Characters T of War Backgrounds for Your Scales of War Hero
by David Noonan illustrations by Austin Hsu, and Tina Young
he setting of the Scales of War Adventure Path is more implied than actual. That’s intentional on our part. We want you to make the world your own rather than define it for you (beyond the degree of definition required to place future adventures). But from “Rescue at Rivenroar” onward, your characters at your table will come to life and develop their own backstories, goals, and agendas. As a launching pad for those backstories, we offer the following character backgrounds. Each one comes with a small game benefit, usually a small skill modifier. But power-gamers beware! You’ll search in vain for significant advantage. The bonuses are intentionally small because we don’t want a character’s past to overshadow that character’s present. Think of these backgrounds as aids to roleplaying, not the means to eke out an incremental advantage to a skill check.
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
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We’ve identified some backgrounds as being particularly good for a given race or class. Check the ones for your race and class out first, of course, but don’t limit yourself to those. Sometimes it’s fun to play against type and choose a background that stands at odds with what people would expect from your race and class. It’s your story, and your PC is a singular character within it. Don’t feel like you have to obey a sort of demographic imperative to be a “typical” elf or a “typical” fighter. One final note: You’ll notice proper names lurking in some of the backgrounds. Feel free to run with those, and don’t be surprised if some of the places, groups, and people mentioned here appear in future steps on the Scales of War adventure path.
Wandering Duelist I am a student of the True Blade. Perhaps you’d like to match yours against mine? I guarantee we’ll both learn something. You are an itinerant warrior—sometimes a conscript, sometimes a mercenary, but often just a wanderer with a sharp sword and an empty coin-purse. How did you learn your initial training in the combat arts? Why haven’t you resorted to out-and-out banditry? What places have you visited in your wandering? What would it take for you to settle down? Benefit: You add Intimidate to your class skill list and give yourself a +3 bonus to Intimidate checks. Good Background: Dragonborn.
Scorned Noble I am an exile of honor, set apart from my people. Yet in my heart, I remain as steadfast as ever to those I will never see again. You grew up as one of the best and brightest, but what happened to send you away from your life of privilege? Was it a legal matter, an affair of the heart, or the skullduggery of a rival noble family? Are members of your noble family secretly supporting you or
remaining sympathetic to your cause? Do you intend to go back, and if so, what needs to happen first? Benefit: You are used to going it alone. You gain a +2 bonus to saving throws whenever no allies are within 5 squares of you. Good Background: Dragonborn.
Redemption Seeker I am an instrument of honor. I am he who seeks the weight to balance the scales. Somewhere in your past, you behaved less than honorably. Perhaps it was a moment of ill-considered rage, a flirtation outside society’s boundaries, or maybe you took the blame for someone else’s lack of honor. Ever since, you have been striving to act impeccably and with such valor that you redeem yourself for the transgression in your past. What great event started your quest for redemption? Is there anyone trying to thwart your efforts? Have you given any thought to what will happen after you balance the scales of honor? Benefit: You add Diplomacy and Insight to your class skill list, and you gain a +1 bonus to Diplomacy and Insight checks. Good Background: Dragonborn.
Seeker for the Lost Clan I’m an ordinary sort, but those I’m seeking are extraordinary. Quite extraordinary indeed. Some say you are the last of your breed, but you don’t think so. Although your family is gone for good, you’ve been tracking down rumors of another branch of your ancestry. They’re out there somewhere, and you want desperately to be reunited with them. What clues do you have that the lost clan exists? Who raised you, if not this lost clan? And on a fundamental level, why do you want to find them so intensely? Benefit: You add History and Dungeoneering to your class skill list, and you gain a +1 bonus to History and Dungeoneering checks. Good Background: Dwarf.
Warsmith “Crafter” is too mundane a term for me, but “artist” implies a concern with form, not function. Place me somewhere in between. Call me an artisan. You make powerful weapons and armor, instruments of warfare both elegant and deadly. Who taught you your craft, and what is your relationship like with your mentor? Is there something you’ve always wanted to make, but you’ve lacked the proper materials for it? To what degree do you insist on wielding weapons you make yourself, and how do you react when you examine someone else’s work?
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Benefit: You can construct your own weapons and armor, given proper tools and raw materials. Making a weapon takes two days, and making armor takes four days. Doing so confers no economic advantage, however. The item ultimately costs the same as it would if you’d purchased it directly. And you can cast Creation rituals as if you had the Ritual Caster feat. Good Background: Dwarf.
Brother in Battle I’m the sort that craves only a sharp axe, a bitter ale—and companions true to share them with. Not everyone needs to be chased across the world by black-cloaked assassins. You crave fighting, beerdrinking, and companionship of either the friendly or the romantic sort. Have you always had such simple desires, or did you come to this simplicity after years spent striving for something more esoteric? Are there particular enemies you relish fighting—or particular brands of ale you savor? Benefit: You add Endurance to your class skill list, and you gain a +3 bonus to Endurance checks. Good Background: Dwarf.
Seducer I assure you my reputation is exaggerated—at least a little. But my reputation had to have piqued your curiosity, or you wouldn’t be here, would you? You can’t keep away from romantic liaisons with the attractive and the alluring. And after practice, you’re good at it, having slept your way through a dozen manor-houses and noble villas. How mercenary are your seductions—do you genuinely fall in love easily, or is there always an ulterior motive? Are you motivated by the sheer beauty of your paramours, the chase and conquest, or the fringe benefits of bedding the wealthy and influential? Is there someone who got away, or someone unusually resistant to your charms?
Benefit: You add Bluff and Insight to your class skill list, and you gain a +1 bonus to Bluff and Insight checks. Good Background: Eladrin.
Magic Scholar I can recite the Twelve Trigonomystiks from memory, and I’ve read all the Moon-Opal Analects. I favor the Vallander Folio, but I do concede that the Braytonburg Folio is more concise. You believe that magic is the key to unlocking fundamental secrets of the universe, and you’ll eagerly delve into eldritch tomes to learn from the masters of bygone ages. Is there a particular aspect of magic that you’re eager to master? A particular scholar or school of thought you favor? And how do you react when you encounter a magic phenomenon that doesn’t behave the way your theories tell you it should? Benefit: You add Arcana and History to your class skill list, and you gain a +1 bonus to Arcana and History checks. Good Background: Eladrin.
Are there partners in crime in your past, and what’s your relationship with them like? How does someone inclined to mischief make a living? Under what circumstances can you overcome your natural instinct and toe the line? Benefit: You add Bluff and Thievery to your class skill list, and you gain a +1 bonus to Bluff and Thievery checks. Good Background: Eladrin.
Silent Hunter I’m either someone you never see, or I’m the last someone you see. From a young age, you were trained to track, stalk, and bring down your prey. The hunter’s outlook is now pervasive in your life—your problems are merely elusive quarry that you relentlessly hunt down and ultimately claim as a trophy. Is there a particular monster you’re particularly good at hunting? One that frustrates you? Or frightens you? Who taught you the art of stealth? And have you ever had the tables turned on you, when someone or something hunted you?
You believe that magic is the key to unlocking fundamental secrets of the universe, and you’ll eagerly delve into eldritch tomes to learn from the masters of bygone ages. Eldritch Harlequin I’m the fly in the proverbial ointment, I suppose. But I’ve never been much for proverbs. They’re just rules that happen to rhyme sometimes. Your tie to the mysterious and fey places in the world is particularly strong. You’ve always been a mischievous sort—a troublemaker, and the person who upsets the apple-cart just to see how far the apples will roll. What sorts of trouble has your mischief resulted in?
Benefit: You add Stealth and Perception to your class skill list, and you gain a +1 bonus to Stealth and Perception checks. Good Background: Elf.
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Scales of War Background Forest Warden I’m just part of the Whorlwood. But I’m its leaves, its branches, its trunk, its roots. You regard yourself as part of the natural world—but you’re the part of the natural world that nurtures and protects the rest. You strive against dangers both mundane (like a rapacious woodcutter) and magical (a mysterious taint that kills vegetation by night). Why are you now an adventurer rather than still in your forest? How do you react when you’re taken far from the natural world, like the heart of a city or another plane of existence? Is there a particular enemy of the forest that you’re still striving against? Benefit: You add Nature and Perception to your class skill list, and you gain a +1 bonus to Nature and Perception checks. Good Background: Elf.
for you—and good enough for the other party that he comes back for more. Is there a particular trade or commodity that you’re expert at doing business in? Who gets you your goods, and to whom do you sell? Who are your business partners? Investors? Rivals? Benefit: Learn an extra language of your choice, add Insight to your class skill list, and you gain a +2 bonus to Insight checks. Good Background: Half-elf.
