Handfuls of death is a loose continuation for my adventure "
Arcane Oracle". The adventure, however, will fit any area where necromancy is forbidden. Three hooks have been provided to bait PCs into looking closer at the town's "illusionist". All hooks lead the party to the tower, where, upon investigation, they discover it to be a necromancer's den.
Background
Ezanoip, the local illusionist wizard was a well respected, although not fully welcomed, part of the nearby town's community. Tired of being paid paltry sums of money for performing illusions, teaching teenagers, and creating the odd potion or scroll for mercenaries or adventurers, the local illusionist decided to seek a different path. One promising exciting discoveries, opportunities, dangers, and also, lots of money.
With the aid of Kraiglu, a wizard from Friac'seoue where necromancy was not seen as inherently evil magic, this wizard spent the plague years studying necromancy and changing his specialization from illusion to necromancy. He never told anyone of course, as his illusionist past provided him with a very solid alibi against any necromancy suspicions.
After making a few contacts in an underground seedy market, Ezanoip started animating bodies for a range of questionable groups. Most often, the groups provided the bodies themselves, but once in a while, the local illusionist was forced to improvise.
by
artflow.ai
His bright-orange hair, despite pushing almost 100 years old, reveals that Ezanoip has nothing to fear of the
Bleaching. He has never told anyone in town how is he managing to keep so young and vital, particularly after the ravages of the plague.
Hooks
Parties following from "Arcane Oracle" are likely trying to find the necromancer that killed Kraiglu and bring them to justice. The town's people are unaware of any necromancer in town but they may suggest asking the illusionist who lives close by, as he may know more about other wizards. You may want to use one or more of the following hooks to create several threads of inquiry.
If your PCs are not the sort to follow leads on their own, I recommend the hook "Missing Thieves". As part of this hook, the PCs are directly asked to investigate the wizard's tower & find the missing thieves.
Bring me Hands
The local illusionist has been posting rewards for the death of different menacing creatures in the area. The locals are very happy the illusionist has been helping the town by making its surroundings safer. The current bounty asks for one or more legs as proof of killing the
Spider, Giant Tarantula that lives in the forest. The reward is
100 gold pieces. For further details, the poster refers back to the authorities.
The authorities in town explain that the wizard has been financing all these monster-hunting opportunities. Every time a bounty is fulfilled, the wizard posts a new bounty for whatever the authorities inform him is a danger to the town. They have offered to pay a bounty for every creature, except strangely for a
Wolf-in-Sheep’s-Clothing, which he does not seem to think worth the money. The authorities have a stack of all the creatures he has paid people to get rid of. Every single bounty has one thing in common: to bring back one or more hands of the creature as proof.
If the party brings one or more spider legs,
the wizard is overjoyed and pays an extra 10 gold for every additional leg the party brought back. The wizard seems to be prepared to tackle the hairy legs, and seems more interested in the legs than in any details about the spider or its fate. A Sense Motive DC 22 reveals that the wizard's intentions are clearly not in making the town safer.
If the PCs don't find their interactions with the wizard suspicious, they find a crawling hand crawling towards the necromancer's well on their way out.
Missing Thieves
A group of locals down on their luck were planning on trying to steal from the illusionist's tower while he was out to visit a wizard from a nearby town. They have never been seen ever since. The friends are worried but they cannot go to the authorities since they don't want to incriminate their friends. Passing adventurers or mercenaries make a great opportunity for them.
The friends ask the party to investigate the wizard's tower. They did ask the wizard if he had seen their friend, but Ezanoip said he hadn't. The group thinks the wizard is bound to have a dungeon filled with traps, and their friends could be just there, bleeding out without the wizard even knowing. If the party could sneak in and find their friends and save them, they would be very grateful.
