text:
of the
Ghost Tower
By Robert J. Schwalb
illustration by Sam Burley F cartography by Jason A. Engle
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
Four Keys before the adventure, depending on the choices the Traevus
Medium natural humanoid, dwarf
Level 3 Controller (Leader)
players make.
HP 43; Bloodied 21 Initiative +1
Anarus long suspected treachery from his appren- Traevus is indeed a necromancer. He studied
AC 17, Fortitude 14, Reflex 15, Will 15 Perception +4
tices. He was certain they would betray him yet he under Anarus for many years. He didn't learn purely Speed 5 Low-light vision
wasn't prepared when they did, so that Traevus got to gain power, but rather to find a way to free his Resist 6 necrotic
the better of him in the end. Before his death, Anarus brother's imprisoned soul. He suspects it lies in the Traits
took steps to safeguard his most prized possessions, Shadowfell, beyond a lost gate somewhere to the west O Death Master F Aura 5
the Anarasi Codex in particular, against his appren- near Winterhaven. The necromancer refused to teach All undead allies within the aura gain a +1 bonus to attack rolls
Traevus the lore he sought, so Traevus murdered his and resist 5 radiant.
tices. Using dark magic, Anarus created a potent
Stand the Ground
magical lock called a ward to seal his inner sanctum. master and turned to less conventional methods to
Traevus can move 1 square less than the effect specifies when
Access to the chamber could be gained only by gain the information he needs.
subjected to a pull, push, or slide.
assembling four magic keys into a gateway that would When confronted, and if given the chance, Trae- Steady-Footed
break the ward. Anarus scattered the keys through vus explains his true motives and what he intends, Traevus can make a saving throw to avoid falling prone when
the dungeon and set traps and guardians to watch although he won't mention killing Anarus. He asks an attack would knock him prone.
over them, but before he could hide the final one, the adventurers for help, knowing the ritual he seeks Standard Actions
Traevus killed him in his study. is contained in the Anarusi Codex hidden somewhere m Handaxe (weapon) F At-Will
in this dungeon. If the heroes agree, Traevus accom- Attack: Melee 1 (one creature); +8 vs. AC
Each key is a bluish-gray bar about 6 inches long
Hit: 1d6 + 1 damage.
and flattened into a rounded disc at one end. Touch- panies them through the dungeon, lending aid in
r Shadow Claw (implement, necrotic) F At-Will
ing any one of the four pieces to any other causes combat but generally staying out of the heroes' way
Attack: Ranged 10 (one creature); +7 vs. Fortitude
them to link together at a 90-degree angle, so that all when it comes to recovering the keys. Hit: 1d8 + 4 necrotic damage, and Traevus slides the target up
four together form a rectangle. When the assembled Just because Traevus is acting to rescue his brother to 2 squares.
key is held in front of the portal, it hangs in space, doesn't mean that he's a good guy or a trustworthy R Decaying Whisper (implement, necrotic) F Recharge 4 5 6
then enlarges to become 20 feet wide and 10 feet ally. He has already lied to the characters at least Attack: Ranged 10 (one creature); +7 vs. Fortitude
high. It remains open until removed, at which point it once and murdered his teacher. Don't forget that, Hit: 2d10 + 3 necrotic damage, and the target is slowed and
even if the players do. The fact of the murder is likely takes ongoing 5 necrotic damage (save ends both).
falls into pieces once more.
A Swarming Claws (implement, necrotic) F Encounter
to be revealed when Anarus is encountered, and
Attack: Area burst 1 within 10 (enemies in the burst); +7 vs.
Traevus can't afford to have that secret spread back to
Traevus civilization.
Hit: 2d6 + 3 damage, and the target is immobilized (save ends).
The "Confirm Suspicions" quest has the characters Miss: Half damage.
tracking down Traevus. He is most likely in the dun- Effect: The burst becomes a zone that lasts until the end of the
geon hunting for the keys. Add Traevus to whatever encounter. Squares within the zone are difficult terrain. Any
enemy that starts its turn within the zone takes 5 damage.
encounter you like. He might join the other enemies
Skills Arcana +9, Bluff +6, Intimidate +6, Religion +9
in the combat. The adventurers might try talking
Str 12 (+2) Dex 11 (+1) Wis 16 (+4)
to Traevus to learn what he's up to, and they might Con 11 (+1) Int 16 (+4) Cha 11 (+1)
even gain his help. You can also use Traevus after or Alignment evil Languages Common, Dwarven
Equipment fine clothing, handaxe, dagger
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The Dungeon of the Ghost Tower
Setup acter moves into the lower chamber during this fight, Traits
Zombie Weakness
7 grasping zombies (Z) all the remaining zombies that haven't come up the
A critical hit automatically reduces the zombie to 0 hit points.
stairs are waiting there and they attack at once. Standard Actions
A staircase in the ruined Ghost Tower spirals The zombies attack the nearest enemy each round, m Slam F At-Will
down until it ends in an antechamber. Beyond, a using zombie grasp to hold their opponents in place Attack: Melee 1 (one creature); +6 vs. AC
second staircase descends into a dungeon. Although and then using slam against targets they are grabbing. Hit: 1d12 + 3 damage, or 1d12 + 8 against a grabbed target.
M Zombie Grasp F At-Will
designed to hold prisoners, the dungeon also allowed
the more sinister Kaltons to use captives for their ter-
Features of the Area Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: The zombie grabs the target (escape DC 12) if it does not
rible experiments. Illumination: These rooms are dark.
have a creature grabbed.
Stairs: Squares containing stairs are difficult
Triggered Actions
When the adventurers reach the bottom of the terrain. Deathless Hunger F Encounter
first staircase, place the appropriate tiles and Basin: The water in the basins is foul and toxic. Trigger: The zombie is reduced to 0 hit points, but not by a
read the following text aloud: Any living creature that drinks the water takes 5 critical hit.
Decay chokes the air in the modest antechamber. Across it, necrotic damage. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is
a dark passage reveals another staircase going down. You Bloody Grate: Hatred and violence infuse the instead reduced to 1 hit point.
blood staining the grate and the stones around it. Skills Arcana +9, Bluff +6, Intimidate +6, Religion +9
glimpse glowing pinpricks in the gloom ahead and a faint
Str 16 (+3) Dex 8 (–1) Wis 8 (–1)
shuffling noise that grows louder. Now you see that those Any creature standing in or adjacent to a square con-
Con 13 (+1) Int 1 (–5) Cha 3 (–4)
dots of light are the faintly glowing eye sockets of horrid, taining the bloody grate can score a critical hit on a
Alignment unaligned Languages Common, Dwarven
rotting zombies with blackened claws. 19 or 20.
Cages: The doors to the cages are unlocked, but
Two grasping zombies come to investigate the heroes' they are rusted shut. Opening a door requires a minor
light source. Place them where indicated, roll initiative action and a successful DC 9 Strength check.
for the zombies, and record the players' initiative scores. Doors: The doors in the lower chamber are closed
and not locked.
When the adventurers reach the bottom of the
second staircase, place the appropriate tiles and
read the following text aloud:
The second staircase opens into a large chamber filled with
rusting cages. A basin holds brackish water in one corner,
and a bloodstained grate serves as a drain in another.
Double doors stand closed opposite the staircase.
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The Dungeon of the Ghost Tower
Setup The trap acts on initiative counts 24, 14, and 4, using one stan-
dard action per turn. On each of Its turns, the trap attacks one
Scything blades row of squares. Roll a d6 to determine which row it attacks;
match the die result with the numbers shown on the map.
This chamber contains a deadly trap which demon- The trap makes an attack against each creature in the row's
strates the lengths to which Anarus Kalton went to squares.
safeguard his private sanctum. Perception Check Standard Actions
DC 11: A character notices thin, shallow cuts M Scythe Attack F At-Will
Effect: Before the attack, roll a d6. The result determines which
When the adventurers open the western doors, running across the dungeon floor at 5-foot
row the trap attacks.
place the appropriate tiles and read the follow- intervals.
Attack: Melee (all creatures in a row of squares); +11 vs. AC
ing text aloud: DC 15: The character notices thin slots across Hit: 1d8 + 4 damage, the trap pushes the target 1 square,
A plain stone room stretches ahead. Double doors, wooden the room's ceiling, corresponding with the cuts knocks the target prone, and the target takes ongoing 5
and reinforced with iron bands, stand opposite the ones you across the floor. damage (save ends).
just opened. All is still. All is quiet. DC 23: The character notices a strange stone panel Countermeasures
adjacent to the double doors on the opposite side. F Predict: Dungeoneering DC 21 (minor action). Success: If the
character is in a row the trap would attack, the character
Have the players position their tokens near the
entrance to the chamber and then compare their Tactics can shift 1 square as an immediate reaction.
