[Ghostwalk] Best Served Cold - a Ghostwalk Adventure

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[Ghostwalk] Best Served Cold - a Ghostwalk Adventure

Post by Big Mac » Sun Mar 17, 2013 1:44 am

I just found a thread called Best Served Cold - a Ghostwalk Adventure over at Sean K Reynolds' forums. Here is the synopsis (inside spoiler tags):
ZeroGlobal2003 at Sean K Reynold's forum wrote:Synopsis
Chornoy, a rather unscrupulous local wizard was recently killed by a ghoul named Herst while attempting to meet with some thieves about some stolen merchandise. Shortly after his death a group of adventurers slew Herst and foiled the plans of the rogues. Chornoys ghost formed a distance away, and rather then returning to risk a second more permanent death at the hands of the ghoul, he went to gather his group of thugs. He returned to find that the rogue's stolen goods gone, and with it any hopes of riches. Now he feels that the adventurers should pay for ruining the schemes of he and the other rogues involved. He's not been able to fully realize this yet though, as he struck out against a small pack of ghouls in the area as revenge for his death. Chornory bit off more then he and his thugs could chew however, as the lead ghoul holds some sorcerous power. He also failed to notice that the ghouls he attacked were actually under the sway of the Guild of Morticians. Since then he has been harassed by agents of the Cortege Guard as well as the angry ghouls.


Sean himself seemed pretty impressed with the adventure. :mrgreen:

EDIT: From the context of the adventure, it is set in the city of Manifest and is a follow up to the adventure "Touch and Go" on pages 175-182 of the Ghostwalk hardback.

I'm not sure what level the adventure is set at, but ZeroGlobal2003 mentioned to Sean that he hoped to have his PCs back in Manifest before "For Absent Friends", which is a 4th level adventure. So maybe this is a second level adventure.

EDIT2: I've realised that it is impossible to see Sean K Reynold's forum without logging into Yuku, so I've copied the adventure into a post further down this thread. I have not used spoilers on the entire post (as it is too long for people to easily scroll over the entire thing) so do not scroll down this thread if you are a player in a Ghostwalk campaign. (Just send a link to this thread to your GM.)
Last edited by Big Mac on Mon Apr 21, 2014 2:54 pm, edited 3 times in total.
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Re: [Ghostwalk] Best Served Cold - a Ghostwalk Adventure

Post by Chimpman » Mon Mar 18, 2013 4:11 pm

Very cool find. I'll have to DL and take a look once I get home.
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Re: [Ghostwalk] Best Served Cold - a Ghostwalk Adventure

Post by Big Mac » Fri Mar 22, 2013 11:00 pm

Chimpman wrote:Very cool find. I'll have to DL and take a look once I get home.
It is a (very very long) forum post, rather than a download. I think it would have made for a cool PDF, if it had been converted. Shame Sean K. Reynolds doesn't own Ghostwalk, as he could have hosted it on his own website.
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Re: [Ghostwalk] Best Served Cold - a Ghostwalk Adventure

Post by Big Mac » Sun Apr 20, 2014 11:23 pm

Big Mac wrote:It is a (very very long) forum post, rather than a download. I think it would have made for a cool PDF, if it had been converted. Shame Sean K. Reynolds doesn't own Ghostwalk, as he could have hosted it on his own website.
I have just realised that it is impossible to read this without a Yuku account. So I'm going to copy ZeroGlobal2003's original post over here.

SPOILER WARNING: DO NOT READ THIS POST IF YOU ARE PLAYING IN A GHOSTWALK GAME
ZeroGlobal2003 at the SeanKReynolds Boards wrote:Best Served Cold

Synopsis
Chornoy, a rather unscrupulous local wizard was recently killed by a ghoul named Herst while attempting to meet with some thieves about some stolen merchandise. Shortly after his death a group of adventurers slew Herst and foiled the plans of the rogues. Chornoys ghost formed a distance away, and rather then returning to risk a second more permanent death at the hands of the ghoul, he went to gather his group of thugs. He returned to find that the rogue's stolen goods gone, and with it any hopes of riches. Now he feels that the adventurers should pay for ruining the schemes of he and the other rogues involved. He's not been able to fully realize this yet though, as he struck out against a small pack of ghouls in the area as revenge for his death. Chornory bit off more then he and his thugs could chew however, as the lead ghoul holds some sorcerous power. He also failed to notice that the ghouls he attacked were actually under the sway of the Guild of Morticians. Since then he has been harassed by agents of the Cortege Guard as well as the angry ghouls.

Character Hooks
  • The PCs are asked to investigate recent sightings of undead in the Tombyards.
  • Xam, an Agent of the Golden contact the PCs; they want Chornory eliminated before the Guild of Morticians decides the Golden is responsible for his actions.
  • The Guild of Morticians asks the PCs to eliminated Chornory.
  • Vask, the ghoul leader offer the PCs that he will take his group out of the city if the PCs kill Chornoy.
  • Chornoy's thugs jump the PCs in the street.
Connections
If Tarl or Enbrie survived "Touch and Go", then it is up to the DM if they are with or against he PCs. If the PCs were helpful toward the pair then they are most likely absent during the adventure, or could be used as the agents of the Golden that ask the PCs to intervene. If the PCs openly attacked Tarl and Enbrie, then they are allied with Chornoy, and should replace two of his thugs. Neither Tarl or Enbrie are interested in passing into the afterlife quite yet, so if either one or both has died, then their reactions will be based as if they were alive. If either experienced true death at the hands of the PCs then the other is sworn to revenge and joins Chornoy (replacing one of his thugs). In either case, they could also be working for Xam and the Golden replacing two of his agents. Tarl and Enbrie's life status is up to the DM, but if they were slain but not sent to the afterlife, they most likely do not have the funds to be resurrected, and thus are still ghosts. Ennic Kardathalost, the cleric of Aluvan from "For Absent Friends" could also be the one to contact the PCs to investigate the undead reports.

Adventure
The adventure is designed as a list of encounters, so that their order can be customized as the DM wishes in order to run the adventure. The encounter twists can be thrown in at any time to change a situation and to increase or decrease the challenge of an encounter. Any encounter can be repeated, as long as it does not detract from the adventure. Sites should be used only once, and location twists should not be applied to sites.

