The Crypt Keeper's Secret

Strange happenings at the Woodend graveyard lead the characters to investigate the residence of the local Crypt Keeper. A challenging adventure for a large party of 1st level characters or a smaller group of 2nd level.


Either as caravan guards or residents, the Player Characters find themselves in the walled town of Woodend, a settlement situated at the edge of a great forest. Walking along a laneway near one of the town gates the characters are met with cries for help: "A boar, a boar ! Help ! It's eating my apples !"

The PCs, being the closest to the commotion, round the next bend to find an already agitated Wild Boar next to an overturned bucket of apples. It is not more that 30 feet away. Townsfolk can be seen peering from their doorways or from open windows. The presence of this Boar, loose inside the town walls, is a clear danger to the people. If the characters approach to less than 20 feet the beast charges.

Wild Boar (mod)
AC: 7 HD: 3+3 hp: 15 THACO: 17 Attacks: 1 Damage: 2d4 (tusks) Mv: 15 Size: S (2' at shoulder) xp: 175
*Does additional 1d2 when charging from more than 10 feet.
*Continues to fight until -7 hp.

If the PCs defeat the boar they are greeted by a cheer and are surrounded by a dozen onlookers. One man, a woodcutter named Otis, declares there will be a feast tonight, and that he'll prepare a fire and spit roast for all comers ! The feast will be held just inside town gate. Hundreds of people attend, many of whom have no idea as to the reason for the celebration. During the night numerous people come up and pat the characters on the back, including caravan guards and the few militia who are on the night watch shift.

Investigators Wanted

The next morning the PCs are approached by a solid, sandy haired middle aged woman who introduces herself as Mrs Kraty, owner of the 'famous' Woodend Soup Kitchen. She assumes the characters are of heroic disposition, and asks them to do a bit of investigating on her behalf. She relates the tale that a few nights previously, whilst picking herbs near the graveyard, she found a glass vial containing a clear liquid. The liquid she says is an antidote for a 'common' poison that can be made from a certain thistle - "it can easily be made if you have the right combination of ingredients."

Mrs Kraty passes off her knowledge as something 'any experienced cook' might know, whereas only a trained herbalist or alchemist would know of such matters. She says she was "both surprised and unsurprised" to find it in the graveyard. She wants the PCs to search the reclusive Crypt Keeper's cottage while he is, fortuitously, away visiting his sister.

Mrs Kraty 0-level Human (Alchemist)
AC: 10 HD: 1+6 hp: 12 (Bonus hp,Con16) THACO: 20 Attacks: 1 Damage: 1d3 (small knife) Mv: 9 Alignment: NG Size: M xp: NA
*May cast 4 cantrip spells per day (Flame Dart in combat)
*Glass Vial with Antidote, 3 doses. (Cures 0/10 poison encountered later in adventure).
*See rules for 0-level humans for an explanation of the hit points.

Mrs Kraty tells the characters that over the last few months she has been concerned about strange activities going on at the graveyard. Various people have been seen moving around in the company of the Crypt Keeper during the night (she saw them with her own eyes) and no one is sure who these individuals are. She would like the characters to search the Crypt Keeper's cottage during the day, pretending to be curious good-intentioned travellers, and look for any unusual signs.

If the PCs agree to snoop around Mrs Kraty gives them the Antidote vial. She explains that it can be drunk in three parts to counter a specific plant Poison, if they encounter it. [DM - The Poison only lasts 1 week once made. It does 0/10 damage with an onset time of 2 rounds. The Antidote, in the flask, remains preserved for many months.]

Mrs Kraty will not travel with the PCs since she has a kitchen to run. She is too afraid to go into the Crypt Keeper's cottage - having bad feelings about the man. She suspects he is practitioner of evil arts. The Crypt Keeper's name is Oklar Olsen and he's away, apparently visiting his sister, who lives in the town from which he originally came 4 years ago [He has no sister, he is actually doing historical research].     

Woodend Graveyard and the Crypt Keeper's Cottage

The graveyard is 20 minutes walk from the town. It is situated upon the grassy and slightly undulating hillside that runs near the edge of the wood. The characters can make out numerous gravestones and large markers on the higher ground as they advance along the road. The path twists and rises until the characters are among numerous headstones and areas of barren rocky earth. Directly ahead they see what looks to be a two room stone-built cottage 50 feet distant with a detached small-sized wooden shed.