The art of war is one you know well, and you’ve marched with armies both to victory and to defeat. What key battles did you take part in? What was your rank, and did you have any particular duties? Do you have old war comrades around, and how do they feel about you? Benefit: It takes four failed death saves to kill you. Good Background: Half-elf.
You have a justifiable pride in your powers of observation and deduction, and you take a delight in surprising others with your conclusions that borders on the theatrical. Detective
Con Artist
I’m the only one who can get you from here to Rythan Keep in less than two weeks. And I’ll make sure you don’t wind up in a gnoll tribe’s soup cauldron. Ever since you saw your first map, you wanted to know what the lands beyond the margin looked like. And as an inveterate traveler, you’ve started to find out. What places have you seen on your journeys? How do you make ends meet? What’s the greatest danger you’ve ever faced? Is there a mythical place you’re particularly keen to visit someday? Benefit: Learn an extra language of your choice, add Nature to your class skill list, and you gain a +2 bonus to Nature checks. Good Background: Elf.
I’m the guy who noticed how sharp your sword is, despite the fact that you aren’t carrying a whetstone. But I suppose calling it “your” sword isn’t really accurate, is it? You have a justifiable pride in your powers of observation and deduction, and you take a delight in surprising others with your conclusions that borders on the theatrical. How did you hone your inquisitive nature? With the city watch, in a noble court, or among the priesthood? Are there particularly notable crimes you’ve solved? If so, did your efforts earn you any lifetime friends or enemies? Benefit: You add Perception and Insight to your class skill list, and you gain a +1 bonus to Perception and Insight checks. Good Background: Half-elf.
I’m not the guy you’re looking for. Seriously, I was in Oakmont last night. I wasn’t even here. You’ve long made a living on the backs of the greedy, the gullible, and the unobservant. What sort of confidence games did you favor—elaborate conspiracies, rigged games of chance, or ruses that facilitated traditional crimes like burglary, robbery, or kidnapping? How did you learn your trade? How close have you come to being caught? And how many enemies are out there, looking for a chance to get even? Benefit: You add Bluff and Thievery to your class skill list, and you gain a +1 bonus to Bluff and Thievery checks. Good Background: Halfling.
Merchant Prince
Wandering Mercenary
I’m the only guy who can get you spiderhaunt silk within 10 leagues of here. And that’s just the start of the business we can accomplish together. You’ve always had a knack for mercantile affairs, and nothing pleases you more than a deal that’s profitable
I served with the Targa Lancers throughout the Montesi Incursion, then I trained the Wallach family retinue when they took back Blackbarrow Castle. That led to a promotion when the orcs invaded, and I . . .
Explorer/Guide
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Scales of War Background River Smuggler I’m either a simple boatman, or a not-so-simple boatman. Depends who’s askin’. You’ve plied the rivers and coastlines of the world, making a little money on official cargo and a lot of money on the crates hidden in the bow compartment. What did you smuggle, and why was it contraband? Who did you deal with on each end of your journey? Did you ever get caught? Or double-crossed? Benefit: You add Athletics and Streetwise to your class skill list, and you gain a +1 bonus to Athletics and Streetwise checks. Good Background: Halfling.
Cloistered Priest
Street Urchin I’m part of the Redboot crew, and that’s all you need to hear. You grew up on the mean streets of an urban metropolis, and you quickly found safety amid numbers of likeminded poor youths. They taught you to fight, to steal (mostly from those who had something worth stealing), and to protect what little you had. How did you escape that life of poverty and petty crime? Under what circumstances will you go back? And what happened to your family friends in the meantime? Benefit: You add Intimidate and Streetwise to your class skill list, and you gain a +1 bonus to Intimidate and Streetwise checks. Good Background: Halfling
I took my vows as a child in the grand temple at Tarsalee, and I’ve served there faithfully ever since. You’ve grown up in the heart of religious worship, and you know the rituals and rites of your faith better than most. What event sent you out into the wider world? Under what circumstances will you return? Given your sheltered upbringing, how do you react to the strange and the dangerous? Benefit: You add Religion to your class skill list, and you gain a +3 bonus to Religion checks. Good Background: Human.
Gritty Sergeant Don’t call me ‘sir.’ I work for a living, soldier! I was picking boys like you off the turf back when your mama was picking daisies in the field. Your papa, too. You’ve led people into battle and had them bleed on you as they died. But many of them lived to fight again. You’ve seen them come and go, sometimes so quickly that you never learned their names. Are there particular battles you remember well—or curse? Particular generals who wasted the lives of the those in your care? To what degree have you made the
transition to civilian life? Ever get caught giving orders just like the old days, or are you glad to have that responsibility lifted from your shoulders? Benefit: You gain proficiency in a simple or military weapon of your choice, and you gain a +1 bonus to initiative checks. Good Background: Human.
Noble Scion The last name is Rocannon. Our lands are east of here, encompassing the towns of New Laurel and Krindelton and extending up to Plover Pass. You grew up as one of the best and brightest, having access to more training and more opportunity than anyone else around you. What sorts of esoteric activities—falconry, courtly intrigues, fine art—were you exposed to? What event set you on the adventurer’s path? How do you feel about those who didn’t have the privilege and opportunity you did? Benefit: You add a knowledge skill of your choice to your class skill list, and you gain a +2 bonus to checks with that skill. Good Background: Human.
Scion of an Ancient Bloodline The blood of the Khavarran runs through my veins. Aha! I see you’re schooled enough to recognize the dynastic name. Your circumstances might be reduced at the moment, but the nigh-mythical sorcerer-kings of the tiefling empire are among your ancestors. You cannot help but dream of those bygone days. What sort of ruler was your ancestor . . . according to your family and according to the history books? Are there particular qualities of your ancestor that you’re eager to emulate, or perhaps repudiate? Do you entertain dreams of ruling an empire yourself someday? Benefit: You add History to your class skill list, and you gain a +3 bonus to History checks. Good Background: Tiefling.
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Scales of War Background Cult Escapee The tattoo means I was a member of the Six-Fingered Hand. You’ll notice I said “was” a member. At first the group appeared to be on to something big, and you wanted to be part. But when you saw how dark their grand design was, you escaped. What drew you to the cult in the first place, and what caused you to spurn it? Who was in the cult: your friends, your family, your whole community? Are they hunting you still? Benefit: You add Arcana and Bluff to your class skill list, and you gain a +1 bonus to Arcana and Bluff checks. Good Background: Tiefling.
Young Cutthroat You’ve heard of the Chillbain Clan in New Shardaluum? I’ve got a lot of Chillbain friends. Close friends, if you know what I mean. You were the violent arm of an organized crime cartel, dispensing bloody punishment for real and imagined slights. How were you recruited into the syndicate; was it based on family, trade guild, or neighborhood ties? How high did you rise in its ranks? Why aren’t you still there? Is there a price on your head from the authorities, the crime syndicate, or both? Benefit: You add Intimidate and Thievery to your class skill list, and you gain a +1 bonus to Intimidate and Thievery checks. Good Background: Tiefling.
Auspicious Birth I was born on the slopes of Mount Emberstare during an eclipse, when the moon turned as red as blood. The circumstances of your birth were somehow blessed, and you grew up knowing you were somehow set apart and special. Who regards your birth as auspicious? Are you tied to a specific prophecy, and if
so, what does it say? How were you treated differently as a child? Benefit: You substitute your highest ability score for Constitution to determine your initial hit points. Good Background: Cleric.
Traveling Missionary I bring you the unending light of Pelor—light that illuminates the darkness, comforts the weary and wounded, and vexes the black of heart. Your calling is to bring the light of your chosen faith to the dark corners of the world. What places have you seen in your journeys, and were they receptive, indifferent, or antagonistic to your message? How do you feel when you’re back in the temples of the faithful? What circumstances will cause you to leave the road and settle down? Benefit: Learn an extra language of your choice, add Religion to your class skill list, and gain a +2 bonus to Religion checks. Good Background: Cleric.
Recent Convert Look, I was once an ordinary fellow like you. But during the Shrieking Plague, I found a source of power I’d never imagined. Or perhaps it found me. You weren’t always the religious sort. But you recently had a supernatural experience that changed your outlook and showed you your true calling. What was that event? Are there unanswered questions in its wake? And how did you feel about religion (both your new one and religions in general) prior to your conversion? Benefit: Once per encounter, reroll a failed saving throw against a charm effect. Good Background: Cleric.
