This encounter is intended for five Player Characters of 6th level
It’s been a while since I’ve visited my favorite opponents – the undead. And on top of that I wanted to give my (Ahem!) Dwarven Forge set pieces a go at representing the map. Thus we have the following small section of a dungeon (or even a self-contained, “random encounter” style locale) occupied by the unquiet spirit of a cruel northern lord and his nefarious henchmen – faithful unto death. Also I just REALLY love using the viking version of a title; a fact I was reminded of thanks to a revisit to Skyrim and a run at a Dungeon Crawl Classics adventure.
Though his true name is lost to history, “The Black Jarl” earned his title through betrayal, aggression, cruelty, and the macabre scarring left on his body after a conflict with a wizard. Raids and dirty deals made him an affluent man who jealously guarded his treasures, and many of these items were to be buried with him, along with his bastard son (A promising warrior who succumbed to a plague at age 16), several of his closest Thanes, and an ornate statue built in an idealized likeness of the Jarl himself. Before his death the Jarl swore that he would crawl out of his tomb and strike down any who dared to abscond with his possessions. In this, the Jarl was not false.
The halls of his tomb are walked by the restless spirit of his bastard son, and guarded by the animated corpses of his men. Even the Jarl himself does not rest easy, waiting with sword clutched in hand, eager to strike down and consume the life force of the first intruder foolish enough to enter his resting place.
Features of the Area
Light: The statue chamber is in dim light due tot he glowing gems placed in the eyes of the Jarl’s statue. Otherwise, the tomb is utterly dark
Hidden Niches: These small chambers beyond the wall are where some of the Jarl’s Thanes were buried. Their flesh rotted away, yet their arrogance, cruelty,and the Jarl’s will kept their spirits tied to their skeletons. The wall here is purposefully weak and thin – though this is not apparent at first glance. A skeleton can use a Standard Action to destroy a 1 square section of the wall. Spotting the weakness in the walls is a Moderate Perception (Be aware that a PC’s Passive Perception score may beat the DC) or Easy Dungeoneering check (The PC must specifically be looking at the walls).
Sarcophagus: This heavy stone casket features a stylized bas relief cover depicting the young man laid to rest inside. Of the body; only a brittle and immobile skeleton remains. However a healthy treasure parcel has been placed within the sarcophagus – including a handsome scramasax (+1 Short-sword) that would easily sell for twice its normal value: due to the masterful craftsmanship, gilding, enameling, and other decorative elements.
False Secret Door: This wall appears odd (Perception DC 8) at first glance. Most PCs will assume it is a hidden door, and attempt to jar it open – eager for the treasure inside. It is in fact, a trap. Heavy stones were very loosely lined up against bare dirt, and if jostled, they will cascade down, burying anyone in front of them. NOTE: Only the squares indicated in red on the map are targeted.
Trap – False Secret Door
Trigger: The wall is jostled or pushed against with a little force
Target: 2×2 squares in front of the wall
Attack: +10 vs. REF DMG: 1d8+6 and the target is knocked prone and restrained until they succeed at a Hard Athletics or Acrobatics check (Move Action)
Countermeasures: A PC using a reach weapon or long pole can spring the trap with a Hard Thievery check.
Statue: Towering above the PCs is this 25 foot tall stone edifice fashioned in the image of the Black Jarl himself. It’s purpose was likely to serve as both tomb marker, ward against nefarious spirits, and a demonstration of the Jarl’s wealth and pride.
Though made mostly of a well worked, dark stone, there are strategically placed gems embedded into the statue. Most notably the eyes, which are large, glowing, red gems. These treasures have a minor magic to them, as they were formed in the Elemental Chaos before finding their way in to the hands of a craftsman. Each is worth 1,200 GP, making this a significant treasure parcel if the PCs can pry the gems free. Additional baubles of hematite and jade can be chipped out, adding another 400 GP to the total.
Climbing the statue is an inconsistent endeavor – some sections afford natural handholds, or else decay has made the surface easier to grasp. Yet in some places the stone is still smooth and permits no good surface to grip. A Moderate Athletics roll is required to scale the structure.
PCs keeping a close eye out might find a secret compartment built in to the back of the statue. This niche contains an additional treasure parcel – a last-ditch hiding place for some of the paranoid Jarl’s prized possessions.
x6 Skeletons (Monster Manual pg. 234) [T]
x1 Wraith/Bastard Son’s Spirit (Monster Vault pg. 284) [S]
x1 Battle Wight/The Black Jarl (Monster Manual pg. 262) [J]
The first thing the PCs will see are two skeletons at the end of a long hallway. These two await their approach, and might move forward a few squares if attacked from range. The remaining skeletons will wait until the PCs pass by or stop nearby to ambush them. They can hear what is going on outside the walls perfectly, and though they do not share senses, the Jarl can subtlety control them from within his tomb, allowing you to time their entry to greatest dramatic effect.
This shadowy creature appears in the image of the Black Jarl’s bastard son, right down to the spectral scramasax that he swings as though it were a real weapon, instead of an extension of his dark essence. The Wraith moves through the walls of the complex, attack when convenient and ducking back into the nearest surface. His intention is to sew chaos, and he will likely attack the weakest target, any bloodied target, or even a different target each time. If a PC strikes the Black Jarl, that PC will then become the next target for the Wraith’s abuse.
The Black Jarl will make his Soul Reaping attack as soon as a PC is in range, but will then retreat tot h recesses of his tomb. He is not fleeing – but daring the PCs to enter his realm and face him in straightforward combat. If he is hit with a ranged attack he hisses that the PC is a coward, “unfit to walk in these halls of honor.” If the PCs start gaining the advantage over the skeletons, the Jarl changes tactics, rushing out and joining the fray while he still has allies to support him.
Consider giving 2-3 treasure parcels for this chamber. It’s best used to help the party “catch up” on loot they might have missed out on because of encounters with creatures that typically would not have treasure on them, or to make up Skill Challenges that didn’t yield monetary rewards. You should at least account for 1,600 GP to account for the various gems that are embedded into the Jarl’s massive burial/warding statue.
Consider arming the Jarl with a worthy magic item that he has access to when fighting the PCs (this will in turn become their property if they can defeat the corrupted lord.)