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The Crying Field

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Environment: During the day, a DC 20 Listen
check is suffi cient to hear the sounds of past battles;
on ordinary nights the DC drops to 15. On the night
of the full moon, hearing the battle is automatic—it’s
a real battle at that point, not just the distant echo of
past clashes.
When the moon is full, characters can see clearly
for 60 feet, and they can peer through concealing
shadows for another 60 feet; characters with lowlight
vision can see 120 feet, plus another 120 feet in
shadows. The prevailing Aundair weather applies in
the Crying Fields on full-moon nights, although the
undead soldiers largely ignore weather. The magical
transformation that turns the Crying Fields into
an undead battlefi eld suffuses the entire area with a
strong aura of necromancy.

Terrain: The Crying Fields are battlefield terrain (p.91DMG)

Features

  • Fortifications: Walls, trenches, and berms appear in the night.(p91DMG)
  • Graves:Graveyards have gravestones every 10 feet. Standing
    in a square with a gravestone gives you a +2 bonus
    to Armor Class and a +1 bonus on Refl ex saves (these
    bonuses don’t stack with cover bonuses from other
    sources). The presence of a gravestone doesn’t otherwise
    affect a creature’s fi ghting space.Crypts and monuments are generally windowless 10- or 20-foot-square stone buildings, sometimes with a basement level. Monuments have open doorways so visitors can see the statuary and inscriptions, but crypts are kept locked (with a DC 20 or 30 lock). Some
    50% of crypts have a CR 7 to CR 10 trap to keep grave robbers out; those that don’t have traps were looted
    decades ago.The undead soldiers that fight on the Crying Fields emerge from the night itself, not from specific crypts. But the undead fi ght tenaciously to seize and hold graves belonging to their side.
  • Funeral Pyres:The pyres burn throughout the night, casting bright illumination for 200 feet in every direction.They also have treasure (described below) that makes them a target for treasure hunters willing to risk the wrath of the undead.

Encounters

CRYING FIELDS ENCOUNTERS
d% Encounter Average EL
01–11 1 charnel hound 13
12–18 1 lich 11th-level wizard 13
19–30 1d3 wraiths, dread 13
31–39 1d4+4 bodaks 12
40–47 1 devourer 11
48–55 1 half-celestial 9th-level paladin 11
56–63 1 half-fi end 7th-level cleric, 1 bone devil 11
64–73 1 retriever 11
74–82 1d4+4 spectres 11
83–94 1d4+4 vampires, 5th-level human fi ghters 11
95–100 1d3 shadows, greater 10

Treasure
Each funeral pyre has a rich array of gifts for the
afterlife—a double standard treasure for a CR 12
encounter. Reroll any results that give you fl ammable
treasure, such as scrolls or tomes.

HISTORY - Knowledge (local) check
Crying Fields to learn more about the place.
DC 10: The Crying Fields are a place in southern
Aundair near Thrane where a number of battles were
fought during the Last War.
DC 15: No one goes there anymore except to
honor the dead soldiers buried there. It’s said you
can still hear the sounds of battles if you stand in the
Crying Fields and listen.
DC 20: Every month when the moon is full,
those who died on the Crying Fields are returned
to life as undead horrors, and they battle each other
until sunrise.
DC 30: The undead hate the living, but even more
they hate undead who wear the uniforms of their enemies
in life. They venerate fallen heroes with funeral
pyres, many of which have rich treasures atop them.
A DC 15 Knowledge (history) check is suffi cient to
know details of the fi ve battles that took place on what
is now the Crying Fields: the strategic circumstances,
the units involved, and individual acts of heroism great
enough to become folklore.

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