Entering the mists
The party will have been contacted by the local militia and pressed into service. They are told that an ogre has been terrorizing a nearby village, and it is thier job to destroy it. After travelling to the village in question, a sheep herder named Ord will point them in the direction of the most recent sighting, a small glen, where the offending ogre ambushed him and his flock and slew several of his sheep. The party can travel there easily and quickly, and will find the beast with no difficulty. The glen he is currently residing in is in a clearing in a forest, beside a several acre lake. It being deep woods closeby, the area is very dark and shady, and there is a light mist from the lake. There is a small cave and the ogre is inside snacking on sheep. His cave isn’t very deep and he can be spotted from outside. If he sees the party he will attack.
During the combat, allow the party an perception check DC (15) to see if they notice the mists creeping in. It will not be a thick cloying mist visibility will be reduced by a third. As the ogre dies anyone sensitive in divine ways will notice a difference in thier channel to thier gods. They will know that they have moved somehow and that some spells will not function correctly. Chiefly detect evil will not work, and is not available from the conduit any longer. They cannot memorize this spell. It is removed from thier spell lists. Give the party time to heal, and discuss a bit, then the ogre that they just defeated will rise as an ogre zombie and attack.