Lone Ghoul
CR 1: 1 Ghoul (hp 13)
  • Use: A single ghoul should be no threat to the adventurers, and should be used as a scout sent by Vask, or a "random" encounter. If the ghoul is a scout sent by Vask, he has most likely cast mage armor on it, granting it a +4 bonus to its Armor Class. This group could also be a encountered in an assault on Vask's lair.
    Tactics: The ghoul targets non-elves with obvious religious affiliation first, ignoring anyone trying to strike its vitals.
    Statistics: The ghoul can be tracked to its lair with a track check DC 20 (not accounting for optional weather conditions).
Pair of Ghouls
CR 2: 2 Ghouls (hp 13, 14)
  • Use: Two ghouls are most likely either a small attack force on the PCs or a group hunting for the pack. This is also probably the amount that the PCs would encounter if they were actively hunting the ghouls. If the ghouls are attacking, Vask has most likely cast mage armor on them, granting them a +4 bonus to their Armor Class. This group could also be a encountered in an assault on Vask's lair.
    Tactics: The ghouls targets non-elves with obvious religious affiliation first, ignoring anyone trying to strike their vitals. They will try to use their touch against as many foes as possible, and will attempt to flank single targets.
    Statistics: The ghouls can be tracked to their lair with a track check DC 20 (not accounting for optional weather conditions).
Ghoul Pack
CR 3: 3 Ghouls (hp 9, 10, 13)
  • Use: Three ghouls are too inconspicuous to be a hunting group. They are most likely a hit squad aimed at the PCs or at Chornoy. This many ghouls will favor the night for their prowling. If the ghouls are attacking, Vask has most likely cast mage armor on them, granting them a +4 bonus to their Armor Class. This group could also be a encountered in an assault on Vask's lair.
    Tactics: Two ghouls target any non-elves with obvious religious affiliation first, ignoring anyone trying to strike their vitals. The third targets the strongest fighter, trying to infect it with its ghoul fever to add to their ranks. They will try to use their touch against as many foes as possible, and will attempt to flank single targets.
    Statistics: The ghouls can be tracked to their lair with a track check DC 19 (not accounting for optional weather conditions).
Ghoul with Zombies
CR 4: 4 Human Commoner Zombie (hp 12, 11, 13, 11) and 1 Ghoul (hp 24)
  • Use: The zombies are driven by a single ghoul "taskmaster", who goads them into action. This group is too unwieldy to be anything other then an attack group, and will only strike under the cover of night. If the unit is attacking, Vask has most likely cast mage armor on the ghoul, granting it a +4 bonus to its Armor Class. This group could also be a encountered in an assault on Vask's lair.
    Tactics: The ghoul will tell the zombies to attack any elves first, and then will attempt to strike all others with its touch. Failing that it aids the zombies using the "aid another" action, and trying to stay out of the fight. If all four zombies fall the ghoul will flee.
    Statistics: The ghoul and zombies can be tracked to their lair with a track check DC 19 (not accounting for optional weather conditions).
Thugs
CR 1: 2 Weak Thugs (hp 12, 11)
  • Use: These thugs are most likely sent out to rough up the PCs. If the PCs are investigating the activities of local thieves, this is the group that is most likely to be encountered. If the gang is attacking, Chornoy has most likely cast mage armor on them, granting them a +4 bonus to their Armor Class. This group could also be a encountered in an assault on Charnoy's Hideout.
    Tactics: The thugs will most likely attack the weakest looking foe first, choosing to avoid the larger more dangerous targets. They often attack in the evening to night as the darkness makes them harder to follow.
    Statistics: The thugs can be tracked to their hideout with a track check DC 25 (not accounting for optional weather conditions).
Tailing Thug
CR 1: 1 Stealthy Thug (hp 14)
  • Use: If the PCs have been harassing members of Chornoy's gang, he sends a single stealthy thug to tail them back to their residence, and then sends a Hit Squad after them. Chornoy has most likely cast Invisibility on the thug.
    Tactics: The tail will most likely not attack, choosing to flee if the PCs spot him.
    Statistics: The tailing thug can be tracked to its hideout with a track check DC 25 (not accounting for optional weather conditions).
Unorthodox Thugs
CR 2: 1 Adept Thug (hp 16) and 1 Weak Ghost Thug (hp 12)
  • Use: Unorthodox thugs are best used as a weaker hit squad or as a defensive patrol around Charnoy's hideout. If they are functioning as a hit squad, Chornoy has most likely cast mage armor on the adept thug.
    Tactics: The weak ghost thug will close for melee combat to protect the adept thug, who tries to take out targets the weak thug has engaged with magic missiles.
    Statistics: The unorthodox thugs can be tracked to their hideout with a track check DC 20 (not accounting for optional weather conditions).
Thug Gang
CR 2: 4 Weak Thugs (hp 12, 12, 11, 11)
  • Use: These thugs are most likely sent out to rough up the PCs. If the PCs are investigating the activities of local thieves, this is the group that is sent to discourage them. If the gang is attacking, Chornoy has most likely cast mage armor on two of them and invisibility on the other two. This group could also be a encountered in an assault on Charnoy's Hideout.
    Tactics: The thugs will most likely attack the weakest looking foe first, choosing to avoid the larger more dangerous targets. They often attack in the evening to night as the darkness makes them harder to follow.
    Statistics: The thugs can be tracked to their hideout with a track check DC 24 (not accounting for optional weather conditions).
Larceny Gang
CR 3: 2 Stealthy Thugs (hp 15, 14) and 1 Skilled Thug (hp 12)
  • Use: Hiring new thugs is draining Chornoy's coffers in a hurry, so he's arranged some heists to recoup losses. Chornoy has most likely cast mage armor on them, granting them a +4 bonus to their Armor Class. This group could also be a encountered in an assault on Charnoy's Hideout.
    Tactics: The thugs will most likely attack the weakest looking foe first, choosing to avoid the larger more dangerous targets. They often attack in the evening to night as the darkness makes them harder to follow.
    Statistics: The thugs can be tracked to their hideout with a track check DC 25 (not accounting for optional weather conditions).
Bruiser
CR 3: 1 Tough Ghost Thug (hp 27)
  • Use: Bruisers are Chornoy's lone hit men, or are acting as defense of Charnoy's hideout. If it is functioning as a hit squad, Chornoy has most likely cast mage armor on the bruiser.
    Tactics: The bruiser will close to melee combat and ignore those trying to flank him, focusing on taking out the strongest enemy first.
    Statistics: The bruiser can be tracked to its hideout with a track check DC 20 (not accounting for optional weather conditions).
Hit Squad
CR 4: 1 Tough Thug (hp 25), 1 Adept Thug (hp 15), and 2 Weak Thugs (hp 12, 11)
  • Use: Chornoy's elite unit, hit squads can be found looking for the PCs or as a defensive patrol around Charnoy's hideout. If they are functioning as a hit squad, Chornoy has most likely cast mage armor on the adept thug, and invisibility on the tough thug.
    Tactics: The two weak thugs will close for melee combat to protect the adept thug, who tries to take out targets the weak thug has engaged with magic missiles. The strong thug will try and strike a blow on whoever else looks like a threat.
    Statistics: The hitsquad can be tracked to their hideout with a track check DC 19 (not accounting for optional weather conditions).
Cortege Patrol
CR 1: 2 Cortege Guards, human or elven (elven hp 8, 7; human hp 10, 9) - See Ghostwalk Campaign Setting, pg 102.
  • Use: Cortege Patrols wander the Tombyards looking out for any one attempting to disturb the Guild's assets. This is the most commonly encountered unit of the Cortege Guard.
    Tactics: The two guards will attempt to prevent any one from damaging the Guild's property or trespassing through threats. If a fight does occur the Cortege Guards do not fight to the death, but retreat if brought to below half hit points. They retreat to the Grey House to request more aid, returning with a Cortege Guard Unit.