Former Gladiator I trained under Thool Rhak, fighting in various pits across the northern trade towns. Then I survived two seasons in the Terrimula Arena over in Jarrak City. So yeah, I know my stuff. You’ve grown up fighting for the amusement of the crowd. Did you seek out this life, or was it thrust upon you? What sorts of gladiatorial spectacles did you take part in: individual combats, staged mass battles, gladiator-vs.-monster fights, or inherently unfair gladiator
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Scales of War Background
punishments (like unarmed prisoners against beasts)? And what kept you going? The whips of your masters, the lure of competition, or the roar of the crowd? Benefit: It takes four failed death saves to kill you. Good Background: Fighter.
Haunted Veteran I marched south into the jungle with Atrelius. Can we talk about something else? You saw things in the war that no one should have to see, and the horrors of war changed your personality. What were you like before you went to war? Under what circumstances will you share what you experienced? How do you keep those memories at bay: By adventuring and other hardships, through prayer, or with a bottle? Benefit: Once per encounter, reroll a failed saving throw against a fear effect. Good Background: Fighter.
Former Barbarian My people are the Khartalli Narash—the “wolves of the desert” in your tongue. Your formative years were spent as part of an indigenous tribe of hunter-gatherers. As a nomad, you went where the food was, traveling across the wilderness from season to season. What happened to your tribe? What would it take for you to return? And were you a typical member of the tribe, or was there something that set you apart? Benefit: You add Nature to your class skill list, and you gain a +1 bonus to Nature checks. Good Background: Fighter.
Prison Conversion The scars are just evidence of a wayward youth. I’m actually a testament to the power of prison ministry. You did something bad enough to result in your imprisonment, but while there, your life changed. Upon your release, you took up your new life with a
crusader’s zeal. For what crime were you imprisoned? How did you attain your release? Do you have difficulty reconciling your old life with your new calling? How do you react when your old life re-emerges unexpectedly? Benefit: You add Streetwise to your class skill list, and you gain a +3 bonus to Streetwise checks. Good Background: Paladin.
Crusading Zealot I am but a humble instrument of my god. But I’m an instrument with several sharp edges, to be sure. Your calling is an intensely personal one. The voices of the gods themselves have sent you on your crusade, and they periodically guide you to this day. How do others react when you tell them what drives you forward? What was it like the first time you received divine inspiration? Do you ever doubt or question the voices from the gods?
whether your fate is truly ordained? And who or what is standing in your way? Benefit: Once per day, you can reroll an initiative check if you don’t like the result. You keep the second result whether it’s better, the same, or worse. Good Background: Paladin.
Last of the Breed Everyone says that the Resolute Two Hundred are no more. That’s not true—not as long I draw breath, anyway. You were part of an elite order of roving guardians— but they’re all gone and only you remain. What caused the order to die out? How did you escape that fate? Will you try to rejuvenate the order, or are you resigned to it passing into history? Benefit: You add Endurance and Perception to your class skill list, and you gain a +1 bonus to Endurance and Perception checks. Good Background: Ranger.
Other people run away screaming when they see a monster. You run toward it screaming. Benefit: You gain a +1 bonus to saving throws until you fail a saving throw, and then the bonus is gone until you rest. Good Background: Paladin.
Trained from Birth for a Specific Prophecy The doves? They come and go as they please. By Choinero’s wisdom, the doves will watch over me until the day of the Great Rift. The prophetic words were written in scripture long before you were born, and you’re part of a concentrated effort to fulfill, safeguard, or thwart that prophecy. What is the nature of the prophecy, and what’s your relationship to it? Do you question
Monster Hunter I’m a hunter of exotic game. The more cunning and elusive, the better. And if the locals all call it a legend, that’s best of all. Other people run away screaming when they see a monster. You run toward it screaming. You like testing your mettle against the strangest and most horrible creatures that the dark places of the world spawn. What’s your greatest trophy taken to date? Is there a particular sort of monster that is your nemesis? And are there certain circumstances that make your hunt a “fair” one or make your quarry a “worthy” adversary?
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Benefit: You gain a +2 bonus whenever you use a knowledge skill to make a monster knowledge check (as described on page 180 of the Player’s Handbook). Good Background: Ranger.
Did you work alone or as part of a gang? If you worked with others, what do they think of you now? Did you ever get caught? Benefit: You add Athletics and Thievery to your class skill list, and you gain a +1 bonus to Athletics and Thievery checks. Good Background: Rogue.
Fugitive from a Vengeful Rival Suffice it to say that Lord Sakrath is no friend of mine. There was a falling out, followed by several impromptu duels and an abrupt departure. You’ve angered someone powerful enough to make you a fugitive. Every month brings new evidence that your rival’s wrath hasn’t waned: a bounty hunter, trouble with the authorities, or posters indicated yet another increase in the price on your head. What event caused you to take flight? How long have you been on the run, and what lands have you traveled through on the way? Is there something other than your death that will end the chase? Are you trying to escape, or will you ultimately turn the tables on your rival? Benefit: You add Bluff and Stealth to your class skill list, and you gain a +1 bonus to Bluff and Stealth checks. Good Background: Ranger.
Political Rebel I’m the guy who’s going to put Lord Chaulchert’s head on a pike and free the whole Mirrin Valley from the whip of his taskmasters. You struggle against political injustice. Perhaps the nobles are oppressing the serfs, the church is quashing religious rivals, the king is crushing the trade guilds, or the guilds are suppressing independent mercantilists. You’re on the side of the underdog, and you’ve escalated the struggle beyond words to direct action. Against whom are you rebelling? Are you part of a larger revolutionary cell, or do you act alone? What will things look like when you’ve won? What put you on the adventurer’s path? Benefit: You add Diplomacy and Streetwise to your class skill list, and you gain a +1 bonus to Diplomacy and Streetwise checks. Good Background: Rogue.
Assassin I bear the Sigil of Vaurom. I have tasted the Black Lotus Tea and seen the sublime mysteries within Vaurom’s Impossible Crypt. I say this not as a boast, but as a warning. You’ve been trained in the thousand arts of death, sent to preemptively kill the powerful. What secret order taught you your trade, and how did they recruit you? What targets have you assassinated, and did any escape your clutches? Do you have a current contract, did you give up the assassin’s life, or are you on the run? Benefit: You add Arcana and Stealth to your class skill list, and you gain a +1 bonus to Arcana and Stealth checks. Good Background: Rogue.
Cat Burglar The Hrulla Tower in Jarrak City? I’ve been in and out of there three times. The ivy on the courtyard walls is pretty much a “Please Steal From Me” sign. You take an artisan’s approach to large-scale burglary, stealing from the most well-protected treasure troves you can find. What particularly notable items have you stolen, and what did you do with the proceeds?
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Scales of War Background On the Run from the Devil I’m just a guy who’s looking for a little more time before the bill comes due. You’ve made an eldritch bargain, but you no longer like the terms. Accordingly, you’re trying to alter or escape the bargain any way you can. Who is the bargain with, and what element of it are you trying to break (the term that involves your death, the devilish imprisonment of your family, or the forfeiture of your soul)? What specific form is the enforcement taking? In other words, who’s chasing you? Benefit: You add Bluff and Perception to your class skill list, and you gain a +1 bonus to Bluff and Perception checks. Good Background: Warlock.
Apprentice of Sinister Cabal I learned that trick from the very best: The Black Constellation. To call your fellow conspirators a “cult” is to credit them with more fervor and less intelligence than they’ve earned. You are part of a secret group that wields arcane power for a dark, mysterious purpose— and there might be secrets within the cabal that you don’t know about yet. How were you recruited into this cabal, and what is their professed aim? Do you have mentors, friends, or rivals in the cabal? Are you still an active member, or have you left the cabal temporarily or permanently? Benefit: You add Arcana and Dungeoneering to your class skill list, and you gain a +1 bonus to Arcana and Dungeoneering checks. Good Background: Warlock.
Born Under a Bad Sign My mother told me that the caul was just superstition, and the howling wolves were just a coincidence. But I’ve seen enough to know that something . . . dark . . . is involved. Your entire childhood was one superstitious omen after another. Individually, they’re easy to ignore or
explain away. But collectively, it’s clear that something sinister has designs on your soul. What phenomena did you experience as a child? Do you still see omens in your daily life? And do you have any clues about the specifics of your dark destiny? Benefit: You substitute your highest ability score for Constitution to determine your initial hit points. Good Background: Warlock.
Vet Who Can’t Let Go We were encamped on the southern banks of the Trellisha River when the orcs came. It was like watching ants on the march. You could see the glint of spears from horizon to horizon. Then they just started throwing themselves into the river. You’ve mustered out of the army, but you’re forever bound to military life and you still see events through a soldier’s eyes. What was your army career like? What major battles did you fight in, and did you encounter any great heroes or generals on the battlefield? Why aren’t you still in the military? Under what circumstances could you reenlist? Benefit: You add History and Intimidate to your class skill list, and you gain a +1 bonus to History and Intimidate checks. Good Background: Warlord.
