The Following is a complete side quest for a party of 6 level 9 characters. This is taken from my ongoing campaign. Please not that this was designed very much with my PCs in mind.
I will keep the plot to a minimum as anyone interested in using this would probably change things to fit their own needs.
Set up
Deep in a large unforgiving swamp is a small rocky island, just beyond the shoreline a rough stone wall rings a low rise forbidding stone building. A simple heavy wooden double gate is visible built into the wall, on the outside a small iron bell hangs from a bracket. This is the private sanctum of a Flesh Prince of Orcus.
Local knowledge and rumour from those living in or near the swamp says that The Prince pays well for corpses delivered to his lair. All you need do is place a corpse by the gates, ring the bell and leave. When you go back the next day the creatures worth will be waiting in gems. The larger or more unusual the creature, the better the payment. Some say he is doing no harm isolated in the swamp and it is best to leave him be, others say he is creating an army for his dark master, others simply deny his existence.
Players may even be able to find someone who has acquired gems this way. They may even be shown a Shadowfell Diamond that was given in payment for something “useful”. Shadowfell diamonds have the property that they are an equivalent to residuum, converting on a 1:1 with gp value. They are also more attuned to being used for items with necrotic or shadow properties, and may reduce the cost of creating these items or boost their effectiveness.
If the players decide to investigate the Flesh Prince, they are in for a rough ride.
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Encounter 0
The island is surrounded on all sides by marsh and swamp, a stone beach about 20ft wide extends all around before the rough stone wall and gates. The wall is roughly made (very easy to climb) and about 10ft deep by 15ft high, a pair of heavy wooden gates each 5 foot wide and 15ft tall stand closed next to a simple iron bell hung from a rusting iron bracket.
Use of the Arcana skill may inform the players that the whole island pervades with necrotic and divination magics. It is quite possible that the Prince is already aware of their presence.
If they ring the bell nothing happens.
The gates have no lock and open easily with an ominous creak. Inside they can see a wide courtyard literally carpeted in bones, ahead of them on either side they can see two very large piles of bones easily 30ft in diameter and 15ft tall. Beyond and ahead of them is the black stone squat bunker-like building whose only means of entry/exit is a set of black doors.
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Encounter 1
When the PCs enter the courtyard strange zombie like creatures come rushing out of the bone piles, and the doors of the bunker slam open and a zombie with a strangely large head steps out.
2x Coldborn Zombie Mutant – level 10 brute
15x Coldborn Zombie Failure – level 8 minion
1x Coldborn Zombie Brainiac – level 8 elite controller
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Coldborn Zombie Mutant Level 10 Brute
Medium Natural Humanoid (undead) XP 500
Initiative +8 Senses Perception +7
Aura of Cold Death (cold) aura 1; all creatures entering or starting their
turn inside aura take 5 cold damage
HP 130; Bloodied 65
AC 22; Fortitude 24, Reflex 21, Will 20
Immune charm, disease, poison;
Resist 15 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 4 (ice walk)
Cold Punch (Standard; at-will) ♦ cold
Attack +13 vs. AC; 3d6+6 cold damage
Freezing Fist (Standard; at-will) ♦ cold
Attack +13 vs. AC; 3d6+6 cold damage; on hit target is slowed (save
ends)
Icy Trip (Minor; recharge 

) ♦ cold
Burst 1; enemies only; attack +10 vs. Reflex; on hit target is knocked
prone
Freezing Blast (Standard; encounter) ♦ cold
Close Blast 3; attack +10 vs. Fortitude; 2d10+5 cold damage; Zombie
Mutant heals 30 HPs
Alignment Unaligned Languages common
Skills endurance +15
Str 22 (+11) Dex 16 (+8) Wis 14 (+7)
Con 20 (+10) Int 10 (+5) Cha 3 (+1)
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Coldborn Zombie Failure Level 8 Minion
Medium Natural Animate (undead) XP 87
Initiative +6 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 22; Fortitude 21, Reflex 19, Will 16
Immune charm, disease, poison;
Resist 15 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 5
Cold Punch (Standard; at-will) ♦ cold
Attack +13 vs. AC; 6 cold damage
Overpower (Standard; at-will)
Attack +11 vs. Fortitude; 4 damage and target is knocked prone; Zombie
gains a +1 bonus to attack for each Zombie Failure adjacent to target
Zombie Instinct (Immediate Reaction)
When missed by a melee attack all Zombie Failures within 2 squares may
shift 2 squares as a free action, original missed zombie may then make a
free Overpower attack against aggressor
Alignment Unaligned
Str 20 (+9) Dex 14 (+6) Wis 8 (+3)
Con 16 (+7) Int 5 (+1) Cha 3 (+0)
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Coldborn Zombie Brainiac Level 8 Elite Controller (Leader)
Medium Natural Animate (undead) XP 700
Initiative +7 Senses Perception +11
HP 180; Bloodied 90; see Mental Explosion
AC 24; Fortitude 22, Reflex 23, Will 19
Immune charm, disease, poison;
Resist 15 cold, 10 necrotic; Vulnerable 10 psychic, 5 fire, 5 radiant
Saving Throws +2
Speed 5 (ice walk)
Action Points 1
Psychic Punch (Standard; at-will) ♦ psychic
Attack +13 vs. Will; 2d6+5 psychic damage
Psychic Shard (Standard; at-will) ♦ psychic, cold
2 attacks against the same target; range 10/20; attack +13 vs. AC; on
hit 1d8+3 cold damage; second attack +13 vs. Will; 1d10+5 psychic
damage; if both attacks hit target is dazed (save ends)
Brainwave Assault (Minor; recharge 

