magical gauntlet attached to the stump of his hand. He is very touchy about the disfigurement – anyone asking about it will be growled at, and attacked if they persist. He stumbled across Corrin on a caravan-guarding job, and the man was impressed enough to offer him a permanent job. He accepted, and has been working with him ever since.
7. Empty Tower (EL 7)
You look into a large, empty room. The roof and upper level of this tower have collapsed, and most of the debris covers the floor of this room. Now, the room is just a hollow cylinder, open to the sky above. The shattered remains of a set of stairs can be seen, but they go nowhere. As you look around, you see something move out of the corner of your eye – and then you realize that there’s nothing there, that the darkness itself is moving, sliding towards you.
Shadows (4): CR 3; Medium Undead (Incorporeal) (6 ft. tall); HD 3d12; hp 17, 20, 24; Init +2 (+2 Dex); Spd 30 ft, fly 40 ft (good); AC 13 (+2 Dex, +1 deflection); Atks Incorporeal touch +3 melee (1d6 temporary Strength); SA: Strength damage, create spawn; SQ Undead, incorporeal, +2 turn resistance; AL CE; SV Fort +1, Ref +3, Will +4; Str --, Dex 14, Con --, Int 6, Wis 12, Cha 13.
Skills: Hide +8, Intuit Direction +5, Listen +7, Spot +7; Feat: Dodge.
Strength Damage (Su): The touch of a shadow deals 1d6 points of temporary Strength damage. A creature reduced to 0 Strength by a shadow dies.
Create Spawn (Su): Any humanoid reduced to 0 Strength by a shadow becomes a shadow within 1d4 rounds, under the control of its killer.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through most solid objects at will, and own attacks pass through armor. Always moves silently.
These shadows are tied here, as they were created from Kragovic’s victims who died nearby. They cannot pass through the walls or doors of the complex, as they are all treated with gorgon’s blood – rendering them impassable to incorporeal creatures.
Anyone looking around the room after the shadows have been dealt with will automatically find the large stone slab that covers the pit. A Listen check (DC 30) will reveal the sound of screams from below. The slab can be moved with a Strength check (DC 15). It has a hardness of 10 and 60 hp.
8. The Pit
Your light illuminates a dark hole. Rats and other vermin skittle out of the brightness, screeching in protest. The place stinks of fear and death. Several skeletons lie in fetal positions on the floor. It is perhaps thirty feet from where you now stand to the floor below.
This is where Kragovic keeps his prisoners when he isn’t working on them. It is a dank, black, slimy pit. Rats and other, less appealing vermin scuttle through the darkness. At present, it is empty. A Listen check (DC 15) reveals the muffled sound of agonized screams from a small side corridor.
9. Corridor Plug
As you enter the small corridor, you realize that the way is blocked by a large stone, nearly as large as the corridor itself. The sounds of screaming are now apparent to all.
This stone was placed here by Kragovic, to keep the PCs from interrupting him. The stone is normally used to keep prisoners from leaving the pit. The obstacle can be moved by making a Strength check versus DC 22. It has a hardness of 10 and 120 hp.
Casting a spell at this point has a chance of alerting the torturer nearby to the presence of the characters. Make a Listen (DC 15) check for Kragovic if any of the PCs cast spells at this point. If successful, he responds as outlined below.
Moving the rock or attacking it automatically alerts Kragovic. Upon doing this, PCs will immediately notice that the sounds of screaming stop as he knocks his victim unconscious. Kragovic then casts a Persistant Image from his ring of himself and the prisoner, then an Invisibility on himself and the prionser (separate spells, also from the ring). He then moves behind his desk, puts the prisoner on the ground, and waits for the group to arrive.
10. Torture Chamber
A foul stench fills this room – a chilling mixture of fear, death, burned flesh, and blood. Several tables, a large metal cage, and a small desk are the only furnishings in the room. A wooden door leads to another room beyond the tables.
