Siege of the Village
Combat - Undead Siege
Encounter Difficulty: Hard
Victories Awarded: 2
Expected Party: Five heroes at level 1 with 2 victories, and one level 1 retainer (Parriwimple)
Enemies:
| Group | Creatures |
|---|---|
| 1 | Two zombies |
| 2 | Eight rotting zombies |
| 3 | Eight rotting zombies |
| 4 | Two ghouls |
| 5 | Eight rotting zombies (round 2) |
| 6 | Two ghouls (round 2) |
| 7 | Two soulwights (round 2) |
| 8 | One plagued zombie (round 3) |
Balancing:
If you have fewer or more than 5 heroes, or Parriwimple is not present, modify the encounter in the following ways:
| Number of heroes | Modification |
|---|---|
| 3 heroes without Parriwimple | Remove two zombies from the beginning of the encounter, the two ghouls who arrive in the second round, and one of the soulwights who arrive in the third round. |
| 3 heroes and Parriwimple, or 4 heroes without Parriwimple | Remove two zombies from the beginning of the encounter, and remove the two ghouls that arrive in the second round. |
| 4 heroes and Parriwimple, or 5 heroes without Parriwimple | Remove two zombies from the beginning of the encounter. |
| 6 heroes and Parriwimple | Add two ghouls (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. |
| 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. |
Zombie
| Undead | Level 1 Horde Brute |
| EV 3 |
| Size | Speed | Stamina | Stability | Free Strike |
|---|---|---|---|---|
| 1M | 5 | 20 | 1 | 2 |
| Immunity: Corruption 1, poison 1 | Weakness: — |
| Movement: — |
| Might | Agility | Reason | Intuition | Presence |
|---|---|---|---|---|
| +2 | +1 | -5 | -2 | +1 |
| Clobber and Clutch 2d10+2 | Signature Ability |
| Melee, Strike, Weapon | Main Action |
| Melee 1 | One creature or object |
| ≤ 11: 4 damage |
| 12-16:6 damage |
| 17+: 7 damage; grabbed |
| Effect: A target who starts their turn grabbed by the zombie takes 2 corruption damage. A creature who takes 5 or more corruption damage this way becomes insatiably hungry for flesh, and must complete the Find a Cure downtime project in Draw Steel: Heroes to end this effect. |
| Zombie Dust (3 Malice) 2d10+2 | |
| Area | Maneuver |
| 2 Burst | Each enemy in the area |
| Effect: The zombie falls prone, expelling a wave of rot and dust. |
| ≤ 11: 2 corruption damage |
| 12-16:3 corruption damage; M < 1 weakened (save ends) |
| 17+: 4 corruption damage; M < 2 dazed (save ends) |
| Endless Knight |
| The first time the zombie is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 10 Stamina and fall prone. |
Rotting Zombie
| Undead | Level 1 Minion Brute |
| EV 3 for four minions |
| Size | Speed | Stamina | Stability | Free Strike |
|---|---|---|---|---|
| 1M | 4 | 5 | 0 | 2 |
| Immunity: Corruption 1, poison 1 | Weakness: — |
| Movement: — | With Captain: +1 damage bonus to strikes |
| Might | Agility | Reason | Intuition | Presence |
|---|---|---|---|---|
| +2 | -2 | -5 | -2 | -3 |
| Rotting Fist 2d10+2 | Signature Ability |
| Melee, Strike, Weapon | Main Action |
| Melee 1 | One creature or object per minion |
| ≤ 11: 2 damage |
| 12-16: 4 damage |
| 17+: 5 damage; M < 2 prone if size 1, or slowed (save ends) otherwise |
| Death Grasp |
| When the rotting zombie is reduced to 0 Stamina, their space is difficult terrain. The first time any enemy who has M < 2 enters this space, they are slowed (save ends) and the effect ends. |
Ghoul
| Undead | Level 1 Horde Harrier |
| EV 3 |
| Size | Speed | Stamina | Stability | Free Strike |
|---|---|---|---|---|
| 1M | 7 | 15 | 0 | 1 |
| Immunity Corruption 1, poison 1 | Weakness — |
| Movement — |
| Might | Agility | Reason | Intuition | Presence |
|---|---|---|---|---|
| +0 | +2 | +0 | +2 | +0 |
| Razor Claws 2d10+2 | Signature Ability |
| Charge, Melee, Strike, Weapon | Main Action |
| Melee 1 | One creature or object |
| ≤ 11: 3 damage |
| 12-16: 4 damage |
| 17+: 5 damage; M < 2 bleeding (save ends) |
| Leap | |
| — | Maneuver |
| Self | Self |
| Effect: The ghoul jumps up to 3 squares. If they land on a size 1 enemy, that enemy is knocked prone and the ghoul can make a free strike against them. |
| Arise |
| The first time the ghoul is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone. |
| Hunger |
| When the ghoul uses the Charge main action, they gain a +2 bonus to speed until the end of their turn. |