F Disable: Thievery DC 21 (standard action). Success: The
passive Perception to the Perception DCs described See the trap's description for information on how it
character disables one scything blade (roll a d6 to see which
below. Give them the information they receive for works. To defeat the trap, the characters must either one) at the control panel. When you roll to determine the
their check result plus all lower results. disable it or destroy it using the countermeasures row the trap attacks and you get a result corresponding to a
The adventurers trigger the trap when one enters described above. disabled blade, the trap does not attack for that turn. When
a pressure plate square indicated on the tactical map. all blades are disabled, the trap is destroyed. Failure (16 or
Be sure to have the players show you where they are Features of the Area less): A scything blade attacks a random row.
Control Panel: The control panel for the trap is F Destroy: AC 15, Fortitude 12, Reflex 12, 48 hp per blade. To
moving exactly so you know whether they trigger the
attack a blade, a character must ready an action to attack a
trap. Once a character triggers the trap, have every- on the wall at the far end of blade row 2.
scything blade as it passes through his or her square or an
one roll initiative. Illumination: This room is dark.
adjacent square. Success: Dropping a blade to 0 hit points
Eastern Doors: The doors on the east wall are destroys the blade. When you roll to determine the row
locked. The doors unlock when all the scything blades the trap attacks and you get a result corresponding to a
are disabled or destroyed. Alternatively, a character can destroyed blade, the trap does not attack for that turn.
break down the door with a DC 19 Strength check.
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The Dungeon of the Ghost Tower
Encounter 3: Tombs When the shadowhunter bat attacks, read the 2 Skeletons (S)
Medium natural animate (undead)
Level 3 Soldier
XP 150 each
text aloud:
HP 45; Bloodied 22 Initiative +6
Encounter Level 2 (625 XP) What at first looked like a shadow pulls free from the
AC 19, Fortitude 15, Reflex 16, Will 15 Perception +3
ceiling and flutters toward you, a long barbed tail trailing. Speed 6 Darkvision
Setup Immune disease, poison; Resist 10 necrotic; Vulnerable 5
1 shadowhunter bat (B) Perception Check radiant
2 skeletons (S) DC 20: The character notices the shadowhunter Traits
7 decrepit skeletons (D) bat cloaked in the ceiling's darkness. Speed of the Dead
When making an opportunity attack, a skeleton gains a +2
bonus to the attack roll and deals 1d6 extra damage.
This chamber was where the Kalton family interred Shadowhunter Bat (B) Level 3 Lurker
Medium shadow magical beast XP 150 Standard Actions
their important dead. Anarus Kalton animated sev-
HP 38; Bloodied 19 Initiative +9 m Longsword (weapon) F At-Will
eral skeletons to stand guard against tomb robbers. Attack: Melee 1 (one creature); +8 vs. AC
AC 17, Fortitude 14, Reflex 17, Will 12 Perception +7
Now those undead linger, waiting to serve the pur- Speed 2 (clumsy), fly 8 Darkvision Hit: 1d8 + 5 damage, and the target is marked until the end of
pose for which they were made. Standard Actions the skeleton's next turn.
m Tail Slash F At-Will Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
When the adventurers enter this room, place Attack: Melee 1 (one creature); +8 vs. AC Con 13 (+2) Int 3 (–3) Cha 3 (–3)
the appropriate tiles and read the following text Hit: 1d6 + 4 damage. In dim light or darkness, a shadowhunter Alignment unaligned Languages —
bat gains a +2 bonus to the attack roll and deals 6 extra Equipment longsword
This musty chamber contains four sarcophagi. Doors 7 Decrepit Skeletons (D) Level 1 Minion Skirmisher
R Flyby Attack F At-Will
lead out to the north and south, while billowing violet Medium natural animate (undead) XP 25 each
Effect: The shadowhunter bat flies up to 8 squares and makes
mist swirls in the center of the far wall. Bones lie in heaps HP 1; a missed attack never damages a minion.
one melee basic attack at any point during that movement.
Initiative +3
around the room, mixed with blades and bows. A clattering The bat doesn't provoke opportunity attacks when moving
AC 16, Fortitude 13, Reflex 14, Will 13 Perception +2
noise reveals that these aren't ordinary bones, and that is away from the target of the attack.
Speed 6 Darkvision
confirmed when they rise up as one, brandishing pitted and Skills Stealth +10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5
notched weapons. Str 13 (+2) Dex 18 (+5) Wis 13 (+2)
Con 14 (+3) Int 2 (–3) Cha 11 (+1)
Standard Actions
Alignment unaligned Languages —
Place the skeleton tokens on the map where indi- m Longsword (weapon) F At-Will
cated. Be sure to tell the players that the decrepit Effect: The skeleton shifts 1 square before making its attack.
skeletons are in poor shape and probably wouldn't Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 damage.
survive a single hit. Don't place the bat until it
R Shortbow (weapon) F At-Will
attacks or until the characters detect it. Then roll
Effect: The skeleton shifts 1 square before making its attack.
initiative for the monsters and record the charac- Attack: Ranged 15/30 (one creature); +6 vs. AC
ters' initiative scores. Hit: 4 damage.
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (–4) Cha 3 (–4)
Alignment unaligned Languages —
Equipment longsword, shortbow, 20 arrows
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The Dungeon of the Ghost Tower
Features of the Area and dumps them into the chamber below; they take
1d10 damage from the fall (remember that characters
Illumination: This room is dark.
trained in Acrobatics can reduce falling damage). If
Ceiling: The ceiling is 30 feet overhead.
the ladder crumbles this way, characters need to use
Sarcophagi: Four sarcophagi stand in this cham-
a rope or Athletics skill to climb up or down through
ber. A sarcophagus grants cover to creatures standing
the shaft from then on.
behind it, and squares in its space count as difficult
The lid on the bottom left sarcophagus is broken
terrain. An adjacent character can push the lid off
and lying on the floor. It is empty except for a narrow
with a DC 15 Athletics check.
shaft with a ladder that descends into darkness to
A carving on the sarcophagus at the top right
Encounter 5. Have characters make the same Acro-
depicts a scowling man dressed in plate armor. His
batics check when descending or climbing this ladder,
hands rest on the pommel of a longsword whose
but it only shakes and cracks; it won't break.
blade extends the length of his body. An inscription
Doors: The doors on the north and south walls are
on the cartouche identifies the man as Arrol Kalton.
wooden and banded with iron. They are closed and
Inside this sarcophagus is the body of Arrol Kalton
unlocked but very heavy. A DC 13 Athletics check is
along with a +1 frost longsword and a golden circlet
needed to open them.
Tactics worth 90 gp. Prying the sword from his deathgrip
Violet Mist: Billowing violet mist covers a sec-
requires a DC 9 Strength check.
The undead waste no time before attacking the tion of the eastern wall. Any character entering the
Carvings on the top left sarcophagus display a
intruders. The two skeletons take positions on either mist reappears in the last square he or she occupied,
proud, regal woman in chainmail and equipped with
side of the door, so any character passing by faces having been turned around by the magical atmo-
a shield and mace. A sunburst on the shield suggests
their deadly opportunity attacks. The skeletons attack sphere. A DC 10 Arcana check made while studying
she might have been a paladin in service to Pelor. The
the nearest enemy each round. the mist reveals it is magical and is a barrier of some
cartouche shows her name as Alana Kalton. Inside
The decrepit skeletons hang back and pepper the kind. Success by 5 or more reveals that the barrier
this sarcophagus are the remains of Alana Kalton but
heroes with shortbow attacks, adjusting their posi- can be bypassed with a special magic key (see "Four
nothing of value.
tions each time to get the best angle on their attacks Keys" above). Success by 10 or more reveals that the
The bottom right sarcophagus features an androg-
and keeping the sarcophagi between them and the characters cannot move through the mist until they
ynous figure carved on the lid, hairless and with no
characters. The decrepit skeletons target characters collect all four key parts, assemble them, and place
distinguishing features. Scrawled in red paint is the
carrying light sources, but they defend themselves if the key in the mist to form a portal through the bar-
message, "Anarus Kalton—burn in the Nine Hells."
threatened by shifting and shooting each time. rier. A character who succeeds on the check also
The sarcophagus itself is empty, but from its bottom,
Finally, the shadowhunter bat uses f lyby attack to recognizes the metal rods as components of the key.
a narrow shaft with a rickety ladder extends 20 feet
strike at characters on the periphery, especially if they
down to Encounter 7. As characters climb down or
are in dim light or darkness where it excels.
up the ladder, have each make a DC 9 Acrobatics
check at the midpoint of the ladder. Anyone who
fails feels the ladder shifting and cracking because of
their movement. If anyone fails by 5 or more (rolling
an adjusted result of 4 or less), the ladder collapses
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The Dungeon of the Ghost Tower
Encounter 4: Rats! Depending on the order in which the characters When the adventurers enter the western room,
enter these rooms, you might need to modify the fol- place the appropriate tiles and read the follow-
Encounter Level 4 (950 XP) lowing text. ing text aloud:
At the short passage's end, you spot a pile of rubble and
Setup When the adventurers enter the eastern room, bones. The rest of the room opens up to the south, where
2 deathjump spiders (S) place the appropriate tiles and read the follow- you see two pony-sized spiders crouching on the floor. Their
2 scurrying rat swarms (R) ing text aloud: black carapaces glitter in your light. Behind them yawns a
4 dire rats (D) The stairs open into a square chamber containing several deep pit.
tables and two bookshelves laden with rotting books and
Anarus studied and experimented with dark magic scrolls. Rats stand on the tables and scurry across the floor. Place tokens only for those monsters the characters
in these two chambers. The western chamber was These large, aggressive rats immediately cease what they're can see. Then, roll initiative for all the monsters and
where he once practiced his spells, while the eastern doing and turn their black, glinting eyes toward you. record their and the characters' results.
chamber was where he examined his once-priceless
manuscripts. Since his murder, rats have made nests
from the pages and bookworms have made short
work of the tomes. To make matters worse, two loath-
some spiders have crept
up from the Underdark
through the hole in the
western room's floor.