    Statistics: Cortege Guards retreat if brought to 4 hit points or less.
Heavy Cortege Patrol
CR 2: 4 Cortege Guards, human or elven (elven hp 8, 8, 7, 6; human hp 10. 10. 9, 8) - See Ghostwalk Campaign Setting, pg 102.
  • Use: Heavy Cortege Patrols protect specific points in the Tombyards to discourage any one from attempting to disturb the Guild's assets. This is a commonly encountered unit of the Cortege Guard, found most often by the Grey House or near warehouses holding the corpses of the dead.
    Tactics: The four guards will attempt to prevent any one from damaging the Guild's property or trespassing through threats. If a fight does occur one Cortege Guard retreats to the Grey House to request more aid, returning with a Cortege Guard Unit. The other three fight defensively until the unit arrives, but will retreat if brought to half hit points or less.
    Statistics: Cortege Guards retreat if brought to or below 4, 4, 4, and 3 hit points respectively.
Cortege Enforcers
CR 3: 2 Elven Cortege Guards (8, 7) - See Ghostwalk Campaign Setting, pg 102, and 1 Cortege Guard Wizard (hp 7).
  • Use: Cortege Enforcers hunt undead and can be found investigating sightings of undead and in areas near undead lairs.
    Tactics: The two guards will close to melee while the wizard casts magic weapon on himself, and then true strike, targeting the strongest looking opponent. If a ghost is present the wizard will cast protection from possession before magic weapon and true strike. If a fight does occur the Cortege Guards and Wizard do not fight to the death, but retreat if brought to below half hit points. They retreat to the Grey House to request more aid, returning with a Heavy Cortege Patrol.
    Statistics: Cortege Guards and Wizard retreat if brought to 4 hit points or less.
Cortege Guard Unit
CR 4: 4 Cortege Guards, human or elven (elven hp 8, 8, 7, 6; human hp 10. 10. 9, 8) - See Ghostwalk Campaign Setting, pg 102, and 2 Cortege Guard Wizards (hp 7, 6).
  • Use: Cortege Guard Units are most often encountered when a Cortege Guard requests assistance at the Grey House. They can also be encountered if a group of Cortege Enforcers have located a large group of undead.
    Tactics: The three guards will close to melee while one wizards cast magic weapon on himself and the other on the fourth Guard. The fourth guard then replaces one of the fighting guards to retreats to receive the same treatment. The other wizard then casts true strike, and targets the strongest looking opponent. If a ghost is present the wizards will cast protection from possession on themselves before magic weapon and true strike. If a fight does occur the Cortege Guards and Wizard do not fight to the death, but retreat if brought to below half hit points. They retreat to the Grey House to request more aid, returning with another Cortege Guard Unit.
    Statistics: Cortege Guards and Wizards retreat if brought to or below 4, 4, 4, 3, 4, and 3 hit points respectively.
Site: Ghoul Lair
Vask's lair is a single room in the upper Undercity accessed from a sewer junction in the Tombyards. Several crumbling walls divide the room and offer degrees of cover. In one corner stands a statue of an Artaaglith holding an ever burning torch. In another, divided off by partial walls lay two shackled bodies; their skin turning grey and taught.
  • Tactics: The two individuals are being transformed into ghouls by vask. If attacked in his home, he uses his few zombies to hold attackers back while he casts spells on a few of his ghouls. They then attack while he hits the attackers with spells.
    Statistics: Those on higher ground such as on table tops gain a +1 melee attack bonus against targets below them. Taking cover grants a +4 AC bonus as well as a +2 bonus to Reflex saves. The torch casts bright light within 20 ft. and shadowy light within 40 ft. In an area of shadowy illumination, a character can see dimly. Creatures within this area have concealment relative to that character. A creature in an area of shadowy illumination can make a Hide check to conceal itself.
Site: Chornoy's Hideout
Chornoy's lair can be located any where in Manifest, but fits well in the Tombyards or Merchant's District. It consists of a basement level and the remains of a building in the upper Undercity. Accessed from a side door of a warehouse or other building, the first basement level consists of three rooms; a training room, a main hallway, and a makeshift prison area. Stairs descend to the lower level which contains Chornoy's room and study, as well as several small rooms for those he employs.
Chornoy doesn't leave the bottom level often, and keeps at least one tough thug with him at all times.
  • Tactics: Chornoy and his men will try and to use cover provided by walls to gain advantage. If an adept thug is working with a tough thug, the adept will enlarge the tough thug and have him hold a hallway while the adept casts magic missile. Chornoy will attempt to make as many of his rogues as possible invisible, and use them to soften up opponents before using scorching ray on them.
    Statistics: Those on higher ground such as on table tops gain a +1 melee attack bonus against targets below them. Taking cover around a doorway grants a +4 attack bonus to both melee and ranged attacks, and a +4 AC bonus as well as a +2 bonus to Reflex saves.
Encounter Twist: Aid from the Golden
If the PCs are helping the Golden one or more Agents of the Golden, or perhaps even Xam, Agent of the Golden arrive to help the PCs. If the PCs are assisting the Guild or Morticians then the Agents make it pointedly clear that they are not targeting the PCs or Cortege Guard.
  • Tactics: The actions of the Agents of the Golden depend on how many are present and if Xam is with them. If there is only one agent, he attempts to create flanking position with PCs, gaining sneak attacks. If two are present they work together to flank targets. If Xam is present he casts mage armor on himself and the weakest looking PC then attempts to cast charm person on an enemy combatant (if possible) before closing for melee. If a fight does not go well the Agents do not fight to the death, but retreat if brought to below half hit points.
    Statistics:
    • 1 Agent of the Golden (hp 12): If the Agent is with the PCs treat the ECL of the encounter as -1. If he is against them, treat the ECL as +2. He retreats if brought below 6 hit points.
      2 Agents of the Golden (hp 13, 11): If the Agents are with the PCs treat the ECL of the encounter as -2. If they are against them, treat the ECL as +3. they retreat if brought below 6 hit points.
      Xam, Agent of the Golden (hp 22): If Xam is with the PCs treat the ECL of the encounter as -3. If he is against them, treat the ECL as +4. He retreats if brought below 10 hit points.
Encounter Twist: Cortege Forces
If the PCs are near a Mortician's Guild building or in the Tombyards Cortege Guards could easily be drawn to a fight. If the PCs are helping the Guild, then the Cortege Guards will assist them as much as possible. If the PCs are working for the Golden then the Cortege Guards attack them equally. The Cortege Guard will attack undead on sight, but will let them retreat if the Guard has wounded.
  • Tactics: The actions of the Cortege Guard depend on how many are present. If there are only two Cortege Guards, they attempt to flank targets. If four are present then three work to flank targets while one uses the aid-another action to help his comrades hit. If a Cortege Guard Wizard is present he casts magic weapon on himself, and then true strike, targeting the strongest looking opponent. If a ghost is present the wizard will cast protection from possession before magic weapon and true strike. If a fight does not go well the Cortege Guards do not fight to the death, but retreat if brought to below half hit points.
    Statistics:
    • 2 Cortege Guard (hp 12): If the Agent is with the PCs treat the ECL of the encounter as -1. If he is against them, treat the ECL as +2. He retreats if brought below 6 hit points.
      2 Agents of the Golden (hp 13, 11): If the Agents are with the PCs treat the ECL of the encounter as -2. If they are against them, treat the ECL as +3. They retreat if brought below 6 hit points.