Noble Bred for War My father, the fourth Lord of the Parapets, gave me that blade. More importantly, he taught me how to use it —and why. You’re part of a noble family with an ancestral mandate to safeguard the lands in your care. Often, that means marching off to war, and you learned the solemnity of that duty from an early age. What is your family protecting its lands against: monsters, barbaric hordes, bandits, or an invading army? Were there family members who spurned their duty? How does the adventurer’s life fulfill your noble duty?
Benefit: You gain proficiency in a simple or military weapon of your choice, and you gain a +1 bonus to Diplomacy checks. Good Background: Warlord.
Officer Who Came Out of Retirement Well, we didn’t do it that way during the Eastern Campaigns, I can tell you that. You gave up a life in the army or the city watch long ago, but somehow you wound up eating hardtack and sleeping on a bedroll amid well-meaning but green recruits half your age. Under what circumstances did you retire, and then what got you back out on the trail? What lessons are you trying to pass on? What quirks of your comrades drive you crazy? What is it going to take for you to retire once again? Benefit: You gain a +1 bonus to initiative checks, you add History to your class skill list, and you gain a +1 bonus to History checks. Good Background: Warlord.
Arcane Student Who Saw Too Much I was one of the brightest students in the Ebon Tower. But I was curious. And after I saw the demons bound in the basement, I knew some of my instructors were even more curious—and less scrupulous—than I was. You’ve received extensive arcane training, but then you learned something sinister about your teachers. What did you learn? Did you confront them, or did you flee? Are they chasing you to try to win you back into the fold, or to make sure that you don’t reveal their secrets? Benefit: You receive a +1 bonus to saving throws to end effects that daze, stun, immobilize, or restrain you. Good Background: Wizard.
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Scales of War Background Backgrounds at a Glance Name Apprentice of Sinister Cabal Arcane Student Who Saw Too Much Assassin Auspicious Birth Born Under a Bad Sign Brother in Battle Cat Burglar Cloistered Priest Con Artist Crusading Zealot Cult Escapee Detective Eldritch Harlequin Explorer/Guide Forest Warden Former Barbarian Former Gladiator Fugitive from a Vengeful Rival Gritty Sergeant Haunted Veteran Imbuer Last of the Breed Magic Scholar Merchant Prince
Background Warlock Wizard Rogue Cleric Warlock Dwarf Rogue Human Halfling Paladin Tiefling Half-elf Eladrin Elf Elf Fighter Fighter Ranger Human Fighter Wizard Ranger Eladrin Half-elf
Missing Master I learned the Art at the hands of Rodraig the Raven. He fled into the portal when the . . . things . . . came, and I’ve been looking for him ever since. Your mentor disappeared under mysterious circumstances, and you’ve been trying to find him or her ever since. What was your master like, and what were the circumstances of the disappearance? What clues do you have that drive you forward? What will do when you find your missing master?
Name
Background
Missing Master Wizard Monster Hunter Ranger Noble Bred for War Warlord Noble Scion Human Officer Who Came Out of Retirement Warlord On the Run from the Devil Warlock Political Rebel Rogue Prison Conversion Paladin Recent Convert Cleric Redemption Seeker Dragonborn River Smuggler Halfling Scion of an Ancient Bloodline Tiefling Scorned Noble Dragonborn Seducer Eladrin Seeker for the Lost Clan Dwarf Silent Hunter Elf Street Urchin Halfling Trained from Birth for a Specific Prophecy Paladin Traveling Missionary Cleric Vet Who Can’t Let Go Warlord Wandering Duelist Dragonborn Wandering Mercenary Half-elf Warsmith Dwarf Young Cutthroat Tiefling
new wondrous items and implements to channel your power. Who taught you how to make such items? Is there a particular item you’re keen to make, once you gather the rare and expensive materials for it? How do you assess the work of other arcane artisans when you encounter magic items in the treasure troves you find? Benefit: You can construct your own implements and wondrous items, given proper tools and raw materials. Making an implement takes two days, and making a wondrous item takes four days. Doing so confers no economic advantage, however. The item ultimately costs the same as it would if you’d purchased it directly. And you can cast Creation rituals as if you had the Ritual Caster feat. Good Background: Wizard. D
About the Author
David Noonan is a game designer for Wizards of the Coast, Inc. He contributed to the 4th edition core rules and co-wrote the Scepter Tower of Spellgard adventure. He lives in Washington state with his wife and two children.
Benefit: You add Perception and Insight to your class skill list, and you gain a +1 bonus to Perception and Insight checks. Good Background: Wizard.
Imbuer In two different ways, you could call me a collector. I gather antiquities—items who’ve borne silent witness to great events. And then I collect magic potence to imbue within those antiquities, improving them to the limit of my ability. The blending of magical power with mundane objects has been your forte, and you delight in the creation of
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Rescue at Rivenroar
by David Noonan
Rescue at Rivenroar
illustrations by Jason A. Engle and Steve Prescott ✦ cartography by Mike Schley
The world has never been a safe place. Bastions of civilization populate a dark, menacing world—islands of order and reason exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. As deadly as the world is on a normal day, something has begun to stir on the fringes of the civilized Elsir Vale. Formerly the site of an attack by an army known as the Red Hand, the Vale has known several years of peace since brave adventurers stormed into the teeth of the approaching Hand and sent them scurrying back into the darkness.
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
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What’s an Adventure Path? Scales of War is the fourth Adventure Path to appear in the pages of Dungeon Magazine. But what, you ask, is an Adventure Path? Quite simply, it is a series of related adventures intended to form a complete D&D campaign that takes your players from 1st level all the way to, in the case of Scales of War, 30th level. Previous Adventure Paths, presented with the 3rd Edition D&D rules, took characters from 1st to 20th level. But with all three tiers in the new edition ripe and ready to explore, we’re pushing the limit with Scales of War. Each tier takes roughly six adventures to traverse, which means we’ll finish off this Adventure Path in about eighteen issues. Each adventure advances characters from between one and a half to two levels of experience. We recognize that not everyone will meet every encounter or complete every quest, however, so periodically, we point DMs to a supplemental Side Trek or short adventure to keep your PCs on pace. Plus, roughly every other month, Dragon will feature new support content for Scales of War. The first such article appears in Dragon #366 in August 2008, and it details possible character backgrounds for your brand-new Scales of War characters. Finally, this Adventure Path is intended to function as a complete D&D campaign. That means we make some assumptions about the history of the world as we move along, just as you would in any campaign you run. We borrow heavily from the D&D mythology of 4th Edition, as well as all the great ideas that have cropped up in other products over the years— including the pages of past issues of Dungeon! Enjoy your stay in Scales of War, and keep an eye out for next month’s installment, “Siege of Bordrin’s Watch,” by Robert J. Schwalb.
But the peace of Elsir Vale—and specifically, the town of Brindol, heart of the former conflict with the Red Hand—has been shattered. The vague shadow of unease the locals have been experiencing lately has crystallized in the form of an attack on the town itself. Now Brindol finds itself once more in need of brave heroes willing to come to the aid of their citizens. In “Rescue at Rivenroar,” the player characters must brave the depths of ancient catacombs in search of prisoners taken from the town of Brindol in a midnight raid. The hobgoblins, bandits that style themselves after an invading horde from long ago, have taken refuge in a dungeon under a ruined mountain fortress, and the PCs must clear them out to find the captive townsfolk and the treasures taken from Brindol. “Rescue at Rivenroar” also marks the first step in a great journey—the Scales of War Adventure Path, which spans 30 levels and put the PCs at the crux of events that shapes the world for centuries to come. While the scope of this adventure isn’t as grand, it represents the seed from which an epic tale will surely grow. “Rescue at Rivenroar” is an adventure for 1st-level PCs.
