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Article:Betrayal ~ A ghost story
From HofWiki
By Doug Joos
- Note: For the diagrams that accompany this article please see the PDF of this issue.
"Certainly m'Lord, in times such as these the skills of the learned can aid you greatly. Might I reside here and serve both you and the Lady?"
-Baranor, Dúnadan Loremaster
Setting
The following haunt is set in 1640 T.A. in the region of the city of the Tharbad. The dilapidated manor sits on the outskirts of the town surrounded by the grazing lands that were once filled with livestock. It was abandoned 12 years before the downfall of the city and the final destruction of Cardolan by the forces of Angmar. The Narrator may feel free to move the haunt to any location that she wishes to and any time that is conducive to her chronicle.
Manor Layout
The old manor was the property of a well-to-do Eriadorian gentry, although it was of Dúnedain construction. Due to the slow decay of Cardolan and the need for protection, the structure served the purpose of both residence and minor defense. It was elegant in its architecture with grand ornamentation, great arches and pillars, but also utilitarian in its purpose.
The outer courtyard was surrounded by a 10' wall that ran the length of the grounds and met up with the main living quarters and the two story defensive tower and barbican that made up the west wall. In the last years of having inhabitants, the defensive tower was turned into a separate quarters and library.
Narrator's Background
In the late part of 1590 T.A., the old Dúnadan manor of Arin-aur (S. Morning sunlight) was procured by Conner Abelman, an Eriadorian gentry of some wealth. The surrounding countryside was conducive to the large flocks of sheep that the shepherd owned, the source of a great portion of his wealth.
The years were hard, still affected by the ravages of war with Angmar. It was just two hundred years prior that the forces of Cardolan were overwhelmed and the last Prince was slain. For a time, the territory was overrun and the Men of the region (both Dúnedain and Middle-men) took refuge in the Old Forest and the downs of Tyrn Gorthad. But slowly, as the power of Angmar retreated like the icy cold of winter, the peoples of Cardolan returned to their lands and towns to try and rebuild some semblance of the greatness that once was[1]. The old manor had sat there for the many years, vacant, when Conner took up residence.
It was after the turn of the century when things changed for Conner. First he married. The aging Eriadorian had caught the eye of a young woman of Eriadorian and Dúnadan descent named Lothíriel. Her father prided himself on his Dúnadan heritage but the influence that Conner possessed in the land was worth the union of his daughter, and so he gave his blessing. Being one of the few men in the county that could provide her a good life, Lothíriel took his hand and her father gladly paid the dowry. Unfortunately, not all were pleased with the marriage.
This was the second change in Conner's life. A Dúnadan loremaster came to the manor of Arin-aur and requested of Conner that he allow him to reside there and store his many accumulated tomes and scrolls. The loremaster's name was Baranor and he offered to educate the residents of the manor and any other service of his knowledge that the lord of the house might need. He was wise and it intrigued Conner to have someone about that would bring more 'culture' to his home as well as make for a good advisor. The wealthy shepherd agreed and gave to Baranor the two-story tower to reside in and to make his library. What Conner did not know was that Baranor loved the lady Lothíriel. He had loved her for many years and unbeknownst to the maiden, had even asked for her hand, but had been turned away by her father as Baranor had little to offer but a hoard of papers and parchments.
The loremaster watched the shepherd and his wife through heavy-lidded eyes over the year of his residence there, his jealousy growing and with it a lust to take what he wanted. To try and stifle this urge, the loremaster would embark upon great journeys bringing back new knowledge of people, lands and other lore, but he could not purge his lust with knowledge. In fact, his journeys had introduced him to new, darker knowledge – sorcery. The loremaster began a journey down the path to corruption. He would have the woman of his dreams and his life would be made complete, he just needed to find a way to rid them of the aging Eriadorian shepherd.
The second floor chamber of the tower began to be filled with dark activities as Baranor delved deeper into his newfound art. The loremaster became very reclusive and the shepherd and his wife would wonder at times if he were present or off on one of his many journeys, but then noises would be heard or Baranor would come out of the tower into the main residence and surprise the lord and lady of that house.
While Baranor was making his way down the path of corruption, things throughout the region began to occur. There was a blight on the farming; livestock went ill or feral and needed destroyed; folks disappeared and orcs and trolls began to ravage small towns. It seemed that the creatures knew when folk would be at their weakest, or most vulnerable. Though the Witch-king of Angmar was not actively making war on Cardolan, his agents were spreading his dark will.
