Difference between revisions of "Session 50"

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(Created page with "<br /> ==Recap== *Coralis *The Watchmaker *The fight ==Plot Points== *The return to Danu ** ==Coralis== As you take a moment to breathe, with the last of these invaders...")
 
 
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==Recap==
 
==Recap==
  
*Coralis
+
*Eerie voices, nobody could make out the words
*The Watchmaker
+
**Djinn heard triumphant voices
*The fight
+
**Elswyth heard panicked voices
 +
*The Watchmaker conversation
 +
*The return to the material plane
 +
*Alcoholism
 +
*Returning to the King and encountering a tense conversation between the King and the High Priestess.
  
 
==Plot Points==
 
==Plot Points==
  
*The return to Danu
+
*Supplies
**
+
*Travel
 +
*Overnight stay at Brindlewood
  
==Coralis==
 
As you take a moment to breathe, with the last of these invaders vanquished. You hear the faint sounds of battle?
 
  
 +
=== '''Overview''' ===
  
Djinn hears triumphant orders - As the nightmare creatures gather round the weak point.
+
* '''Population:''' ~65 (mostly humans, with a few halflings and half-elves)
 +
* '''Location:''' Nestled in a foggy river valley at the edge of the Brindlewood, 3 days’ ride from the nearest town.
 +
* '''Primary Industry:''' Farming, charcoal burning, and herbal remedies from the forest.
 +
* '''Notable Feature:''' An old, ivy-covered stone well in the village square said to predate the hamlet.
  
Elswyth hears panicked orders (Celestial) as the gods are fighting
+
<br />
  
 +
=== '''Atmosphere & Description''' ===
 +
Brindleharrow is a quiet, insular hamlet tucked between the misty banks of the Droslin River and the looming Brindlewood. Moss creeps up the low stone fences, and the air carries the scent of wet earth and pine. Weathered cottages cluster around a central square, where a crumbling well surrounded by protective runes hints at the hamlet’s deeper history.
  
''"You called me a villain. A tyrant of time, a man so obsessed with order that I would chain the world to a clockwork fate. Perhaps... you were not wrong."''
+
Most villagers are wary of strangers and tend to speak in hushed tones, especially after dark. There’s a sense that something unseen lingers in the woods, watching.
 +
<br />
  
''“But now, you’ve seen what I saw—what I tried to prevent. The storm outside this moment breaks through, and it cares nothing for your choices, nor my calculations. Chaos has no loyalty. It devours the dreamers and the cynics alike.”''
+
=== '''Key Locations''' ===
  
''(He turns a delicate gear in his palm—one of countless pieces once part of a greater machine.)''
+
* '''The Hollow Oak Inn:''' A squat timber building with creaky floors and a warm hearth. Run by '''Dreska Marrow''', a widowed ex-adventurer who offers stew and stories to those who’ll listen.
 +
* '''Father Yoric’s Shrine:''' A modest open-air shrine to Caernon. Father Yoric, a gentle half-elf druid, also acts as a local healer and herbalist.
 +
* '''The Crooked Smithy:''' A halfling-run forge. '''Jonrik Pettle''' is talkative and cheerfully grim about “old things that oughta stay buried.
 +
* '''The Well of Binding:''' A moss-covered, rune-etched stone well, sealed by a heavy grate. The oldest structure in the village. It hums faintly at night, if you listen close.
  
''"I once believed that the only way to save the future was to ''shape'' it—to deny choice, to enforce harmony through certainty"''
 
  
''(A pause. He looks up. His tone softens, not in weakness—but in resolve.)''
+
=== '''Plot Hook: “The Binding Weakens”''' ===
 +
The party arrives in Brindleharrow just as the villagers are shaken by a recent death: '''Maera Tilver''', a respected herbalist, was found torn apart near the sealed well. Though the official word is “wild animals,” Father Yoric knows it was something worse—clawed wounds, not bite marks. Something was let loose.
  
''"We stand on the edge of a future none of us wanted—but together, perhaps we can forge one that ''still'' has meaning. Not because it was written... but because we wrote it ''together''."''
+
Villagers report hearing scraping sounds beneath the earth near the well and seeing pale eyes watching from the treeline at night. Dreska quietly asks the party to investigate before panic spreads.
  