The cottage, featuring a chimney, has very small windows on each wall. Along one outside wall are three large water-catching clay cisterns, with wooden taps near the bottom. There is also a pile of firewood. The wooden front door is closed. PCs approaching the door see that it is held closed by a simple iron lock (+30% to OL checks).

Inside, the main room (20x20') is a solidly built round table, four heavy wooden stools, a food preparation bench, a fireplace with iron pots hung on the stonework, and a cupboard filled with clay pots that have wooden lids containing; wheat grains, onions, dried fruit, some common spices, and salt. Other items inside the cupboard include a mortar and pestle, some wooden cups, plates, various utensils, 4 flasks of oil, a clay oil lamp, 6 spare lamp wicks, and 4 large candles. A coarse straw mat covers half the floor under the stools and table making them difficult to slide about.

There is a curtain covered archway leading into the smaller (10x10') second room. Inside the smaller room is a sleeping cot, a small bedside table with an oil lamp, and clothing heaped upon the floor (trousers and shirts).

Outside, in the 15x10' shed, the PCs will see there are two picks and two shovels, a wheelbarrow, two buckets, one large open and empty barrel, plus 3 simple wooden coffins.

If the PCs search under the straw mat in the main room of the cottage they find a solid iron-bound trap door that is bolted from the inside. The PCs will need to destroy the door (40hp using heavy axes and maces, lighter swords only do 1/4 damage) to gain access, or somehow slide the bolt (via a Knock spell).

The Crypt Keeper's Secret (Basement)

Stone stairs descend downwards into a dark 20x20' room (PCs will require a light source to see adequately) that is dominated by a large table upon which are stacked a number of leather bound books and a candelabra. In front of the table is a high-backed chair over which hang four surcoats (3 small and one large bearing the symbol of a ram). Other items on the table are two empty glass vials with cork stoppers, an ink well and quill, a small knife, a clay oil lamp, and a stack of parchment paper. Lined up against the walls are 16 small barrels containing coloured sand (red, white, blue, yellow, orange, black, green), salt, charcoal, dried straw, dried thistles, dried fungi, black pebbles, white pebbles, the bones of various animals (frogs, chicken, goats, pig, rats, bats), and 50' of silk rope.

If the PCs search during the day time there will be 3 Goblins sleeping here upon the floor. Smashing the trap door will awaken them and cause the group to hide under the large table, and partly inside a 3' round escape tunnel (hidden under the table) that runs 150' towards a patch of hillside scrub. If the PCs have alerted the occupants, and they advance more than halfway across the room, the Goblins fling the chair to one side and rush out wielding curved (and poisoned) swords.

Goblins (3) Noklar, Vlak, Powgee
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d8 (Scimitar) Size: S (4' tall) Mv: 6 Alignment: LE xp: 15
*Infravision 60'
*Daylight penalty -1 to hit
Equipment: Poisoned Scimitars (only if alerted), Leather Armour, Poison Vial (onset time 2 rounds: Damage 0/10).
Two carry antidote vials, 15cp/10sp/3gp total.

If two of the Goblins are slain the last one will attempt to flee via the escape tunnel. All of these Goblins are familiar with the ritual needed to enter the tomb described later in the adventure. None of them will willingly offer up this information, unless they have been Charmed and convinced it is a good idea. They are fearful of the Crypt Keeper's wrath.

If the PCs examine the books they find: 1 book on the anatomy of small animals, 1 encoded book (on plant based poisons and antidotes), 2 books on the theories of magic, 1 book on the netherworld, 1 book on laboratory equipment, 1 book of formal notes on reading ancient script, 1 poetry book written in ancient script, and 2 note books - one containing research on an ancient Order of Demon Worshipping Knights, known as The Rammez, and another on the graveyard, that includes tombstone sketches. This second note book details the author's search for a hidden tomb bearing the sign of a ram. The first note book contains a lot of text transcribed from other books not present here.

The notes describing The Rammez reveal the Knights, whose symbol is that of a Ram, once ruled a wide area from Three Keeps, and that they went into hiding after suffering a catastrophic defeat delivered by a neighbouring kingdom. The survivors eventually sacrificed themselves to their Deity, rather than being killed off by their pursuers, on the promise they would be risen from the dead and return to conquer the land.