The misguided & missing thieves are:
- Walatia, a female human with an ugly scar on the right cheek
- Molgrii, a female ratfolk missing the whiskers on the left side of her face
- Forina, a female human with freckles all over her
The friends have no money but will offer the party an old valuable painting. They believe the
painting is worth at least 50 gold pieces. An Appraise DC 26 check reveals the painting to be worth 500 gold pieces in the hands of an art collector or conoiseur.
Vampires!
What begun as a rumor and assumed to be the consequence of returning home drunk is now spreading as a certainty. People have been increasingly seeing vampires in the area! Or to be more precise, undead-looking bats, which everyone of course assumes are vampires. The bats look plainly deceased, and yet behave with absolute normality. They even bleed when killed, further proof of their vampirism, of course.
No one in town has managed to figure out how to turn the bats back to vampires, or how to stop the spread of vampirism amongst the bats. They will gladly pay outsiders 300 gp to deal with the undead bats and root out the vampire from their lair, wherever they may be.
The undead bats are not really undead, just appear so due to the curse the illusioninst placed on the well by which any creature entering his den through the well looks undead when performing certain activities. The bats can be followed returning to the caves where they nest during the day through the well at the wizard's tower. Or someone in town can let the PCs know that Ezanoip's familiar is a bat, and that he may know well where the bats rest during the day.
If the wizard gets confronted about undead looking bats coming from his well, he says he will resolve it on his own and ushers everyone out of view. He kills all the bats and puts a lid on the well.
The Wizard's Tower
PCs have three areas to explore: the wizard's tower, the wizard's basement, and the wizard's well, which links to the subterranean caves & basement underneath the wizard's tower. Each area is explained on the map, including relevant traps & monsters. These areas can all be explored in any order.
The wizard can be encountered by knocking on his door.
Otherwise, the PCs have a 1-in-8 chance of encountering the wizard every time they enter into a new area. The wizard is hostile to trespassing parties; however, he is smart enough to dimension door away and return with a horde of zombies to stack the odds in his favour.
Wizard's Tower
Most of the protections in place are illusion-based. In order to find ways up or down, the characters have to investigate the illusion of rubble in the ground floor, which hides the entrances to both the upper levels of the tower & the basement.
Here the PCs can find
proof of the wizard's necromantic experiments (in the library,
illegible journal). They can also
meet the wizard prior breaking in inside of his house, in which case he receives the party in his dining room. If the PCs break into his house, however, the wizard will plot their destruction & lead them into the basement where his army of zombies will help him.
Purple markers
Wizard's Well
The well no longer produces water, something which is disguised by the enchanted bucket, which creates water when lowered more than 30 feet. At 35 feet deep there is also a curse for any living being that crosses the threshold.
Creatures entering the wizard's premises through the well will be exposed to the
curse. Those adventuring past the curse may find the
secret entrance to the basement, in which case they will have to deal with the
protector gargoyles on the other side of the secret entrance. Or they may
continue the descent, all the way to the caverns full of undead.
Orange markers
Wizard's Basement & Cavern System
The basement area is heavily trapped to avoid anyone finding out about the wizard's necromantic secret. The caverns are where the necromancer storages his creations until he can find a seller for them.
Those exploring from the basement will have a chance of discovering the fate of the
three missing thieves. They can even help the ghost of one thief to achieve peace in the afterlife. A
Nuckelavee resides in the depths of the flooded sections of the tunnels. They despise the undead, but charms keep them at bay, locked prisoners.
Blue markers
This wizard's tower is the home of the wizard known for being an illusionist.
Map by Dyson Logos, modified by Maria Gatta.
GM's Advice
Roleplaying Ezanoip
Ezanoip is currently focused on one thing: learning necromancy & experimenting with creating new types of undead. Although he got started with necromancy for monetary reasons, seeing it as a much easier way to earn money through it, thanks to its illicit nature, he is now fully invested in all that necromancy magic is hiding.
His main area of research is creating several zombies out of one body (for example, by creating a zombie and a crawling hand) and mixing creature body types and then reanimating them.