  
My message, to the Council of Seven is being delivered as we speak by the Angels. They attend peacefully, in an attempt of allyship against the darker times ahead.
+
=== '''Overnight Encounter: “The Buried Horror”''' ===
  
 +
==== '''Setup:''' That night, as the party settles in at the inn, a heavy mist blankets the village. Then, the silence is broken—screams from the square. The well has been broken open. ====
  
Danu
+
==== '''Encounter:''' ====
  
 +
* A '''Gravebound Wretch''' (use '''Ghoul''' stats, but with a '''burrowing speed''' and resistance to nonmagical weapons) has crawled from the well.
 +
* It is a remnant of a long-dead cultist buried alive centuries ago when the well was sealed to entomb their cursed dead.
 +
* The creature attacks the nearest target but pauses when near a player who bears a holy symbol or speaks a prayer (hinting at deeper history).
  
En route to the Palace, a guard bumps into Zanotah and hands him a note before hurrying around the corner.
+
==== '''Complication:''' ====
  
It is sealed with the familiar seal of the Crimson Scale
+
* Two more are stirring—if not stopped, they’ll emerge the following night.
 +
* The runes sealing the well are failing, possibly due to recent deforestation or a villager tampering with them.
  
"We have the fruit of the sandbox tree. The salve is ready"
+
<br />
  
 +
=== '''Investigation Clues''' ===
  
'''Setting:'''
+
* '''Maera’s Journal''' contains notes about faint chanting she heard near the well at dusk.
 +
* '''Yoric''' recalls that the well was once a holy site, then later used to bury plague victims—or so the legend goes.
 +
* '''Jonrik''' recently sold old tools to a traveling scholar who “asked too many questions about the well.”
  
A tall stone chamber lit by silver braziers, flickering light casting shadows across banners of old wars and forgotten victories. Rain smears across the high windows. The King and High Priestess stand alone before the throne. Tension hangs thick.
+
<br />
----'''KING:''' ''(staring out the rain-streaked glass)''
 
  
They tried to end her life before it even began. And now—now they dare to offer peace?
+
=== '''Resolution Options''' ===
----'''HIGH PRIESTESS KORRELL:''' ''(calm, unshaken)''
 
  
Because they fear what comes next. What she may become. They believe she was not ''meant'' to be.
+
* The party can '''re-seal the well''' using druidic or divine magic and proper rituals (Father Yoric can help).
----'''KING:''' ''(turns sharply)''
+
* Alternatively, they may descend into the dried-up well to locate the source of the corruption: the '''remains of a blood cult''' buried beneath the village.
 +
* If left alone, the undead will continue to emerge nightly, growing stronger and spreading fear.
  
They ''believe'' in a cage. A world nailed down to prophecy and gears. My daughter is not a mistake. She is not their ''error''. She is mine.
+
<br />
----'''KORRELL:'''
 
  
And yet they saw her as a fracture in the weave. A threat to the ordained line. You would call them monsters—
+
== '''Deadly Encounter Tuning: Gravebound Wretch & Minions''' ==
  
''(She steps closer)''
+
=== '''Encounter Setup (Deadly - CR ~7)''' ===
  
—but I ask you, Thalen... would you have done differently, if prophecy said her birth would undo the realm?
+
* '''1× Gravebound Wretch''' (CR 4, elite undead controller-type)
----'''KING:''' ''(his voice lowers—dangerous, trembling)''
+
* '''2× Corpse Rakers''' (CR 2 custom ghoulish minions – fast, aggressive attackers)
 +
* '''Fog of Dread''': Lightly obscured area (heavily limits ranged options), creates a tight, close-quarters fight.
  
You speak too freely for a servant of the gods.
+
'''Total Effective XP:'''
----'''KORRELL:''' ''(cold, measured)''
 
  
And you listen too little for a king on the edge of war.
+
* Gravebound Wretch (1,100 XP)
 +
* Corpse Rakers ×2 (450 XP each = 900 XP)
 +
* '''Multiplied by 1.5 (3 monsters)''' = '''3,000 XP adjusted'''
 +
* Deadly threshold for 4 level 5 PCs = ~2,800 XP  ➡️ This is a '''high-end deadly''' fight.
  