      Xam, Agent of the Golden (hp 22): If Xam is with the PCs treat the ECL of the encounter as -3. If he is against them, treat the ECL as +4. He retreats if brought below 10 hit points.
Encounter Twist: Vask Attacks
If the PCs have encountered a group of ghouls, it is possible Vask as with them. He may also be found in his lair or alone in disguise attempting to bargin with the PCs. He attacks any one that is not one of his undead or a Cortege Guard memeber, but retreats if things go against him. He does not fight to the death.
  • Tactics: The actions of Vask depends on who else is present. If the Cortege Guard is present, he does not attack them and attempts to aid them if possible. If the PCs and the Guard are the only ones present he attempts to parley with the PCs to let him and his ghouls go if they leave Manifest. In combat he casts mage armor on himself and then if he is working with others mage armor on one of them. He then casts ray of enfeeblement on any one displaying obvious holy symbols or on any strong looking opponents. He then closes to melee and attempts to use touch of fatigue along with his natural abilities to incapacitate all opponents before finishing them off.
    Statistics:
    • Vask (hp 25): If Vask is fighting the PCs and he has his full compliment of spells treat the ECL as +4. If he as cast more then 3 1st level spells treat the encounter's ECL as +3. He retreats if brought below 10 hit points.
Encounter Twist: City Watch
If the PCs are helping the City Watch one or more memebers of the City Watch arrive to help the PCs. If the PCs are acting illegally on behalf of any one or themselves the City Watch attempts to apprehend them. Most groups will be groups with Investigators looking into the same thing the PCs are or are investigating recent actions of the PCs. If combat occurs openly it would attract a City Watch Patrol.
  • Tactics: The actions of the City Watch depend on how many are present. If there is only one Watchman, he threatens his opponents with legal action, and if they press him he will attack. If two are present they work together to flank targets but otherwise act similarly to lone Watchmen. If an investigator is present, he immediatly judges if the Watchmen can handle the situation, and sends a man to retrieve backup if he thinks they are out numbered. If a fight does not go well the Watchmen do not fight to the death, but retreat if brought to below half hit points.
    Statistics:
    • 2 City Watchmen, Green (hp 13, 12): If the Watchmen are with the PCs treat the ECL of the encounter as -1. If they are against them, treat the ECL as +1. They retreat if brought below 7 and 6 hit points respectively.
      1 City Watchman, Experienced (hp 20), and 1 City Watchman, Experienced Investigator (hp 13): If the Watchmen are with the PCs treat the ECL of the encounter as -2. If they are against them, treat the ECL as +2. They retreat if brought below 10 and 7 hit points respectively.
      2 City Watchman, Green (hp 20), and 1 City Watchman, Veteran Investigator (hp 13): If the Watchmen are with the PCs treat the ECL of the encounter as -2. If they are against them, treat the ECL as +2. They retreat if brought below 10 and 7 hit points respectively.
      2 City Watchman, Experienced (hp 20, 21), and 1 City Watchman, Veteran Investigator (hp 18): If the Watchmen are with the PCs treat the ECL of the encounter as -3. If they are against them, treat the ECL as +3. They retreat if brought below 10 and 7 hit points respectively.
      1 City Watchman, Captain (hp 30), and 1 City Watchman, Green Investigator (hp 7): If the Watchmen are with the PCs treat the ECL of the encounter as -3. If they are against them, treat the ECL as +3. They retreat if brought below 10 and 7 hit points respectively.
Encounter Twist: Innocent Bystanders
The encounter occurs any where where non-combatents can get stuck in combat. From a crowded street to a barroom, these individuals can prove to be a liablity; getting in the way, getting killed, or panicing.
  • Tactics: Bystandards will attempt to flee as soon as possible, but are also cowardly, and thus will avoid getting near combatants. They often will take whatever action they see fit to flee, often doing the wrong thing instead. If the bystanders are killed it brings the City Watch in on the matter. If the PCs attempt to help the bystanders and managed to save a few then public opinion might swing in their favor; if not they risk the ire of the Watch and distrust by the populance.
    Statistics:
    • Commoner (hp 5) -Use as many as neccessary.
Encounter Twist: Location, Back Alley
The encounter occurs in a back alley way, filled with debris and with little room to maneuver. The alley is at most 10 feet wide, and often is closer to 5 feet.
  • Tactics: NPCs will try move defensively though the alley while those with ranged weapons make the most of them. They will then make a rolling retreat or attack, moving though each others squares to attack.
    Statistics: Climbing the walls takes a climb check DC 15, as most surfaces can be braced against. Running or charging on the roof tops takes a balance check DC 12. Running or charging though the debris takes a Balance check DC 12 as well, due to the rubble. If the surrounding buildings are two stories higher a jump check DC 24 with a 20 foot running jump, 48 without is necessary to reach the edge of the roof two floors up. People moving through the alley cause enough noise due to the debris that any one within range can hear them with a Listen check DC 10. The debris also causes a -2 circumstance penalty to Move Silently checks, and an increase of +2 to the DC of tumble checks.
Encounter Twist: Location, Indoors
The encounter occurs inside a building, possibly in an inn common room or other moderately sized room.
  • Tactics: NPCs will try to gain the advantage of higher ground by jumping up on tables and the like where appropriate. Ceiling heights may prevent this. They will also tend to take up position near doorways, offering both an exit and a place from which to defend.
    Statistics: Climbing the walls takes a climb check DC 20, as most surfaces can be braced against. Running or charging across table tops or chairs takes a Balance check DC 12. The tables and chairs causes a -2 circumstance penalty to Move Silently checks, and an increase of +2 to the DC of tumble checks. Those on higher ground such as on table tops gain a +1 melee attack bonus against targets below them. Taking cover around a doorway grants a +4 attack bonus to both melee and ranged attacks, and a +4 AC bonus as well as a +2 bonus to Reflex saves.
Encounter Twist: Location, Roof Top
The encounter occurs on a roof top, either through moving out of a building on to the roof, or climbing the walls.
  • Tactics: NPCs will try make bull rushes and knock people off the roof as well as to gain higher ground.
    Statistics: Climbing the walls takes a climb check DC 20, as most surfaces can be braced against. Running or charging on the roof tops takes a balance check DC 12. If the surrounding buildings are two stories higher a jump check DC 24 with a 20 foot running jump, 48 without is necessary to reach the edge of the roof two floors up. People moving across the roof cause enough noise that any one in the building can hear them with a Listen check DC 10. Those on higher ground such as on roof peaks gain a +1 melee attack bonus against targets below them. Taking cover behind a chimney grants a +4 attack bonus to both melee and ranged attacks, and a +4 AC bonus as well as a +2 bonus to Reflex saves. Bull rush attempts gain a +2 bonus when charging, and dwarves gain a +4 bonus to resist charges.
Conclusion
If Chornory survives the adventure (either living or in ghost form), he has now become even more angered at the PCs, but is forced to nurse his wounds for a while as gathers more henchmen. Just as the first adventure Tarl and Enbrie's status can affect the future. If the PCs were on their bad side through accident in the first adventure, there is the possibility that they would change their minds during the course of this adventure, but it is unlikely. If Vask the ghoul-sorcerer is not dealt with he could return as a major threat; he does not leave the city, even if he leads the PCs to believe he has. Also, depending on what side the PCs took in the matter, either the Guild of Morticians or the Golden may hold the PCs in high or low regard.