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The Dungeon of the Ghost Tower
2 Deathjump Spiders (S) Level 4 Skirmisher 2 Scurrying Rat Swarms (R) Level 1 Skirmisher 4 Dire Rats (D) Level 1 Brute
Medium natural beast (spider) XP 175 each Medium natural beast (swarm) XP 100 each Medium natural beast XP 100 each
HP 52; Bloodied 26 Initiative +5 HP 27; Bloodied 13 Initiative +5 HP 38; Bloodied 19 Initiative +2
AC 18, Fortitude 17, Reflex 16, Will 15 Perception +7 AC 15, Fortitude 13, Reflex 15, Will 11 Perception +4 AC 13, Fortitude 13, Reflex 11, Will 9 Perception +5
Speed 6, climb 6 (spider climb) Tremorsense 5 Speed 6, climb 2 Low-light vision Speed 6, climb 3 Low-light vision
Resist 10 poison Resist half damage from melee and ranged attacks; Immune filth fever
Traits Vulnerable 5 against close and area attacks Standard Actions
Soft Fall Traits m Slam (disease) F At-Will
The spider ignores the first 30 feet when determining damage O Swarm Attack F Aura 1 Attack: Melee 1 (one creature); +6 vs. AC
from a fall. Any enemy that begins its turn within the aura takes 4 Hit: 1d10 + 5 damage, and the target is exposed to filth
Web Walk damage, and the swarm slides it 1 square. fever.
The spider ignores difficult terrain composed of webs. Swarm Skills Stealth +7
Standard Actions The swarm can occupy the same space as another creature, Str 14 (+2) Dex 15 (+2) Wis 10 (+0)
m Bite (poison) F At-Will and an enemy can enter its space, which is difficult terrain. Con 18 (+4) Int 2 (–4) Cha 6 (–2)
Attack: Melee 1 (one creature); +9 vs. AC The swarm cannot be pulled, pushed, or slid by melee or Alignment unaligned Languages —
Hit: 1d6 + 3 damage, and the target takes ongoing 5 poison ranged attacks. It can squeeze through any opening that is
damage and is slowed (save ends both).
M Death from Above F Recharge 4 5 6
large enough for at least one of the creatures it comprises.
Standard Actions
Effect: The spider jumps 6 squares. This movement does not m Swarm of Teeth F At-Will Cautious and quiet characters might need to deal
provoke opportunity attacks. It then makes a melee basic Attack: Melee 1 (one creature); +6 vs. AC with only one group of monsters at a time. If the
attack. On a hit, the spider deals 1d6 extra damage and the Hit: 1d10 + 3 damage, or 1d10 + 8 if the swarm moved at least spiders are not involved in the combat initially, they
target falls prone. 2 squares this turn. should make a DC 12 Perception check to hear the
Move Actions Effect: The swarm shifts 1 square. sound of fighting. The DC might be higher if the
m Prodigious Leap F Encounter Skills Stealth +8 characters take precautions (such as making Stealth
Effect: The spider jumps 10 squares. This movement does not Str 12 (+1) Dex 16 (+3) Wis 9 (–1)
checks to conceal their sounds, in which case the DC
provoke opportunity attacks. Con 11 (+0) Int 1 (–5) Cha 7 (–2)
equals the lowest Stealth check result).
Skills Athletics +9, Stealth +8 Alignment unaligned Languages —
Str 14 (+4) Dex 12 (+3) Wis 10 (+2)
The deathjump spiders are ravenous and this
Con 12 (+3) Int 1 (–3) Cha 8 (+1) shows in their tactics. They have tremorsense, so they
Alignment unaligned Languages — can detect invisible enemies within 5 squares. They
can also see normally in any light. When a spider
locates an enemy, it uses death from above to engage
that enemy and focuses its attack against that enemy
thereafter. If a spider becomes surrounded, it attacks
and then uses prodigious leap to escape.
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The Dungeon of the Ghost Tower
The rats are hungry as well, but they do not leave Shelves: Two bookshelves stand against the walls
their room because they fear the spiders. The dire rats of the eastern room. They are filled with an odd
work in pairs against the nearest enemies, using bite assortment of moldering books. Any character who Filth Fever
each round. The scurrying rats keep moving so their opens a book finds several pale bookworms grown fat
The dire rats carry filth fever and when they hit a
attacks deal extra damage, even if doing so would on the abundant fare. Subjects covered deal with nec-
character with their bite attack, they expose their
provoke opportunity attacks. They flow through the romancy, anatomy, and treatises on the demon prince
target to the disease. At the end of the encounter,
characters, using swarm of teeth against anyone in Orcus. All are in such bad condition that not even the
each exposed character must make a saving throw.
their path. most foolish collector would buy one.
A character who fails this saving throw becomes
infected with filth fever.
Features of the Area Dire Rat Filth Fever Level 1 Disease
An infected character suffers the initial effect of
Illumination: All areas are dark. Those infected by this disease waste away as they alternately
suffer chills and hot flashes. the disease. After each extended rest, the character
Ceiling: The ceilings are 20 feet overhead.
Stage 0: The target recovers from the disease. makes an Endurance check. If the character scores
Pit: The spiders emerged from the pit in the west-
Stage 1: While affected by stage 1, the target loses a healing a 12 or better, his or her condition improves by one
ern room. The pit drops 30 feet into a natural cavern. surge. stage, but if the result is 7 or worse, the character's
A creature that falls takes 3d10 damage on landing. Stage 2: While affected by stage 2, the target loses a healing
condition worsens by one stage. If the result is 8 to
Climbing out of the pit requires a DC 10 Athletics surge. The target also takes a –2 penalty to AC, Fortitude,
and Reflex. 11, the character's condition doesn't change that day.
check. The cavern isn't part of this adventure, but if
Stage 3: While affected by stage 3, the target loses all healing A character who reaches the top stage is cured
you want to expand the adventure, this would be a surges and cannot regain hit points. and can stop making Endurance checks. If a character
good place to start. Check: At the end of each extended rest, the target makes a
Endurance check if it is at stage 1 or 2. reaches the bottom stage (the final state), he or she
Rubble: Debris chokes the western chamber's
7 or lower: The stage of the disease increases by one. can no longer improve without the use of magic, such
northwestern corner. Hidden (DC 10 Perception 8–11: No change. as a special ritual designed to cure afflictions.
check) in the rubble and bones is a potion of healing, 5 12 or higher: The stage of the disease decreases by one.
An ally can use the Heal skill in place of the
gp, and 50 sp.
infected character's Endurance check.
Stairs: A steep staircase leads down to the eastern
chamber. Staircase squares are difficult terrain.
Tables: Several tables occupy the eastern room.
They each hold rat droppings, gnawed papers long
since rendered impossible to read, a few paper-
weights, and assorted junk. On the central table,
however, is one magic key (see "Four Keys" above)
lying in a pool of dried blood. There is also a +1 orb of
sanguinary repercussions.
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Encounter Level 1 (400 XP) Triggered Actions Speed 0, fly 6 (hover); phasing Darkvision
m Attack (necrotic, teleportation) F At-Will Immune disease, poison; Resist 10 necrotic
Refusing to surrender his achievements to his less
Trigger: A creature enters the circle or reaches into the magic Traits
worthy students, Anarus secured his keys behind
circle. Insubstantial
magic traps and deadly guardians. Effect: Melee 1 (the triggering creature); the creature teleports The wraith takes half damage from all attacks, except those
to an unoccupied square within the magic circle. The crea- that deal force damage. Whenever the wraith takes radiant
When the characters drop down into this ture is then restrained and takes ongoing 5 necrotic damage damage, it loses this trait until the start of its next turn.
chamber, place the appropriate tile and read (save ends both). The characters earn 1 failure toward the Spawn Wraith
the following text aloud: skill challenge. When the wraith kills a humanoid, that humanoid becomes
Soft blue light emanates from a glowing ring set in the Aftereffect: The creature teleports to the nearest unoccupied a wraith figment at the start of this wraith's next turn. The
square outside the ensnaring circle's space. new wraith appears in the space where the humanoid died
floor's center. Flecks in the walls catch and reflect the light.
