Professional Documents
Culture Documents
Uzul The Terrifying
Uzul The Terrifying
Setup
The PCs have been implored by a villager from
Yarlford to come help with them wolf attacks.
Area 10
Area 4
The area beyond the archway (the octagonal room) is
Skeletons animate from the rubble piles in the east
shrouded in a purplish mist. As soon as anything
(14, 15, 12) and the west (10, 13, 19, 12). If the
passes through the mist, four hobgoblin (13, 13, 11,
western pile is searched, a ruby worth 300gp can be
10) guards are released from stasis and they attack
found.
with swords made of purple energy (+5, 1d10+3
necrotic damage). The swords dissipate when their
Area 5 wielder is slain.
One of Uzul’s more elite guards is stationed here, in
the SW corner. This hobgoblin (18) be aware the PCs When all four guardians have been slain, a horrible
are coming unless they take extra precautions to be rumble begins sounding from the sarcophagus before
stealthy. In addition to his sword, he’s armed with a its lid blows into thousands of pieces and Uzul rises.
blowgun (+3, 1 point of piercing, 3d10 poison damage
+ poisoned, DC 17 CON save for half damage and no Uzul has 187 hit points, and knows Chaos Magic. He
condition). He will try and attack from the shadows fights long enough to slay at least two of the PCs,
with his blowgun, then will yell an alarm and switch to leaving at least two of them alive before giving his
his sword. diatribe and using the spell Escape to vanish.
Area 8 Wrap up
Some sort of memorial has been carved into the Award the PCs 500xp each for clearing the dungeon.
southern wall of this room, thought it’s hard to make it They will have good news (slain wolves) and bad
out from a distance. If PCs get close to examine, then news (unleashed a svartalf) to deliver back to
three ghouls (27, 26, 31) claw their way up from the Yarlsford...
dirt around the broken flagstones.