It was 1623 T.A. and Conner had become aged. Not of Dúnadan blood, the shepherd was deteriorating though his wife still had many years before her. They had had two sons and the youths were coming of age to take over their inheritance from their father. It was in this time of Conner's failing strength and before the children of the shepherd were come of age that the loremaster played out his long prepared plot.
While out in the fields watching the herds, the sons were set upon by the loremaster. Baranor used his sorcerous powers to slay first one and then the other son; blinding one's judgment and causing him to step from an 'unseen' precipice, the other to fall from a spooked horse, breaking his neck. With the deaths, grief set upon the shepherd and his wife and the manor of Arin-aur became a somber place. But the loremasters dark heart was soon discovered when Conner went to the tower to speak with Baranor. The Dúnadan was not present on the first floor and so the shepherd climbed to the second. This chamber was vacant as well but within the room the shepherd beheld Baranor's personal diary and saw within his plots against Conner and how the loremaster had coveted Lothíriel these many years. Through the windows of the tower, Conner saw Baranor walk into the stables where Lothíriel tended the horses within.
In a rage, Conner went to his chamber and retrieved his blade that had been seldom used and strode across the courtyard to confront the sorcerous loremaster. As he entered, he held forth the blade and yelled to Lothíriel to leave, that he had business with the treacherous loremaster. Not understanding, Lothíriel ran to the house in fear.
It was not long until Baranor exited the stable, Conner Abelman left inside crushed under the weight of the fallen loft, brought down on him by Baranor. The loremaster now walked across the courtyard to at long last take the object of his dreams. He opened the doors to the manor's main residence and entered. Baranor heard a wicked laugh and then all went dark...
The detail above may be revealed to the players based on successful Lore/History: Tharbad (or Cardolan, increase TN's by +3) tests compared to the following table:
| TN 5 | Narrator will want to reveal very little of the story above; any part of the tale given will be cryptic or wrong. |
| TN 10 | Narrator may reveal selected items of the tale and intersperse it with disinformation, though the information may not be completely false. |
| TN 15 | Narrator can relate the tale of the manor and the shepherd, but all that is known is that the family all died around the same time under strange circumstances. |
| TN 20 | Narrator can relate the tale of the manor and the shepherd, along with his wife and the loremaster; it is known that the family all died around the same time under strange circumstances. The manor is said to be haunted. |
| TN 25 | Narrator can read the tale as written and relay that the manor is haunted by ghostly lights and sounds. |
Points of Intrest
Gate
The gate into the courtyard of the manor. The outer wall of Arin-aur is broken and the gate is not necessary for entry. Still, large wrought iron gates lay twisted and rusted with time. A strong enough wind will cause them to move at time and the groan of the ancient metal can be heard like a haunting wail.
Ornate fountain
The fount is filled with dirt and leaves and the center ornament has broken and fallen, a close eye will reveal that it had been that of a woman holding a vase. If the characters are around the fount after the sun has set, a Perception test TN 8 will cause them to hear the sound of water running (as if the fountain still flowed) and the soft sound of a woman's voice singing. The song will not be clear, nor will the sound be heard outside of 10' from the fountain.
Stone well
The manor's old well. If needed, water can be brought up from the well and it is still drinkable.
Smithy
This chamber was once the smithy and forge for the shepherd's household. Conner had many retainers that worked his house and helped tend his flocks. The retainers were excused by Conner during the time of mourning for his sons. They were never about to see the fates of the manor's owner. The smithy is empty although rusted tools still litter the chamber. The rotted old bellow's framework lays broken on the floor next to the forge; inside the broken timber and rotted leather a rattlesnake has nested. See page 64 of the Fell Beasts and Wondrous Magic to obtain the stats on a Viper Snake.
Stablehouse
The stable still stands although it is rickety and looks very dangerous to enter. The smell of rotted, wet hay and wood is prominent in the small building and holes in the roof are evident. Rats tumble over themselves to take shelter from any characters that might enter and after a minute or two, there is no movement within the building.