[Suddenly, the massive doors to the chamber slam open with a thunderclap of wind and rain.]
+
----
  
  
 +
== '''Gravebound Wretch''' (Homebrew Undead) ==
 +
The Gravebound Wretch is a malevolent undead, bound to the earth and driven by a deep-seated hatred for the living.​5th Edition SRD
  
'''[A heavy silence falls. Even the braziers seem to dim.]'''
+
'''Medium Undead, Neutral Evil'''
----'''KING:''' ''(stepping forward slowly)''
+
----'''Armor Class:''' 15 (natural armor)
  
What have they done?
+
'''Hit Points:''' 99 (18d8 + 18)
----'''KORRELL:''' ''(quietly, to herself)''
 
  
Or what have ''we'' already set in motion?
+
'''Speed:''' 30 ft., burrow 30 ft.​kassoon.dreamhosters.com+45th Edition SRD+4d20PFSRD+4
  
 +
'''STR''' 18 (+4)
 +
 +
'''DEX''' 13 (+1)
 +
 +
'''CON''' 12 (+1)
 +
 +
'''INT''' 11 (+0)
 +
 +
'''WIS''' 12 (+1)
 +
 +
'''CHA''' 17 (+3)​5th Edition SRD+1d20PFSRD+1
 +
 +
'''Saving Throws:''' Dex +3, Wis +3, Cha +5
 +
 +
'''Skills:''' Acrobatics +3, Intimidate +7, Perception +5, Religion +4, Stealth +3
 +
 +
'''Senses:''' Darkvision 60 ft., passive Perception 15
 +
 +
'''Languages:''' Common
 +
 +
'''Challenge:''' CR 4 (1,100 XP)​5th Edition SRD+2d20PFSRD+2limfaleather+2kassoon.dreamhosters.com+55th Edition SRD+5d20PFSRD+5
 +
----
 +
 +
=== '''Traits''' ===
 +
 +
* '''Tied to the Grave:''' The Gravebound Wretch cannot venture more than 1,000 feet from the spot where its body is buried.​5th Edition SRD+1d20PFSRD+1
 +
* '''Vulnerable to Consecration:''' Whenever the Gravebound Wretch starts its turn within the area of a ''hallow'' effect or a ''magic circle'', it must succeed on a DC 15 Constitution saving throw or be stunned until the start of its next turn.​5th Edition SRD+1d20PFSRD+1
 +
 +
----
 +
 +
=== '''Actions''' ===
 +
 +
* '''Multiattack:''' The Gravebound Wretch makes two attacks with its claws.​5th Edition SRD
 +
* '''Claws:''' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target must make a DC 14 Constitution saving throw or become diseased. A creature diseased in this way is considered to have a Charisma score of 1 and has disadvantage on Charisma checks and saving throws. The diseased creature must make another Constitution saving throw at the end of each long rest, noting failures and successes. Three accumulated successes end the disease, while three accumulated failures send the creature into a weeklong coma, after which they awaken with their Charisma score restored.​5th Edition SRD
 +
* '''Dig Grave:''' The Gravebound Wretch can open up a 10-foot cubic pit in the earth, under a single creature within 30 feet. That creature must make a DC 17 Dexterity saving throw, falling into the pit on a failure. The pit remains for 1 hour unless filled.​5th Edition SRD+1d20PFSRD+1
 +
 +
----
 +
 +
=== '''Reactions''' ===
 +
 +
* '''Bury Alive:''' The Gravebound Wretch can bury a creature that has fallen into a pit it created. Any creatures restrained inside the pit are buried and begin to suffocate. A restrained creature can use their action to attempt to break free with a Strength (Athletics) or Dexterity (Acrobatics) check, both with a DC of 15. Otherwise, an ally can use their action to attempt to free a trapped creature with a Strength (Athletics) check with a DC of 16.​5th Edition SR
  
The Grove
 
 
<br />
 
<br />
==Loot==
 
  
==='''Soul Echo Pendant'''===
+
== 💀 '''Corpse Raker''' ''(Custom Minion)'' ==
''Wondrous Item (rare, requires attunement)''
+
'''Medium Undead, Chaotic Evil'''
----A swirling silver disc that hums in sync with your heartbeat. When held close, you can feel a subtle vibration—like a second pulse waiting beneath your own.
+
 