Standing next to one of the tables is a skeletal figure. Loose robes cover its rotting frame, and twin points of ember light float in the eye sockets of its skull. There is a dull rasping sound as an impossibly long tongue flicks across its teeth, and then the creature pulls back its rotting lips ... and smiles. "Ahhh, there you are. Welcome to my home. Come no farther, if you would have your friend back alive." You notice that the creature has a knife at the throat of the person you came all this way to rescue.
This is Kragovic’s torture chamber, his home and center of power. If the PCs have alerted him, the entity speaking is actually an illusion, as is their friend. The real Kragovic and victim are behind the desk, invisible and unmoving. If, on the other hand, the PCs managed to make it this far without alerting Kragovic, then he himself is standing there, threatening a conscious and restrained – but very much alive - victim.
At this point, Kragovic is willing to talk a little bit with the PCs. First and foremost, he wants to know why they’ve entered his home and destroyed his guardians. Of course, he knows full well, but he’s simply toying with them. He also expresses some contempt for the cultists of Vecna, if they are mentioned.
In truth, Kragovic has but a single goal – to return to life. He will do anything to achieve this goal, and is fully willing to work with the PCs if they are willing to help him achieve that. He asks for the assistance of the characters; in return, he will let his prisoner go. Before he does so, however, he extracts a solemn oath from each character that they will not harm him, and will do all in their power to return him to life. He is quite serious, and is not lying at all – he will do exactly as he says in order to return to the world of the living. He will even offer them some of his treasure hoard if they succeed at returning him from the dead – a sum of up to 5,000 gp, a wand of lightning, and a powerful blade blessed by Pelor to defeat the undead.
If attacked, Kragovic will defend himself to the best of his formidable abilities. If he is invisible in the corner, he will Move Silently over to a spellcaster, and appear with a devastating attack routine on what appears to be a cleric, mage, or paladin (in that order of preference). His illusion appears to shrug off whatever attack, then slash the throat of the prisoner. During this time, Kragovic is moving toward his chosen target. As soon as he attacks, his illusion freezes, ignored by its creator.
If Kragovic wasn’t prepared for the PCs, he is in a somewhat more vulnerable position. While talking with the PCs, consider him to have a coup de grace on his prisoner readied at all times, triggering if the PCs attack him.
In combat, Kragovic attempts to paralyze spellcasters with his tongue, then beat warriors to death with his formidable strength. If brought to 15 hp or less, he will flee, casting the Expeditious Retreat from his ring and using the tunnel exit if he can.
Other than the mohrg and his prisoner, this room contains a set of masterwork torturer’s tools, eight doses of mohrg tongue extract (Insinuative poison, Fort save vs DC 17 to resist, a failed save causes paralysis for 1d4+1 minutes, worth 750 gp/dose), and Kragovic’s desk. His desk is not trapped. It contains an extensive collection of notes on plots, secret societies, and illicit dealings in the area around his home – notes collected by the torturer so that he’ll be well-prepared should he ever succeed at returning to life.
Galen Kragovic, Mohrg (1): CR 8; Medium Undead (5 ft.10 in. tall); HD 14d12; hp 84; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 19 (+1 Dex, +4 natural, +4 leather armor +2); Atks 2 slams +12 melee (1d6+5 dmg) and 1 tongue touch +10 melee (paralysis); SA: Improved grab, paralyzing touch, create spawn; SQ Undead, immunities; AL LE; SV Fort +4, Ref +5, Will +9; Str 21, Dex 13, Con --, Int 11, Wis 10, Cha 10.
Skills: Alchemy +3, Balance +5, Climb +9, Disguise +2*, Gather Information +2*, Hide +8, Knowledge (Local Area) +4, Listen +5, Move Silently +8, Profession (Torturer) +12, Sense Motive +1, Spot +5; Feats : Alertness, Expertise, Improved Initiative, Multiattack.
* - The value given is the current value, after a –4 penalty for Kragovic’s current undead state.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Improved Grab (Ex): To use this ability, the mohrg must hit with its slam attack.