If the characters remain within the stable for at least the length of one minute, they will begin to feel the effects from the decreased temperature. A Perception test TN 5 will reveal that the area around the collapsed loft is colder than that of the rest of the stable, let alone outside (this even includes winter months). The source of this cold feeling is the spectre of Conner Abelman, which still lingers within the stable where he was crushed. Amongst the litter of wood and rotted hay lays the old rusted sword with which the shepherd had tried to defend his family.
The spectre of Conner Abelman still yearns for revenge and the ghost will seek out a member of the adventurers who may make a useful vessel to see his vengeance through. The spectre will attempt to possess a member of the party through its power of Possession and if successful, it will once again draw up the old blade and proceed to look for Baranor. If the party resists, the spectre will attack them with its icy touch and either try to subdue them or drive them off.
Tower
The first floor of the tower was the apartment of Baranor. It is littered about with mottled old furnishings and other broken refuse. There are also droppings of animals that had taken refuge in the old chamber plus some peculiar dried husks, the latter remnants of the victims of the latest occupant - a Greater Giant Spider. See page 27 of the Fell Beasts and Wondrous Magic to obtain the stats for this creature. The Narrator may seed this room with any treasures that she wishes.
Main Hall
Upon entering the room, the Narrator will have the characters roll a Perception test TN 10. If successful, they will see the ghostly image of a woman walking east towards the stair well in the foyer. The faint sound of music can be heard and a sickly sweet smell will permeate their noses. The Narrator will also need to have the characters make an Opposed Willpower test TN 15 or be beset by the Fear effects in Table 9.19, page 233 of the CRB. The fear effect will persist until the character either leaves the house or another character can Inspire the group and allow another opportunity to overcome the fear. Other than the fear, the chamber is empty. The ghostly figure was that of Lothíriel, but only characters with substantial lore skill (Lore/History test TN 15) will be able to know this. If a character calls her name, she will merely turn as if she heard, but then continue on her way towards the stairs where she will disappear. The phantom will replay itself each time the characters walk into the room. The Narrator may seed this room with any treasures that she wishes.
Parlor
Upon entry to the parlor, the characters must roll a Perception test TN 8. If failed, they see naught but the ruined old room. If successful, again the sound of music can be heard – lutes softly, hauntingly playing – and the smell of roses fills their noses. Like the sickly smell from the room prior, the smell of roses is almost unbearable and it will continue to become more present and putrid. The characters must make a Stamina test TN 10 or become nauseas; the Degree of Failure will determine how ill the character becomes (see table to the right). The north wall of the structure has collapsed in including the ceiling above. There is a danger of a potential collapse; the Narrator should roll 2d6 each time the room is entered and any result of a 2 will cause a further collapse. Any characters caught in a collapse must make either a Swiftness test TN 10, or an Acrobatics test TN 15 or suffer 5d6 damage. The room is empty but for some broken furnishings and mottled, old tapestries. The fireplace in the room is collapsed and bricks litter into the room from the hearthside.
| FAILURE | Character feels sick to stomach and will suffer -2 to any tests for the next 10 minutes. |
| COMPLETE FAILURE | Character becomes physically sick and will suffer -2 to any tests for the next hour. |
| DISASTROUS FAILURE | Character becomes physically sick and suddenly feels weak (temporary -5 to Strength); -8 to all tests and loss of strength for 8 hours. |
Smoking room
This is an old pipe room/smoking room. Evidence of an old humidor can be seen amongst the dilapidated furnishings, otherwise the room is empty. The Narrator may seed this room with any treasures that she wishes.
Kitchen
The manor's kitchen, it is empty.
Garderobe
The small closet is littered with old mottled clothes that lay piled on the floor. The room has grown a dangerous occupant – mold. If any character sorts through the old linens, the mold will dust up and be breathed into the characters lungs. Only on an Observe (Spot) test TN 25 and a Lore/Wilderness (Herbalism) test TN 15 can avoid this situation by the mold being seen for what it is. If not, the only other saving opportunity is a Nimbleness test TN 20 that will just signify the luck of the character. All individuals within 4' of anyone searching the old mottled clothes are subject to this threat.
The spores of the mold will get into the respiratory system of the victim and will slowly begin to reproduce in their moist, airy lungs. The mold works on the same mechanics as poison, its stat block is in the box to the right.