Countermeasures or in the nearest unoccupied square, and it rolls a new
In the ring's center hovers a small, blue bar that is flattened
F Bypass: See "Bypassing the Circle." Success: If a character initiative check. The new wraith acts under the Dungeon
at one end. succeeds in entering the circle, he or she can take the key. Master's control.
Failure: See "Bypassing the Circle" for how a character Standard Actions
Claiming the key is a skill challenge, so the charac- can fail. m Shadow Touch (necrotic) F At-Will
ters must rely on skill checks rather than swords and F Dismantle: Arcana or Thievery DC 17 (standard action). Attack: Melee 1 (one creature); +8 vs. Reflex
spells to overcome this encounter. Let the players Requirement: See "Dismantling the Circle." Success: Gain 1 Hit: 2d6 + 6 necrotic damage, or 4d6 + 14 necrotic damage if
success on the skill challenge. Failure (16 or less): The char- the wraith was invisible to the target when it attacked.
acter who fails the check takes 5 necrotic damage and the Triggered Actions
effort counts as a failure for the skill challenge. Shadow Glide (teleportation) F At-Will
Trigger: An attack that does not deal force or radiant damage
ask questions about the room, the circle, and other hits the wraith.
hidden features. Ask for skill checks when they inves- Effect (Free Action): The wraith becomes invisible until it hits or
misses with an attack or until the end of the encounter. The
tigate pertinent features or try things that could work,
wraith teleports up to 6 squares and cannot attack until the
until they either make six successful skill checks, thus
end of its next turn.
gaining the key, or they fail three skill checks, which Skills Stealth +11
causes the circle to summon two wraiths. If the char- Str 4 (–1) Dex 18 (+6) Wis 10 (+2)
acters defeat the wraiths, the circle's power ends and Con 17 (+5) Int 6 (+0) Cha 15 (+4)
the heroes gain the key. Alignment chaotic evil Languages Common
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
Challenge Strategies Dismantling the Circle The circle itself Jumping the Circle The light from the
The characters have several avenues by which they offers some promise in reaching the key. magic circle extends from floor to ceiling, so jumping
can acquire the key, as described below. F A character that succeeds on a DC 12 Arcana or flying triggers the circle's attack.
check learns the ensnaring circle's properties
Bypassing the Circle The readaloud text and attacks. The check also reveals that there Teleportation Because the characters have
offers a clue to help the heroes defeat the circle; the is some connection between the circle and line of sight to the circle's interior, they might think
stone in the walls was quarried from the Shadowfell. the Shadowfell. Success by 5 or more grants a teleportation will do the trick. A character can use a
Several blocks are hollowed out and contain a magi- +2 bonus on all further skill checks made to power such as fey step to appear inside the circle, but
cal gas that causes a creature to become smoky and dismantle the circle. the ensnaring circle makes an attack as soon as the
insubstantial. In such a state, a character could slip F A second Arcana check against a DC 17 (or character enters the destination square.
through the ward, snatch the key, and retreat. success by 10 or more on the first check) grants
F Any character who examines the wall and an extra success and also reveals that the shining Throwing an Object A character might
succeeds on a DC 12 Perception check discovers runes can be manipulated magically (using try to dislodge the key by throwing something into
a few unusual stone blocks. Arcana) or physically (using Thievery). the circle. The character can make a ranged basic
F Once the blocks have been spotted, a character F Once the characters gain the first success attack against the key. It has AC 15, other defenses
can make a DC 17 Dungeoneering check to from Arcana, any character can make a DC 17 12, and is immune to all damage. Each hit grants 1
identify the stones as hailing not from this world Religion check. A successful check doesn't grant success and 1 failure. After each attack, inform the
and also to recognize that the stones are in fact a success in the skill challenge, but it does reveal players that the magic circle changes color as indi-
hollow. what happens if they fail to breach the circle (two cated in "Success and Failure" below.
F Pulling a hollow stone from the wall requires a wraiths will appear and attack).
DC 12 Athletics check. F Once the characters gain two successes from Success and Failure
F Cracking open the freed stone requires a DC 17 Arcana, they can begin the work of dismantling If the characters succeed on the skill challenge, they
Athletics check (using a weapon or tool grants a the ensnaring circle. A character can do so by fetch the key and receive 400 XP for completing the
+5 bonus to this check). Breaking the stone open making Arcana or Thievery checks (DC 17). skill challenge. Failed skill checks cause the ensnar-
releases a strange black gas. Each successful check applies a success toward ing circle to change color, becoming purple, then
F A DC 17 Arcana or Dungeoneering check allows the skill challenge, while each failure counts as a red, and finally black when the wraiths appear. If the
a character to recognize the gas's properties and failure in the skill challenge and deals 5 necrotic heroes fail the skill challenge, the only way to get the
its use in bypassing the circle. damage to the character who failed the check. key is to defeat the two wraiths, who are themselves
F Any character who enters the gas-filled space rather powerful.
(the gas disperses at the end of the round) gains Grabbing the Key The most obvious route The wraiths fight to the death, but do not pursue
insubstantial and phasing until the end of is to reach in and snatch the key. Doing so triggers the characters who leave this room. If the characters flee
his next turn. Such a character can then rush ensnaring circle's attack (see above). The ensnaring and then return, they find the wraiths waiting for
through the circle, snatch the key, and return circle attacks whether the character reaches in with them.
with a successful DC 17 Acrobatics check. If the his or her hand or a tool.
check fails, the circle attacks the character as
described above.
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
Encounter Level 1 (500 XP) 20 Stone Warriors (W) Level 1 Minion Brute
Medium natural animate (construct) XP 25 each
Setup HP 1; a missed attack never damages a minion. Initiative –2
20 stone warriors (W) AC 13, Fortitude 15, Reflex 10, Will 12 Perception +0
Speed 5 (cannot shift) Darkvision
Immune disease, poison
A magic key rests in the bottom chamber. Between it
and the adventurers, however, is a veritable army of Dormant
stone warriors. A stone warrior becomes dormant whenever it starts its turn
adjacent to no enemies. While dormant, the stone warrior
When the adventurers enter the area, place the can't take standard, move, or minor actions and is immune to
appropriate tiles and read the following text necrotic, poison, and psychic damage, forced movement, all
aloud: conditions, and ongoing damage. Also, the stone warrior has
resist 10 to all damage.
The short corridor opens into an antechamber lit by two
Standard Actions
burning braziers which fill the room with thick, noxious
m Slam F At-Will
smoke. Frescoes on the walls depict a great slaughter. Attack: Melee 1 (one creature); +4 vs. AC
Hit: 5 damage, and the stone warrior pushes the target 1
The frescoes are the only warning the heroes will square.
receive before having to face the stone warriors in the Triggered Actions
room beyond. M Stone Grip F At-Will (1/round)
Trigger: An enemy enters a square adjacent to a dormant stone
When the adventurers enter the chamber, place
Attack (Free Action): Melee 1 (triggering enemy); +4 vs. AC
the appropriate tiles and tokens. Then read the
Hit: 3 damage, and the target is grabbed (escape DC 12).
following text aloud: Effect: The stone warrior is not dormant.
A large chamber opens before you. Standing at attention Str 17 (+3) Dex 7 (–2) Wis 10 (+0)
are some twenty statues, each carved to depict a fearsome Con 17 (+3) Int 3 (–4) Cha 3 (–4)
bugbear warrior. Behind them stands a hideous statue Alignment unaligned Languages —
depicting some kind of beaked and winged demon.
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
Dust Devil Level 3 Skirmisher Ochre Jelly Level 3 Elite Brute Specter Level 4 Lurker
Small fey humanoid (air, earth) XP 150 Large natural beast (blind, ooze) XP 300 Medium shadow humanoid (undead) XP 175
HP 47; Bloodied 23 Initiative +7 HP 102; Bloodied 51 Initiative +0 HP 30; Bloodied 15 Initiative +8
AC 18, Fortitude 14, Reflex 16, Will 14; –2 to all defenses AC 15, Fortitude 16, Reflex 14, Will 14 Perception +2 AC 16, Fortitude 16, Reflex 16, Will 17 Perception +6
while slowed or immobilized Perception +0 Speed 4, climb 4 Blindsight Speed fly 6 (hover); phasing Darkvision
Speed 8 Immune blinded, gaze effects; Resist 5 acid Immune disease, poison; Resist 10 necrotic, insubstantial;
Immune disease, poison Saving Throws +2; Action Points 1 Vulnerable 5 radiant
Standard Actions Traits Traits
m Grasping Winds F At-Will Ooze O Spectral Chill (cold) F Aura 1
Attack: Melee 1 (one creature); +8 vs. Reflex While squeezing, the ooze moves at full speed rather than Each enemy within the aura takes a –2 penalty to all defenses.