) ♦ psychic, charm
Range 15; attack +13 vs. Will; 1d8+5 psychic damage; on hit target is
dominated (save ends)
Temporal Assault (Standard; recharge 
) ♦ psychic
Area burst 2 within 15; living creatures only; attack +10 vs. Fortitude; on
hit roll d6 for each target
1-2 = 1d12+5 psychic damage
2-4 = dazed (save ends)
5 = target slides 6 squares and is slowed (save ends)
6 = target is stunned until the end of Brainiacs next turn
Brainwave Puppet Master (Immediate Reaction) ♦ when damaged
Brainiac causes 1 dominated target to either make an immediate move
action or basic attack; the dominated target takes 3 psychic damage
Mental Explosion (Immediate Reaction) ♦ on death
Burst 3; living creatures only; attack +10 vs. Will; 1d10+5 psychic
damage; on hit target is pushed 2 squares, knocked prone and dazed
(save ends)
Alignment Unaligned Languages common
Skills endurance +13, perception +11, arcane +14
Str 16 (+7) Dex 16 (+7) Wis 15 (+6)
Con 18 (+8) Int 20 (+9) Cha 10 (+4)
Equipment brain spike (embedded)
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Encounter 2
The PCs enter the building into a wide corridor sloping down, about 30ft wide by 40ft long, ending in a rough wall, the only thing visible in the room is the fleshy remains of a large beholder spread out and pinned to the sloping ceiling, with its giant eye staring at them and its eye stalks hanging limply down. The wall opposite the entrance seems to have some marks strange marks on it that the PCs cannot make out from the entrance.
At this point attack each PC with the following fear effect from viewing the beholder corpse +10 vs. Will; on hit target takes a -1 penalty to all rolls (save ends) – don’t start making saves till dramatically appropriate.
PCs examining the doorway can make a DC30 perception check to spot slight markings that could indicate a trap of some sort. Following a DC25 thievery or arcane check they can spot a magical portcullis trap that will shut when they are inside. DC30 thievery check to disarm; if they fail the check they think it is disarmed when it isn’t.
When the PCs enter the room the portcullis trap activates (if still active) blocking them in, and the wall opposite them disappears (illusionary wall) revealing that the corridor extends a further 30ft with 3 5ft alcoves on each side, the corridor ends in a large set of heavy wooden doors.
The biggest surprise however is the Huge undead Hydra that was standing guard just on the other side of the illusionary wall.
When the hydra is defeated there is a roll of thunder from four of the alcoves and strange zombies appear with long iron clawed fingers, only when these creatures are dead is the encounter actually over.
Stage 1:
1x Zombie Hydra Experiment 4 – level 12 elite brute
Stage2:
4x Zombie Thunder Shredder – level 8 skirmisher
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Zombie Hydra Experiment 4 Level 12 Elite Brute
Huge Natural Animate (6 headed undead) XP 1,400
Initiative +9 Senses Perception +9
HP 300; Bloodied 150
Regeneration 20; unless it took radiant damage in its last turn
AC 26; Fortitude 27, Reflex 23, Will 25
Immune charm, disease, poison;
Resist 15 necrotic; Vulnerable 10 radiant
Saving Throws +2
Speed 4
Action Points 1
Bite (Standard; at-will)
Reach 3; attack +15 vs. AC; 1d8+6 damage
Hydra Fury (Standard; at-will)
Hydra makes up to 4 Bite attacks
Hydra Venom Blast (Standard; recharge 
) ♦ poison
Close Blast 8; attack +12 vs. Fortitude; 3d6+5 poison damage; on hit
target takes 10 ongoing poison damage (save ends)
Withering Blast (Standard; encounter) ♦ necrotic
Close Blast 8; attack +12 vs. Will; 2d10+5 necrotic damage; on hit target
loses 1 healing surge, and another at the beginning of each turn (save
ends)
Threatening Reach
Hydra may take opportunity attacks with its Bite attack, reach 3 squares
Alignment Unaligned
Skills endurance +16, athletics +17
Str 22 (+12) Dex 16 (+9) Wis 16 (+9)
Con 20 (+11) Int 10 (+6) Cha 3 (+2)
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Zombie Thunder Shredder Level 8 Skirmisher
Medium Natural Animate (undead) XP 350
Initiative +11 Senses Perception +5
HP 90; Bloodied 45; see Riding the Wind
AC 22; Fortitude 20, Reflex 22, Will 18
Immune charm, disease, poison;
Resist 10 necrotic, 10 thunder; Vulnerable 5 radiant
Speed 8
Iron Claw Rake (Standard; at-will)
Attack +13 vs. AC; 2d6+5 damage
Mobile Rake (Standard; at-will)
Shredder may move up to 8 squares and make an Iron Claw Rake attack at
any point, moving away from the target does not provoke attacks of
opportunity
Thunder Blast (Standard; recharge 
) ♦ thunder
Range 10; attack +11 vs. Reflex; 3d8+4 thunder damage; on hit target is
knocked prone and takes 5 ongoing thunder damage (save ends)
Thundering Advantage
When Shredder has combat advantage it deals an additional 1d6 thunder
damage
Move like the Wind (Move; recharge
)
Shredder may shift 4 squares as a move action
Riding the Wind (Immediate Reaction) ♦ when bloodied
When Bloodied Move like the Wind automatically recharges and may be
used as a free action
Alignment Unaligned Languages common
Skills acrobatics +14, perception +10
Str 16 (+7) Dex 20 (+9) Wis 12 (+5)
Con 18 (+8) Int 12 (+5) Cha 3 (+0)
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Encounter 3
When the far large doors are opened the portcullis trap disengages. The door open up into another corridor forming a T with the one they are in. It is about 20ft wide and about 100ft in length (total). On the opposite wall at each end there is a pair of double wooden doors. (note: both of these doors lead into the same giant boss encounter room)
Waiting for the PCs in the corridor are:
8x Tortured Soul – level 10 minion
2x Firebrand Ghoul Impaler – level 10 soldier
1x Zombie Fire Rod Experiment – level 9 artillery
The Tortured souls are on one side a little back, and the Ghouls are in front of the Zombie on the other side.
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Tortured Soul (spirit) Level 10 Minion
Small Shadow Animate (undead) XP 125
Initiative +10 Senses Perception +12
HP 1; a missed attack never damages a minion.
AC 24; Fortitude 20, Reflex 23, Will 23
Immune charm, disease, poison;
Resist 10 radiant, 10 fire; Vulnerable 5 necrotic
Speed 6
Searing Pain (Standard; at-will) ♦ radiant
Attack + 15 vs. AC; 5 radiant damage
Tormented Beam (Standard; at-will) ♦ radiant
Range 10; attack +13 vs. Reflex; 3 radiant damage; on hit secondary
attack +10 vs. Will; on hit target is dazed (save ends)
Flickering Form (Immediate Reaction)
Whenever Tortured Soul is hit by an effect roll a dice, on the result of an
odd number the Tortured Soul evades the attack and it is counted as a
miss
Alignment Chaotic Evil
Skills perception +12, insight +12
Str 14 (+7) Dex 21 (+10) Wis 14 (+7)
Con 12 (+6) Int 12 (+6) Cha 20 (+10)
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Firebrand Ghoul Impaler Level 10 Soldier
Medium Natural Humanoid (undead) XP 500
Initiative +9 Senses Perception +8
Aura of Flame (fire) aura 1; all creatures entering or starting their turn
inside aura take 5 fire damage
HP 106; Bloodied 53
AC 26; Fortitude 23, Reflex 22, Will 21
Immune charm, disease, poison;
Resist 10 necrotic, 10 fire; Vulnerable 5 radiant
Speed 6
Fire Punch (Standard; at-will) ♦ fire
Attack +17 vs. AC; 1d8+5 fire damage
Burning Grab (Standard; at-will) ♦ fire
Attack +15 vs. Reflex; 1d6+5 fire damage; on hit target is grabbed; whilst
grabbed target is immobilised; on escape (save ends)
Grabbed by the Ghoulies (Standard; at-will) ♦ grabbed or immobilised target only
Attack +15 vs. Fortitude; 3d8+5 fire damage; on hit target is stunned until
the end of Impalers next turn
Supernatural Challenge (Minor; at-will) ♦ challenge, necrotic
Impaler may challenge 1 creature within 5 squares as a minor action,
challenged creature takes a -2 penalty to attack any other target, and
takes 10 necrotic damage if it does not include the impaler in an attack; if
impaler does not attack target or is not adjacent to target at the end of
its turn the challenge is broken
Alignment Unaligned Languages common
Skills endurance +14, athletics +15
Str 20 (+10) Dex 18 (+9) Wis 16 (+8)
Con 18 (+9) Int 14 (+7) Cha 6 (+3)
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Zombie Fire Rod Experiment Level 9 Artillery
Medium Natural Animate (undead) XP 400
Initiative +7 Senses Perception +7
HP 77; Bloodied 38
Regeneration 5, does not function if failed to hit with a fire attack in last
turn
AC 21; Fortitude 21, Reflex 21, Will 21
Immune charm, disease, poison;
Resist 10 necrotic, 10 fire; Vulnerable 5 radiant
Speed 5
Rod Stab (Standard; at-will) ♦ fire
Attack +14 vs. AC; 1d8+2 fire damage
Burning Beam (Standard; at-will) ♦ fire
Range 10/20; attack +16 vs. AC; 2d6+5 fire damage; on hit target takes 5
ongoing fire damage (save ends)
Fire Ball (Standard; encounter) ♦ fire
Area burst 2 within 20; 3d6+5 fire damage
Hellfire Sphere (Standard; encounter) ♦ fire, minor to sustain
Creates a persistent ball of burning flame in any free square within 10
squares; initial effect area burst 2; attack +12 vs. Reflex; 1d10+5 fire
damage; any creature starting its turn adjacent to sphere takes 10 fire
damage, creatures 2 squares away from sphere take 5 fire damage; minor
action to sustain sphere, move action to move the sphere up to 5 squares
Alignment Unaligned Languages common
Skills endurance +14, athletics +11
Str 14 (+6) Dex 20 (+9) Wis 12 (+5)
Con 20 (+9) Int 12 (+5) Cha 3 (+0)
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Encounter 4 – Final Showdown
Both sets of doors from the corridor lead directly into the final large room, easily 100ft wide by 75ft deep. The main features of the room are:
1: a large low raised work area, covered in remains, splatters of gore and blood, probably about 50ft square.
2: 4 large electrical conductors 5ft metal columns with thick glass disks extending out at further 5ft. Periodically lightning can be seen discharging from them. (any creature touching them takes 3d6+6 lightning damage)
3: a metal gantry style 5ft wide walkway about 15 foot up running around the two sides and far wall of the room. No stairs or ladders lead to this. A DC15 athletics or acrobatics roll will get you up at a double movement cost. Creatures on the gantry gain a +2 concealment bonus vs. attacks from the ground.
4: Lots of metal chains hang down from the murky ceiling, these stop about 10ft from the ground. Other objects hang from the ceil, metal ‘bed’ frames, hooks, corpses etc. The chains are about 10ft apart and cover most of the room.
5: Metal cased arcane apparatus, mainly in a ring on the far wall. DC25 arcana to realise it is some sort of teleport circle or portal.
6: The “work area” has 4 concealed compartments that contain any treasure you want to hand out for this encounter. DC25 perception to spot them, DC20 thievery to open.
In the room the Flesh Prince of Orcus is waiting for the PCs, he has been aware of their progress and is impress (and annoyed) of their success in defeating his creations. “Skumling” his undead eladrin servant is hiding up on the gantry waiting for mis master to sound the attack.
1x Flesh Prince of Orcus - level 11 solo soldier
1x Skumling – level 11 soldier
Tactics/Notes:
Skumling –
1: Will try to stay at range and hinder the PCs with bowfire.
2: Can swing across the hanging chains with a DC20 acrobatics check, at full movement. (remember the +2 concealment bonus to defences).
3: Can hang upside down from chains and use a bow normally (he is very acrobatic)
4: Can touch the wall as a minor action to activate any of the Lightning conductors, these attack as a burst 1,2 or 3 (dramatic decision); attack +12 vs. Reflex 3d6+6 lightning damage
Flesh Prince –
1: He is a two stage Boss, when bloodied he transforms and gains extra powers and abilities. A large scorpion like tails erupts from the base of his spine and two large arms with vicious pincers erupt from his shoulders, he also gains a nasty necrotic aura that eventually drains living creatures into unconsciousness.
2: He will try and stay in the Work area
3: He is not afraid of provoking opportunity attacks while he isn’t bloodied.
4: He can touch a wall to activate the lightning conductors, and can open a portal to the Shadowfell on the far wall. He will try to escape if he is bloodied and he can see that he is in trouble.
5: He will try and use Mark of Orcus on the biggest melee threat, paladins first.
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Flesh Prince of Orcus Level 11 Solo Brute
Medium Natural Humanoid (undead) XP 3,000
Initiative +8 Senses Perception +11
Black Aura (necrotic, when bloodied) aura 5; All creatures entering or
starting their turn inside the aura take 5 necrotic damage and take -2 to
their will defence. (cumulative until they take an extended rest. If Will
drops to zero then the creature falls unconscious until after an extended
rest)
HP 570; Bloodied 285; when bloodied transforms and gains: Black
Aura; Black Pincers; Black Sting
AC 25; Fortitude 25, Reflex 26, Will 25
Immune charm, disease, poison;
Resist 20 necrotic; Vulnerable 10 radiant
Saving Throws +5
Speed 6
Action Points 2
Jagged Sword Hack (Standard; at-will)
Attack +14 vs. AC; 3d6+6 damage; critical on a 19, +2d6 damage and
target takes 10 ongoing bleeding damage (save ends)
Black Sting of the Flesh Prince (Standard; at-will) ♦ when bloodied,
necrotic, poison, threatening reach 2
Reach 2; attack +12 vs. Reflex; 2d6+6 necrotic damage; on hit secondary
attack +10 vs. Fortitude; on hit target takes 10 ongoing poison damage
and is weakened (save ends both)
Double Hack (Standard; at-will)
Flesh Prince makes 2 Jagged Sword Hacks
Black Pincers of Flesh Prince (Standard; at-will) ♦ when bloodied
Attack +14 vs. AC; 3d8+6 necrotic damage; on hit target is grabbed and
takes 5 ongoing necrotic damage (save ends)
Crush Armour (Minor; at-will) ♦ when bloodied; 1/ round
Grabbed target only; attack +12 vs. Fortitude; 1d8+6 damage; on hit
target takes a -2 penalty to AC (this can only be repaired during an
extended rest)
Necrotic Purge (Standard; recharge 