He denies being a necromancer unless the PCs have irrefutable proof. He still knows a large amount of illusion spells, so it is not hard for him to pretend to be an illusionist. He will very well consider killing a party of PCs to keep his secret. To do so, he will use the aid of his zombies & skeletons, so he will use illusions to draw them just where he wants them.
Appendix I: Statblocks
The wizard & his bat companion
Defense
AC: 11, touch 11, flat-footed 11 (+1 size)
HP:
55
11d6
Fortitude: +7 Reflex: +6 Will: +10 ( +2 vs. illusion spells or effects )
Offense
Speed: 20 ft.
Melee: Grave Touch (Sp) As a standard action, you can make a melee touch attack that causes a living creature to become shaken for 5 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 11 Hit Dice. You can use this ability 10 times per day.
Special Attacks: Necromancer Spells Prepared (CL 11th; concentration +16)
6th - create undead , programmed image (DC 23)
5th - mind fog (2) (DC 20) , persistent image (DC 22) , *repair undead (mass) (DC 21)
4th - animate dead (2) , complex hallucination (DC 21) , dimension door (2)
3rd - fly (2) (DC 18) , gentle repose (DC 19) , major image (DC 20) , rain of frogs , *vampiric touch
2nd - arcane lock , detect thoughts (DC 17) , knock , minor image (2) (DC 19)
1st - cause fear (2) (DC 17) , disguise self (DC ) , ray of enfeeblement (DC 17) , repair undead (DC 17) , silent image (2) (DC 18)
0th - acid splash , arcane mark , mage hand , read magic
Spell-like Abilities: Spell-Like Abilities: dancing lights ( 1/day) ghost sound ( DC 13, 1/day) prestidigitation ( DC 13, 1/day) speak with animals ( DC , 1/day)
Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Power Over Undead ~ Command Undead (Su) You can channel energy 8 times per day to command undead. You can command up to 11 hit dice of undead. The will save DC of your command undead attempts is 20.
Life Sight (Su) You gain blindsight to a range of 17 feet for 11 rounds per day. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. These rounds do not need to be consecutive.
Statistics
Str 8, Dex 10, Con 12, Int 21, Wis 10, Cha 16
Base Attack: +5 CMB: +3 CMD: 13
Feats: Casual Illusionist, Command Undead, Conceal Spell, Extend Spell, Heighten Spell, Improved Channel, Improved Initiative, Scribe Scroll, Spell Focus (Illusion, Necromancy)
Skills: Acrobatics (When Jumping) -4, Appraise +5, Bluff +12, Climb -1, Craft (Alchemy) +11, Craft (Untrained) +5, Diplomacy +4, Disable Device +1, Disguise +6, Escape Artist +1, Fly +10, Handle Animal +4, Intimidate +3, Knowledge (Arcana) +16, Knowledge (History) +11, Knowledge (Local) +9, Knowledge (Nature) +9, Knowledge (Planes) +11, Knowledge (Religion) +11, Perception +10, Perform (Act) +7, Perform (Untrained) +3, Sense Motive +11, Sleight of Hand +3, Spellcraft +13, Stealth +5, Swim -1, Use Magic Device +14
Languages: Common, Dwarven, Elven, Gnome, Goblin, Sylva
SQ: Abjuration Opposition School, Arcane Bond, Bonus Arcane School Power Use (2x), Cantrips, Evocation Opposition School, Arcane Bond (Familiar), Gnome Magic, Hatred, Illusion Resistance, Keen Senses, Life Sight, Low-Light Vision, Necromancy School
Gear: headband of mental prowess +2 (int, cha ring of counterspells; cloak of resistance +3; potion of cure moderate wounds (x2 oil of invisibility; potion of inflict serious wounds