Background Sinruth is a hobgoblin with greater aspirations than a life spent preying on the fringes of civilization. He listened closely at the campfires when his fathers and uncles told tales of the Red Hand of Doom, a mighty army that ran across the land like a scythe. And when he became an adult and a leader of his own band of hobgoblins, he found a cache of tunics and weapons left behind by that army. Sinruth felt
his destiny calling. He declared himself the new Warlord of Sinruth’s Hand (as he named the group), emblazoned every possible surface with a crudely painted, downward thrusting red hand insignia, and set about recruiting the massive army that he felt was his birthright. But starting an army isn’t as easy as those campfire tales led Sinruth to believe. Years passed with Sinruth’s band eking out a meager existence in the wilderness. But slowly, he started to gain allies. A temporary bargain with some sinister, mischievous gnomes blossomed into a lasting friendship. The Red Hand’s exploration of the mountains unearthed some undisturbed catacombs beneath the long-ruined Castle Rivenroar. Sinruth struck another bargain, and the undead guardians let the Red Hand move in, in exchange for periodic payment of kidnapped prisoners. Sinruth and the reconstituted Red Hand had a base and a growing reputation, but they were far from a mighty army. An emissary from another remnant of the Red Hand offered to join forces under Sinruth’s banner and more than double Sinruth’s fifty soldiers under arms. All Sinruth had to do was attack Brindol, steal some relics from the original Red Hand invasion, and take enough prisoners to keep the undead guardians of Rivenroar satisfied. The new Red Hand did recently, with Sinruth personally leading the assault on Brindol. The Red Hand sacked Brindol’s Hall of Great Valor, stealing back many of the museum pieces on display there. Sinruth brought back seven prisoners, despite the fact that the new Red Hand lost half its number in the attack. So now Sinruth waits in the Rivenroar catacombs for the emissary to return with reinforcements, and he bides
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his time by contemplating the stolen treasures of a grander age and dreaming of conquests yet to come. Meanwhile in Brindol, the dead have been buried and the damage to the town repaired. But seven of the townsfolk are missing—taken by Sinruth and the Red Hand. The town council is willing to pay handsomely for brave adventurers to rescue the prisoners and recover the antique treasures taken from the Hall of Great Valor . . . adventurers like those at your table.
Adventure Synopsis In “Rescue at Rivenroar,” the PCs must rescue seven kidnapped citizens of Brindol. Part of Sinruth’s rise to power is due to his evangelizing to his fellow goblinoids and other vile creatures that he will overthrow local bastions of civilization. He reserves special loathing, however, for Brindol, scene of the Red Hand’s defeat. The recent attack has the locals unnerved, and early in the adventure, the PCs witness firsthand that the kidnappings are not an isolated incident. To sow more fear and uncertainty, more of Sinruth’s Hand continues raids on the town. After foiling a pair of such attacks, the PCs are approached by Councilmember Troyas, a member of Brindol’s ruling town council, to recover the missing citizens. The PCs travel to Sinruth’s lair—a sprawling underground complex called Rivenroar. There they face Sinruth’s Hand, free the lost citizens of Brindol, face Sinruth himself . . . and discover some uncomfortable information about the nature of Sinruth in Elsir Vale.
The Prisoners “Rescue at Rivenroar” includes a puzzle in the form of the seven prisoners the PCs are trying to rescue. The hobgoblins have been moving their captives around the Rivenroar catacombs, so each prisoner knows something about the Rivenroar layout. When the PCs reach their first prisoner, that prisoner gives them clues about where one or two of the other prisoners are. And while none of the prisoners are effective combatants, some have useful knowledge or skills. Rescuing the prisoners amounts to a major quest, but it’s likely the PCs rescue some captives, return them to civilization, then come back for the rest. The PCs don’t earn the 500 XP until all the captives return to Brindol or die trying. (One prisoner, Kartenix, has died in captivity.) Below you’ll find brief descriptions of each of the prisoners. Each one knows something—but by no means everything— about the location of the other prisoners. All the prisoners are scared out of their wits to greater or lesser degree. Some have been tormented—though not yet tortured—by their captors. And while the hobgoblins have been moving the prisoners around the Rivenroar catacombs, the prisoners often have bags over their heads. And when you’ve been dragged, kicking and screaming, down hallway after darkened hallway, they all start to look alike. Any maps that captives draw for PCs are inaccurate and out of proportion. And if you
emphasize that these six people have been held prisoner by hobgoblins for four days, marched into the mountains, then moved around seemingly at random within ancient catacombs, the PCs likely understand why a particular captive can’t remember whether the hallway is 40 feet or 50 feet long. Adronsius is an exception; as a dwarf, he has an instinctive grasp of
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The Quests
underground space that make his recollections of the places he has been more accurate. None of the captives are effective combatants. They can wield captured weapons, but they attack only in extremis and prefer to stay well behind the PCs. It’s easiest to just give them a turn at initiative point 0, moving them away from potential threats. If you need combat statistics for them, give them 15 hit points, 12 in all defenses, a speed of 6, and a melee basic attack at +0 for 1d4 damage if unarmed and 1d8 damage if armed. Jalissa: Jalissa is an acolyte of Ioun who is held in room 16. She hysterically clings to whichever PC comes through the door from room 15 first. She does anything that PC says without question, and she looks for approval from that PC if someone else tries to give her even an innocuous order.
Jalissa isn’t a spellcaster per se, but she is trained in the arcane arts (Arcana +10) and knows the following rituals: comprehend language, silence, and eye of alarm. She doesn’t have the alchemical reagents or residuum, but the PCs might have some reagents, and they can find some residuum in room 7—just down the stairs from where the hobgoblins are holding Jalissa. Jalissa also knows that Thurann, the 8-year-old boy, is being held somewhere nearby—she heard him shouting only a few hours ago. They were held together in room 16 until yesterday, and Thurann proved adept at stealing extra food for himself and Jalissa. Sertanian: Sertanian, the castellan of the Hall of Great Valor, is held in room 6. Sertanian tries to weather his captivity with dignity, and when rescued, he brushes off questions about his captivity as “Just a few hard days, nothing more. Let’s get on with the rescue, shall we?” But Sertanian has a past—he served
“Rescue at Rivenroar” offers the opportunity for PCs to earn quest XP in a couple of places. Provided here is the list of quests, and their rewards, in the adventure. Major Quest—Rescue Rescuing the prisoners from Rivenroar amounts to a major quest. The PCs don’t earn the quest XP until the prisoners’ fate has been determined, and those still living returned to Brindol. Reward: 500 XP (and 200 gp if the prisoners are returned). Minor Quest—Treasure Returning the stolen items described in The Treasure to Brindol results in the PCs fulfilling the quest conditions and earning the XP. Reward: 100 XP (and the 200 gp promised in The Treasure). as a soldier during the great “Red Hand” invasion years ago. So he has an utter hatred of hobgoblins that comes out the first time he’s present when the PCs battle goblins or hobgoblins. Sertanian hurls invective, taunts the hobgoblins, and recommends that any unconscious ones be “put to the sword” immediately. Sertanian is the only captive who can identify the treasures from the Hall of Great Valor on sight (they’ve been his responsibility for years). He also knows that Mirtala the cook is being held downstairs in a chamber near a spiral staircase with frescos on the walls. The hobgoblins sent Sertanian away (perhaps a day ago— Sertanian has lost track of time), saying that the plump Mirtala will make a better meal. And he suspects that Kartenix is dead; Kartenix told Sertanian a couple of days ago that he was going to try to overpower the
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ettercap guarding him the following morning by pretending to be asleep. But then they moved Kartenix, so Sertanian doesn’t know where he is. Thurann: The 8-year-old son of Kartenix the guard captain, Thurann is held in room 17. Thurann is a brave, observant boy. Outwardly, he’s handling his ordeal better than many of the adults. He even stole food for Jalissa and himself. Since he reached Rivenroar, Thurann spent most of his time with Jalissa while keeping an eye out for his father. Yesterday they moved him from room 16 to room 17, but they took a
roundabout path so Thurann doesn’t know how close he is. Thurann also knows that “the old witch” Zerriksa is being held in a “magic circle just beyond the big room with all the mushrooms downstairs”—the hobgoblins brought Thurann down there to threaten him in front of Zerriksa. Thurann has some skills you wouldn’t expect the son of a watch captain to have. Despite his small size, he has Athletics +7 and Thievery +9. And while he can’t really fight, he’s brave when it comes to climbing or handling other hazards. The only thing that makes
Thurann upset is incontrovertible evidence that his father is dead, and he is distrustful of anyone who doubts that “my father said he’d figure out a way to escape and then come rescue me.” Mirtala: The cook Mirtala is held in room 10. Mirtala has been bitten repeatedly by the dire rats in room 10 and has filth fever. She’s almost catatonic with fear and it takes careful diplomacy (described in the room 10 encounter) to persuade her to say anything. Mirtala knows that Adronsius is being held upstairs in “a family crypt . . . the name started with J, but I don’t remember it exactly.” And she was held with Sertanian briefly, so she knows that he was held someplace that’s “up a spiral staircase, then around a bunch of corners and down two separate flights of stairs” from room 10. That was several days ago, though. She also thought she heard Kartenix’s voice during that blindfolded walk, so he might be somewhere on that path. Zerriksa: The crone Zerriksa is held in room 12. She resists as passively as a woman in her seventies can manage. A naturally cranky woman, she has made her captors more than a little miserable. And she has played on the rumors in Brindol and intimated she might have “dark powers,” hoping that she’d scare the hobgoblins into treating her better. Her plan worked—to a point. The hobgoblins put Zerriksa inside a magic trap in room 12, hoping she wouldn’t be able to turn them into toads once she was inside. Now she’s stuck there, but at least the hobgoblins are giving her a wide berth. Everyone in Brindol thinks that Zerriksa is a witch, but she’s really just an accomplished herbalist (Heal +9, Nature +9). While they can’t attack her directly,
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Rescue at Rivenroar the gnomes and ettercaps have been trying to intimidate her and perhaps persuade her to switch sides. Two days ago the ettercaps showed her Kartenix’s corpse, half-wrapped in webbing. And yesterday one of the gnomes brought the boy Thurann to the edge of the circle and threatened to slit his throat. Zerriksa doesn’t care for her fellow prisoners, but she knows that she wouldn’t last long with the denizens of Rivenroar once they realized she has no magic powers. So she’s just playing out her bluff and biding her time. Adronsius: Adronsius the alchemist is held in room 14. For some reason, the hobgoblins are particularly keen on beating dwarves, and Adronsius has borne the brunt of their physical abuse. All the prisoners have been roughed up a little, but Adronsius has been beat bloody every day since the hobgoblins took him prisoner. When the PCs rescue Adronsius, he has only 5 hit points out of 15. While Adronsius is an accomplished alchemist, he has none of the tools of his trade and so can’t mix anything up until he gets back to Brindol. He knows Mirtala is alive, but he isn’t sure where they’re keeping her. And he was brought to the upper level for an interrogation session where he saw Jelissa. Because he’s a dwarf, Adronsius remembers the way pretty well—for a guy who was blindfolded. It was “down the stairs, straight across the entry chamber, turning left in the room that smelled of goblin, then left again in the room with the crackling sound, around two right corners, then through a room that smelled of the dead, then up the stairs to a room with a sticky floor, right and up another set of stairs, then through a dusty room and left through a door. That good enough directions for ya?” Kartenix: Kartenix the guard captain is now deceased. His body is in room 7. He tried to over-
power the ettercaps, who’ve webbed him up. They intend to scare the other prisoners with the corpse for a while and then consume it. The PCs can bring his body back to Brindol for a decent burial if they wish.