) ♦ necrotic
Close Blast 5; attack +12 vs. Fortitude; 2d10+5 necrotic damage; on hit
target takes 5 ongoing necrotic damage (save ends)
Symbol of Orcus (Standard; encounter) ♦ reliable not expended on miss
Range 15; attack +12 vs. Will; 3d8+5 necrotic damage; on hit target gains
glowing Symbol of Orcus (see notes)
Alignment Unaligned Languages common, elven, goblin, abyssal
Skills endurance +14, athletics +16, arcane +15, religion +14, heal +14
Str 22 (+11) Dex 16 (+8) Wis 18 (+9)
Con 18 (+9) Int 20 (+10) Cha 18 (+9)
Equipment jagged longsword +2, goggles of clear sight
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Jagged Longsword (adventurers vault)
+2 longsword, crit 19; on crit target takes 10 ongoing damage (save ends)
Goggles of Clear Sight
+2 bonus to perception
+2 bonus to Defence vs. Gaze attacks
Encounter Power – minor action
Ignore and negative modifiers for cover or concealment for your next attack, this does not include total cover or concealment.
Daily power
When blinded gain an immediate free save to end the effect
Symbol of Orcus (power)
The affected target gains a red glowing symbol on their chest. Every time they make an attack that targets the caster they take necrotic feedback damage, see below. At the end of their turn they can make a save to try and resist the symbol. Each success reduces the effect until either caster dies or the encounter ends.
In total 6 saves needed, see following tracking list for diminishing damage:-
Target (PC):
d20 ___
d12 ___
d10 ___
d8 ___
d6 ___
d4 ___
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Skumling (eladrin servant) Level 11 Soldier
Medium Fey Humanoid (undead) XP 600
Initiative +11 Senses Perception +15
HP 114; Bloodied 57
AC 27; Fortitude 23, Reflex 25, Will 24
Immune charm, disease, poison;
Resist 15 necrotic; Vulnerable 5 radiant
Speed 6
Longsword Slash (Standard; at-will)
Attack +16 vs. AC; 1d10+3 damage on hit target takes 5 ongoing necrotic
damage (save ends)
Distracting Shot (Standard; at-will)
Range 20/40; attack +18 vs. AC; 3d6+6 damage; on hit target takes a -2
penalty to all attacks until the end of its next turn
Lightning Arrow (Standard; encounter) ♦ lightning
Range 20/40; attack +18 vs. AC; 2d6+6 +2d6 lightning damage; on hit
target target takes 5 ongoing lightning damage (save ends)
Acid Arrow (Standard; encounter) ♦ acid
Range 20/40; attack +18 vs. AC; 2d6+6 +2d6 acid damage; on hit target
takes 5 ongoing acid damage (save ends)
Fey Step (Move; recharge