Mold Spores
Type: Inhaled
Onset Time: 1 day
Potency: +8, character needs to make a Stamina test TN 15 to overcome the mold's effects
Primary/Secondary Effect: Reduce Vitality by 2 if Stamina test is failed; character begins to have a wet cough. The character's Vitality will continue to reduce per the stages, as the spores grow and fill the lungs until they eventually choke (suffocate) the victim to death; if Vitality is reduced to 0, the victim dies.
Stages: Roll 1d6+2; the character will suffer the following effect for a number of days equal to the die roll: each day after the first Vitality reduction, reduce the characters Vitality by a cumulative +1
Treatment: +5; cumulative +1 per stage; Vitality will return as normal up to its original -2 due to scarring.
Example: A character is affected by the mold spores. He must make a Stamina test TN 15 after the first day from breathing in the spores, if failed reduce the Vitality by 2. The character then rolls 1d6+2 and gets a 3, which means the character will lose an additional cumulative +1 Vitality per day (-1 day 1, -2 day 2, -3 day 3 for a total of -6). Treatment can be received based on a TN 15 + the level of cumulative penalty (so on day 2, the test would be TN 17.
Storage Closet
Empty
Dining Hall
The dining hall is like most other rooms of the manor, broken furniture and fallen tapestries. The room is empty of any living thing, but a presence will be felt by any character that can make a Perception test TN 5. If unsuccessful, there will still be a feeling of malice within the chamber (a tingling up and down the spine). If successful, the characters will know something is watching them with hate-filled eyes. The malicious spirit is that of Baranor, slain within the Dining hall those many years ago.
He has a great desire to have revenge on the one that slayed him, but his spiritual form is trapped within the dining hall. He will attempt to possess one of the party and if successful, will make the best possible speed to the second floor of his tower.
The spirit of Baranor will use all spells, terror, and his undead abilities to slay all but one of the adventurers so that his purpose may be fulfilled and not be interrupted. The Narrator may seed this room with any treasures that she wishes.
Upstairs Hallway
When the characters climb the stairs to the upper hall, a Perception test TN 7 will reveal the form of Lothíriel beckoning, if not pleading, to the party. She gestures for them to come down the passage towards the west. The phantom will walk the length of the hall towards the doors to area #25.
Master Bedroom
Empty chamber; the room has old broken down furnishings including a roll top desk. Inside a drawer under the roll top is a skeleton key. The key is to the secret door in room #17.
The characters may perform a Search test TN 20, if successful, a small hidden compartment will be found in the wall. Inside are contained four thick tomes and some strange items of dark looking purpose. The tomes are written in what appears to be Sindarin, but the language is strange. To read any of the books will require a skill in Language: Black Speech.
If the character can read the books, they will reveal a sinister side to the matron of the house. The true betrayal was the corruption of Lothíriel and her efforts in corrupting and subverting those around her. She had no hand in the fall of Baranor, but she actively worked in wreaking the havoc that the Witch-king desired. She was a lovely lady with a dark heart and the old shepherd had no idea, and to his doom, neither did Baranor.
The Narrator may seed this room with any treasures that she wishes.
Library
Empty chamber; the shelves in this room still contain some old books and parchments, but for the most part it looks as if robbers have stripped it clean. The Narrator may seed this room with any treasures that she wishes.
Study
Empty chamber; this was Conner's quiet room of study. The furnishings within, like all other rooms, are in disarray and a state of ruin. The Narrator may seed this room with any treasures that she wishes.
Off the room is a secret workroom; to find the door will require a Search test TN 18. Once found, the door will require either the keys that were hidden in the master bedroom (area #15) or a Legerdemain (Lockpicking) test TN 15. If someone wishes to bust down the door, they will need to overcome its sustainable damage (20 points, 12 points of damage absorption; edged weapons will only do half damage, smashing weapons normal).
Secret workroom
Empty chamber; this chamber was Conner business documents and small chests of money inside this secured room. Adventurers will only find a table and chair within as the sole furnishing plus any treasure the Narrator decides to seed this room with.
Garderobe
Empty
Bedroom
Empty chamber; the Narrator may seed this room with any treasures that she wishes.
Ruined Bedroom
Empty chamber
Storage Closet
Empty
Bedroom
Empty chamber; the Narrator may seed this room with any treasures that she wishes.