The notes reveal the Knights are buried in a tomb hidden in this very graveyard. Transcribed warnings state that anyone entering this tomb, who does not honour power of The Rammez, faces certain death. Only those that are followers of The Rammez can safely enter. The author writes that the use of symbols and phrases, known only to the Knights, will be needed. The next page of the book is missing, having been torn out (it had information on the procedure for formally addressing a Knight and had sketches of Ram's heads).

The final page reads: "My research hast succeeded. The power to raise up the dead is right here yet remains hidden! The Clerist is not as hoped. I must think more on how to win his favour. Decisions. I will travel back to the monastery to see what more can be found out about these resurrections."

The Crypt

Players searching the Graveyard will require tracking skills, knowledgeable Goblin hostages, or hours of time to find evidence of a disturbed tomb. Every hour each PC (preferably searching in separate locations) should roll 1d6, with a roll of 1 indicating success. If no characters roll a 1 then another hour is spent searching, and another roll is made. Rangers or those with the tracking proficiency will, on a successful check, be able to determine tracks in the rocky ground among the headstones that lead to a tomb door set in the hill side.

The tomb is one of many except that the interior is of very large proportions. The successful character notices the tomb door is caked with newly applied semi-dried mud. Six large broken slabs of stone litter the ground to the side. Characters putting these slabs back together find that it is rectangular, in the shape of a door. It features a faded sun symbol. If PCs remove the dried mud from the presently standing door (set in the hillside) they find it is carved with the symbol of a Ram.

                                                                   [Scale 1 square = 5 feet]

Room 1 Outside

There is nothing here except broken door slabs, featuring a faded Sun symbol, scattered on the ground. The current door covering the entrance is/was covered by mud, which if removed reveals the symbol of a Ram's head. Sliding open the door requires a strength of 17 or the assistance of another individual. The Goblins found in the basement normally assisted in opening the door. Upon opening, characters are hit by the smell of rotting flesh.

Room 2 Entryway and Stairs

The Crypt is unlit. Stone stairs lead downward into the darkness. The walls of the tomb are cut out of hard yellow-coloured earth with the ceilings just over 7 feet high. The stink of death is all about.
DM note: In the walls of each room are smalls niches that hold clay lamps that have long since run dry. This room has two lamps on either side of the stair. The DM should add appropriate numbers to each room or corridor of the complex as desired.

Room 3 Main Burial Chamber

There are six (6) large stone sarcophagi, with a carved Ram's head symbol on each lid [although only one can be presently seen]. Lying atop each of these sarcophagi, except for the closest to the entrance, are five (5) corpses in varying states of decay. One of the bodies is of a middle aged labourer from town, while the others are waylaid travellers (a merchant and 3 guards). They have been brought into the tomb by the Crypt Keeper and animated as Zombies, by the Knight Clerist, using the power of the Statue (in Room 9).

If the PCs enter this room and perform a short ritual, the Zombies will not attack. Those entering must display the Symbol of the Ram, while declaring their submission to The Rammez - spoken in the ancient tongue. They must also pay tribute via a monetary offering (of any amount), by throwing coin to the floor. A careful examination of the floor shows there are a number (19 in total) of copper coins lying about.

If the characters do not perform the ritual, the Zombies rise up as soon as the PCs come within 5 feet of any of the stone coffins. Inside the coffins are six Skeletal Knights dressed in Chainmail armour. They do not animate, even if there is battle with the Zombies, but they will attack if a PC opens the caskets (regardless of whether the correct ritual has been performed).

PCs touching the pivoting stone door to Room 4 without having first performed the submission ritual activates the Skeletons, which is likely to happen after the Zombies are dispatched. It takes 1 round for these skeletons to push away the stone lids to their coffins before they leap out and attack.

Zombies (5)
AC: 8 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d8 (Fist) Alignment: N(E) Size: M xp: 65
*Immune to sleep, charm, hold, death magic, poisons, and cold-based spells.
*Holy water inflicts 4d4 per vial (ver 2.6 rules).
*Automatically loses initiative, due to stiffness.