) ♦ teleport
Skumling may teleport up to 6 squares as a move action
Rise Again (Immediate Reaction; encounter) ♦ on death
On the next turn after Skumling is first killed he comes back to life at
bloodied HPs, he acts on the same initiative
Alignment Unaligned Languages common, elven, goblin, abyssal
Skills acrobatics +16, perception +15, insight +15, arcane +12, religion +15
Str 16 (+8) Dex 22 (+11) Wis 20 (+10)
Con 18 (+9) Int 14 (+7) Cha 16 (+8)
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Encounter 5 - Escape
When I ran this the Flesh Prince ordered Skumling to overload the lightning conductors and bring the whole place down.
When the PCs defeated the Prince the place started to blow and they only had a short while to get the loot and get out. I stayed in initiative and had the 4 conductors generate a field that got bigger each turn, I also had other sections of the complex disgorge necrotic energy to damage them.
In the end miraculously my greedy PCs got out with all the loot alive, though the warlord would have died if the paladin hadn’t laid on hands as he sprinted past him to the exit.
Conclusions from actual play experience
I may put this in a further post if anyone is interested.
Thanks for reading this epic!
I will keep the plot to a minimum as anyone interested in using this would probably change things to fit their own needs.
Set up
Deep in a large unforgiving swamp is a small rocky island, just beyond the shoreline a rough stone wall rings a low rise forbidding stone building. A simple heavy wooden double gate is visible built into the wall, on the outside a small iron bell hangs from a bracket. This is the private sanctum of a Flesh Prince of Orcus.
Local knowledge and rumour from those living in or near the swamp says that The Prince pays well for corpses delivered to his lair. All you need do is place a corpse by the gates, ring the bell and leave. When you go back the next day the creatures worth will be waiting in gems. The larger or more unusual the creature, the better the payment. Some say he is doing no harm isolated in the swamp and it is best to leave him be, others say he is creating an army for his dark master, others simply deny his existence.
Players may even be able to find someone who has acquired gems this way. They may even be shown a Shadowfell Diamond that was given in payment for something “useful”. Shadowfell diamonds have the property that they are an equivalent to residuum, converting on a 1:1 with gp value. They are also more attuned to being used for items with necrotic or shadow properties, and may reduce the cost of creating these items or boost their effectiveness.
If the players decide to investigate the Flesh Prince, they are in for a rough ride.
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Encounter 0
The island is surrounded on all sides by marsh and swamp, a stone beach about 20ft wide extends all around before the rough stone wall and gates. The wall is roughly made (very easy to climb) and about 10ft deep by 15ft high, a pair of heavy wooden gates each 5 foot wide and 15ft tall stand closed next to a simple iron bell hung from a rusting iron bracket.
Use of the Arcana skill may inform the players that the whole island pervades with necrotic and divination magics. It is quite possible that the Prince is already aware of their presence.
If they ring the bell nothing happens.
The gates have no lock and open easily with an ominous creak. Inside they can see a wide courtyard literally carpeted in bones, ahead of them on either side they can see two very large piles of bones easily 30ft in diameter and 15ft tall. Beyond and ahead of them is the black stone squat bunker-like building whose only means of entry/exit is a set of black doors.
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Encounter 1
When the PCs enter the courtyard strange zombie like creatures come rushing out of the bone piles, and the doors of the bunker slam open and a zombie with a strangely large head steps out.
2x Coldborn Zombie Mutant – level 10 brute
15x Coldborn Zombie Failure – level 8 minion
1x Coldborn Zombie Brainiac – level 8 elite controller
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Coldborn Zombie Mutant Level 10 Brute
Medium Natural Humanoid (undead) XP 500
Initiative +8 Senses Perception +7
Aura of Cold Death (cold) aura 1; all creatures entering or starting their
turn inside aura take 5 cold damage
HP 130; Bloodied 65
AC 22; Fortitude 24, Reflex 21, Will 20
Immune charm, disease, poison;
Resist 15 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 4 (ice walk)