Hit: 1d10 + 3 damage, and the dust devil slides the target 2 half speed, it doesn't take the –5 penalty to attack rolls, and it Standard Actions
squares. doesn't grant combat advantage for squeezing. m Spectral Touch (necrotic) F At-Will
C Stinging Sands F Encounter Standard Actions Attack: Melee 1 (one creature); +7 vs. Reflex
Attack: Close burst 3 (creatures in the burst); +8 vs. Fortitude m Slam (acid) F At-Will Hit: 1d6 + 2 necrotic damage.
Hit: 3d6 + 3 damage, and the target is blinded until the end of Attack: Melee 1 (one creature); +8 vs. AC C Spectral Barrage (illusion, psychic) F Recharge 5 6
the dust devil's next turn. Hit: 2d6 + 1 damage, and ongoing 5 acid damage (save ends). Attack: Close burst 2 (enemies in the burst); +7 vs. Will
Move Actions Move Actions Hit: 2d6 + 2 psychic damage, and the target falls prone.
M Gale Blast F Recharge 5 6 Flowing Form F At-Will Invisibility (illusion) F At-Will
Effect: The dust devil shifts 5 squares and attacks each enemy Effect: The ochre jelly shifts up to 4 squares. Effect: The specter becomes invisible until it hits or misses with
adjacent to It (one attack per creature). Triggered Actions an attack.
Attack: Melee 1 (one creature); +8 vs. Fortitude Split F Encounter Skills Stealth +9
Hit: The target falls prone. Trigger: The ochre jelly becomes bloodied. Str 10 (+2) Dex 15 (+4) Wis 8 (+1)
Skills Stealth +10 Effect (No Action): The jelly splits into two creatures, each with Con 13 (+3) Int 6 (+0) Cha 15 (+4)
Str 8 (+0) Dex 18 (+5) Wis 8 (+0) hit points equal to one-half its current hit points. Effects on Alignment chaotic evil Languages Common
Con 15 (+3) Int 5 (–2) Cha 15 (+3) the original ochre jelly do not apply to the second one.
Alignment unaligned Languages Primordial Str 13 (+2) Dex 8 (+0) Wis 12 (+2)
Con 11 (+1) Int 1 (–4) Cha 1 (–4)
Alignment unaligned Languages —
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
The called monsters fight to the death. They do not
follow characters who leave the room.
Dretch: The dretch charges the nearest creature
and slashes at enemies using its savage claws. Don't
forget its triggered actions: frenzy of claws when first
bloodied and vile death when dropped to 0 hit points.
Dust Devil: The dust devil flies about the room
using gale blast and smashes its enemies using grasping
winds. When it can catch three or more characters, it
uses stinging sands.
Ochre Jelly: This horror uses f lowing form each
round, smashing a different hero each round with
slam. Remember that it splits when it becomes
Specter: The specter uses invisibility when it first
appears and then moves into position to set up its spec-
tral barrage attack. Until this power recharges, it either
uses invisibility again to escape a defender or spectral
touch to attack.
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
Encounter 8: When the characters enter this room, place the Roleplaying the Ghost
appropriate tiles and read the following text
Although Anarus is both insane and evil, all he really
Ghostly aloud:
wants is revenge against Traevus for murdering him.
Skeletal warriors, some in wretched condition, stand at the
Necromancer ready in this massive chamber. They raise swords and bows
If the heroes get him talking, he readily reveals every-
thing about how Traevus murdered him and stole
Encounter Level 6 (1,300 XP) to protect the ghostly form of a headless humanoid dressed
his skull. After he has told this whole, sorry tale, he
in long, flowing robes. Despite its lack of a head, the ghost
attacks. Traevus will deny everything, of course, if
Setup cackles when you enter, greeting you with madness.
he's present, and urge the characters to attack imme-
Ghost of Anarus Kalton (G) "Thieves!" it laughs, its voice echoing throughout the
diately. During the fight, Anarus cackles and shrieks,
2 bonewretch skeletons (B) room. "I thank you for releasing me from prison. Your
mocking the heroes when they miss and cursing them
3 skeletons (S) reward will be death!"
when they hit.
8 decrepit skeletons (D) If the characters learn the truth about Traevus
Place the tokens for each creature in the room except
from Anarus, there is one way they can avoid this
After Traevus murdered Anarus, the necromancer's for the bonewretch skeletons, who are hiding. When
fight—that is, if they grab Traevus, shove him into the
ghost appeared in his treasure vault where he stored the bonewretch skeletons take their first turn or are
room, and retreat immediately to the previous cham-
his most prized possessions. The violet curtain he spotted, place them on the map.
ber. Anarus and his undead servants will tear Traevus
had painstakingly created, however, bound him to If Traevus is with the heroes, the ghost and skel-
to pieces. Anarus then retrieves his head in triumph,
this chamber as surely as it kept thieves out. The long etons attack. If he isn't, a quick-witted adventurer
places it on his shoulders, and fades into the lower sar-
months since his death have given him only mindless might try to negotiate with the insane spirit. A DC 17
cophagus. At that point, Anarus and all of the other
undead for company, and the long silence has driven Diplomacy check stays the ghost's attack for at least
undead in the room except the decrepit skeletons
him insane. a moment (see "Roleplaying the Ghost"). Otherwise,
collapse into harmless bones. Characters must still
The characters can access this room only by assem- roll for initiative and record the players' initiative.
defeat the decrepit skeletons when they return to the
bling the four magic rods and placing the key into the chamber, but they earn full XP for overcoming the
violet mist. At that point, the rectangular contraption encounter.
expands to become a doorway leading into this room.
Perception Check
DC 23: The character spots a bonewretch skeleton
hiding behind a sarcophagus. A bonewretch skeleton
looks like an ordinary skeleton but smaller—about 3
feet tall.
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
Ghost of Anarus Kalton Level 3 Elite Controller A Spirit Swarm (necrotic, psychic) F Encounter 2 Bonewretch Skeletons (B) Level 4 Skirmisher
Medium shadow humanoid (undead) XP 300 Small natural animate (undead) XP 175 each
Attack: Area burst 1 within 10 (enemies in the burst); +7 vs.
HP 74; Bloodied 37 Initiative +2 HP 55; Bloodied 27 Initiative +10
AC 17, Fortitude 13, Reflex 16, Will 15 Perception +0 AC 18, Fortitude 16, Reflex 20, Will 16 Perception +5
Hit: The target is immobilized and takes ongoing 5 necrotic
Speed 6, fly 6; phasing Darkvision Speed 8 Darkvision
damage (save ends both).
Immune disease, poison; Resist insubstantial Immune disease, poison; Resist 10 necrotic; Vulnerable 5
Each Failed Saving Throw: The target takes 5 psychic damage.
Saving Throws +2; Action Points 1 radiant
Miss: 5 necrotic damage.
Standard Actions Triggered Actions Standard Actions
m Rotting Touch (necrotic) F At-Will m Ankle Bite F At-Will
C Visage Revealed (fear, psychic) F Encounter
Attack: Melee 1 (one creature); +7 vs. Reflex Attack: Melee 1 (one creature); +9 vs. AC
Trigger: The ghost is first bloodied.
Hit: 1d6 + 3 necrotic damage, and the target takes a –2 penalty Hit: 1d6 + 6 damage, and the target is slowed until the end of
Attack (Immediate Reaction): Close blast 5 (enemies in the blast);
to attack rolls until the end of the ghost's next turn. the bonewretch skeleton's next turn
+7 vs. Will
R Shadow Darts (necrotic) F At-Will Move Actions
Hit: 1d6 + 3 psychic damage, and the target is dazed (save
Attack: Ranged 5 (one or two creatures); +7 vs. Fortitude C Rattling Shift F At-Will
Hit: 1d6 + 3 necrotic damage, and the target grants combat The bonewretch skeleton shifts up to 4 squares, ignoring dif-
Miss: Half damage.
advantage until the end of the ghost's next turn. ficult terrain.
