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Ride of the Headless Horror

ide of the Headless Horror is intended for

four characters with an average party

level (APL) of 3. Characters who complete

this adventure should earn enough

experience to reach halfway to 4th-level.

A headless undead soldier is menacing a

local village and must be stopped. This

campaign takes place in Arden in the Wildlands. Any party

composition should be able to nish the adventure with

intelligent play.

Background

The crypts of Crowsmeet, ancient by most standards, have

long held the remains of great heroes. Recently, a duo of

graverobbers attempted to pilfer the remains of a cavalry

soldier and unknowingly released his vengeful spirit onto

the town as a whole. One perished within, while the other

ed to the local inn, his ill-gotten gains hidden in his pack.

Now, every night, the headless rider appears in the local

graveyard and begins his ride through the town proper

seeking his missing helm. Any who come across him nd

themselves at the sharp end of his blade. Thus, when the

sun sets, the town shelters within the old church, waiting

the rider out until the sun drives him back to his resting

place. Unless someone can return the stolen helm or slay

the specter, his reign of terror will continue unabated.

Adventure Hooks

He Comes at Night. The characters enter the town just

as the sun sets. They hear the local church bell ringing and

see everyone racing for its front doors.

A Frantic Message. The characters are met on the

road by a poor commoner, out of breath and frightened

beyond belief. He explains that his village has been beset

upon by a terrible specter that hunts for heads when the

sun sets. Eager to help, they head for the village, arriving

just as the sun slips below the horizon. They hear the local

church bell ringing and see everyone racing for its front

doors.

Crypts of Treasure. The characters heard of a

disturbance in the crypts of Crowsmeet. Eager to explore

the supposedly treasure lled halls, they arrive in town just

as the sun sets. They hear the local church bell ringing and

see everyone racing for its front doors.

A Nightly Raid

Regardless of how or why the characters nd themselves

in Crowsmeet, they arrive just as the sun is setting. They

hear a bell ringing above a large building and see everyone

headed for its front door. If they don't make their way to

the church in question, read the following.

"Quickly! You must get to the church! He's

coming!" a passing commoner takes you by

the arm and urges you forward towards the

large wooden structure.

If they resist, the commoner eventually lets go and makes

a run for it.

What happens next depends on if the characters enter

the church or not.

If they enter the church, they're ushered in by the

locals and the door is barred. Shortly thereafter, a man is

heard shouting from outside begging to be let in. As he

makes his way across the road, he suddenly locks up in

place, his face frozen in fear. Moments later, a ghostly

rider races past, and with a ick of his wrist, he separates

the man's head from his shoulders. The headless horror

then proceeds to race around the church, his skeletal

warhorse neighing and rearing up in frustration.

Eventually, he gives up and rides o into the night.

If they remain outside the church, they see the last

of the commoners seal themselves inside the church.

Shortly thereafter, a man is heard shouting from outside

begging to be let in. As he makes his way across the road,

he suddenly locks up in place, his face frozen in fear.

Moments later, a ghostly rider races past, and with a ick

of his wrist, he separates the man's head from his

shoulders. The headless horror then turns to the

characters, rears up on his skeletal warhorse's hind

legs, and charges them.

Encounter: The Ghostly Rider. The headless horror

and his skeletal warhorse ght until the horror takes 28

damage or his horse takes 10 damage. At that point, they

ee o into the night towards the graveyard. The

commoners then urge the characters inside the church.

Once the rider leaves, the characters are introduced to

the following notable villagers.

Thorin Bronzebeard a grumpy male dwarf. He owns

the local inn and is currently seeing to the assorted

unnamed villagers making sure everyone is present. He

shares the following if engaged in conversation.

The rider began terrorizing the town a week or so

ago.

The armor the rider wears is that of the Old

Guard, the soldiers Crowsmeet sent to battle in

the last war.

The in hasn't seen anyone new since the rider

arrived. The last two customers were a man

named Cragis and his brother Florin.


Ellie Swiftthumb a helpful female gnome. She runs

the local shop. Her passion is herbology and she often

nds herself out in the forests foraging for various

plants. She shares the following if engaged in

conversation.

The rider was rst spotted by a stranger from out

of town, a man named Cragis. It was chasing him

down the road. Luckily, the sun came up and the

rider retreated.