----When you are reduced to '''0 hit points''', the pendant activates automatically:
+
'''AC:''' 13
 +
 
 +
'''HP:''' 45 (6d8 + 18)
 +
 
 +
'''Speed:''' 40 ft., climb 20 ft.
 +
 
 +
'''STR''' 14 | '''DEX''' 16 | '''CON''' 16
 +
 
 +
'''INT''' 6 | '''WIS''' 10 | '''CHA''' 6
 +
 
 +
'''Damage Resistances:''' Necrotic, Cold
 +
 
 +
'''Condition Immunities:''' Poisoned, Charmed
 +
 
 +
'''Senses:''' Darkvision 60 ft.
 +
 
 +
'''Languages:''' understands Common but cannot speak
 +
 
 +
'''CR:''' 2 (450 XP)
 +
----
 +
 
 +
=== '''Traits:''' ===
 +
 
 +
* '''Pack Tactics:''' Gains advantage on attack rolls if an ally is within 5 feet of the target.
 +
* '''Grave Leaper:''' Can jump up to 20 feet as part of a Dash or Attack.
 +
 
 +
----
 +
 
 +
=== '''Actions:''' ===
 +
'''Raking Claws:''' Melee Weapon Attack: +5 to hit, 1d10+3 slashing damage. Target must succeed on a DC 13 Strength saving throw or be knocked prone.
 +
 
 +
'''Grave Spasm (Recharge 5–6):'''
 +
 
 +
All creatures within 10 feet must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of their next turn (undead twitch and surge, releasing a necrotic pulse).
 +
----
 +
 
 +
== 🌫️ '''Environmental Effect: Fog of Dread''' ==
 +
At night, unnatural fog blankets Brindleharrow’s square:
 +
 
 +
* '''Lightly obscured''': Creatures have disadvantage on Perception checks relying on sight.
 +
* All Wisdom (Perception) and ranged attack rolls beyond 10 ft. are made at '''disadvantage'''.
 +
* Undead have '''advantage on Stealth''' and saving throws against being turned.
 +
 
 +
----
 +
 
 +
== 🧙‍♀️ Optional Mechanic: '''Faltering Runes''' ==
 +
 
 +
* At initiative 10 each round, the weakened '''Binding Runes''' around the well flare.
 +
* Each creature within 10 feet of the well must make a DC 14 Wisdom save or take '''2d6 psychic damage''' (nightmare echoes).
 +
* A PC proficient in Arcana or Religion may spend an action on their turn to '''reinforce a rune''' with a DC 15 check. Three successes neutralize the pulses.
 +
 
 +
----
 +
 
 +
== 🧩 Tactical Tips ==
 +
 
 +
* '''Corpse Rakers''' rush the casters or ranged characters.
 +
* '''Gravebound Wretch''' uses ''Dig Grave'' to isolate a party member, then closes the gap.
 +
* PCs may split focus between defending townsfolk and fighting.
 +
 
 +
----
 +
 
 +
=== 📘 Victory Conditions: ===
  
*Instead of falling unconscious, you drop to '''1 HP'''.
+
* Slay the Gravebound Wretch and its minions.
*You immediately become '''invisible''' until the end of your '''next turn'''.
+
* OR survive long enough (5 rounds) for the villagers (led by Father Yoric) to complete a ritual that re-seals the well.
*The pendant '''shatters''' after use, its magic expended.
 

Latest revision as of 18:43, 1 May 2025


Recap

  • Eerie voices, nobody could make out the words
    • Djinn heard triumphant voices
    • Elswyth heard panicked voices
  • The Watchmaker conversation
  • The return to the material plane
  • Alcoholism
  • Returning to the King and encountering a tense conversation between the King and the High Priestess.

Plot Points

  • Supplies
  • Travel
  • Overnight stay at Brindlewood


Overview

  • Population: ~65 (mostly humans, with a few halflings and half-elves)
  • Location: Nestled in a foggy river valley at the edge of the Brindlewood, 3 days’ ride from the nearest town.
  • Primary Industry: Farming, charcoal burning, and herbal remedies from the forest.
  • Notable Feature: An old, ivy-covered stone well in the village square said to predate the hamlet.