Defense
AC: 22, touch 16, flat-footed 20 (+2 Dex, +6 natural, +4 size, )
HP:
27
Fortitude: +1 Reflex: +5 Will: +9
Defensive Abilities: Improved Evasion
SR: 16
Offense
Speed: 5 ft. Fly 40 ft. (Good)
Melee: bite +11 (1)
Special Attacks: Deliver Touch Spells
Statistics
Str 1, Dex 15, Con 6, Int 11, Wis 14, Cha 5
Base Attack: +5 CMB: +3 CMD: 8
Feats: Weapon Finesse
Skills: Acrobatics +6, Acrobatics (When Jumping) -6, Bluff +6, Climb +2, Craft (Alchemy) +1, Diplomacy -2, Disable Device +3, Escape Artist +3, Fly +17, Handle Animal -2, Heal +2, Intimidate -3, Knowledge (Arcana) +8, Knowledge (History) +3, Knowledge (Local) +1, Knowledge (Nature) +1, Knowledge (Planes) +3, Knowledge (Religion) +3, Perception +17, Perform (Act) +1, Ride +2, Sense Motive +13, Sleight of Hand +5, Spellcraft +5, Stealth +18, Survival +2, Swim +2, Use Magic Device +8
SQ: Alertness, Blindsense, Intelligence Score, Low-Light Vision, Natural Armor Bonus, Share Spells, Spell Resistance
Ezanoip's Necromancy Spellbook (Level 11 Necromancer)
A sombre leather-bound journal, the only decoration being the golden edges of each thick parchment page.
Opposition Abjuration, Evocation
Protection The first page has an illusory script (Will save DC 20)
Value 5.000 gp
Spells
6th - create undead, programmed image
5th - mind fog, nightmare, persistent image, repair undead (mass)
4th - animate dead, bestow curse, complex hallucination, dimension door
3rd - fly, gentle repose, illusory script, major image, rain of frogs, vampiric touch
2nd - arcane lock, blindness/deafness, detect thoughts, false life, hypnotic pattern, knock, minor image
1st - cause fear, color spray, disguise self, hypnotism, ray of enfeeblement, repair undead, silent image, ventriloquism
Ritual
Disguise Death Each day, you can disguise one corporeal undead to appear as they did while they were alive, for up to 8 hours. You must control the undead and spend 10 minutes performing the ritual on them.
Dead thief
Defense
AC: 19, touch 19, flat-footed 15 (+5 deflection, +3 Dex, +1 dodge)
HP:
61
5d8
Fortitude: +6 Reflex: +7 Will: +2
Defensive Abilities: channel resistance +4, evasion, incorporeal, rejuvenation, trapfinding, trap sense +1
Immune: undead traits
Offense
Speed: fly 30 ft. (perfect)
Special Attacks: malevolence 1/day (DC 17), sneak attack +3d6
Statistics
Str —, Dex 16, Con —, Int 12, Wis 13, Cha 20
Base Attack: +3 CMB: +3 CMD: 16
Feats: Combat Reflexes, Dodge, Improved Initiative, Toughness
Skills: Bluff +11, Climb +8, Craft (woodcarving) +9, Craft (metalworking) +9, Escape Artist +11, Knowledge (local) +9, Knowledge (nature) +6, Perception +13, Sense Motive +9, Stealth +15
Languages: Common, Gnome
SQ: fast stealth, surprise attack
by artflow.ai
Undead swarms
Defense
AC: 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
HP:
26
4d8
Fortitude: +3 Reflex: +2 Will: +5
Defensive Abilities: swarm traits (half damage from slashing and piercing weapons)
Immune: undead traits
Weaknesses: aoe
Offense
Speed: 40 ft., climb 40 ft.
Special Attacks: Distraction (DC 16)
Overwhelming touch (Ex) The crawling hands aim for one of the target hands. and attempt to cleave the hand from the target. Their claws inflict bleed 1d4. If the target dies from the bleed damage, their hand is successfully detached and joins the swarm, giving the swarm 1d8+1 temporary hitpoints.