Judging by the mud his horse leaves behind on

the road, she believes he's coming from the old

crypts to the north of town.

She saw two strangers out that way about a week

ago while she was collecting grave moss. She

didn't get a good look at them.

Tuela Waestrel is a hardy female haling. She's the

town's blacksmith. Currently, she's helping reinforce

the barricaded door. She's tough as nails and very

blunt. She shares the following if engaged in

conversation.

Her business has all but dried up since the rider

arrived. The last sale she made was to a man

named Florin who was passing through. She sold

him dungeoneering equipment.

She can provide the characters with basic

weapons if they need them, but only if they'll use

them to defeat the rider.

If they happen to defeat the rider, they should

keep an eye out for his missing head. The

helmets used by the Old Guard sometimes had

powerful enchantments on them. It'd be worth a

pretty coin.

Cragis Forscythe a shady human male. He and his

brother Florin stole the rider's magic helmet (and his

skull which was inside it) causing the specter to rise

from the dead and seek revenge. The rider's presence

has caused other undead to rise up, and it was in fact

these undead that killed Florin, Cragis' brother. Cragis is

hiding out in town, waiting for the rider to give up his

pursuit so he can ee with his stolen goods. He doesn't

want to speak to the characters and will shoo them

away if they try to talk to him. If the characters can

deduce that Cragis and his brother were the ones

responsible for what's going on and they confront him

with proof, he'll admit to his crime, return the stolen

helmet (and the skull inside), and beg the characters to

return his brother's corpse.

Treasure: Magic Helmet. The helmet has an onyx

visor and functions as a pair of goggles of night.

Regardless of whether or not the characters deduce that

Cragis is to blame, the townsfolk will ask them to head for

the crypts and deal with the rider once and for all. They'll

recommend they head there during the day since that's

when the rider is inactive. If the characters dawdle and fail

to head that way before the next sunset, the rider appears

in town as above, ghting and eeing. He'll repeat this

course of action until killed.

Land of the Dead

The crypt lies in the center of a small graveyard an hour

north of town. The road there is well traveled and it's easy

to nd. Numerous graves lie in front of three large stone

structures. The gates to all three are locked. They can be

picked with a DC 14 Dexterity (Sleight of Hand) check or

forced open with a DC 14 Strength (Athletics) check. The

staircase in the center building leads down into the crypt.

Encounter: Skeletons. As soon as the characters open

one of the gates, the other gates to all three buildings

burst open and nine skeletons come pouring out, three

from each. They charge the characters, swords drawn.

Treasure: Dead Belongings. Each skeleton has a short

sword, a shortbow, half a dozen arrows, and 2 gp. If the

characters search the two buildings to the east and west

they also nd a chalice worth 25 gp and an ornate locket

worth 50 gp.

Crypts of the Dead

The crypts of Crowsmeet have existed for over a hundred

years. They house the most honored heroes the town has

ever produced. They have the following features unless

otherwise specied.

Ceilings. The ceilings are made of stone and rise 10 ft.

above the oor.

Floors and Walls. The oors are made of cracked tiled

stone covered in a moldy carpet while the walls are made

of cobbled granite.

Doors. The doors are made of a thick oak with metal

banding. They're all unlocked unless otherwise noted.

Lighting. Assorted torches burn in holders along the

walls.

1. Entrance

The stairs lead down into a well-lit chamber

with hallways leading o to the east and the

west.

Encounter: Zombies. Each of the eight cons along the

walls contains a single zombie. When the characters open

their rst door, the zombies break out of the cons and

begin moving towards the group. They try to grapple

anyone they can and pull them to the ground so they can

feast on them.

2. Collapsed Tunnel

The passage ahead is full of rubble and dirt. It

appears as though the ceiling collapsed here

at some point.

The passage is blocked o. It can be cleared if the

characters spend eight hours digging.


3. Eastern Tomb

There is a single ornate con in this room. Torches bathe

the room in a dim light.

Encounter: Wight. If anyone disturbs the con, a

wight climbs out and attacks.

Treasure: Tomb Belongings. The wight has a

longsword, a longbow, half a dozen arrows, and 5 gp.

4. Main Altar

This large room contains a giant stone altar

and four cons. Giant double doors sit to the

north, east, and west.