Threats

Chornoy (Ghost): CR 4; Male human ghost, Wiz 3; HD: 3d4 (hp 9); Init +1; Spd 30 ft., fly 30 ft. (good); AC 14 (+1 Dex, +2 charisma, +1 natural), touch 13, flat-footed 13; Base Atk/Grp: +1/+1; Att +2 melee masterwork quarterstaff (1d6, x2); Full Atk +2 melee masterwork quarterstaff (1d6, x2); SQ Familiar, Low-Light Vision, Disembodied Soul, No Discernible Anatomy, Ectoplasmic Body, Incorporeal, Sense Physical Body, Ghost Weakness; AL N; SV: Fort +1, Ref +2, Will +5; Str 11, Dex 12, Con 10, Int 16, Wis 14, Cha 15.
  • Skills and Feats: Appraise +6, Bluff +6, Concentration +4, Forgery +8, Hide +7, Intimidate +4, Spellcraft +11, Use Magic Device +2; Magical Aptitude, Persuasive, Scribe Scroll, Skill Focus (Forgery).
    Spells: (Spells per day 4/3/2, DC 13 + spell level), Spells known: 0- All; 1- Alarm, Detect Secret Doors, Identify, Mage Armor, Magic Missile; 2- Invisibility, Knock, Scorching Ray.
    Spells Prepared: 0- Detect Magic, 2x Disrupt Undead, Light, Ray of Frost; 1- 2x Mage Armor, 2x Magic Missile; 2- Invisibility, Scorching Ray.
    Possessions: Amulet of Natural Armor +1, Masterwork Quarterstaff, Lorin (raven familiar), Scholar's Outfit.
Lorin, Raven Familiar: CR 1/6; Tiny Magical Beast; HD 1/4 d8 (1 hp), Init +2; Spd 10 ft., fly 40 ft. (average); AC 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14; Base Atk/Grp +0/13; Atk Claws +4 melee (1d25); Full Atk Claws +4 melee (1d25); SQ Low-light vision; AL N; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6.
  • Skills and Feats: Listen +3, Spot +5, Weapon Finesse.
    Special: As a familiar, Lorin can speak common as a supernatural ability.
    Familiar: Alertness, improved evasion, share spells, empathic link, deliver touch spells.
Vask: CR 4; Medium-sized Undead, Sor 3; HD: 2d12+3d4 (hp 25); Init +2; Spd 30 ft.; AC 15 (+2 Dex, +2 natural, +1 deflection), touch 13, flat-footed 13; Base Atk/Grp: +2/+3; Att +3 melee Bite (1d6+1 plus paralysis); Full Atk +3 melee Bite (1d6+1 plus paralysis) and 2 +1 melee claws (1d3 plus paralysis); SA: Ghoul fever, paralysis; SQ: Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV: Fort +1, Ref +3, Will +8; Str 13, Dex 15, Con , Int 13, Wis 14, Cha 16.
  • Skills and Feats: Balance +6, Bluff +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spellcraft +7, Spot +7; Multiattack.
    Spells: (Spells per day 6/6, DC 13 + spell level), Spells known: 0- Acid Splash, Detect Magic, Ray of Frost, Read Magic, Resistence, Touch of Fatigue; 1- Chill Touch, Mage Armor, Ray of Enfeeblement.
    Ghoul Fever (Su): Disease -- bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
    Paralysis (Ex): Those hit by a ghouls bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.
    Possessions: Ring of Protection +1.
Xam, Agent of the Golden: CR 4; Medium-sized elf, Rog 2/Ftr 1/Sor 1; HD: 2d6+1d10+1d4+4 (hp 22); Init +5; Spd 30 ft.; AC 16 (+5 Dex, +1 bracers), touch 15, flat-footed 11; Base Atk/Grp: +2/+5; Att +8 melee Rapier (1d6+4, 18-20/x2) or +8 melee Masterwork Dagger (1d4+3, 19-20/x2) or +8 ranged Masterwork Dagger (1d4+3, 19-20/x2); Full Atk +8 melee Rapier (1d6+4, 18-20/x2) or +8 melee Masterwork Dagger (1d4+3, 19-20/x2) or +8 ranged Masterwork Dagger (1d4+3, 19-20/x2); SA Sneak Attack +1d6; SQ trapfinding, familiar, evasion; AL CN; SV: Fort +3, Ref +8, Will +2; Str 16, Dex 19, Con 13, Int 17, Wis 10, Cha 16.
  • Skills and Feats: Appraise +6, Balance +9, Bluff +8, Climb +11, Concentrate +1*, Disable Device +7, Disguise +8, Escape Artist +7, Forgery +8, Gather Information +6, Hide +9, Knowledge (Local) +5, Move Silently +9, Open Lock +9, Slight of Hand +10, Spellcraft +8, Tumble +10; Combat Casting*, Dodge, Weapon Finesse.
    Spells: (Spells per day 6/6, DC 13 + spell level), Spells known: 0- Daze, Detect Magic, Detect Poison, Read Magic, Resistence, Touch of Fatigue; 1- Charm Person, Expedious Retreat, Mage Armor.
    Possessions: Caein (lizard familiar), Rapier +1, Bracers of Armor +1, Masterwork Dagger x3, Duelist's Outfit.
Caein, Lizard Familiar: CR 1/6; Tiny Magical Beast; HD d8 (2 hp); Init +2; Spd 20 ft., climb 20 ft.; AC 154 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13; Base Atk/Grp +0/12; Atk Bite +4 melee (1d44); Full Atk Bite +4 melee (1d44); SQ Low-light vision; AL N; SV Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 2.
  • Skills and Feats: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3; Weapon Finesse.
    Special: Lizards have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Lizards use their Dexterity modifier instead of their Strength modifier for Climb checks.
    Familiar: Alertness, improved evasion, share spells, empathic link.
Tarl: CR 1; Male human, Rog 1; HD: 1d6+1 (hp 7); Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather), touch 12, flat-footed 12; Base Atk/Grp: +0/+1; Att +3 melee Shortsword (1d6+1, 19-20/x2); Full Atk +3 melee Shortsword (1d6+1, 19-20/x2); SA Sneak Attack +1d6; AL N; SV: Fort +1, Ref +4, Will +2; Str 13, Dex 15, Con 12, Int 10, Wis 11, Cha 13.
  • Skills and Feats: Climb +5, Hide +6, Jump +5, Listen +4, Move Silently +6, Open Lock +6, Search +4, Spot +4; Iron Will, Weapon Finesse.
    Possessions: Leather Armor, Masterwork Shortsword, Shortbow, 10 arrows, Masterwork Thieves' Tools, Whistle, Adventure's Outfit, and 11gp.
Enbrie: CR 1; Female human, Rog 1; HD: 1d6 (hp 6); Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 Dex, +3 masterwork studded leather), touch 12, flat-footed 13; Base Atk/Grp: +0/+2; Att +2 melee longsword (1d8, 19-20/x2) or +2 ranged mighty shortbow (1d6+2, x3); Full Atk+2 melee longsword (1d8, 19-20/x2) or +2 ranged mighty shortbow (1d6+2, x3); SA Sneak Attack; AL N; SV: Fort +0, Ref +4, Will +1; Str 14, Dex 14, Con 10, Int 11, Wis 12, Cha 12.
  • Skills and Feats: Climb +6, Hide +6, Jump +6, Listen +5, Move Silently +6, Open Lock +6, Search +4, Spot +5; Dodge, Improved Initiative.
    Possessions: Longsword, Masterwork Studded Leather Armor, Might Shortbow (+2 Str Bonus), 10 arrows, Adventurer's Outfit, and 2 gp.