Atmosphere & Description

Brindleharrow is a quiet, insular hamlet tucked between the misty banks of the Droslin River and the looming Brindlewood. Moss creeps up the low stone fences, and the air carries the scent of wet earth and pine. Weathered cottages cluster around a central square, where a crumbling well surrounded by protective runes hints at the hamlet’s deeper history.

Most villagers are wary of strangers and tend to speak in hushed tones, especially after dark. There’s a sense that something unseen lingers in the woods, watching.

Key Locations

  • The Hollow Oak Inn: A squat timber building with creaky floors and a warm hearth. Run by Dreska Marrow, a widowed ex-adventurer who offers stew and stories to those who’ll listen.
  • Father Yoric’s Shrine: A modest open-air shrine to Caernon. Father Yoric, a gentle half-elf druid, also acts as a local healer and herbalist.
  • The Crooked Smithy: A halfling-run forge. Jonrik Pettle is talkative and cheerfully grim about “old things that oughta stay buried.”
  • The Well of Binding: A moss-covered, rune-etched stone well, sealed by a heavy grate. The oldest structure in the village. It hums faintly at night, if you listen close.


Plot Hook: “The Binding Weakens”

The party arrives in Brindleharrow just as the villagers are shaken by a recent death: Maera Tilver, a respected herbalist, was found torn apart near the sealed well. Though the official word is “wild animals,” Father Yoric knows it was something worse—clawed wounds, not bite marks. Something was let loose.

Villagers report hearing scraping sounds beneath the earth near the well and seeing pale eyes watching from the treeline at night. Dreska quietly asks the party to investigate before panic spreads.


Overnight Encounter: “The Buried Horror”

Setup: That night, as the party settles in at the inn, a heavy mist blankets the village. Then, the silence is broken—screams from the square. The well has been broken open.

Encounter:

  • A Gravebound Wretch (use Ghoul stats, but with a burrowing speed and resistance to nonmagical weapons) has crawled from the well.
  • It is a remnant of a long-dead cultist buried alive centuries ago when the well was sealed to entomb their cursed dead.
  • The creature attacks the nearest target but pauses when near a player who bears a holy symbol or speaks a prayer (hinting at deeper history).

Complication:

  • Two more are stirring—if not stopped, they’ll emerge the following night.
  • The runes sealing the well are failing, possibly due to recent deforestation or a villager tampering with them.


Investigation Clues

  • Maera’s Journal contains notes about faint chanting she heard near the well at dusk.
  • Yoric recalls that the well was once a holy site, then later used to bury plague victims—or so the legend goes.
  • Jonrik recently sold old tools to a traveling scholar who “asked too many questions about the well.”


Resolution Options

  • The party can re-seal the well using druidic or divine magic and proper rituals (Father Yoric can help).
  • Alternatively, they may descend into the dried-up well to locate the source of the corruption: the remains of a blood cult buried beneath the village.
  • If left alone, the undead will continue to emerge nightly, growing stronger and spreading fear.


Deadly Encounter Tuning: Gravebound Wretch & Minions

Encounter Setup (Deadly - CR ~7)

  • 1× Gravebound Wretch (CR 4, elite undead controller-type)
  • 2× Corpse Rakers (CR 2 custom ghoulish minions – fast, aggressive attackers)
  • Fog of Dread: Lightly obscured area (heavily limits ranged options), creates a tight, close-quarters fight.

Total Effective XP:

  • Gravebound Wretch (1,100 XP)
  • Corpse Rakers ×2 (450 XP each = 900 XP)
  • Multiplied by 1.5 (3 monsters) = 3,000 XP adjusted
  • Deadly threshold for 4 level 5 PCs = ~2,800 XP ➡️ This is a high-end deadly fight.


Gravebound Wretch (Homebrew Undead)

The Gravebound Wretch is a malevolent undead, bound to the earth and driven by a deep-seated hatred for the living.​5th Edition SRD

Medium Undead, Neutral Evil


Armor Class: 15 (natural armor)

Hit Points: 99 (18d8 + 18)

Speed: 30 ft., burrow 30 ft.​kassoon.dreamhosters.com+45th Edition SRD+4d20PFSRD+4

STR 18 (+4)

DEX 13 (+1)

CON 12 (+1)

INT 11 (+0)

WIS 12 (+1)