The Treasure The people of Brindol want their friends and neighbors back; that’s their primary concern. But they also want some of the treasures back from their “Hall of Great Valor.” Most of the “treasures” have little or no intrinsic value. They’re museum pieces from the “Red Hand” invasion many years ago. But the sentimental value to the town is immense. PCs can earn an addi-
tional 100 XP (plus the 200 gp reward) when the following items are brought back to Brindol. • Ornate, gilded dragoncrest helm (room 21). • Ceremonial platinum longsword; too heavy and blunt to be useful as a weapon (room 23). • Set of three shields with the Red Hand insignia, each with a charred hole near the center (room 23). • Set of iron gauntlets with extensive filigree (room 21). • Heraldic battle standard depicting two hands clasped in a handshake (room 23).
BRINDOL First visited in the 3rd edition adventure Red Hand of Doom, Brindol has a smaller population than it did before the events of that adventure. But the last decade has brought mild prosperity to the region, with only bandits (such as Sinruth and his ilk) disturbing the peace. Population: 6,700; another 1,000 live within a five-mile radius of the town itself. The people of Brindol are mostly humans, half-elves, and dwarves. The town’s population swells by several hundred whenever some connected halfling clans known as “the river people” are in town. Government: A town has a council, two-thirds of whom are hereditary landlords and the remainder of whom are guildmasters from the city’s important trade guilds. Lord Warden Harrik Orenna is the public face of the council and commander of the city militia. Defense: The city has 200 soldiers under arms
at all times, with about one-quarter on duty at any given time. In times of crisis, the Lord Warden has access to another 200 well-equipped but poorly trained soldiers by calling up the militia. Inns: Chatrenn and Sons; The Red Door; Avandrian Hostel; The Silk and Spoon; Pantashi Inn. Taverns: Ilya’s Cardhouse; The Marooned Schooner; Cleftie’s; Brindol Gentleman’s Club; the Blue Parrot; the Antler and Thistle. Major Guilds: Prospectors; Blacksmiths and Smelters; Teamsters and Farriers; Weavers; River Bargemen (halfling controlled). Supplies: Alchemy by Adronsius (currently closed); Gavriel Arms and Smithy; Staghunter Outfitters; Alpenglow Trading House. Temples: Temple of Erathis; College of Ioun; Shrine of the Sun (Pelor); Moondust Temple (Sehanine); Shrine of Bahamut (no permanent clergy); Shrine of the Open Door (Avandra).
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Preparing for Adventure “Rescue at Rivenroar” introduces the characters to one another and kicks off the new Scales of War Adventure Path. This Adventure Path takes the characters across the countryside of the Elsir Vale and into a deadly dungeon, where they face Sinruth’s Hand, a force of goblins, hobgoblins, and other monsters bent on the conquest of the Vale and its environs. As a DM, the best way to spend your precious preparation time is by looking at the encounters ahead
of time so that you can give yourself a sneak preview of how each room will play out. No one knows your table better than you do, so you can foresee how the monstrous denizens of the Rivenroar catacombs interact with the specific players at your table. If you want to jump straight into the action, see the Kicking Off the Action Quickly sidebar for details.
What You Need to Play This adventure includes the encounters the PCs face as they explore and adventure in the area. It also provides tactical maps and more for the adventure. If you and your players haven’t read through the
Treasure Parcels Parcel A: _______________________, room 5. Parcel B: _______________________, room 5. Parcel C: _______________________, room 7. Parcel D: _______________________, room 9. Parcel E: ________________________, room 9. Parcel F: _______________________, room 9. Parcel G: ______________________, room 15. Parcel H: ______________________, room 15. Parcel I: _______________________, room 17. Parcel J: _______________________, room 21. Parcel K: ______________________, room 21. Parcel L: _______________________, room 24. Parcel M: ______________________, room 24. Parcel N: ______________________, room 24. Based on the guidelines in the Dungeon Master’s Guide, the following parcels can go in the lines above. Rely on the wish lists your players gave you for the first four parcels. Parcel 1: Magic item, level 5 Parcel 2: Magic item, level 5 Parcel 3: Magic item, level 4 Parcel 4: Magic item, level 3
Parcel 5: Magic item, level 3 Parcel 6: Magic item, level 2 Parcel 7: Two potions of healing, 100 gp Parcel 8: One 100 gp gem, 80 gp Parcel 9: 260 gp Parcel 10: One potion of healing, 70 gp Parcel 11: 170 gp Parcel 12: 100 gp, 200 sp Parcel 13: One potion of healing, 10 gp Parcel 14: 30 gp, 100 sp Large or Small Groups: As mentioned above, “Rescue at Rivenroar” is designed for five PCs. If you have more or fewer players at your table, you should adjust the monster and treasure mix according to the rules in the Dungeon Master’s Guide. Doing so rarely takes more than a few minutes—it’s just a matter of adding or subtracting monsters and treasure parcels here and there. Smaller groups can face fewer monsters and find fewer treasure parcels, while larger groups can face more numerous foes and earn greater rewards (which are split up more ways, naturally).
Dungeons & Dragons 4th Edition rules yet, that is your first best step so that you make certain you understand the rules. Also as mentioned above, read through at least the first few encounters described in this adventure before starting. This review enables you to become familiar with the material and the style of presentation. You might also want to take a look at the sections below regarding the adventure format.
Using Tactical Encounters Each encounter includes several common elements, as described below.
Encounter Level Each tactical encounter assumes a group of five PCs. An encounter of average difficulty is one where the encounter level is equal to the level of the party. Encounters that are 1 or 2 levels lower than the party are easy encounters, while encounters that are 2 or more levels higher than the party are difficult encounters. For overcoming an encounter, a group earns the XP value listed beside the encounter level. This amount should be divided by the number of group members, and an equal amount should be awarded to each character.
Setup This section of a tactical encounter provides you with the basic parameters of the encounter. First, it provides context or background information for the encounter. Next, it provides a key to the monsters in the encounter so you can locate them on the tactical map. The map of each encounter area indicates where the monsters are located when the encounter begins. The setup section also describes what monsters are doing and how they react when the PCs arrive.
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Rescue at Rivenroar Read Aloud Text
Treasure Preparation
Read aloud text provides information about what the characters can see and are aware of. You do not have to read it word for word; feel free to paraphrase and use your own words when describing this information. Use read aloud text wisely; they are written for the most common approach to a particular situation and what your player characters do might require you to alter the information in any number of ways.