Tarl (Ghost): CR 2; Male human ghost, Rog 1; HD: 1d6+1 (hp 7); Init +2; Spd 30 ft., fly 30 ft. (good); AC 16 (+2 Dex, +2 leather, +1 Charisma, +1 bracers), touch 13, flat-footed 12; Base Atk/Grp: +0/+1; Att +3 melee Shortsword (1d6+1, 19-20/x2); Full Atk +3 melee Shortsword (1d6+1, 19-20/x2); SA Sneak Attack +1d6; SQ Low-Light Vision, Disembodied Soul, No Discernible Anatomy, Ectoplasmic Body, Incorporeal, Sense Physical Body, Ghost Weakness; AL N; SV: Fort +1, Ref +4, Will +2; Str 13, Dex 15, Con 12, Int 10, Wis 11, Cha 13.
  • Skills and Feats: Climb +5, Hide +10, Jump +5, Listen +4, Move Silently +10, Open Lock +6, Search +4, Spot +4; Iron Will, Weapon Finesse.
    Possessions: Leather Armor, Masterwork Shortsword, Bracers of Armor +1, Shortbow, 10 arrows, Masterwork Thieves' Tools, Whistle, Adventure's Outfit, and 11gp.
Enbrie (Ghost): CR 2; Female human ghost, Rog 1; HD: 1d6 (hp 6); Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft. fly 30ft. (good); AC 16 (+2 Dex, +3 masterwork studded leather, +1 Charisma), touch 13, flat-footed 13; Base Atk/Grp: +0/+2; Att +2 melee longsword (1d8, 19-20/x2) or +2 ranged mighty shortbow (1d6+2, x3); Full Atk+2 melee longsword (1d8, 19-20/x2) or +2 ranged mighty shortbow (1d6+2, x3); SA Sneak Attack; SQ Low-Light Vision, Disembodied Soul, No Discernible Anatomy, Ectoplasmic Body, Incorporeal, Sense Physical Body, Ghost Weakness; AL N; SV: Fort +1, Ref +5, Will +2; Str 14, Dex 14, Con 10, Int 11, Wis 12, Cha 12.
  • Skills and Feats: Climb +6, Hide +6, Jump +6, Listen +5, Move Silently +10, Open Lock +6, Search +4, Spot +5; Dodge, Improved Initiative.
    Possessions: Longsword, Cloak of Resistence +1, Masterwork Studded Leather Armor, Might Shortbow (+2 Str Bonus), 10 arrows, Adventurer's Outfit, and 2 gp.
Tarl, Advanced: CR 2; Male human, Rog 2; HD: 2d6+2 (hp 11); Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather), touch 12, flat-footed 12; Base Atk/Grp: +1/+2; Att +4 melee Shortsword (1d6+1, 19-20/x2) or +4 ranged Masterwork Shortbow (1d6, x3); Full Atk +4 melee Shortsword (1d6+1, 19-20/x2) or +4 ranged Masterwork Shortbow (1d6, x3); SA Sneak Attack +1d6; SQ Evasion; AL N; SV: Fort +1, Ref +5, Will +2; Str 13, Dex 15, Con 12, Int 10, Wis 11, Cha 13.
  • Skills and Feats: Climb +6, Hide +7, Jump +6, Listen +5, Move Silently +7, Open Lock +7*, Search +5, Spot +5; Iron Will, Weapon Finesse.
    Possessions: Masterwork Spiked Leather Armor, Masterwork Shortsword, Masterwork Shortbow, 10 arrows, Masterwork Thieves' Tools (+2)*, Whistle, Adventure's Outfit, and 11gp. +1,000 gp
Enbrie, Advanced: CR 2; Female human, Rog 2; HD: 6d6 (hp 9); Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+2 Dex, +4 masterwork studded leather), touch 12, flat-footed 13; Base Atk/Grp: +1/+3; Att +3 melee longsword (1d8, 19-20/x2) or +3 ranged mighty shortbow (1d6+2, x3); Full Atk +3 melee longsword (1d8, 19-20/x2) or +3 ranged mighty shortbow (1d6+2, x3); SA Sneak Attack; AL N; SV: Fort +0, Ref +5, Will +1; Str 14, Dex 14, Con 10, Int 11, Wis 12, Cha 12.
  • Skills and Feats: Climb +7, Hide +7, Jump +7, Listen +6, Move Silently +7, Open Lock +7, Search +5, Spot +6; Dodge, Improved Initiative.
    Possessions: Longsword, Studded Leather Armor +1, Might Shortbow (+2 Str Bonus), 10 arrows, Adventurer's Outfit, and 2 gp.
Adept Thug: CR 1; Medium-sized human, War1/ Sor1; HD: 1d8+1d4+5 (hp 14-17, varies); Init +6; Spd 30 ft.; AC 12 (+2 Dex), touch 12, flat-footed 10; Base Atk/Grp: +1/+2; Att +2 melee Dagger (1d4+1, 19-20/x2) or +3 ranged Dagger (1d4+1, 19-20/x2); Full Atk +2 melee Dagger (1d4+1, 19-20/x2) or +3 ranged Dagger (1d4+1, 19-20/x2); AL CN; SV: Fort +3, Ref +2, Will +1; Str 12, Dex 14, Con 13, Int 12, Wis 8, Cha 13.
  • Skills and Feats: Bluff +4, Intimidate +4, Hide +4, Move Silently +4, Spellcraft +4; Improved Initiative, Toughness.
    Spells: (Spells per day 5/4, DC 11 + spell level), Spells known: 0- Acid Splash, Detect Magic, Resistence, Touch of Fatigue; 1- Enlarge Person (or Enlarge Ghost), Magic Missle.
    Possessions: Dagger x3, Spellpouch, and 3d6 gp.
Agents of the Golden: CR 2; Medium-sized human, Rog 2; HD: 2d6+2 (hp 9-14, varies); Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather), touch 12, flat-footed 12; Base Atk/Grp: +1/+1; Att +1 melee Shortsword (1d6, 19-20/x2); Full Atk +1 melee Shortsword (1d6, 19-20/x2); SA Sneak Attack +1d6; AL CN; SV: Fort +1, Ref +5, Will +0; Str 11, Dex 15, Con 13, Int 13, Wis 10, Cha 10.
  • Skills and Feats: Appraise +4, Balance +6, Bluff +5, Disable Device +5, Disguise +7, Escape Artist +4, Forgery +8, Gather Information +2, Hide +6, Knowledge (Local) +3, Move Silently +3, Open Lock +6, Slight of Hand +7, Tumble +6; Deceitful, Dodge.
    Possessions: Shortsword, Leather Armor, Adventurer's Outfit, and 2d6 gp.
Agents of the Golden (Ghost): CR 3; Medium-sized human, Rog 2; HD: 2d6+2 (hp 9-14, varies); Init +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather), touch 12, flat-footed 12; Base Atk/Grp: +1/+1; Att +1 melee Shortsword (1d6, 19-20/x2); Full Atk +1 melee Shortsword (1d6, 19-20/x2); SA Sneak Attack +1d6; SQ Low-Light Vision, Disembodied Soul, No Discernible Anatomy, Ectoplasmic Body, Incorporeal, Sense Physical Body, Ghost Weakness; AL CN; SV: Fort +1, Ref +5, Will +0; Str 11, Dex 15, Con 13, Int 13, Wis 10, Cha 10.
  • Skills and Feats: Appraise +4, Balance +6, Bluff +5, Disable Device +5, Disguise +7, Escape Artist +4, Forgery +8, Gather Information +2, Hide +10, Knowledge (Local) +3, Move Silently +3, Open Lock +6, Slight of Hand +7, Tumble +6; Deceitful, Dodge.
    Possessions: Shortsword, Leather Armor, Adventurer's Outfit, and 2d6 gp.
City Watchman, Green: CR ; Medium-sized human, War1; HD: 1d8+5 (hp 13); Init +0; Spd 30 ft.; AC 14 (+4 chain shirt), touch 10, flat-footed 14; Base Atk/Grp: +1/+3; Att +4 melee sap (1d6+2S, x2); Full Atk +4 melee sap (1d6+2S, x2); AL LN; SV: Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 12.
  • Skills and Feats: Climb +4, Gather Info +3, Jump +4; Toughness, Weapon Focus (Sap).