Ephemeral Ghost (illusion) F At-Will
R Spirit Flay (charm, necrotic) F Recharge 6 Skills Stealth +13
Trigger: An enemy misses the ghost with a melee or ranged
Attack: Ranged 10 (one creature); +7 vs. Will Str 11 (+2) Dex 22 (+8) Wis 14 (+4)
Hit: The target is dominated and takes ongoing 5 necrotic Con 15 (+4) Int 6 (+0) Cha 6 (+0)
Effect (Immediate Reaction): The ghost becomes invisible until
damage (save ends both). Alignment chaotic evil Languages —
the start of its next turn. After becoming invisible, the ghost
Miss: The target is dazed (save ends).
then shifts up to 3 squares.
C Unraveling Doom (necrotic, psychic) F At-Will 3 Skeletons (S) Level 3 Soldier
Skills Arcana +9, Intimidate +8, Stealth +7
Attack: Close blast 2 (enemies in the blast); +7 vs. Will Medium natural animate (undead) XP 150 each
Str 8 (+0) Dex 12 (+2) Wis 9 (+0)
Hit: 1d6 + 3 necrotic and psychic damage, and the target HP 45; Bloodied 22 Initiative +6
Con 11 (+1) Int 17 (+4) Cha 14 (+3)
gains vulnerable 3 to all damage until the end of the AC 19, Fortitude 15, Reflex 16, Will 15 Perception +3
Alignment chaotic evil Languages Common
ghost's next turn. Speed 6 Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5
Speed of the Dead
When making an opportunity attack, a skeleton gains a +2
bonus to the attack roll and deals 1d6 extra damage.
Standard Actions
m Longsword (weapon) F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d8 + 5 damage, and the target is marked until the end of
the skeleton's next turn.
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (–3) Cha 3 (–3)
Alignment unaligned Languages —
Equipment longsword
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
Unless Traevus is handed over, Anarus Kalton vents
all his pent-up wrath on the characters and throws
everything he and his henchmen have into destroy-
ing them. Bonewretch Skeletons: These skeletons move to Features of the Area
Ghost: Anarus hangs back, letting his skeletons engage front rank characters, using ankle bite on their
Ceiling: The ceiling is 15 feet high.
bear the brunt of the attack, while he attacks with first turns. After that, they use rattling shift to slip past
Illumination: The violet curtain fills the room
spirit swarm. He then spends an action point to use defenders and hit controllers and strikers.
with dim light.
spirit flay against a striker whom he can manipulate Skeletons: The skeletons hold the heroes back,
Sarcophagi: Two blank-lidded sarcophagi rest
with great effect. He orders dominated characters to moving to block their advance, relying on speed of the
near the room's center. The sarcophagi grant cover to
attack the party's leaders. While waiting for spirit flay dead to augment their opportunity attacks.
creatures standing behind them.
to recharge, he flies about the room, using shadow Decrepit Skeletons: These minions hold their
These boxes were made as expansions to the
darts against the nearest character he can hit. If positions in the alcoves, supporting their allies using
tomb but no dead were ever entombed within them.
reduced to 16 hp or less, Anarus flees through the shortbow each round until engaged in melee, at which
Instead, Anarus stashed his most precious belongings
open portal by the safest route available. He does not point they shift away to continue their barrage.
inside. The top sarcophagus holds a +2 amulet of pro-
pause to lock the heroes in but just rushes out, per- tection, 2 small onyx stones worth 100 gp each, and a
haps to trouble the adventurers later. brown pouch containing 90 gp.
S e p t e m b e r 2 010 | D u n g e o n 18 2
The Dungeon of the Ghost Tower
The bottom sarcophagus holds the Anarusi Codex Anarusi Codex +2 Level 10 Rare Shuffling Zombie Level —
Small or Medium natural animate (undead) XP —
(see below), a pair of hedge wizard's gloves (Adven- What secrets are contained in this dread volume? What
HP your bloodied value Initiative —
turer's Vault page 135), a potion of healing, and 20 horrors will be awakened by reading its befouled pages?
Defenses your defenses Perception —
gp scattered across the bottom. These coins were Implement (Tome)
Speed 4
minted during the time of King Elidyr of Nerath. Enhancement: Attack rolls and damage rolls
Critical: +2d6 necrotic damage and the target is weakened Immune disease, poison
If the players have the "Dark Secrets Revealed" or until the end of your next turn Standard Actions
"Weird Lights on the Moor" quests, they also dis- Property: When you use a wizard spell with this tome as its m Bash (weapon) F At-Will
cover 170 gp. implement, you can change the damage type to necrotic. If Attack: Melee 1 (one creature); Intelligence + 2 vs. AC
you do so, the spell gains the necrotic keyword. Hit: 6 damage.
Property: When you use this tome as an implement, you treat
Anarusi Codex all allies as enemies until the end of your next turn.
M Grab (weapon) F At-Will
Attack: Melee 1 (one creature); Intelligence vs. Reflex
This wicked tome compiles all of Anarus Kalton's dis- Power (Daily F Summoning): Free Action. Trigger: When using
this tome as your implement, you drop a Small or Medium Hit: 3 damage, and the target is grabbed (escape DC equals
coveries, theories, and filthy incantations. The cover your Will).
enemy to 0 hit points with an implement attack power.
is charred skin stretched taught over wooden boards. That enemy must not be a construct, ooze, or plant. Effect: Move Actions
The vellum pages are sticky with unspeakable stains; You summon a shuffling zombie (see below) in the target's Move F At-Will
the writing is scrawled in red ink, and is accompanied space. The shuffling zombie is an ally to you and your allies. Effect: The zombie stands up, crawls or shifts 1, or climbs or
The zombie lacks actions of its own. Instead, you spend
by strange diagrams and disturbing illustrations. walks its speed. It cannot run.
your own actions to allow the zombie to perform actions
The Anarusi Codex is a magical implement useable Triggered Actions
from its list. The zombie can perform the same type of ac-
Follow F At-Will
by wizards. Although powerful, the tome is stained tion which you spend commanding it. You can command it
to perform a standard, move, and minor action each turn. Trigger: The shuffling zombie is more than 10 squares from you
with dark magic and it tricks its user into believing
You must have line of effect to the zombie in order to com- when you end your turn.
that everyone is an enemy. mand it. Effect: As a free action, the zombie walks by the most direct
In addition to the features described below, the When the zombie makes an attack roll or any check, you route to the nearest unoccupied square that is within
Codex may also contain other dark rituals whose uses make the roll using your modifiers and scores. The zombie 10 squares of you. If the zombie must walk more than 8
has no healing surges.
are left to you to decide. squares to reach this square, it instead drops to 0 hit points.
The zombie cannot use weapons, implements, or any other
A zombie remains in play until you take an extended rest, About the Author
you dismiss it (a minor action), or it drops to 0 hit points. Robert J. Schwalb is an award-winning game designer who
has contributed design to or developed over one hundred role-
playing game titles for Dungeons & Dragons®, Warhammer
Fantasy Roleplay, A Song of Ice and Fire RPG, Star WarsRPG, and
the d20 system. Some of his more recent work for Wizards of
the Coast can be found in Player's Handbook 3, Martial Power 2,
and Draconomicon 2: Metallic Dragons and in the pages of both
Dragon and Dungeon magazines. Robert lives in Tennessee.
S e p t e m b e r 2 010 | D u n g e o n 18 2


text:
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text:
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NESPF slashes private equity allocation
The Aberdeen-based public pension has decreased its exposure to the asset class.
Fubon Life makes $45m commitment
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text:
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(as of Apr 30,2019 12:25:46 UTC – Details)
Pyle Pro Electronic Drum kit – Portable Electric Tabletop Drum Set Machine with Digital Panel, 7 Drum Pad, Hi-Hat/Kick Bass Pedal Controller USB AUX
Pyle Model : PTED06
Tabletop Digital Drum Machine Kit
Electronic Tabletop Drum Machine – Digital Drumming Kit
- All-in-One Electronic Drum Kit
- Compact & Portable Tabletop Design
- Hundreds of Built-in Sounds, Songs & Drum Kits
- Make Your Own Music: Connect to Computer & Unlock More
- Record, Save & Edit Your Drum Recordings
- Drum Trainer: Learning Mode Perfect for Beginners
- Connect & Stream Audio from External Devices
- Effectively Reproduces Complete 'Drum Set' Sounds
- (7) Drum Pads with Touch Sensitivity:
- Tom-Toms, Hi-Hat, Snare Drums, Crash & Ride Cymbals
- (2) Digital Foot Pedal Controllers:
- Hi-Hat & Bass Drum Pedals
- Tempo/Beat/Rhythm/EQ/Volume Adjustment
- Hand Percussion Mode: Touch-Responsive Pads
- LED Digital Display with Button Control Center
- *Optionally Battery Powered: Requires (6) x 'C' Batteries, Not Included
- Headphone Jack, 1/4'' Input
- Built-in Metronome
- Includes Drum Sticks
- Works for Mac & PC
What's in the Box:
- Tabletop Digital Sound Module
- (2) Digital Foot Pedals
- Drum Sticks
- Wall Power Adapter
Technical Specs:
- Cymbal & Drum Sounds: 300+
- Audio Drum Kits: 65 (55 Preset + 10 Custom)
- Musical Songs: 120
- USB Input: Type B
- Audio Filetype Created: .MIDI
- External Device Connection: Aux (3.5mm) Input
- Audio Processing Support: 8/16bit, Mono/Stereo
- MAX Wav Support Capacity: 16MB
- Power: 120V (12V Power Adapter)
The Pyle Tabletop Digital Drum Kit is an all-in-one wonder. Enjoy customizable sound and compact portability with this versatile drumming machine. It's loaded with hundreds of built-in sounds, songs and drum kits — making each of the seven touch-sensitive drum pads capable of producing a wide range of realistic drum audio.
