Darklord's Shrine
Combat - Darklord's Shrine
Encounter Difficulty: Extreme (if the heroes don't return the orb)
Victories Awarded: 1
Expected Party: 5 heroes at level 1 with 2 Victories each
Enemies:
| Group | Creatures |
|---|---|
| 1 | Severed shadow |
| 2 | Severed shadow |
| 3 | Severed shadow |
| 4 | Severed shadow |
| 5 | Severed shadow |
Balancing:
If you have fewer or more than 5 heroes, modify the encounter in the following ways:
| Number of heroes | Modification |
|---|---|
| 3 | Remove two severed shadows from the encounter. |
| 4 | Remove one severed shadow from the encounter. |
| 6 | Add one severed shadow (in their own initiative group) to the encounter. |
Undead Malice
At the start of any undead's turn, you can spend malice to activate one of the following features.
| Ravenous Horde (2 Malice) |
| At the end of this round, each hero not already adjacent to one or more undead is beset by two **rotting zombies** who burst up from the ground to appear in adjacent unoccupied spaces. Each zombie is winded. This feature can't be used two rounds in a row. |
| Paranormal Fling (3 Malice) |
| Up to three unattended objects on the encounter map rise to float 1 square off the ground. Each object is then pulled 5 squares toward the nearest enemy within 3 squares of the object. |
| The Grasping, the Hungry (5 Malice) |
| Ravenous and rotting undead arms burst forth from 9 connected squares of a vertical or horizontal surface. Any creature who ends their turn adjacent to an affected square makes an **Agility test**. |
| ≤ 11: 5 damage; restrained (save ends) |
| 12-16:5 damage; restrained (EoT) |
| 17+: 5 damage |
| Effect: While restrained this way, a creature takes 1d6 damage at the start of each of their turns. |
| Dread March (7+ Malice) |
| Up to four undead in the encounter move up to their speed and can make a free strike. The number of undead affected increases by 1 for each additional Malice spent on this feature. If an undead is reduced to 0 Stamina during this dread march, they don't die until the march is resolved. |
Severed Shadow
| Undead | Level 1 Elite Ambusher |
| EV 12 |
| Size | Speed | Stamina | Stability | Free Strike |
|---|---|---|---|---|
| 1M | 7 | 60 | 0 | 5 |
| Immunity Corruption 2, poison 2 | Weakness — |
| Movement — |
| Might | Agility | Reason | Intuition | Presence |
|---|---|---|---|---|
| +0 | +2 | +0 | +2 | +0 |
| Shadow's Grasp 2d10+2 | Signature Ability |
| Melee, Strike, Weapon | Main Action |
| Melee 1 | One creature or object |
| ≤ 11: 7 damage; A < 1 grabbed |
| 12-16: 10 damage; A < 2 grabbed |
| 17+: 12 damage; grabbed |
| Shadow Cloak (3 Malice) 2d10+2 | |
| Area | Main Action |
| 2 burst | Each enemy in the area |
| ≤ 11: 2 damage; I < 0 the shadow has concealment from the target (save ends) |
| 12-16: 3 damage; I < 1 the shadow has concealment from the target (save ends) |
| 17+: 4 damage; I < 2 the shadow has concealment from the target (save ends) |
| Effect: The shadow shifts up to their speed and can attempt to hide. |
| Shadow Rend 2d10+2 | |
| Ranged, Strike, Weapon | Main Action |
| Ranged 8 | Two creatures or objects |
| ≤ 11: 6 damage; M < 0 bleeding (save ends) |
| 12-16: 9 damage; M < 1 bleeding (save ends) |
| 17+: 11 damage; M < 2 bleeding (save ends) |
| Effect: While bleeding this way, the target can't hide from the shadow or their allies. |
| Clever Trick (1 Malice) | |
| — | Triggered Action |
| Special | One enemy |
| Trigger: The shadow is targeted by a strike. |
| Effect: The shadow chooses one enemy within distance of the strike to become the target of the strike. |
| Corruptive Phasing |
| The shadow can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the shadow moves through a creature, that creature takes 2 corruption damage. The shadow doesn't take damage from being force moved into objects. |