Skeletal Knights (6)
Mv: 12 AC: 4 (Chainmail and Sheild) HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d6 (Rusted Longswords) Size: M xp: 65
*Immune to charm, sleep, hold and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6.
*Equipment: Longswords (2 each), Chainmail, Kite Shield.

Room 4 Inner Burial Chamber

The door to this room is a crude stone slab that pivots inwards. If the characters have avoided combat thus far, by performing the correct ritual, then they find this room relatively undisturbed. However, the floor has been disturbed enough so that it is impossible to determine the location of the secret doors present in the West and North walls. As before, if the lids to the sarcophagi are opened the Skeletons animate. Furthermore, this action activates the other undead in Room 3 that enter battle (two per round) via the doorway if they had previously lain undisturbed. If combat has already taken place with the other Knights, these Knights have animated, pushed aside their coffin lids, and now lie in wait for the characters to enter the room before leaping to attack (not necessarily when all characters have entered).

Skeletal Knights (4)
Mv: 12 AC: 4 (Chainmail and Sheild) HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d6 (Rusted Longswords) Size: M xp: 65
*Immune to charm, sleep, hold and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6.
*Equipment: Longswords (2), Chainmail, Kite Shield.

Room 5 Tomb of the Knight Clerist

The stone door to this room pivots as the earlier one did. Inside the room is a large stone coffin, its lid shifted to one side. Upon the floor is a rusted but functional mace (1d6+1). There are no other signs of life here, although the room seems to have been recently disturbed - as there is no accumulation of dust. On the inside of the sarcophagus lid is a carved map of the entire tomb system revealing the location of the secret doors. If characters search the room they must specifically state how they are examining the stone coffin to find this map. Those looking inside the sarcophagus, will immediately notice a hole hacked through the base.

The occupant of this room - a Ghoul, formerly the Knight Clerist responsible for the creation of the complex - is absent, having taken to Room 7. The Ghoul will only make his way here if the PCs cause a commotion, specifically a noise that can be construed as a destructive sound (perhaps dropping the sarcophagus lid to the floor). Normal sounds cause no reaction.

If the PCs remain here and the Clerist is alerted, he makes his way down the tunnel and stops just short of the hole. He calls out in a rasping voice from the darkness, speaking in a ancient dialect, for those above to sound their allegiance to The Rammez. If the characters do not respond correctly the Ghoul flies into a rage and launches itself out of the hole in a frenzied attack. Unless standing alert and ready for such an attack, the PCs must roll for surprise with a -2 penalty.

If the Clerist is satisfied then he emerges slowly to stand before the party in Chainmail and tattered white robes, appearing in a very dehydrated state. In ancient he asks "Is it time?" If the characters speak a language other than ancient the monster angrily demands (in the ancient dialect) that they all repeat their allegiance to The Rammez. Failure to do so leads to combat. If a character does speak ancient, and says 'no' then the Clerist asks "then what do you seek that you should disturb my rest?" Previously the Crypt Keeper had asked the Clerist to raise the dead, whereupon the Clerist said to bring him a body and come back on the morrow. If the characters request nothing then the Ghoul returns to his lair in Room 7, stating that, "when it is time I shall return." The same process repeats itself each time a character or NPC encounters the Clerist in this way.

If the PCs respond to the Ghoul's initial question and say it is time, the Clerist responds saying that "the enemy is finally at bay, we shall plan our conquest." If the Player Characters continue with this course of action the creature will want to raise an army of undead. The monster here is a twisted shadow of its former self and is no longer mentally competent. It will not recognise the PCs for who they are - good aligned adventurers.  If asked too many questions, the Ghoul will often respond by saying that it cannot remember. It vaguely remembers that it is known as the The Knight Clerist of Cazzaro Keep.

If the PCs leave the tomb complex or are killed before they can defeat the Clerist, then this Ghoul will (1) take the remains of any fallen Knights to Room 9 where they will reform and (2) throw the bodies of the PCs into Room 14 if they have been slain.

Room 6 Trapped Tunnel

The tunnel here is rough hewn, with a diameter of 6 feet. Halfway down is a deadfall trap that drops heavy stones (2d4 damage) onto the victim. The trigger is a small pressure plate that has a 50% chance of being triggered (stepped on) by anyone travelling past.