Spell-like Abilities: Str 3, Dex 11, Con —, Int 2, Wis 11, Cha 14
Statistics
Str 3, Dex 12, Con —, Int 3, Wis 12, Cha 14
Base Attack: +3
Feats: Ability Focus (Distraction), Skill Focus (Perception)
Skills: Climb +5, Perception +8, Stealth +12
Languages: Common and one additional language (can’t speak)
SQ: swarm traits; Magic touch (Su) A crawling hand swarm’s damage counts as magic for the purposes of bypassing damage reduction.
Ecology
Environment: any land
Organization: solitary, incursion (2 - 6), or doom (7-13)
Treasure: special (ring, see table)
Swarm of Crawling Hands Loot Table
Roll the Dice
Die | Treasure |
1 | None |
2 | Cheap copper ring, leaves a green mark when worn |
3 | Tarnished silver ring with a crusty hexagonal pattern |
4 | Tricoloured braided twine ring |
5 | Wooden ring with the letter M inscribed on the inside |
6 | Spiral silver ring |
7 | Plain gold ring |
8 | Silver ring with topaz and emerald gems |
9 | Golden hand chain with three rubies |
10 | Gold insignia ring, the insignia displays a lion curled around the letters TW |
11 | Ring of protection +1 |
12 | Ring of climbing |
At high enough density, crawling hands gain a primal intelligence. They swarm people and attempt to cut their hands from them; when successful, the resulting hand joins the swarm. Necromancers are equally fascinated by these swarms, able to raise others without seeming necromantic powers, as nervous, given the great potential for the situation to get out of hand.
In fact, when crawling hand swarms get too big, they splinter off and look for new targets. Their ability to multiply themselves (up to once per day in populated areas) can lead to dangerous situations.
Defense
AC: AC 16, touch 14, flat-footed 14 (+2 Dex, +1 Dodge, +1 natural, +2 size)
HP:
32
5d8
Fortitude: +4 Reflex: +3 Will: +5
Defensive Abilities: swarm traits
Immune: undead traits
Weaknesses: aoe
Offense
Speed: 20 ft., climb 20 ft., swim 20 ft.
Melee: swarm (1d6 plus poison and distraction)
Special Attacks: Distraction (DC 13)
Pallor Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d4 Cha damage; cure 1 save. A creature who has lost & not recuperated the Charisma damage inflicted by the Pallor Poison gives off a particular scent that causes unintelligent undead to target that creature preferentially above other living beings.
Space: 10 ft. Reach: 0 ft.
Statistics
Str 9, Dex 15, Con —, Int 1, Wis 12, Cha 12
Base Attack: +3
Feats: Dodge, Great Fortitude, Toughness
Skills: Climb +15, Perception +10, Stealth +18, Swim +7
Ecology
Environment: any
Organization: solitary or knot (2-5 swarms)
Treasure: none
Engineered zombies
Defense
AC: 12, touch 10, flat-footed 12 (+2 natural)
HP:
12
2d8+3
Fortitude: +0 Reflex: +0 Will: +3
Immune: undead traits
DR: 5/slashing
Offense
Speed: 30 ft.
Melee: slam +4 (1d6+4) B
2 claws +4 (1d4+4) B/S
Statistics
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Attack: +1 CMB: +4 CMD: 14
Feats: Toughness
Ecology
Environment: any
Organization: any
Treasure: none
A balancing act between a rotting human corpse and rotting dire badger claws. These zombies are engineered to be able to make full use of both claw attacks at once, and can both move and attack, making them eerily similar to fast zombies.
I just adore how the wizard is embedded within the world, with the bounties, the thieves and the vampires. Entering through the well sounds so cool! I do wonder, maybe I missed it, are there alternative ways to enter, like through the front door or a window? It could be really interesting to tackle this tower from multiple directions.
Hi, I'm glad you enjoyed the different hooks! I did not add stats for the windows and doors, good catch! I have added them now on the map as their own pins. So if anyone has a grappling hook... those second-floor windows are open-game :D