“Rescue at Rivenroar” employs the “parcel” technique of treasure distribution described in the Dungeon Master’s Guide. You need 14 treasure parcels in addition to the rewards from the people of Brindol, which are worth three parcels (return the captives) and two parcels (recover the treasures from the Great Hall of Valor). Consult your players’ wish lists, then apportion treasure parcels to the following list:
Monster Statistics Encounters include stat blocks for each monster type present in the encounter. If more than one monster of a particular kind is present, the stat block indicates how many creatures can be found.
Tactics This entry describes special actions the monsters take to defeat the adventurers. Sometimes this means the monsters take advantage of special features of the area or make use of special powers or equipment.
Map Each encounter includes a map keyed with the initial locations of each monster. The map also indicates the location of any special features of the area.
Features of the Area This section describes special features noted on the map. If the location has items or areas of interest with which the characters can interact, those features are described here. Look here to see if a door is out of the ordinary, if an altar has a secret compartment, or if the area includes treasure.
Starting the Adventure The default beginning of the adventure, and indeed the campaign, assumes the PCs want some time to explore the city. Feel free to extend events in Brindol during and after the hobgoblin attack. You can do the following, for example: • Give the players plenty of time to talk to each other and to the other bar patrons before the hobgoblins attack. A more measured pace delays the action, but it also gives the players at your table time to “get into character” and learn more about their comrades before the bitumen torches start flying. • Give the PCs some NPC rivals: Brindol locals who think they’re brave and capable enough to rescue the prisoners. The locals could be in over their heads (and maybe need rescuing themselves eventually), or they might indeed be capable . . . or at least capable of sabotaging the PCs’ efforts.
Connecting Rivenroar to Red Hand of Doom Sinruth is, at the end of the day, something of a wannabe. He aspires to be part of a great horde like the one that menaced Brindol and the entire region in the Red Hand of Doom adventure. We’ve set the timeline forward by a decade, but the exact time doesn’t matter. If it works better for you, then by all means place the original Red Hand of Doom anywhere from a year to a century in the past, but adjust the story behind the adventure accordingly. As long as the (embellished) tale of hobgoblins on the march finds its way to young Sinruth’s ears, the villains’ motivation is intact. But you don’t need to have played Red Hand of Doom to play “Rescue at Rivenroar.” There’s merely a common thread of history that connects the two adventures. The hobgoblins in this adventure hope to become something like the great goblin army that once threatened Brindol with utter destruction— destruction averted only by the timely efforts of the adventurers.
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Bar Fight! Encounter Level 1 (580 XP; monsters aren’t solely focused on the PCs, however)
Setup This encounter is a simple affair that introduces the PCs to each other and gives the players a little practice with their new characters. It also shows how surprised Brindol is by the hobgoblin attack. 10 hobgoblin grunts (H) 2 goblin blackblades (G) 8 human rabble (R) Put three human rabble at the card table in the back, one human behind the bar, and the rest scattered around the tavern as you see fit. Have the players decide where their PCs are sitting. The monsters begin the fight outside the bar, and a few of them come in the front door every round. Once the players have described to the rest of the table what their characters look like and what they’re doing at the bar, read or paraphrase the following description: The gentle hubbub of an evening at the Antler and Thistle tavern is shattered by the crack of the front door f lying off its hinges to land amid the nearest tables. Four hobgoblins rush into the bar, swords outstretched to skewer the nearest bar patrons. “For Sinruth! For the Hand!” they cry.
Tactics The fight begins when four of the hobgoblin grunts burst through the door. They attack the bar patrons (probably wounding or killing a couple of them). Then roll initiative.
More goblins come through the door each round. Move the following creatures in the room at the hobgoblin’s initiative point each round. Round 2: 3 hobgoblins and 1 goblin blackblade enter. The blackblade throws a bitumen torch at the bottles of alcohol behind the bar. Round 3: 2 hobgoblins enter. Round 4: 1 hobgoblin and 1 goblin blackblade enter. The new blackblade throws a bitumen torch at the card table. At first, the goblins attack the closest person. No more than two hobgoblins at a time fight each PC, with the rest menacing the bar patrons and serving wenches. But by the third round, the goblins realize that the PCs are the only ones providing resistance, so they start ignoring the other bar patrons. The goblin blackblades have been given instructions to focus on property damage, so they throw their bitumen torches rather than engage in melee if given a chance. 10 Hobgoblin Grunts (H)
Level 3 Minion
Medium natural humanoid XP 38 Initiative +4 Senses Perception +1; low-light vision HP 1: a missed attack never damages a minion. AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12 Speed 6 m Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 5 damage. Hobgoblin Resilience (immediate reaction, when the hobgoblin grunt suffers an effect that a save can end; encounter) The hobgoblin grunt rolls a saving throw against the effect. Phalanx Soldier The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +6, History +2 Str 18 (+4) Dex 14 (+2) Wis 13 (+1) Con 15 (+2) Int 10 (+0) Cha 9 (–1) Equipment leather armor, light shield, longsword
2 Goblin Blackblades (G)
Level 1 Lurker
8 Human Rabble (R)
Level 2 Minion
Small natural humanoid XP 100 Initiative +7 Senses Perception +1; low-light vision HP 25; Bloodied 12 AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6; see also goblin tactics m Short Sword (standard; at-will) ✦ Weapon +5 vs. AC; 1d6 + 2 damage. R Bitumen Torch (standard; at-will) ✦ Weapon +6 vs. Reflex; 1d4 damage; starts a fire in that square whether it hits or misses (see “Spreading the Fire” sidebar above). Each blackblade has one lit torch when it enters the bar. Combat Advantage The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Sneaky When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade’s previous space as a free action. Alignment Evil Languages Common, Goblin Skills Stealth +10, Thievery +10 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 (–1) Cha 8 (–1) Equipment leather armor, short sword, 3 bitumen torches
Medium natural humanoid XP 31 Initiative +0 Senses Perception +0 HP 1; a missed attack never damages a minion. AC 15; Fortitude 13, Reflex 11, Will 11; see also mob rule Speed 6 m Club (standard; at-will) ✦ Weapon +6 vs. AC; 4 damage. Mob Rule The human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it. Alignment Any Languages Common Str 14 (+2) Dex 10 (+0) Wis 10 (+0) Con 12 (+1) Int 9 (–1) Cha 11 (+0) Equipment club
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Rescue at Rivenroar The PCs are the only bar patrons who fight back effectively. The others flee, freeze, or fight poorly, only to die on the hobgoblins’ swords. The hobgoblins are flush with easy victory so far, and they don’t flee even when the fight turns against them. But the blackblades might slink away if it looks like they’ll die otherwise. Don’t let them flee with unused torches, however.
Features of the Area Illumination: Bright light. The area is illuminated by several lanterns. Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature. The Bar: The bartender hunkers down behind the bar, which provides cover against ranged and melee attacks. It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. If any of squares behind the bar catch on fire, then they all catch fire at the end of the blackblade’s next turn. That’s high-proof stuff back there. The Patrons: The bar patrons aren’t all human (though most are), but it’s easiest to use the human rabble stat block for them all. Assume that they act on initiative point 0. If an interesting course of action doesn’t suggest itself, just roll 1d6 for each of them. A result of 1 or 2 means they freeze, cower, or move behind nearby cover. A 3 or 4 means they flee out the nearest door as long as they can do so without suffering an opportunity attack. A 5 or 6 means they grab
an improvised weapon such as a chair, bottle, or table cutlery (a +4 attack at 1d8 damage for them). Improvised Weapons: The great thing about this tavern (other than the beer) is that it’s full of improvised weapons such as chairs, bottles, table cutlery, kebob skewers, and bowls of hot stew. Behind your screen, all improvised weapons are treated the same: They’re 1d8 weapons that confer no proficiency bonus. For the bar patrons, that means they can make +4 attacks dealing 4 damage. If a PC uses an improvised weapon, it deals 1d8 + Strength modifier damage. Card Table: There’s 30 gp stacked here. The three bar patrons sitting here won’t flee—not while there’s money on the table, at any rate.
Handling All the NPCs Almost all the NPCs in this battle go down in a single hit. And the whole point of the encounter is to introduce the PCs to each other and give the players at your table a little practice with new characters and new rules. So you needn’t be a stickler for tracking the exact position and welfare of each NPC—especially the bar patrons. As a DM, you have better ways to spend your time than figuring out the exact details of NPCon-NPC violence (after all, how many NPCs are sitting at your table?). It’s fine to just toss 1d20 when a hobgoblin attacks the bartender. A high roll means the bartender dies, a medium roll means he’s wounded, and a low roll means he’s unscathed. If you want a hobgoblin to put one of the serving wenches in a headlock and try to drag her out into the street, just do it—don’t keep your players waiting while you work out the details of the grab attack.