If the trap is set off, the Ghoul in Room 7 leaps into the hole and immediately attacks. The monster will stop if a party member speaks ancient and swears their allegiance to The Rammez.

Room 7 Ghoul Lair

The entrance to this room is in the floor. PCs must pull, or boost, themselves up so that they can climb into the room. Inside are four (4) stone panels with carved reliefs showing Knights on campaign who are burning villages, laying siege to castles, and worshipping in front of a large humanoid figure with the head of a Ram.

If the PCs have approached here relatively stealthily, and regardless of whether they have engaged in combat or have not spoken the ritual words, they see a Chainmail clad figure with tattered white robes, sitting on the floor with his back to the entryway. The Ghoul only attacks if attacked, otherwise it simply turns to the PCs and points to the hole. It will only react if the ancient tongue is spoken, asking "is it time?" and then follows the description outlined in Room 5. This is the monster's 'meditation' sanctuary where it behaves with much less aggression.

If the party avoided the deadfall trap but made no serious effort to diminish their noise levels in the tunnel (ie they are noisy), the Ghoul hides in the space behind the south-western panel and observes the characters. It remains still and does not attack unless discovered, even if the characters speak in their normal tongues. The Ghoul can only be seen if a PC looks behind the panel which is large and almost reaches to the ceiling. If found the Ghoul becomes angry and attacks.

If undiscovered the Ghoul waits for the party to depart, following them from a distance (and can only be detected via a successful Hear Noise check). The monster will attempt to rally any remaining Knights, the Skeleton Guards from Room 10 or the Minotaur Skeleton from Room 14 - choosing areas not searched by the PCs and leaving open the secret doors.

Ghoul (modified, semi-mummified)
AC: 5 (Chainmail) HD: 2 hp: 14 THACO: 19 Attacks: 3 Damage: 1d3/1d3 (Claws+Paralysis) + 1d4 (Bite) Mv: 9 S 6' tall Alignment: CE xp: 175
Equipment: Chainmail, Ram's Head Holy Symbol tucked under clothing.
*Paralysis lasts 2 +1d6 rounds
*Those struck have a +4 bonus to Saves due to the mummified nature of the Ghoul
*Holy water does 2d6

Room 8 Trapped Corridor

There is a deadfall trap (2d4) here that has a 50% chance of being triggered by people walking down the corridor. At the end of the corridor is an ancient wooden door. It has no lock, and opens on squeaky brass hinges.

Room 9 Animation Room with Ram-headed Statue

If the PCs have avoided setting off the skeletal and zombie guardians by performing the necessary actions, and make it into this statue room, they are confronted with a strong presence of evil. All good aligned characters are temporarily drained of 1d4 points of strength - that return at the rate of one point per hour.

Entering the room the PCs immediately see a featureless black stone table. To the south is a grey statue of a Ram-Headed humanoid clutching a longsword (also made of stone).

The black table does not raise the dead, but animates them as undead. The Knight Clerist is the only one able to activate the process. The recent appearance of the Crypt Keeper has led to a fresh corpses and resulted in their animation by the Clerist. The Clerist has agreed each time "If it supports our cause then I shall. They will be slaves to the Rammez".  The pre-animated bodies were left by the Crypt Keeper in the Main Burial chamber (Room 3) and dragged here by the Clerist. The Crypt Keeper never witnessed what happened. The resulting animated bodies then were then taken back to reside in the Main Tomb area. As slaves, and not Skeletal Knights, they will obey the orders of those bearing the symbol of the Ram.

Smashing the Ram-headed stone statue destroys both the animation powers of the room and the strength-sapping field. PCs engaged in this activity are granted 100xp each.

There is a secret door to the North.

Room 10 Guard Room

This room is empty save for a number of animated skeletons wearing tattered white robes. They are former followers of the Knight Clerist and have been put on guard duty. There is an ancient wooden door to the north.

Skeleton Guards (2)
Mv: 12 AC: 7 (tattered robes, no armour) HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d6 (Rusted Mace) Size: M xp: 65
*Immune to charm, sleep, hold and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6.

Room 11 Storage Room

This room contains Lamp Oil in large clay pots and two smaller pouring jugs, that would be used to light the complex. A much smaller clay jar in the corner contains a number of spare lamp wicks.

