Burial Site

Delvers Square

The PCs enter from the southeast portion of the map.

    • Level 2 Brute
    • Guard Drake (D)
    • Small natural beast (reptile)
    • XP 125
    • Initiative +3
    • Senses Perception +7
    • HP 48; Bloodied 24
    • AC 15; Fortitude 15, Reflex 13, Will 12
    • Immunities fear (while within 2 squares of an ally)
    • Speed 6
    • Bite (standard; at-will)
    • +6 vs. AC; 1d10 + 3 damage, or 1d10 + 9 damage while within 2 squares of an ally.
    • Align. Unaligned
    • Lang.
    • Skills
    • Str 16 (+4)
    • Dex 15 (+3)
    • Wis 12 (+2)
    • Con 18 (+5)
    • Int 3 (—3)
    • Cha 12 (+2)
    • Equipment -
    • Tactics Meanwhile,Agrid orders the guard drakes to charge the character who seems most formidable.
    • Created with DungeonMastering.com’s DM Tools
    • Level 2 Minion
    • 3 Human Rabble®
    • Medium natural humaniod
    • XP 31
    • Initiative +1
    • Senses Perception +
    • HP 1; a missed attack never damages a minion.
    • AC 14; Fortitude 13, Reflex 11, Will 11
    • Speed 6
    • Club (standard; at-will)  •  Weapon
    • +6 vs. AC; 4 damage.
    • Mob Rule (standard; at-will)
    • A human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it.
    • Align. Any
    • Lang. common
    • Skills
    • Str 14 (+3)
    • Dex 10 (+1)
    • Wis 10 (+1)
    • Con 12 (+2)
    • Int 9 (0)
    • Cha 11 (+1)
    • Equipment -
    • Tactics The human rabble try to gang up on the closest target, seeking to surround and flank and use their mob rule power to maximize their defenses.
    • Created with DungeonMastering.com’s DM Tools
    • Level 2 Lurker
    • Agrid, Gnome Skulk (S)
    • Small fey humanoid
    • XP 125
    • Initiative +8
    • Senses Perception +2; low-light vision
    • HP 34; Bloodied 17
    • AC 16; Fortitude 15, Reflex 15, Will 13
    • Speed 5
    • War Pick (standard; at-will)  •  Weapon
    • +7 vs. AC; 1d8 + 3 (crit 1d8 + 11) damage.
    • Crossbow (standard; at-will)  •  Weapon
    • Ranged 15/30; +7 vs. AC; 1d8 + 3 damage.
    • Combat Advantage (standard; at-will)
    • Agrid deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
    • Fade Away (immediate, when Agrid takes damage from any source; encounter)  •  Illusion
    • The gnome skulk turns invisible until it attacks or until the end of its next turn (whichever comes first).
    • Reactive Stealth (standard; at-will)
    • If a gnome has cover or concealment when it rolls an Initiative check at the start of an encounter, it can make a Stealth check to escape notice as a free action.
    • Shadow Skulk (standard; at-will)
    • When a gnome skulk makes a melee or ranged attack from hiding and misses, it is still considered to be hiding.
    • Align. Unaligned
    • Lang. Common, Elven
    • Skills Arcana +10, Bluff +7, Stealth +11, Thievery +9
    • Str 8 (0)
    • Dex 17 (+4)
    • Wis 12 (+2)
    • Con 16 (+4)
    • Int 14 (+3)
    • Cha 13 (+2)
    • Equipment leather armor, crossbow with 20 bolts, +1 amulet of health
    • Tactics Agrid orders the guard drakes to charge the character who seems most formidable. Then the gnome makes ranged attacks and uses his fade away power at the first opportunity.
    • Created with DungeonMastering.com’s DM Tools
    • Level 4 Controller
    • Kalarel’s Spectral Apparition (K)
    • Medium shadow animate
    • XP 175
    • Initiative +8
    • Senses Perception +13
    • HP 40; Bloodied 20
    • AC 18; Fortitude 14, Reflex 15, Will 17
    • Immunities disease, poison, unconsciousness; Resist insubstantial
    • Speed 6; phasing
    • Shadow Touch (standard; at-will)  •  Necrotic
    • +9 vs. AC; 1d8 + 2 necrotic damage.
    • Shadow Claws (standard; at-will)  •  Necrotic
    • Grasping claws of smoky shadow rise up out of the ground: ranged 15; targets a creature on the ground; +7 vs. Reflex; the target is grabbed (until escape) and takes ongoing 5 necrotic damage until it escapes. The apparition’s defenses determine the DC to escape the grab (see “Escape,” Player’s Handbook, page 288).
    • Animate Minion (standard; recharge; 4, 5, 6)
    • Ranged 5; targets a dead minion; the minion rises as a zombie rotter (Monster Manual, page 274) as a free action and acts immediately after the apparition’s turn in the initiative order. At the end of the encounter, any zombie rotters created using this power drop to 0 hit points and die.
    • Align. Evil
    • Lang. Common, Draconic, Goblin
    • Skills
    • Str 14 (+4)
    • Dex 17 (+5)
    • Wis 21 (+7)
    • Con 12 (+3)
    • Int 10 (+2)
    • Cha 12 (+3)
    • Equipment -
    • Tactics When combat breaks out, Kalarel’s apparition uses shadow claws to grab as many enemies as possible. Kalarel uses animate minion to turn slain minions into zombies and won’t order a retreat even if he’s in danger of losing the relic.
    • Created with DungeonMastering.com’s DM Tools

This encounter includes the following creatures.

  • Kalarel’s spectral apparition (K)
  • Agrid, gnome skulk (S)
  • 1 guard drakes (D)
  • 3 human rabble®

When the PCs approach the site, read:

A steep-sided crater punctures the wilderness. Near the center of the depression, several humanoid figures cluster around a collection of bones. Two small, dragonlike creatures near the crater rim stand alert and stare at your approach. On the far side of the crater, a sinister apparition presides over the gathering.

The PCs arrive just as Agrid and his men have uncovered the relic they came to find. They have no time or patience for the interference of adventurers. Agrid will, however, try to confuse the PCs by acting friendly and claiming to be an associate of Douven Staul (who is gagged, tied, and hidden beneath a blanket). He’ll try to lure them close before ordering the guard drakes to attack.

Any of the PCs can attempt an Insight check (opposed by Agrid’s Bluff check result) to catch a whiff of deception and danger. If any character makes a successful check, the PCs realize something is not right. At that point, Kalarel’s apparition orders Agrid to attack. Roll initiative.

If Agrid or the spectral apparition drops to 0 hit points, the gnome cries out,

“Kalarel, I have failed you!”

Douven Staul:

The explorer is tied up and gagged when the PCs find him. Once freed, he thanks them and says he must return to his wife. Douven also offers his amulet to the adventurers as a thank you, but not before he removes his wife’s picture from inside it.

In addition, Agrid wears a +1 amulet of health. The amulet is a locket with a picture inside. The amulet belongs to Douven, and the picture is a portrait of his wife.

+1 Amulet of Health: This magic item (value 680 gp) grants its wearer a +1 enhancement bonus to Fortitude, Reflex, and Will defense, as well as resist 5 poison.

Treasure:

The creatures have a total of 65 gp and 13 sp.

A small wooden crate contains the relic from the dragon’s treasure hoard that Kalarel seeks to recover. It is an ancient mirror that belonged to one of the Nerath wizards who set the seal. It isn’t magical, but it is worth 550 gp.

Burial Site

Keep on the Shadowfell backslash23