The Valley: The Guardian (1)

  1. Wandering Encounters
  2. The Valley
  3. The Island (2)

If anyone lands on the ground, the corpse will awaken as a zombie. Lying next to the ‘corpse’ is a battle axe and a small pouch. The pouch has forty Crosspoint shillings in it, from about three hundred years past, and fifteen Crosspoint pennies. It is wearing leather armor and a wooden shield. It is moderately more intelligent than your average zombie.

It is activated when someone touches the axe or when someone enters or exits the portal above it. The axe will jump and strike (at an attack bonus of 2) and fly to the corpse’s hand, whereupon the zombie will attack. This is generally at least a penalty of two on surprise rolls for its opponents.

The zombie will reform every midnight.

Zombie: (Undead 3, Survival 20, Defense 5, damage 1d8)

If the characters leave a rope hanging down from this end to both mark the opening and make it easy to get to it, then whoever was hostile enough to get them here will probably pull the rope up while they’re pre-occupied with the zombie. Otherwise, the rope will be available when the hole is open again from the Valley side.

  1. Wandering Encounters
  2. The Valley
  3. The Island (2)