Paralyzing Touch (Su): To use this ability, the mohrg must hit with its tongue touch attack. The target is allowed a Fortitude save to avoid the effect (DC 17). The effect lasts for 1d4 minutes.
Create Spawn (Su): Victims killed by the mohrg rise as zombies under its control 1d4 days later.
Possessions: The robes that Kragovic wears are, in fact, a suit of +2 glamered leather armor. He also wears a ring of spell storing, which initially contains a Persistent Image, two castings of Invisibility, and an Expeditious Retreat.
11. Kragovic’s Room
This small room seems to see little use, as dust covers everything except for a path from one door to the other on the opposite wall. A small bed, bending under the weight of a large pile of coins, lies forgotten in one corner next to a rotted wooden dresser. A shattered pile of furniture – what might have once been a wardrobe, dresser, and mirror – lays against the near wall.
This is a small room where Kragovic ‘slept’ for the first several years of his stay here. He eventually learned to grow beyond the human need for rest, and has since nearly forgotten about this room. He smashed the wardrobe, dresser, and mirror in a fit of self-loathing many years ago. The treasure pile represents all that he has accumulated over the past 60 years. He uses it to fund his activities here, and is trying to accumulate enough treasure to fund the casting of a Resurrection spell upon himself.
Treasure: Kragovic’s treasure contains 7,215 gp, 54 pp, a +2 ghost touch, undead bane long sword, a wand of lightning with 12 charges remaining, an uncut diamond worth 100 gp, and several spell books containing whatever spells the DM feels are appropriate.
12. Exit Tunnel
This small, cramped tunnel appears to have been dug with claws or some similarly crude instrument.
This tunnel was indeed dug by hand. Kragovic dug it soon after he moved into this tower to facilitate entering and leaving the underground sections of his base, after he tired of climbing up a rope ladder in the pit (area 8). It leads for approximately a half-mile to the east, before exiting in a shallow, hidden cave. Finding the cave requires a Search check (DC 25). Normally, Kragovic stops the entrance up with a boulder (see area 9 for statistics on the stone plug).
Concluding the Adventure
If the PCs have managed to regain their lost compatriot, they are considered to have succeeded in the adventure. If any of the major NPCs (Corrin or Kragovic) survive, the PCs have probably drawn the attention of a powerful enemy. If Corrin managed to return to the cult of Vecna with the prisoner, the PCs will have to go there to find them – something far beyond the scope of this adventure. If Kragovic was forced to retreat from the PCs, he will do anything in his power to gain revenge on them, as the cult of Vecna will consider their deal broken. If the PCs decided to assist Kragovic in his resurrection, make this a difficult task. Not many faiths will be willing to return this known criminal to life and deal with the PCs at the same time. If they succeed, they have returned a powerful fighter/rogue to the living. He will consider this a favor, and will do another favor in return for the PCs – once. After that, he considers the debt repaid in full. If returned to life, Kragovic is a human male Ftr4/Rog9.
If Corrin survived, he will do all in his power to get back at the PCs, harrying them or attempting to spoil their names.
The sword in Kragovic’s hoard is a powerful weapon dedicated to Pelor, the god of the sun. Priests and paladins of that deity consider it their duty to return the blade to the service of Pelor. Should the group have such a character in their midst, they are awarded the blade as a reward for vanquishing such a powerful evil.
Adapting the Adventure
Corrin can be a priest of nearly any evil deity, as long as they encourage deception and guile over brawn. In the Forgotten Realms, Auril, Bane, Iyachtu Xvim, Lovitar, Mask, Moander, Myrkul, Shar, Talona, and Umberlee would all be appropriate choices. Kragovic’s past will fit well in any strife-torn area, such as Zhentil Keep, Tethyr, et cetera. Alternatively, Corrin and his bodyguards may be members of a secret society, such as the Zhentarim, the Iron Throne, the Kraken Society, or the Twisted Rune in the Realms, or the Scarlet Brotherhood on Oerth. The blade in Kragovic’s hoard is quite appropriate for the clergy of Lathander in the Forgotten Realms.