You'll also have the ability to make your own music! Connect the drum kit to your computer — record, save & edit your drum recordings. Built-in speakers to play your audio or envelope yourself in percussive rhythms by plugging in your own headphones. The system also includes two digital foot pedals so you can get the real feel of a kick drum and hi-hat pedal.
Additional features include the integrated 'Drum Trainer Mode' that's perfect for beginners, 'Hand Percussion Mode', built-in metronome, digital LED display button control center, along with sound configuration adjustments to the tempo, beat, rhythm and EQ settings. The system is also optionally powered, requiring (6) x 'C' batteries, making it convenient for wireless and portable drum sessions. Drum along, or create your own song, with the Pyle PTED06 Electronic Tabletop Digital Drum Machine!
COMPLETE DRUMSET SOUND: This electronic drum kit has 7 drum pad and hi-hat and kicks bass drum digital pedal controller to reproduce full drumset sound with tom-toms, hi-hat, snare, crash and ride cymbal perfect for professional and beginner
PRESET DRUM KITS: Pyle portable electric tabletop drum set machine comes packed with 55 preset + 10 custom preloaded drum kits, 300+ cymbal/drum sounds, and it also has a drum trainer learning mode for beginners/starter
DIGITAL CONTROL PANEL: The drums digital top panel control center comes equipped with an LCD screen and a ton of audio configuration controls that will allow you to create, record, and edit some truly unique and customizable music
CONNECT TO MAC AND PC: connect the table drum to your computer using a USB cable to act as a MIDI Connection for your favorite desktop software. it also has an AUX in jack for connecting other devices and a phone out jack for amplifiers of headphone
PLAY THE DRUMS ANYWHERE: This portable drum kit is powered by the included AC adaptor or you can go wireless and runs on (6) x 'C' battery so you can take it wherever you go and it comes with drumsticks which are perfect for drumming practice


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Impact-driven businesses are trendy, offering both social good and profit. But according to Professor Henrietta Onwuegbuzie of Lagos Business School, the approach isn't new; rather, it's a revival of a traditional model. "Business, initially, was created to meet the needs of society, but capitalism derailed that understanding," Onwuegbuzie says. "We now believe that you set up a business to make money"
Onwuegbuzie argues that enterprises that set out to solve a societal problem are built to deliver value: "Being purpose-driven, mission-driven, impact-driven helps companies grow faster, and make more money.
Academia can play a role in creating impact-driven business by preparing students to approach the world with an entrepreneurial mindset—always looking to innovate, improve, and solve problems—whether they apply it to starting a business or within an existing organization.
Onwuegbuzie, a visiting senior lecturer at Yale SOM, talked with Yale Insights about how businesses that prioritize impact, purpose, and value can drive economic development and social transformation, in her native Nigeria or any other country.
Q: You are a strong proponent of impact-driven businesses. Why is that?
Business, initially, was created to meet the needs of society, but capitalism derailed that understanding. We now believe that you set up a business to make money while nonprofits, charities, and government are meant to concern themselves with impacting lives. However, business can be a tool for social transformation, while remaining profitable, and we're losing sight of this.
I can't think of any nonprofit, charity, or foundation that has influenced or transformed the world as much as businesses like Microsoft, Amazon, or Facebook, for example. There's no country in the world where you won't see the Microsoft logo. It's not because Bill Gates is a brilliant marketer, but because Microsoft's solutions are globally relevant, and so are in high demand everywhere. We are no longer dependent on typewriters and Microsoft has made computers easy to use and less expensive to own. That's the power of business. It can make money, while making a difference.
Microsoft is not a charity, neither is Amazon, but they've impacted societies and the world in a way no charity has, and they've made a lot of money in the process. As Jack Ma said, "If you want to remain small, solve small problems. If you want to be big, solve big problems."
The wealthiest people in the world understand the positive relationship between impact and profit. They understand that impact drives profitability. But for most people, there's a mental separation: you're either a capitalist shark who is solely profit-driven or an altruistic Mother Theresa heart, who is solely impact-driven. They don't see that impact and profit are compatible.
This dichotomy between impact and profit has led to a world where businesses that could transform the world don't, because they think impact will lead to below-market returns. On the other hand, those who are impact-driven are not sustainable, because they remain donor dependent and do not have a business model to ensure their financial sustainability. They are therefore vulnerable to donor availability; their reach and impact are limited by funding. Impact-driven businesses, on the other hand, are aimed at impacting lives, beyond financial returns. They therefore make money while making a difference and therefore bridge the gap between economic growth and social development, by creating shared prosperity and consequently a better, safer world.
Q: Are there tradeoffs between economic returns and social impact?
I had a student who didn't believe anything I was saying about impact-driven businesses and profitability. He said, "Look. I'm in business for the money and that's it." His slogan was, "Show me the money." I said to him, "You know what? Actually, I like money more than you do, and that's why I want to be impact-driven and ethical, because value drives profits."
We kept going back and forth about it until he finally decided to try the idea of being value- or impact-driven. He already owned a business that sold educational toys, luxury toys, toys for girls and boys, everything you could imagine, including lots of dolls. The dolls were, however, all white, with blue eyes and blond hair, and did not resemble black girls. It therefore occurred to him that he could produce black dolls that would not only make the black girl proud of her brown skin and curly hair but would also help them learn about the three main ethnic groups in Nigeria: Igbo, Hausa, and Yoruba.
The dolls were dressed in traditional attire for each tribe, and each one came in a box with a little booklet about the culture of each tribe. A portion of the revenues from the dolls was also intended to be used to promote education. With the help of some street boys, the entrepreneur in question identified a dilapidated school in a low-income neighborhood, which he decided to renovate with some of the proceeds from the doll sales. He required the companies he engaged in the renovations to hire local people in the area and train them as they did the work. This arrangement helped build skills in these places.
By the time the project was completed, he was listed for a state government award. Both the novelty of African dolls with African names and the good works the entrepreneur was carrying out in the community drew attention to him. He has since been interviewed by every single national newspaper, in addition to globally known media like CNN, Forbes, CNBC, and BBC Africa. He told me, "For 10 years, I was making money, but not even the most rickety local newspaper cared to hear my voice. Today, I've got a global voice because of these dolls. They have brought me more money and fame than all my other toys."
I said to him, "There you go. Now you've seen for yourself that value drives profits."
Q: It's more than coming up with a compelling product. Being purpose-driven matters.
Being purpose-driven, mission-driven, impact-driven helps companies grow faster, and make more money. For instance, the fact that when you buy a pair of Toms shoes, another pair is given to the poor, makes people prefer to buy Toms. This model has made the brand popular. People choose Toms shoes because they want to be a part of something good.
The difference between making impact part of your core business model and the corporate social responsibility approach is that in the case of an impact-driven business, the problem you wish to solve is the reason for the business and a profitable business model is built around the solution. However, in the case of CSR, the business is not necessarily intended to impact lives, but simply entails giving a percentage of profits back to society. The former has a stronger impact on society than the latter.
With purpose-driven businesses, profit ensures business sustainability. While most social enterprises tend to avoid profits, it is important to build sustainability into a business. Profit can be considered the reward for doing good. It also allows you to expand your business, which allows you to reach and impact more people, while keeping your business sustainable. Impact-driven businesses help to bridge the gap between aggressive economic growth and lagging social development.
We've got to be creative. Similarly, the world needs a new educational system so that we can have shared prosperity and more peace.
Q: Could you explain what you mean by a new educational system?
I think business schools have a major role to play in transforming society by educating students and business leaders to be impact driven. They have to be imbued with the idea that business can be a tool for social transformation, aimed at providing solutions to problems. This is also a competitive strategy, as the wider the impact of the solution, the more money the business makes, because the more relevant it is, the higher will be the demand for it.
Further, society has changed significantly and now requires more job creators than job seekers. However, the academic curriculum is still, to a large extent, strongly oriented towards training students for job eligibility or to be job seekers.