CHA 17 (+3)​5th Edition SRD+1d20PFSRD+1

Saving Throws: Dex +3, Wis +3, Cha +5

Skills: Acrobatics +3, Intimidate +7, Perception +5, Religion +4, Stealth +3

Senses: Darkvision 60 ft., passive Perception 15

Languages: Common

Challenge: CR 4 (1,100 XP)​5th Edition SRD+2d20PFSRD+2limfaleather+2kassoon.dreamhosters.com+55th Edition SRD+5d20PFSRD+5


Traits

  • Tied to the Grave: The Gravebound Wretch cannot venture more than 1,000 feet from the spot where its body is buried.​5th Edition SRD+1d20PFSRD+1
  • Vulnerable to Consecration: Whenever the Gravebound Wretch starts its turn within the area of a hallow effect or a magic circle, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of its next turn.​5th Edition SRD+1d20PFSRD+1

Actions

  • Multiattack: The Gravebound Wretch makes two attacks with its claws.​5th Edition SRD
  • Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target must make a DC 14 Constitution saving throw or become diseased. A creature diseased in this way is considered to have a Charisma score of 1 and has disadvantage on Charisma checks and saving throws. The diseased creature must make another Constitution saving throw at the end of each long rest, noting failures and successes. Three accumulated successes end the disease, while three accumulated failures send the creature into a weeklong coma, after which they awaken with their Charisma score restored.​5th Edition SRD
  • Dig Grave: The Gravebound Wretch can open up a 10-foot cubic pit in the earth, under a single creature within 30 feet. That creature must make a DC 17 Dexterity saving throw, falling into the pit on a failure. The pit remains for 1 hour unless filled.​5th Edition SRD+1d20PFSRD+1

Reactions

  • Bury Alive: The Gravebound Wretch can bury a creature that has fallen into a pit it created. Any creatures restrained inside the pit are buried and begin to suffocate. A restrained creature can use their action to attempt to break free with a Strength (Athletics) or Dexterity (Acrobatics) check, both with a DC of 15. Otherwise, an ally can use their action to attempt to free a trapped creature with a Strength (Athletics) check with a DC of 16.​5th Edition SR


💀 Corpse Raker (Custom Minion)

Medium Undead, Chaotic Evil

AC: 13

HP: 45 (6d8 + 18)

Speed: 40 ft., climb 20 ft.

STR 14 | DEX 16 | CON 16

INT 6 | WIS 10 | CHA 6

Damage Resistances: Necrotic, Cold

Condition Immunities: Poisoned, Charmed

Senses: Darkvision 60 ft.

Languages: understands Common but cannot speak

CR: 2 (450 XP)


Traits:

  • Pack Tactics: Gains advantage on attack rolls if an ally is within 5 feet of the target.
  • Grave Leaper: Can jump up to 20 feet as part of a Dash or Attack.

Actions:

Raking Claws: Melee Weapon Attack: +5 to hit, 1d10+3 slashing damage. Target must succeed on a DC 13 Strength saving throw or be knocked prone.

Grave Spasm (Recharge 5–6):

All creatures within 10 feet must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of their next turn (undead twitch and surge, releasing a necrotic pulse).


🌫️ Environmental Effect: Fog of Dread

At night, unnatural fog blankets Brindleharrow’s square:

  • Lightly obscured: Creatures have disadvantage on Perception checks relying on sight.
  • All Wisdom (Perception) and ranged attack rolls beyond 10 ft. are made at disadvantage.
  • Undead have advantage on Stealth and saving throws against being turned.

🧙‍♀️ Optional Mechanic: Faltering Runes

  • At initiative 10 each round, the weakened Binding Runes around the well flare.
  • Each creature within 10 feet of the well must make a DC 14 Wisdom save or take 2d6 psychic damage (nightmare echoes).
  • A PC proficient in Arcana or Religion may spend an action on their turn to reinforce a rune with a DC 15 check. Three successes neutralize the pulses.

🧩 Tactical Tips

  • Corpse Rakers rush the casters or ranged characters.
  • Gravebound Wretch uses Dig Grave to isolate a party member, then closes the gap.
  • PCs may split focus between defending townsfolk and fighting.

📘 Victory Conditions:

  • Slay the Gravebound Wretch and its minions.
  • OR survive long enough (5 rounds) for the villagers (led by Father Yoric) to complete a ritual that re-seals the well.