    Possessions: Sap, Chainshirt, and 2d6 gp.
City Watchman, Green Investigator: CR ; Medium-sized human, Exp1; HD: 1d6+1 (hp 7); Init +0; Spd 30 ft.; AC 13 (+3 studded leather), touch 10, flat-footed 13; Base Atk/Grp: +0/+1; Att +1 melee sap (1d6+1S, x2); Full Atk +1 melee melee sap (1d6+1S, x2); AL LN; SV: Fort +1, Ref +0, Will +2; Str 12, Dex 10, Con 12, Int 16, Wis 10, Cha 12.
  • Skills and Feats: Bluff +1, Craft (Alchemy) +4, Decipher Script +4, Diplomacy +5, Disable Device +7, Disguise +5, Forgery +7, Gather Info +5, Knowledge (Local) +7, Open Locks +1, Search +7, Sense Motive +3, Spellcraft +4, Spot +1, Survival +7; Skill Focus (Survival), Track.
    Possessions: Sap, Masterwork Studded Leather Armor, and 2d6 gp.
City Watchman, Experienced: CR 1; Medium-sized human, War2; HD: 2d8+7 (hp 16-23); Init +0; Spd 30 ft.; AC 15 (+4 chain shirt, +1 shield), touch 10, flat-footed 15; Base Atk/Grp: +2/+4; Att +5 melee sap (1d6+2S, x2); Full Atk +5 melee sap (1d6+2S, x2); AL LN; SV: Fort +5, Ref +0, Will +0; Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 12.
  • Skills and Feats: Climb +5, Gather Info +3, Jump +5, Knowledge (Local) +2; Toughness, Weapon Focus (Sap).
    Possessions: Sap, Masterwork Chainshirt, light steel shield, and 3d6 gp.
City Watchman, Experience Investigator: CR 1; Medium-sized human, Exp1/ Rng 1; HD: 1d6+1d8+2 (hp 9-16, varies); Init +0; Spd 30 ft.; AC 13 (+3 studded leather), touch 10, flat-footed 13; Base Atk/Grp: +1/+2; Att +3 melee sap (1d6+1S, x2); Full Atk +3 melee sap (1d6+1S, x2); SQ Favored Enemy: Human +2, Wild Empathy; AL LN; SV: Fort +3, Ref +2, Will +2; Str 12, Dex 10, Con 12, Int 16, Wis 10, Cha 12.
  • Skills and Feats: Bluff +1, Craft (Alchemy) +4, Decipher Script +4, Diplomacy +5, Disable Device +7, Disguise +5, Forgery +7, Gather Info +5, Knowledge (Geography) +8, Knowledge (Local) +7, Listen +3, Open Locks +1, Search +8, Sense Motive +3, Spellcraft +4, Spot +1, Survival +8; Skill Focus(Survival), Track.
    Favored Enemy - Human +2: When used on humans, the Investigator gains +2 on Bluff, Listen, Sense Motive, Spot, and Survival checks. He also gains a +2 bonus to weapon damage rolls against humans.
    Possessions: Masterwork Sap, Masterwork Studded Leather Armor, and 3d6 gp.
City Watchman, Veteran: CR 2; Medium-sized human, War2/ Ftr 1; HD: 2d8+1d10+9 (hp 19-35); Init +0; Spd 30 ft.; AC 15 (+4 chain shirt, +1 shield), touch 10, flat-footed 15; Base Atk/Grp: +3/+5; Att +7 melee sap (1d6+2S, x2); Full Atk +7 melee sap (1d6+2S, x2); AL LN; SV: Fort +7, Ref +0, Will +0; Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 12.
  • Skills and Feats: Climb +5, Gather Info +4, Jump +6, Knowledge (Local) +2; Combat Expertise, Improved Disarm, Toughness, Weapon Focus (Sap).
    Possessions: Masterwork Sap, Masterwork Chainshirt, light steel shield, and 4d6 gp.
City Watchman, Veteran Investigator: CR 2; Medium-sized human, Exp2/ Rng1; HD: 2d6+1d8+3 (hp 11-23, varies); Init +0; Spd 30 ft.; AC 13 (+3 studded leather), touch 10, flat-footed 13; Base Atk/Grp: +2/+3; Att +5 melee melee sap (1d6+1S, x2); Full Atk +5 melee sap (1d6+1S, x2); SQ Favored Enemy: Human +2, Wild Empathy; AL LN; SV: Fort +3, Ref +2, Will +2; Str 12, Dex 10, Con 12, Int 16, Wis 10, Cha 12.
  • Skills and Feats: Bluff +1, Craft (Alchemy) +4, Decipher Script +6, Diplomacy +7, Disable Device +7, Disguise +5, Forgery +8, Gather Info +7, Knowledge (Geography) +8, Knowledge (Local) +7, Listen +3, Open Locks +1, Search +9, Sense Motive +9, Spellcraft +4, Spot +1, Survival +9; Skill Focus (Survival), Skill Focus (Sense Motive), Track.
    Favored Enemy - Human +2: When used on humans, the Investigator gains +2 on Bluff, Listen, Sense Motive, Spot, and Survival checks. He also gains a +2 bonus to weapon damage rolls against humans.
    Possessions: Masterwork Longsword, Masterwork Studded Leather Armor, and 5d6 gp.
City Watchman, Captain: CR 3; Medium-sized human, War2/ Ftr 2; HD: 2d8+2d10+11 (hp 22-47); Init +0; Spd 20 ft.; AC 16 (+5 breastplate, +1 shield), touch 10, flat-footed 16; Base Atk/Grp: +4/+6; Att +8 melee sap (1d6+2S, x2); Full Atk +8 melee sap (1d6+2S, x2); AL LN; SV: Fort +7, Ref +0, Will +0; Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 12.
  • Skills and Feats: Climb +5, Gather Info +4, Intimidate +2, Jump +5, Knowledge (Local) +2; Combat Expertise, Improved Disarm, Toughness, Weapon Focus (Sap).
    Possessions: Masterwork Sap, Masterwork light steel shield, Masterwork Breastplate, and 5d6 gp.
Commoner: CR ; Medium-sized human, Com1; HD: 1d4+1 (hp 5); Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk/Grp: +0/+1; Att +1 melee unarmed (1d3+1S, x2); Full Atk +1 melee unarmed (1d3+1S, x2); AL LN; SV: Fort +4, Ref +0, Will +0; Str 12, Dex 11, Con 12, Int 12, Wis 13, Cha 12.
  • Skills and Feats: Craft +5, Listen +5, Profession +8, Spot +3, Swim +3; Alertness, Skill Focus (Profession).
    Possessions: 1d6 sp.
Cortege Guard Wizard: CR 2; Medium-sized elf, Wiz2; HD: 2d4 (hp 5-8); Init +2; Spd 30 ft.; AC 12 (Dex +2), touch 12, flat-footed 10; Base Atk/Grp: +1/+1; Att +2 melee longsword (1d8, 19-20/x2); Full Att +2 melee longsword (1d8, 19-20/x2); SQ Elf-traits; AL LN; SV: Fort +1, Ref +1, Will +4; Str 11, Dex 15, Con 10, Int 15, Wis 13, Cha 10.
  • Skills and Feats: Concentration +5, Knowledge (Arcana) +7, Knowledge (Local) +7, Listen +3, Search +4, Spellcraft +7, Spot +3; Combat Casting.
    Spells: (Spells per day 5/3, DC 12 + spell level), Spells Prepared: 0- Acid Splash, Detect Ghost, Detect Magic, Disrupt Undead, Touch of Fatigue; 1- Magic Weapon, Protection from Possession, True Strike.
    Possessions: Masterwork Longsword, and 2d6 gp.
Skilled Thug: CR 1; Medium-sized human, Exp 1/ War1; HD: 1d8+1d6+2 (hp 11-16, varies); Init +6; Spd 30 ft.; AC 14 (+2 Dex, +2 leather), touch 12, flat-footed 12; Base Atk/Grp: +1/+3; Att +4 melee Shortsword (1d6+2, 19-20/x2) or +3 ranged Dagger (1d4+2, 19-20/x2); Full Atk +4 melee Shortsword (1d6+2, 19-20/x2) or +3 ranged Dagger (1d4+2, 19-20/x2); AL CN; SV: Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10.