Collapsed bedroom
This room is empty, but any who enter it run the risk of collapsing the floor below them. The Narrator rolls 2d6 and on the result of 3 plus the number of characters that enter the chamber or less will cause the floor to fall in. All occupants will fall to the Parlor below and suffer damage of 5d6. The roll for potential collapse will need to be made each time the room is entered.
Causeway
Empty
Barbican
Empty
Library of Baranor
The door to enter Baranor's library from the causeway is locked as well as the door that is at the top of the stairs from room #6. The causeway door is considered a Reinforced wooden door on page 232 of the CRB; the stairwell entrance is a wooden door.
When the tower's second floor chamber is entered, the first thing the characters will notice is the breeze that blows through the long open windows. The other noticeable thing is the smell of rot; the room is full of rotten parchments and books and some fall to pieces at the touch. This is the remains of the library of Baranor and not all of it is evil - many of the tomes have legitimate and useful purpose. The room is still littered with some functional tables, a rickety old chair and piles of litter and wood. Some things are obvious in what they were, others give no clue. The characters are free to search through the old scrolls but great care must be taken to preserve any items.
Also when the characters enter the room, a Perception test TN 8 needs to be rolled. If successful, the sound of a giggling girl will be heard along with the blowing breezes and creaking parchments. This is the final resting place of Lothíriel and also her lair. The sorcerer had killed Baranor for his taking of her sons - two strong men that she wanted to bring into her world - but she had not gone unscathed in her attack on him. Thus did she die, in her mortal form, but the dark powers that she worshipped kept her in this world to continue the work she started. She still inhabits the withered husk of her once lovely body, but her problem is she cannot leave the place of her death, not without the living body of another to act as a 'vessel' to free her from her bonds. Lothíriel wants to be free and she will do everything in her power to capture one and kill all the rest.
The Narrator may seed this room with any treasures that she wishes.
NPCs
Conner Abelman
| Conner Abelman | |||
|---|---|---|---|
| Race | Spectre (Middle-man) | ||
| Racial Abilities | |||
| Attributes | |||
| Bearing | 10 (+2) | Nimbleness | |
| Perception | 10 (+2) | Strength | |
| Vitality | 8 (+1) | Wits | 9 (+1) |
| Reactions | |||
| Stamina | +3 | Swiftness | +3 |
| Willpower | +4 | Wisdom | +2 |
| Defence | 20 (Invisible) | ||
| Orders | Craftsman (Shepherd) | ||
| Order Abilities | |||
| Place of Trade | |||
| Advancements | 2 | ||
| Skills | |||
| Appraise +3, Armed Combat +2, Conceal +1, Craft +6, Craft +5, Debate (Bargain) +3, Games +1, Inquire +2, Intimidate +5, Observe (Spot) +3, Language (Westron) +6, Lore/Realm +6, Lore/Race +6, Lore/History +6, Perform +2, Persuade +2 | |||
| Spells | |||
| Edges | |||
| Craftmaster | |||
| Flaws | |||
| Enemy (Baranor) | |||
| Gear | |||
| Size | |||
| Medium (6 Wound Levels, 1 Healthy) | |||
| Health | 8 | ||
| Courage | |||
| Renown | |||
| Created By | |||
Abilities
Icy Touch
See page 26 of the Fell Beasts and Wondrous Magic to obtain the information on this ability, but apply the following changes: if the ghosts to continue to touch the victim and reduces the attribute by twice its value, the victim will perish.
Incorporeal
See page 26 of the Fell Beasts and Wondrous Magic to obtain the information on this ability, but apply the following changes: the ghost may be harmed by enchanted blades of +2 or better, but these weapons only do half damage; weapons of +5 or greater do full damage.
Invisible
The ghost can be 'felt' (Perception TN 10) but not seen, Defence score is 20.
Possession
Like the vampire ability, see page 50 of the Fell Beasts and Wondrous Magic to obtain the information on this ability. Undead Stamina: See page 26 of the Fell Beasts and Wondrous Magic to obtain the information on this ability.