Attack +13 vs. AC; 3d6+6 cold damage

Attack +13 vs. AC; 3d6+6 cold damage; on hit target is slowed (save
ends)




Burst 1; enemies only; attack +10 vs. Reflex; on hit target is knocked
prone

Close Blast 3; attack +10 vs. Fortitude; 2d10+5 cold damage; Zombie
Mutant heals 30 HPs
Alignment Unaligned Languages common
Skills endurance +15
Str 22 (+11) Dex 16 (+8) Wis 14 (+7)
Con 20 (+10) Int 10 (+5) Cha 3 (+1)
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Coldborn Zombie Failure Level 8 Minion
Medium Natural Animate (undead) XP 87
Initiative +6 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 22; Fortitude 21, Reflex 19, Will 16
Immune charm, disease, poison;
Resist 15 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 5

Attack +13 vs. AC; 6 cold damage

Attack +11 vs. Fortitude; 4 damage and target is knocked prone; Zombie
gains a +1 bonus to attack for each Zombie Failure adjacent to target
Zombie Instinct (Immediate Reaction)
When missed by a melee attack all Zombie Failures within 2 squares may
shift 2 squares as a free action, original missed zombie may then make a
free Overpower attack against aggressor
Alignment Unaligned
Str 20 (+9) Dex 14 (+6) Wis 8 (+3)
Con 16 (+7) Int 5 (+1) Cha 3 (+0)
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Coldborn Zombie Brainiac Level 8 Elite Controller (Leader)
Medium Natural Animate (undead) XP 700
Initiative +7 Senses Perception +11
HP 180; Bloodied 90; see Mental Explosion
AC 24; Fortitude 22, Reflex 23, Will 19
Immune charm, disease, poison;
Resist 15 cold, 10 necrotic; Vulnerable 10 psychic, 5 fire, 5 radiant
Saving Throws +2
Speed 5 (ice walk)
Action Points 1