You get into business school, and you're promised career fairs to get you the best jobs, you're trained to write a CV, you're trained to perform at interviews, etc. All this is programming students with a job-seeking orientation. When students are listening to a finance or accounting class, it's usually from the perspective how it should be done within a big organization, not from the perspective of how it could be done in a startup or growing business.
This ends up becoming a major challenge as, around the world, many students are graduated into the frustration of not finding jobs and are usually not fully equipped to become entrepreneurs. In the UK, so many graduates are begging to work for free—otherwise they stay home and get depressed, as they cannot find jobs!
It is therefore time for academia to reverse things, by making the curriculum focus more on entrepreneurship, which develops people with an orientation to be solution providers and job creators. This is what today's society needs. Even if these students get jobs, they will perform better if they have been trained with an entrepreneurial mindset, which is one that seeks continuous improvement.
In Nigeria, small businesses employ 86% of the population. Government, banks, and multinationals provide a small fraction of total employment. We therefore need to develop people who can start and grow sustainable businesses and therefore create stable jobs for others. These businesses can be started while they are still in school so that they can get guidance and by the time they graduate, the businesses are on sound footing. Business school graduates should be solving problems, creating jobs, and consequently creating wealth and shared prosperity. A couple of schools around the world are already doing this and more need to join in.
Q: Who goes into entrepreneurship in Nigeria?
Anybody and everybody, but usually not MBAs, as they are usually focused on getting the best-paying jobs. Often, less-educated people, who have learned through apprenticeship, are better able to survive in entrepreneurship than people who are more educated. This is an anomaly that academia needs to correct.
Once students get an MBA, they want the security of a high salary. Even though with entrepreneurship they might end up making much more, they don't see the incentive for delayed gratification.
"Humble financial beginnings are good for learning the market. You learn what to do and what not to do. Mistakes made are inexpensive and therefore can be overcome."
One of the things that often marvels me when I'm teaching entrepreneurs who come to our executive programs at Lagos Business School is how these participants have grown multi-million-dollar businesses before coming to business school to learn structure and get to the next level. They end up learning how to make their businesses more sustainable with the tools and structures we teach, but it's amazing what they've been able to achieve on their own. It's funny that most MBA startups cannot achieve this same feat.
Q: How can African entrepreneurs balance the tools of business with common sense?
I'm currently teaching a course titled, "Contemporary Principles of African Indigenous Entrepreneurship." One of the things this course tries to do is show how many of the so-called contemporary principles of entrepreneurship have always existed in indigenous African tradition and have been practiced by African entrepreneurs for centuries.
For example, crowdfunding has existed as Esusu. It's a traditional structure for capital formation. People put themselves in clusters, with everyone making small, ongoing, weekly or monthly contributions to a pool of money. The total comes to something quite significant, and each one gets a turn to take the total. Each person can then plan to make high-ticket purchases or other investments when they know it will be their turn to collect the total. This contribution is done at different income levels and can be quite high when those in the contributing cluster are each contributing a significant sum.
Impact investing is another piece of contemporary terminology, but this concept has always existed in African traditional settings, where every business was purpose-driven and aimed to provide a solution to a problem, while earning a living for the solution-provider. Nobody sold things just to take peoples' money. They always offered a solution. You were either the farmer, the fisherman, the carpenter, the canoe maker, or the person who made the thatched roofs. Every business had a mission that was of use to the society.
Yet another example is franchising. This can be found embedded in traditional apprenticeships, where the apprentice learns from an expert and replicates everything he has learnt when he completes his apprenticeship tenure and starts his own business. So, for instance, if I'm a blacksmith, I teach my apprentices how to get the inputs, make the products, and how to sell. When they finish the fixed tenure of apprenticeship, which is usually between three and six years, they get started on their own, and they replicate everything they've learned. Franchising is therefore the modern-day name of a traditional model.
Buzzwords have their place but bringing in a little common sense and familiarity with longstanding common practices is a way to move past the hype. In many ways I think businesses need to keep it simple.
I also believe it is important to distinguish between being a business owner and an entrepreneur. Business owners simply tend to replicate whatever is working in business. Entrepreneurship is more about solving problems, commercializing, and continuous improvement. It's also a better way to remain sustainable in business. Otherwise, you become one more Xerox, Blackberry, or Polaroid. You've got to continuously improve and continuously innovate to remain in business.
Q: What are the hurdles to entrepreneurship? How can government or policy intervention make a difference?
When people start businesses, anywhere in the world, they face hurdles. Let's not romanticize entrepreneurship. We tend to think that some places are so different, but the good, the bad, and the ugly exist everywhere. There are challenges everywhere. They may be emphasized in one way or another, from one place to the other. Entrepreneurs must therefore be resilient and strategic to succeed.
Government can do well to keep improving the entrepreneurial ecosystem—for example, by funding more incubators, accelerators, and entrepreneurship training centers. However, we should still be prepared to use what we have to get what we want, while working towards a better or an ideal situation.
Government interventions to support entrepreneurship typically tend to be in the form of funding. This is, however, not the best solution as statistics have shown that 90% of venture-backed businesses fail within the first three years. Money is important, but it's not the first or only thing entrepreneurs need. The most important thing required by entrepreneurs is training and mentoring as they grow. If entrepreneurs get funding before training, they are not likely to use the funds well or get the desired results.
I shared a video in class of a leather manufacturing cluster in a semi-rural part of Nigeria, called Aba. The most amazing shoes, bags, and belts are produced in this cluster, though they have few machines and use mainly manual processes, while generating their own electricity. Even though I'm wary of reinforcing negative stereotypes of Africa, I showed this video to illustrate that while things are not perfect, everyone can do more. For those of us who have more education, more means, there's no excuse. When there are issues with the usual suspects—government policies, infrastructure, or lack of funding—there are ways to get around it.
This does not mean that providing better infrastructure to these communities is not desirable. This need is, however, also a business opportunity that the private sector can take advantage of. Any business that provides the equipment required to scale production in such clusters can make a lot of money from getting paid by the manufacturers to use the machines in shifts.
Humble financial beginnings are good for learning the market. You learn what to do and what not to do. You're bound to make mistakes when you start something new; the good thing about bootstrapping or lean-startup is that mistakes made are inexpensive and therefore can be overcome. You have a chance to survive and continue. Mistakes are just a learning experience. On the other hand, when you have a lot of money, and little or no experience in the business, the mistakes tend to be very expensive and difficult to overcome and survive. Too often, businesses that fail aren't lacking funds. They have a lot of venture money for something they have no experience in, and so make expensive mistakes that knock out the business completely.
For decades, the failure rate for new businesses has been as high as 75%–80% and has risen to 90% in recent times. There's obviously something wrong with the way people are going about creating businesses, yet we keep on repeating the beaten path that leads to high-failure rates. It's not the only way; it's a way that is not working. The traditional entrepreneurs in Nigeria start as apprentices for about three to six years, so when they go into business, they know what they're doing and when they get funding, they know what to do with it. We should think about incorporating apprenticeship opportunities into mainstream academic curricula.


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Paying off an old collection or charge off will increase your credit score.
This is a huge MYTH!
Effects of Paying
When you pay an older collection account or charge-off account, your credit score most likely will suffer.
Think twice before paying off an old collection or charge off. By paying your debt, it renews the date of last activity. The collection company or creditors can now report the account for another 7 years.
Everyone knows debt collections are bad for your credit score. Any past due accounts including debt collections have negative effects. These accounts report on your credit report for up to7 years. As accounts age, they have less and less impact on your credit score.
Many consumers believe by paying off collections or charge-off accounts, that it will raise their credit scores. It certainly seems logical; however it is far from the truth. If you are concerned about your credit score, paying off debts prior to obtaining any other type of loan or mortgage can greatly hurt your credit score.
Ultimately, if it is an older account when paid off (or payments are made on the account), by doing so can be devastating to ones credit score. The recent activity of any derogatory item has a big impact on how it effects your overall credit score.
Is the Debt Still Valid?
After a certain period of inactivity on an account, a debt becomes time-barred and debt collectors can no longer sue you for it. This period is known as "the statute of limitations on debt" and varies by state. If the statute of limitations has passed, it is illegal for a debt collector or creditor to sue you.
You need to be careful in communicating with a debt collector because the debt statute of limitations can easily be restarted by acknowledging that you owe the debt, making a payment, entering a payment plan, making an agreement to pay or making a charge on the account.
After 7 Years
Collection and charge-off accounts should only remain on your credit report for 7 years. It is important to check your credit reports as the credit bureaus often continue reporting these derogatory accounts over the 7 year limit.
If you have any questions regarding collection accounts on your credit reports, call our office today for your complimentary credit consultation. We look forward to hearing from you. 480-502-5554
LEGAL DISCLAIMER: The advice provided is for informational purposes only. It is not to be construed as Legal Counsel or Legal Advice.
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