  • Skills and Feats: Disable Device +4, Forgery +4, Intimidate +4, Hide +4, Open Lock +9, Slight of Hand +6; Improved Initiative, Skill Focus (Open Lock).
    Possessions: Masterwork Shortsword, Leather Armor, Dagger x3, and 3d6 gp.
Skilled Thug (Ghost): CR 2; Medium-sized human, Exp 1/ War1; HD: 1d8+1d6+2 (hp 11-16, varies); Init +6; Spd 30 ft.; AC 14 (+2 Dex, +2 leather), touch 12, flat-footed 12; Base Atk/Grp: +1/+3; Att +4 melee Shortsword (1d6+2, 19-20/x2) or +3 ranged Dagger (1d4+2, 19-20/x2); Full Atk +4 melee Shortsword (1d6+2, 19-20/x2) or +3 ranged Dagger (1d4+2, 19-20/x2); SQ Low-Light Vision, Disembodied Soul, No Discernible Anatomy, Ectoplasmic Body, Incorporeal, Sense Physical Body, Ghost Weakness; AL CN; SV: Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10.
  • Skills and Feats: Disable Device +4, Forgery +4, Intimidate +4, Hide +8, Open Lock +9, Slight of Hand +6; Improved Initiative, Skill Focus (Open Lock).
    Possessions: Masterwork Shortsword, Leather Armor, Dagger x3, and 3d6 gp.
Stealthy Thug: CR 1; Medium-sized human, Rog 1/ War1; HD: 1d8+1d6+2 (hp 11-16, varies); Init +6; Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather), touch 12, flat-footed 13; Base Atk/Grp: +1/+3; Att +3 melee Shortsword (1d6+2, 19-20/x2) or +3 melee Dagger (1d4+2, 19-20/x2) or +3 ranged Dagger (1d4+2, 19-20/x2) or +3 ranged Light Crossbow (1d8, 19-20/x2); Full Atk +3 melee shortsword (1d6+2, 19-20/x2) or +3 melee Dagger (1d4+2, 19-20/x2) or +3 ranged Dagger (1d4+2, 19-20/x2) or +3 ranged Light Crossbow (1d8, 19-20/x2); AL CN; SV: Fort +3, Ref +4, Will -1; Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10.
  • Skills and Feats: Bluff +5, Hide +7, Intimidate +5, Move Silently +10; Improved Initiative, Skill Focus (Move Silently).
    Possessions: Masterwork Shortsword, Masterwork Studded Leather Armor, Dagger x3, Light Crossbow, 10 bolts, and 4d6 gp.
Stealthy Thug (Ghost): CR 2; Medium-sized human, Rog 1/ War1; HD: 1d8+1d6+2 (hp 11-16, varies); Init +6; Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather), touch 12, flat-footed 13; Base Atk/Grp: +1/+3; Att +3 melee Shortsword (1d6+2, 19-20/x2) or +3 melee Dagger (1d4+2, 19-20/x2) or +3 ranged Dagger (1d4+2, 19-20/x2) or +3 ranged Light Crossbow (1d8, 19-20/x2); Full Atk +3 melee shortsword (1d6+2, 19-20/x2) or +3 melee Dagger (1d4+2, 19-20/x2) or +3 ranged Dagger (1d4+2, 19-20/x2) or +3 ranged Light Crossbow (1d8, 19-20/x2); SQ Low-Light Vision, Disembodied Soul, No Discernible Anatomy, Ectoplasmic Body, Incorporeal, Sense Physical Body, Ghost Weakness; AL CN; SV: Fort +3, Ref +4, Will -1; Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10.
  • Skills and Feats: Bluff +5, Hide +7, Intimidate +5, Move Silently +14 Improved Initiative, Skill Focus (Move Silently).
    Possessions: Masterwork Shortsword, Masterwork Studded Leather Armor, Dagger x3, Light Crossbow, 10 bolts, and 4d6 gp.
Tough Thug: CR 2; Medium-sized human, War3; HD: 3d8+9 (hp 19-31, varies); Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 chain shirt), touch 12, flat-footed 14; Base Atk/Grp: +3/+5; Att +6 melee longsword (1d8+2, 19-20/x2) or +5 melee Dagger (1d4+2, 19-20/x2) or +5 ranged Dagger (1d4+2, 19-20/x2) or +5 ranged Light Crossbow (1d8, 19-20/x2); Full Atk +6 melee longsword (1d8+2, 19-20/x2) or +5 melee Dagger (1d4+2, 19-20/x2) or +5 ranged Dagger (1d4+2, 19-20/x2) or +5 ranged Light Crossbow (1d8, 19-20/x2); AL CN; SV: Fort +4, Ref +3, Will +0; Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10.
  • Skills and Feats: Bluff +3, Hide +6, Intimidate +6, Jump +5; Toughness x2, Weapon Focus (Shortsword).
    Possessions: Masterwork Longsword, Masterwork Chain Shirt, Light Crossbow, 10 bolts, and 5d6 gp.
Tough Thug (Ghost): CR 3; Medium-sized human, War3; HD: 3d8+9 (hp 19-31, varies); Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 chain shirt), touch 12, flat-footed 14; Base Atk/Grp: +3/+5; Att +6 melee longsword (1d8+2, 19-20/x2) or +5 melee Dagger (1d4+2, 19-20/x2) or +5 ranged Dagger (1d4+2, 19-20/x2) or +5 ranged Light Crossbow (1d8, 19-20/x2); Full Atk +6 melee longsword (1d8+2, 19-20/x2) or +5 melee Dagger (1d4+2, 19-20/x2) or +5 ranged Dagger (1d4+2, 19-20/x2) or +5 ranged Light Crossbow (1d8, 19-20/x2); SQ Low-Light Vision, Disembodied Soul, No Discernible Anatomy, Ectoplasmic Body, Incorporeal, Sense Physical Body, Ghost Weakness; AL CN; SV: Fort +4, Ref +3, Will +0; Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10.
  • Skills and Feats: Bluff +3, Hide +10, Intimidate +6, Jump +5; Toughness x2, Weapon Focus (Shortsword).
    Possessions: Masterwork Longsword, Masterwork Chain Shirt, Light Crossbow, 10 bolts, and 5d6 gp.
Weak Thug: CR ; Medium-sized human, War1; HD: 1d8+4 (hp 12, varies); Init +6; Spd 30 ft.; AC 14 (+2 Dex, +2 leather), touch 12, flat-footed 12; Base Atk/Grp: +1/+3; Att +3 melee Shortsword (1d6+2, 19-20/x2); Full Atk +3 melee Shortsword (1d6+2, 19-20/x2); AL CN; SV: Fort +3, Ref +2, Will -1; Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10.
  • Skills and Feats: Bluff +2, Intimidate +4, Hide +4, Move Silently +4; Improved Initiative, Toughness.
    Possessions: Shortsword, Leather Armor, and 2d6 gp.
Weak Thug (Ghost): CR 1; Medium-sized human, War1; HD: 1d8+4 (hp 12, varies); Init +6; Spd 30 ft.; AC 14 (+2 Dex, +2 leather), touch 12, flat-footed 12; Base Atk/Grp: +1/+3; Att +3 melee Shortsword (1d6+2, 19-20/x2); Full Atk +3 melee Shortsword (1d6+2, 19-20/x2); SQ Low-Light Vision, Disembodied Soul, No Discernible Anatomy, Ectoplasmic Body, Incorporeal, Sense Physical Body, Ghost Weakness; AL CN; SV: Fort +3, Ref +2, Will -1; Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10.
  • Skills and Feats: Bluff +2, Intimidate +4, Hide +8, Move Silently +4; Improved Initiative, Toughness.
    Possessions: Shortsword, Leather Armor, and 2d6 gp.
All credit for this adventure goes to ZeroGlobal2003.
David "Big Mac" Shepheard
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