Encounter: Ghost. The ghost of Florin Forscythe roams

this room. The violent nature of his death at the hands of

the rider caused him to be bound to this place. When the

characters enter this room, he tries to convince them to

help him. He explains that he and his brother came to this

place in search of treasure. When they looted a magic

helmet from the northernmost tomb, the rider appeared

and chased him down while his brother escaped with the

treasure. He begs them to bring his body back to his

brother. If they refuse, he attempts to possess one of

them to carry out his last wishes. If they do in fact return

his body to his brother, his spirit will nally be at rest and

pass on.

5. Western Tomb

There is a single ornate con in this room. Torches bathe

the room in a dim light.

Encounter: Wight. If anyone disturbs the con, a

wight climbs out and attacks.

Treasure: Tomb Belongings. The wight has a

longsword, a longbow, half a dozen arrows, and 5 gp.

6. Grave Robber

A decapitated body lies here near the rubble.

The head lies o to one side. It appears as

though, prior to its death, it was trying to dig

its way through the rubble.

7. Tomb of the Rider

This large chamber contains two lit torches,

two ornate cons, and what appears to be a

heavily reinforced con recently broken into.

Encounter: The Rider. When the characters approach

the con, the headless horror rises up from the broken

con and attacks.

If the characters present the skull and helmet that were

stolen to him, he'll pause his attack. If they attempt to give

them to him, he'll take them and return to his eternal

slumber within his con.

If someone tries to take the the helmet again in the

future, the rider will be summoned once more to seek it

out and exact vengeance.

Treasure: Rider's Gear. The rider has an ancient suit

of studded leather armor, an ornate longsword, and 50 gp.

Aftermath

What happens now depends on the courses of action the

characters took.

If the characters returned the helmet, the rider

ceases his nightly raids on the town, the dead stop rising

from the nearby graves, and life returns to some

semblance of normal for the people of Crowsmeet.

If the characters slayed the rider, the rider explodes

in a burst of holy re and his bones clatter to the ground

once again lifeless. The dead nearby stop rising from their

graves, and life returns to some semblance of normal for

the people of Crowsmeet.

If the characters deduced that Cragis was to

blame, they return to nd him in the stocks and the

townsfolk deciding on his nal fate.

If the characters did not deduce that Cragis was

to blame, they're approached by him as they reach the

edge of town. He oers them the magic helmet not to tell

anyone he was to blame. They can decide whether or not

to take it, and whether or not to report him to the

townsfolk.

If the characters returned with Florin's body,

Cragis is grateful. He apologizes for everything he did, and

he thanks the characters profusely for bringing back his

brother's corpse.

This is the body of Florin Forscythe. He was slain by the

rider as he tried to ee, but was cornered by the collapsed

tunnel.

Treasure: Tools of the Trade. Florin has a backpack,

crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10

days of rations, a waterskin, 50 feet of hempen rope, and a

+1 longsword


Headless Horror

Medium undead, lawful evil

Armor Class 14 (studded leather)

Hit Points 112 (15d8 + 45)

Speed 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Saving Throws Str +7, Dex +5, Con +6

Skills Athletics +10, Intimidation +5

Damage Vulnerabilities radiant

Damage Immunities necrotic

Condition Immunities blinded, charmed,

deafened, exhaustion, frightened, poisoned

Senses darkvision 120 ft., passive Perception 11

Languages Common

Challenge 5 (1,800 XP)

Brute. A melee weapon deals one extra die of its

damage when the headless horror hits with it

(included in the attack).

Actions

Multiattack. The headless horror makes two

melee attacks or one ranged attack.

Longsword. Melee Weapon Attack: +7to hit,

reach 5 ft., one target. Hit: 13 (2d8 + 4)slashing

damage. If this damage reduces a livingcreature

to 0 hp, the attack severs their head.

Flaming Skull. Ranged Spell Attack: +5 to hit,

range 60 ft., one target. Hit: 11 (3d6) re damage.

Reactions

Parry. The headless horror adds 3 to its AC

against one melee attack that would hit it. To do

so, the headless horror must see the attacker and

be wielding a melee weapon.


Art: Shutterstock

Writing: Benjamin Palmer

www.adventuresawaitstudios.com

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