Room 12 Trapped Corridor

In the floor of the corridor, at the halfway point, is a stone trigger plate that has a 50% chance of being stepped upon. Like the other traps this triggers a rockfall delivering 2d4 points of damage to the victim. There is a secret door to a treasure room at the west end of the corridor. At the east end is an ancient wooden door that rests on squeaky brass hinges. It has no lock.

Room 13 Treasure Room

The room here contains the last of the token offerings made by those who pledged allegiance to the Rammez. The majority of the treasures possessed by the Knights were lost when they were driven from their strongholds. There are the remains of seven wicker baskets littering the floor, mostly fallen apart, that contain 2234cp, 155sp, and 12gp.

Room 14 Slave Master's Room

PCs entering the room see a carpet of human and humanoid bones, with numerous skulls littered about. One large skull appears to be that of a bull. This room contains the bones of the slaves used to build this complex. The Slave Master, an ally of the Rammez, was a Minotaur, and his bones instantly animate as a Monstrous Skeleton that pursues the characters throughout the lair.

Minotaur Skeleton
AC: 6 HD: 6 hp: 36 THACO: 15 Attacks:1 Damage: 1d8 (Oversized Mace) Mv: 12 Size: L (7') xp: 550


If the party successfully defeats the Rammez they should be awarded a bonus of 100xp each.

If the PCs report what they encountered to Mrs Kraty she acts surprised and then mentions that the Crypt Keeper, Mr Olsen, will return soon and that he must be stopped from committing further evil acts. They should report what happened to Woodend's militia captain - Eric Xaver (6th level Fighter, broadsword specialist, platemail, round Shield+2, club). Wagon trains come into town once a week. The characters will have to camp out on the road for the Crypt Keeper's return.


The PCs wait 3 days for the next wagon train to arrive. There are 2 wagons, a number of guards and merchants, plus the Crypt Keeper Olsen. The militia leader, if told, will be waiting with the PCs (and 2 militia members: 0-level, leather, shortswords, clubs -used as missile weapons if necessary.).

Oklar Olsen  0-level Human (Senior Alchemist)
Str 14 Int 15 Wis 16 Dex 14 Con 17 Cha 10
AC: 7 (Iron skin, Dex14) HD: 2+6 (Con17) hp: 22 THACO: 19 Attacks: 3 (Darts) or 1 (Dagger)Damage: 1d3+1 poison (0/10) or 1d4+1 + poison 0/10 (Str14) Size: M 6' Alignment: NE xp: 275

Equipment: Dagger, Barbed Darts (5), Spell Book (see below), Small stone-carved Holy Symbol of a Ram's Head, Leather Satchel, Poison vials (2), Poison Antidote vial, two leather bags - a small one containing twenty thorns taken from various plant types, the larger bag containing various herbs and thistle for making poison, a small mortar and pestle, scroll case with notes on the Rammez, ink well, quill, waterskin.

Spells: 1st level spells (3): Thorny Dart x2 (acts as a magic missile but does 1d3 damage and 1d2 when removed, spell components are thorns that enlarge and fly out at targets), Cure Light Wounds. Cantrips (8): Deathly Bolt - a negative energy version of Flame Dart (thaco roll, 1d2 damage) that can hit creatures only hit by magical weapons. Unmemorised spells: Light, Mending, Protection from Good.
Unholy Powers: Vitality (+1 HD, Constitution bonus), Iron skin, as per Martial Art proficiency (+2AC).

Tactics: Oklar is suspicious as soon as he sees PCs (and militia) waiting. He will recognise the threat from a distance of about 200 yards, if the waiting party is large (6+ individuals). For groups less than this size the recognition distance drops 30 yards for each person (5 people = 170 yards).

Oklar always poisons his weapons before travelling so is ready for combat. He will keep his distance and walks away from both the PCs and the caravan with its guards - so that he can use ranged spells and weapons if necessary. He heads across the grassy fields to the side of the road towards the Graveyard. If the characters race after Oklar he turns to attack them at range using his Thorny Dart spell, before throwing poisoned Darts at any attempting to close for melee combat. He will not surrender, understanding there will be little mercy for one of his kind.

The scroll written notes on the Rammez state that separate research into their Demon-deity found that such a beast cannot grant the power of resurrection but only Undeath, and that the Knights had never understood this limitation.

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