Attack +13 vs. Will; 2d6+5 psychic damage

2 attacks against the same target; range 10/20; attack +13 vs. AC; on
hit 1d8+3 cold damage; second attack +13 vs. Will; 1d10+5 psychic
damage; if both attacks hit target is dazed (save ends)




Range 15; attack +13 vs. Will; 1d8+5 psychic damage; on hit target is
dominated (save ends)



Area burst 2 within 15; living creatures only; attack +10 vs. Fortitude; on
hit roll d6 for each target
1-2 = 1d12+5 psychic damage
2-4 = dazed (save ends)
5 = target slides 6 squares and is slowed (save ends)
6 = target is stunned until the end of Brainiacs next turn
Brainwave Puppet Master (Immediate Reaction) ♦ when damaged
Brainiac causes 1 dominated target to either make an immediate move
action or basic attack; the dominated target takes 3 psychic damage

Burst 3; living creatures only; attack +10 vs. Will; 1d10+5 psychic
damage; on hit target is pushed 2 squares, knocked prone and dazed
(save ends)
Alignment Unaligned Languages common
Skills endurance +13, perception +11, arcane +14
Str 16 (+7) Dex 16 (+7) Wis 15 (+6)
Con 18 (+8) Int 20 (+9) Cha 10 (+4)
Equipment brain spike (embedded)
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Encounter 2
The PCs enter the building into a wide corridor sloping down, about 30ft wide by 40ft long, ending in a rough wall, the only thing visible in the room is the fleshy remains of a large beholder spread out and pinned to the sloping ceiling, with its giant eye staring at them and its eye stalks hanging limply down. The wall opposite the entrance seems to have some marks strange marks on it that the PCs cannot make out from the entrance.
At this point attack each PC with the following fear effect from viewing the beholder corpse +10 vs. Will; on hit target takes a -1 penalty to all rolls (save ends) – don’t start making saves till dramatically appropriate.
PCs examining the doorway can make a DC30 perception check to spot slight markings that could indicate a trap of some sort. Following a DC25 thievery or arcane check they can spot a magical portcullis trap that will shut when they are inside. DC30 thievery check to disarm; if they fail the check they think it is disarmed when it isn’t.
When the PCs enter the room the portcullis trap activates (if still active) blocking them in, and the wall opposite them disappears (illusionary wall) revealing that the corridor extends a further 30ft with 3 5ft alcoves on each side, the corridor ends in a large set of heavy wooden doors.
The biggest surprise however is the Huge undead Hydra that was standing guard just on the other side of the illusionary wall.
When the hydra is defeated there is a roll of thunder from four of the alcoves and strange zombies appear with long iron clawed fingers, only when these creatures are dead is the encounter actually over.
Stage 1:
1x Zombie Hydra Experiment 4 – level 12 elite brute
Stage2:
4x Zombie Thunder Shredder – level 8 skirmisher
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Zombie Hydra Experiment 4 Level 12 Elite Brute
Huge Natural Animate (6 headed undead) XP 1,400
Initiative +9 Senses Perception +9
HP 300; Bloodied 150
Regeneration 20; unless it took radiant damage in its last turn
AC 26; Fortitude 27, Reflex 23, Will 25
Immune charm, disease, poison;
Resist 15 necrotic; Vulnerable 10 radiant
Saving Throws +2
Speed 4
Action Points 1

Reach 3; attack +15 vs. AC; 1d8+6 damage

Hydra makes up to 4 Bite attacks



Close Blast 8; attack +12 vs. Fortitude; 3d6+5 poison damage; on hit
target takes 10 ongoing poison damage (save ends)

Close Blast 8; attack +12 vs. Will; 2d10+5 necrotic damage; on hit target
loses 1 healing surge, and another at the beginning of each turn (save
ends)
Threatening Reach
Hydra may take opportunity attacks with its Bite attack, reach 3 squares
Alignment Unaligned
Skills endurance +16, athletics +17
Str 22 (+12) Dex 16 (+9) Wis 16 (+9)
Con 20 (+11) Int 10 (+6) Cha 3 (+2)
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Zombie Thunder Shredder Level 8 Skirmisher
Medium Natural Animate (undead) XP 350
Initiative +11 Senses Perception +5
HP 90; Bloodied 45; see Riding the Wind
AC 22; Fortitude 20, Reflex 22, Will 18
Immune charm, disease, poison;
Resist 10 necrotic, 10 thunder; Vulnerable 5 radiant
Speed 8

Attack +13 vs. AC; 2d6+5 damage

Shredder may move up to 8 squares and make an Iron Claw Rake attack at
any point, moving away from the target does not provoke attacks of
opportunity



Range 10; attack +11 vs. Reflex; 3d8+4 thunder damage; on hit target is
knocked prone and takes 5 ongoing thunder damage (save ends)
Thundering Advantage
When Shredder has combat advantage it deals an additional 1d6 thunder
damage
Move like the Wind (Move; recharge


Shredder may shift 4 squares as a move action
Riding the Wind (Immediate Reaction) ♦ when bloodied
When Bloodied Move like the Wind automatically recharges and may be
used as a free action
Alignment Unaligned Languages common
Skills acrobatics +14, perception +10
Str 16 (+7) Dex 20 (+9) Wis 12 (+5)
Con 18 (+8) Int 12 (+5) Cha 3 (+0)
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Encounter 3
When the far large doors are opened the portcullis trap disengages. The door open up into another corridor forming a T with the one they are in. It is about 20ft wide and about 100ft in length (total). On the opposite wall at each end there is a pair of double wooden doors. (note: both of these doors lead into the same giant boss encounter room)
Waiting for the PCs in the corridor are:
8x Tortured Soul – level 10 minion
2x Firebrand Ghoul Impaler – level 10 soldier
1x Zombie Fire Rod Experiment – level 9 artillery
The Tortured souls are on one side a little back, and the Ghouls are in front of the Zombie on the other side.
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Tortured Soul (spirit) Level 10 Minion
Small Shadow Animate (undead) XP 125
Initiative +10 Senses Perception +12
HP 1; a missed attack never damages a minion.
AC 24; Fortitude 20, Reflex 23, Will 23
Immune charm, disease, poison;
Resist 10 radiant, 10 fire; Vulnerable 5 necrotic
Speed 6