Soulwight
| Undead | Level 1 Horde Hexer |
| EV 3 |
| Size | Speed | Stamina | Stability | Free Strike |
|---|---|---|---|---|
| 1M | 5 | 10 | 0 | 1 |
| Immunity: Corruption 1, poison 1 | Weakness: — |
| Movement: — |
| Might | Agility | Reason | Intuition | Presence |
|---|---|---|---|---|
| +2 | +1 | +0 | +0 | +1 |
| Soulstealer Longsword 2d10+2 | Signature Ability |
| Melee, Strike, Weapon | Main Action |
| Melee 1 | One creature or object |
| ≤ 11: 3 corruption damage |
| 12-16: 4 corruption damage; M < 1 slowed (save ends) |
| 17+: 5 corruption damage; M < 2 slowed and weakened (save ends) |
| Stolen Vitality (3 Malice) | |
| Magic, Ranged | Maneuver |
| Ranged 5 | One ally |
| Arise |
| The first time the soulwight is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone. |
Plagued Zombie
| Undead | Level 2 Elite Controller |
| EV 16 |
| Size | Speed | Stamina | Stability | Free Strike |
|---|---|---|---|---|
| 1M | 5 | 60 | 2 | 5 |
| Immunity: Poison 3 | Weakness: — |
| Movement: Climb |
| Might | Agility | Reason | Intuition | Presence |
|---|---|---|---|---|
| +1 | +0 | +0 | +2 | +0 |
| Plague Spreader 2d10+2 | Signature Ability |
| Area, Magic | Main Action |
| 3 Burst | Each enemy in the area |
| ≤ 11: 5 poison damage; I < 0 frightened (save ends) |
| 12-16: 8 poison damage; I < 1 frightened (save ends) |
| 17+: 10 poison damage; I < 2 frightened (save ends) |
| Effect: The area is filled with a cloud of pestilence that lasts until the start of the plagued zombie's next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 3 poison damage. |
| Pestilential Death |
| When the plagued zombie is reduced to 0 Stamina, they explode, dealing 1d6 poison damage to each adjacent enemy and object. |
Flammable Oil |
Level 1 Trap Ambusher |
| EV 2 per 10 x 10 patch |
A patch of flammable oil or pitch on the ground is ready to be ignited.
Stamina: —
Size: One or more squares
| Deactivate |
| As a maneuver, a creature adjacent to a patch of flammable oil can make an Agility test. |
| ≤ 11: The creature ignites the oil and is affected as if in its area. |
| 12-16: The oil temporarily ignites before safely burning out, and the creature takes 3 fire damage and is burning (save ends). |
| 17+: The oil is rendered safe and can't be ignited. |
| Activate |
| The flammable oil triggers when a creature or object in a square of oil takes fire damage, or a creature or object enters a square of burning oil or starts their turn there. |
| Effect: The triggering creature or object takes 3 fire damage and is burning (save ends). A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round. |
| Concealed Oil (+1 EV) |
| The oil is hidden until it ignites. |
| Allied Awareness |
| Allies who have weapons are equipped with torches. Any ally can use a maneuver to throw a torch up to 5 squares and ignite the flammable oil. |
Spike Trap |
Level 2 Trap Ambusher |
| EV 3 |
A pit dug into the ground is filled with spikes, and camouflaged to avoid detection.
Stamina: 6
Size: One or more squares
Typical Space: 2x2-square area
| Deactivate |
| As a maneuver, a creature adjacent to a spike trap can make an Agility test. |
| ≤ 11: The creature triggers the trap and is affected as if in its area. |
| 12-16: The trap is deactivated but the creature is slowed (EoT). |
| 17+: The trap is deactivated and doesn't trigger. |
| Activate |
| The spike trap is calibrated to be triggered by creatures or objects of a particular size or larger. The trap triggers when a creature or object of the appropriate size enters its area. |
| Effect: The Spike Trap ability. |
| Spike Trap 2d10+2 | |
| Area, Weapon | Free Triggered Action |
| Melee 0 | The triggering creature or object |
Trigger: A creature or object of the appropriate size enters the trap's area.
| ≤ 11: 3 damage; the target shifts 1 square away from the trap |
| 12-16: 4 damage; the target falls into the pit; A < 0 prone |
| 17+: 6 damage; the target falls into the pit; A < 1 prone; restrained (save ends) |
| Effect:The target ends their movement when they enter the trap's area. The pit is typically 2 squares deep. The trap must be manually reset. |
| Hidden |
| The spike trap is hidden until triggered or detected. |