Baranor
| Baranor | |||
|---|---|---|---|
| Race | Spectre (Dúnadan) | ||
| Racial Abilities | |||
| Attributes | |||
| Bearing | 11 (+2) | Nimbleness | |
| Perception | 10 (+2) | Strength | |
| Vitality | 10 (+2) | Wits | 9 (+1) |
| Reactions | |||
| Stamina | +4 | Swiftness | +2 |
| Willpower | +6 | Wisdom | +1 |
| Defence | 20 (Invisible) | ||
| Orders | Loremaster, Magician | ||
| Order Abilities | |||
| Scroll Hoard, Spellcasting 3 | |||
| Advancements | 12 | ||
| Skills | |||
| Armed Combat +8, Conceal +3, Craft +6, Debate +3, Games +5, Inquire +4, Intimidate (Fear) +8, Observe (Spot, Hear) +6, Language (Westron) +8, Language (Sindarin) +7, Lore/Realm +9, Lore/Race +8, Lore/History +8, Persuade +5 | |||
| Spells | |||
| Blast of Sorcery, Blinding Flash, Create Light, Evoke Fear, Forgetfulness, Holding Spell, Shadows and Phantoms, Slumber, Spoken Thoughts, Wizard's Fist, Wizard's Guise, Wizard's Hand | |||
| Edges | |||
| Craftmaster | |||
| Flaws | |||
| Enemy (Lothíriel) | |||
| Gear | |||
| Size | |||
| Medium (6 Wound Levels, 1 Healthy) | |||
| Health | 8 | ||
| Courage | |||
| Renown | |||
| Created By | |||
Abilities
Icy Touch
See page 26 of the Fell Beasts and Wondrous Magic to obtain the information on this ability, but apply the following changes: if the ghosts to continue to touch the victim and reduces the attribute by twice its value, the victim will perish.
Incorporeal
See page 26 of the Fell Beasts and Wondrous Magic to obtain the information on this ability, but apply the following changes: the ghost may be harmed by enchanted blades of +2 or better, but these weapons only do half damage; weapons of +5 or greater do full damage. Invisible: the ghost can be 'felt' (Perception TN 10) but not seen, Defence score is 20.
Possession
Like the vampire ability, see page 50 of the Fell Beasts and Wondrous Magic to obtain the information on this ability.
Undead Stamina
See page 26 of the Fell Beasts and Wondrous Magic to obtain the information on this ability.
Lothíriel
| Lothíriel | |||
|---|---|---|---|
| Race | Greater Wight (Dúnadan) | ||
| Racial Abilities | |||
| Attributes | |||
| Bearing | 14 (+4)* | Nimbleness | 8 (+1) |
| Perception | 12 (+3)* | Strength | |
| Vitality | 10 (+2) | Wits | 11 (+2) |
| Reactions | |||
| Stamina | +7 | Swiftness | +4 |
| Willpower | +6* | Wisdom | +4 |
| Defence | 11 | ||
| Orders | Magician | ||
| Order Abilities | |||
| Spellcasting 4 | |||
| Advancements | 15 | ||
| Skills | |||
| Armed Combat +6, Intimidate (Fear) +9, Language (Westron) +8, Language (Sindarin) +7, Language: Black Speech +7, Lore/Realm +9, Lore/Race +8, Lore/History +8, Observe (Spot, Hear, Sense Power) +6, Persuade +5, Stealth (Hide) +8 | |||
| Spells | |||
| Blast of Sorcery, Blinding Flash, Command, Create Light, Dark Stench, Dumbness, Evoke Fear, Forgetfulness, Holding Spell, Shadows and Phantoms, Slumber, Spoken Thoughts, Wizard's Fist, Wizard's Guise, Wizard's Hand | |||
| Edges | |||
| Flaws | |||
| Gear | |||
| Size | |||
| Medium (6 Wound Levels, 1 Healthy) | |||
| Health | 15 | ||
| Courage | |||
| Renown | |||
| Created By | |||
Abilities
Icy Touch
See page 26 of the Fell Beasts and Wondrous Magic to obtain the information on this ability, but apply the following changes: if the ghosts to continue to touch the victim and reduces the attribute by twice its value, the victim will perish.
Incorporeal
See page 26 of the Fell Beasts and Wondrous Magic to obtain the information on this ability, but apply the following changes: the ghost may be harmed by enchanted blades of +2 or better, but these weapons only do half damage; weapons of +5 or greater do full damage.
Invisible
The ghost can be 'felt' (Perception TN 10) but not seen, Defence score is 20.
Possession
Like the vampire ability, see page 50 of the Fell Beasts and Wondrous Magic to obtain the information on this ability.
Undead Stamina
See page 26 of the Fell Beasts and Wondrous Magic to obtain the information on this ability.