Attack + 15 vs. AC; 5 radiant damage

Range 10; attack +13 vs. Reflex; 3 radiant damage; on hit secondary
attack +10 vs. Will; on hit target is dazed (save ends)
Flickering Form (Immediate Reaction)
Whenever Tortured Soul is hit by an effect roll a dice, on the result of an
odd number the Tortured Soul evades the attack and it is counted as a
miss
Alignment Chaotic Evil
Skills perception +12, insight +12
Str 14 (+7) Dex 21 (+10) Wis 14 (+7)
Con 12 (+6) Int 12 (+6) Cha 20 (+10)
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Firebrand Ghoul Impaler Level 10 Soldier
Medium Natural Humanoid (undead) XP 500
Initiative +9 Senses Perception +8
Aura of Flame (fire) aura 1; all creatures entering or starting their turn
inside aura take 5 fire damage
HP 106; Bloodied 53
AC 26; Fortitude 23, Reflex 22, Will 21
Immune charm, disease, poison;
Resist 10 necrotic, 10 fire; Vulnerable 5 radiant
Speed 6

Attack +17 vs. AC; 1d8+5 fire damage

Attack +15 vs. Reflex; 1d6+5 fire damage; on hit target is grabbed; whilst
grabbed target is immobilised; on escape (save ends)

Attack +15 vs. Fortitude; 3d8+5 fire damage; on hit target is stunned until
the end of Impalers next turn
Supernatural Challenge (Minor; at-will) ♦ challenge, necrotic
Impaler may challenge 1 creature within 5 squares as a minor action,
challenged creature takes a -2 penalty to attack any other target, and
takes 10 necrotic damage if it does not include the impaler in an attack; if
impaler does not attack target or is not adjacent to target at the end of
its turn the challenge is broken
Alignment Unaligned Languages common
Skills endurance +14, athletics +15
Str 20 (+10) Dex 18 (+9) Wis 16 (+8)
Con 18 (+9) Int 14 (+7) Cha 6 (+3)
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Zombie Fire Rod Experiment Level 9 Artillery
Medium Natural Animate (undead) XP 400
Initiative +7 Senses Perception +7
HP 77; Bloodied 38
Regeneration 5, does not function if failed to hit with a fire attack in last
turn
AC 21; Fortitude 21, Reflex 21, Will 21
Immune charm, disease, poison;
Resist 10 necrotic, 10 fire; Vulnerable 5 radiant
Speed 5

Attack +14 vs. AC; 1d8+2 fire damage

Range 10/20; attack +16 vs. AC; 2d6+5 fire damage; on hit target takes 5
ongoing fire damage (save ends)

Area burst 2 within 20; 3d6+5 fire damage

Creates a persistent ball of burning flame in any free square within 10
squares; initial effect area burst 2; attack +12 vs. Reflex; 1d10+5 fire
damage; any creature starting its turn adjacent to sphere takes 10 fire
damage, creatures 2 squares away from sphere take 5 fire damage; minor
action to sustain sphere, move action to move the sphere up to 5 squares
Alignment Unaligned Languages common
Skills endurance +14, athletics +11
Str 14 (+6) Dex 20 (+9) Wis 12 (+5)
Con 20 (+9) Int 12 (+5) Cha 3 (+0)
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Encounter 4 – Final Showdown
Both sets of doors from the corridor lead directly into the final large room, easily 100ft wide by 75ft deep. The main features of the room are:
1: a large low raised work area, covered in remains, splatters of gore and blood, probably about 50ft square.
2: 4 large electrical conductors 5ft metal columns with thick glass disks extending out at further 5ft. Periodically lightning can be seen discharging from them. (any creature touching them takes 3d6+6 lightning damage)
3: a metal gantry style 5ft wide walkway about 15 foot up running around the two sides and far wall of the room. No stairs or ladders lead to this. A DC15 athletics or acrobatics roll will get you up at a double movement cost. Creatures on the gantry gain a +2 concealment bonus vs. attacks from the ground.
4: Lots of metal chains hang down from the murky ceiling, these stop about 10ft from the ground. Other objects hang from the ceil, metal ‘bed’ frames, hooks, corpses etc. The chains are about 10ft apart and cover most of the room.
5: Metal cased arcane apparatus, mainly in a ring on the far wall. DC25 arcana to realise it is some sort of teleport circle or portal.
6: The “work area” has 4 concealed compartments that contain any treasure you want to hand out for this encounter. DC25 perception to spot them, DC20 thievery to open.
In the room the Flesh Prince of Orcus is waiting for the PCs, he has been aware of their progress and is impress (and annoyed) of their success in defeating his creations. “Skumling” his undead eladrin servant is hiding up on the gantry waiting for mis master to sound the attack.
1x Flesh Prince of Orcus - level 11 solo soldier
1x Skumling – level 11 soldier
Tactics/Notes:
Skumling –
1: Will try to stay at range and hinder the PCs with bowfire.
2: Can swing across the hanging chains with a DC20 acrobatics check, at full movement. (remember the +2 concealment bonus to defences).
3: Can hang upside down from chains and use a bow normally (he is very acrobatic)
4: Can touch the wall as a minor action to activate any of the Lightning conductors, these attack as a burst 1,2 or 3 (dramatic decision); attack +12 vs. Reflex 3d6+6 lightning damage
Flesh Prince –
1: He is a two stage Boss, when bloodied he transforms and gains extra powers and abilities. A large scorpion like tails erupts from the base of his spine and two large arms with vicious pincers erupt from his shoulders, he also gains a nasty necrotic aura that eventually drains living creatures into unconsciousness.
2: He will try and stay in the Work area
3: He is not afraid of provoking opportunity attacks while he isn’t bloodied.
4: He can touch a wall to activate the lightning conductors, and can open a portal to the Shadowfell on the far wall. He will try to escape if he is bloodied and he can see that he is in trouble.
5: He will try and use Mark of Orcus on the biggest melee threat, paladins first.
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Flesh Prince of Orcus Level 11 Solo Brute
Medium Natural Humanoid (undead) XP 3,000
Initiative +8 Senses Perception +11
Black Aura (necrotic, when bloodied) aura 5; All creatures entering or
starting their turn inside the aura take 5 necrotic damage and take -2 to
their will defence. (cumulative until they take an extended rest. If Will
drops to zero then the creature falls unconscious until after an extended
rest)
HP 570; Bloodied 285; when bloodied transforms and gains: Black
Aura; Black Pincers; Black Sting
AC 25; Fortitude 25, Reflex 26, Will 25
Immune charm, disease, poison;
Resist 20 necrotic; Vulnerable 10 radiant
Saving Throws +5
Speed 6
Action Points 2

Attack +14 vs. AC; 3d6+6 damage; critical on a 19, +2d6 damage and
target takes 10 ongoing bleeding damage (save ends)

necrotic, poison, threatening reach 2
Reach 2; attack +12 vs. Reflex; 2d6+6 necrotic damage; on hit secondary
attack +10 vs. Fortitude; on hit target takes 10 ongoing poison damage
and is weakened (save ends both)

Flesh Prince makes 2 Jagged Sword Hacks

Attack +14 vs. AC; 3d8+6 necrotic damage; on hit target is grabbed and
takes 5 ongoing necrotic damage (save ends)

Grabbed target only; attack +12 vs. Fortitude; 1d8+6 damage; on hit
target takes a -2 penalty to AC (this can only be repaired during an
extended rest)




Close Blast 5; attack +12 vs. Fortitude; 2d10+5 necrotic damage; on hit
target takes 5 ongoing necrotic damage (save ends)

Range 15; attack +12 vs. Will; 3d8+5 necrotic damage; on hit target gains
glowing Symbol of Orcus (see notes)
Alignment Unaligned Languages common, elven, goblin, abyssal
Skills endurance +14, athletics +16, arcane +15, religion +14, heal +14
Str 22 (+11) Dex 16 (+8) Wis 18 (+9)
Con 18 (+9) Int 20 (+10) Cha 18 (+9)
Equipment jagged longsword +2, goggles of clear sight
----------------------------------------------------------------------
Jagged Longsword (adventurers vault)
+2 longsword, crit 19; on crit target takes 10 ongoing damage (save ends)
Goggles of Clear Sight
+2 bonus to perception
+2 bonus to Defence vs. Gaze attacks
Encounter Power – minor action
Ignore and negative modifiers for cover or concealment for your next attack, this does not include total cover or concealment.
Daily power
When blinded gain an immediate free save to end the effect
Symbol of Orcus (power)
The affected target gains a red glowing symbol on their chest. Every time they make an attack that targets the caster they take necrotic feedback damage, see below. At the end of their turn they can make a save to try and resist the symbol. Each success reduces the effect until either caster dies or the encounter ends.
In total 6 saves needed, see following tracking list for diminishing damage:-
Target (PC):
d20 ___
d12 ___
d10 ___
d8 ___
d6 ___
d4 ___
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Skumling (eladrin servant) Level 11 Soldier
Medium Fey Humanoid (undead) XP 600
Initiative +11 Senses Perception +15
HP 114; Bloodied 57
AC 27; Fortitude 23, Reflex 25, Will 24
Immune charm, disease, poison;
Resist 15 necrotic; Vulnerable 5 radiant
Speed 6

Attack +16 vs. AC; 1d10+3 damage on hit target takes 5 ongoing necrotic
damage (save ends)

Range 20/40; attack +18 vs. AC; 3d6+6 damage; on hit target takes a -2
penalty to all attacks until the end of its next turn

Range 20/40; attack +18 vs. AC; 2d6+6 +2d6 lightning damage; on hit
target target takes 5 ongoing lightning damage (save ends)

Range 20/40; attack +18 vs. AC; 2d6+6 +2d6 acid damage; on hit target
takes 5 ongoing acid damage (save ends)
Fey Step (Move; recharge



Skumling may teleport up to 6 squares as a move action
Rise Again (Immediate Reaction; encounter) ♦ on death
On the next turn after Skumling is first killed he comes back to life at
bloodied HPs, he acts on the same initiative
Alignment Unaligned Languages common, elven, goblin, abyssal
Skills acrobatics +16, perception +15, insight +15, arcane +12, religion +15
Str 16 (+8) Dex 22 (+11) Wis 20 (+10)
Con 18 (+9) Int 14 (+7) Cha 16 (+8)
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Encounter 5 - Escape
When I ran this the Flesh Prince ordered Skumling to overload the lightning conductors and bring the whole place down.
When the PCs defeated the Prince the place started to blow and they only had a short while to get the loot and get out. I stayed in initiative and had the 4 conductors generate a field that got bigger each turn, I also had other sections of the complex disgorge necrotic energy to damage them.
In the end miraculously my greedy PCs got out with all the loot alive, though the warlord would have died if the paladin hadn’t laid on hands as he sprinted past him to the exit.
Conclusions from actual play experience
I may put this in a further post if anyone is interested.
Thanks for reading this epic!
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