Windows: If a creature is pushed through the windows at the front of the bar (such as from a bull rush), it takes an extra 1d6 damage from the glass.
Aftermath When the hobgoblins have been defeated, the surviving bar patrons organize a bucket brigade from a nearby well to quell the fire. A clearly wounded city watch patrol arrives as the bucket brigade douses the last flames, and they quickly try to learn what’s happening from anyone who speaks to them (probably the PCs). This conversation gives the PCs enough time to have a short rest before the next encounter.
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The Ogre Bombardier Encounter Level 1 (650 XP)
Setup The PCs do battle with more of the marauders menacing the town of Brindol. 1 ogre savage (O) 2 hobgoblin archers (H) Have the ogre round the corner north of the main tavern entrance, pulling the pitch wagon behind him. The archers ride atop the wagon. One is lighting pitch casks and handing them to the ogre while the other one shoots arrows at any fleeing townsfolk. When the players place their PC miniatures near the tavern door, read: As you’ve been talking to the guards, you’ve been hearing shouts in the distance. But now those shouts are a lot closer, and a throng of townsfolk comes running around the street corner to the north. They’re fleeing a curious sight: a full-grown ogre pulling a wagon by a yoke around its waist. The ogre holds a cask in one hand and a massive club in the other. Riding atop the wagon are two hobgoblins with bows.
Tactics These monsters are focused on property destruction, and they haven’t faced serious opposition yet, so they might be slow to take the PCs seriously. If the hobgoblins beat the ogre’s initiative, they delay until the ogre throws his cask.
2 Hobgoblin Archers (H)
Level 3 Artillery
Medium natural humanoid XP 150 Initiative +7 Senses Perception +8; low-light vision HP 39; Bloodied 19 AC 17; Fortitude 13, Reflex 15, Will 13 Speed 6 m Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 1d8 + 2 damage. r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +9 vs. AC; 1d10 + 4 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against the same target. Hobgoblin Resilience (immediate reaction, when the hobgoblin archer suffers an effect that a save can end; encounter) The hobgoblin archer rolls a saving throw against the effect. Alignment Evil Languages Common, Goblin Skills Athletics +5, History +6 Str 14 (+3) Dex 19 (+5) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha 10 (+1) Equipment leather armor, longsword, longbow, quiver of 30 arrows
Ogre Savage (O)
Level 8 Brute
Large natural humanoid XP 350 Initiative +4 Senses Perception +4 HP 111; Bloodied 55 AC 19; Fortitude 21, Reflex 16, Will 16 Speed 8 m Greatclub (standard; at-will) ✦ Weapon Reach 2; +11 vs. AC; 2d10 + 5 damage. r Pitch Cask (standard; at-will) ✦ Weapon Ranged 20; –1 vs. Reflex; 2d6 fire damage, then the pitch cask explodes as described in Pitch Cask section. M Angry Smash (standard; recharge ⚅ ) ✦ Weapon The ogre savage makes a greatclub attack, but gets two attack rolls and takes the better result. Alignment Chaotic evil Languages Giant Str 21 (+9) Dex 11 (+4) Wis 11 (+4) Con 21 (+9) Int 4 (+1) Cha 6 (+2) Equipment hide armor, greatclub
In the first round, the ogre throws a cask in the PCs’ direction; he’s unlikely to hit, but it’s a useful demonstration of the casks’ potential. (See the Features of the Area for rules on hitting and missing with
the casks.) One hobgoblin shoots at the PCs, while the other one lights another pitch cask (a standard action) then picks it up and hands it to the ogre for next round (two minor actions). After the first round, the hobgoblins take their cues from what the ogre is doing. The ogre moves forward and throws a cask if no one is within reach 2 at the end of its 4-square move. But once it starts making melee attacks, it stops throwing casks, and then both hobgoblins shoot their bows. The hobgoblins flee if reduced to 5 hit points or fewer or if one of the PCs rushes the wagon with a lit
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Spreading Fire Whether the blackblades’ bitumen torches hit or not, they light the square they’re in on fire. A creature in a square that’s on fire takes 1d6 damage at the start of the blackblade’s turn. At the end of the blackblade’s next turn, roll 1d8 for each square that’s on fire to see where it spreads. The square to the north catches fire on a 1, to the northeast on 2, east on 3, southeast on 4, south on 5, southwest on 6, west on 7, and northwest on 8. Over successive rounds, the fire should spread at an increasingly rapid rate. torch or other obvious source of fire in hand. The ogre doesn’t flee outright—being yoked to the wagon makes a retreat difficult in any case—but he might try to leave the area if faced with fire. Additionally, if fewer than half of the monsters remain, they attempt to escape.
Features of the Area Wagon: The wagon is 2 squares by 3 squares, with the hobgoblins riding in the forward 2 squares. While yoked to the wagon, the ogre has a speed of only 4. The ogre and the hobgoblins collectively must spend 2 standard actions to free the ogre from the wagon yoke. If the casks on the back of the wagon take at least 5 fire damage, they start to explode. The casks in one of the 4 squares in the back of the wagon detonate each round. Each explosion is a +6 attack against Reflex defense in a burst 3 area, dealing 3d6 fire damage (half on miss). When the first casks explode, tell the players that it’s clear that not all the casks have exploded yet, and that the wagon is afire. When the explosions are over, the wreckage of the wagon
becomes difficult terrain that deals 1d6 fire damage to any creature that starts its turn in a wagon square. Pitch Casks: These casks are filled with roofing pitch, which is flammable enough to make a primitive bomb. The ogre can hurl a lit pitch cask as a standard action. It has lousy aim, however. After choosing a target square for the attack, roll 1d8 (for direction) and 1d4–1 (for distance) to see where the pitch cask actually lands. This becomes the origin square for a burst 1 attack. The pitch cask lands 1d4–1 squares to the north on a d8 result of 1, 1d4–1 squares to the northeast on 2, east on 3, southeast on 4, south on 5, southwest on 6, west on 7, and northwest on 8.
Pitch Cask Filled with roofing pitch, this cask is flammable enough to make a primitive bomb. Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Dexterity vs. Reflex Special: The pitch cask rarely lands where the ogre wants it to. See the text above for details. Hit: 3d6 fire damage. Effect: The origin square of the burst burns for the rest of the encounter. Any character entering the square or starting his turn in the square takes 1d6 fire damage.
Aftermath A crowd gathers after the PCs defeat the ogre, and more guards arrive a few minutes later. They immediately ask for the PCs’ help defending the bridge. But by the time the PCs reach the bridge, Sinruth’s band has already retreated. The residents of Brindol spend the rest of the night putting out the fires that the goblins set, tending to the wounded, and keeping a nervous watch from the ramparts.
Fighting the Ogre and the Fire! Under ordinary circumstances, level 8 brutes aren’t appropriate for level 1 PCs. But the PCs have a key advantage: the wagon attached to the ogre’s waist. The presence of the wagon means the ogre can’t effectively chase the PCs, so PCs can flee if they need to do so. Depending on the PCs at your table, you might have another problem: the ogre’s outrageous 111 hit points. Some PCs can deal a lot of damage even at 1st level, and others might blow up the wagon while the ogre is still attached (meaning the ogre takes the explosion damage for 4 consecutive rounds). If neither of those situations applies at your table, it’s fine to have the ogre die early. There’s no sense in slogging through a long fight whose outcome is obvious to everyone at your table. As for the fire, PCs can put out an adjacent square of fire as a standard action. A minor action keeps an adjacent square of fire from spreading during that round. Reward your PCs for other creative methods of putting out a fire (such as using a cold-based power to douse one or more squares simultaneously). The next morning, the full extent of Sinruth’s attack is known, including the captives taken and the treasures stolen from the Hall of Great Valor. At that point, the PCs receive the job offer from the Brindol town council. They can either try to track the goblins through the wilderness, or they can first try interrogating a captured hobgoblin currently held in the town stockades.
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The Summons Councilmember Eoffram Troyas is a new addition to the Brindol city council. As such, he is less prone to the traditional means of accomplishing important tasks. In a short time, he has established a reputation as an outspoken, and sometimes combative, public figure. A half-elf, he has shown little of his race’s good-natured tendency toward patience. One of Troyas’s most recent controversial remarks was that he intended to use adventurers to aid in cutting down on recent bandit attacks in the Elsir Vale. Other members of the council—despite the city’s recent history and survival thanks to the efforts of adventurers—were dubious, but willing to give Councilmember Troyas’s policy a chance—to fail. Many of the more entrenched public figures secretly believe that the mercurial nature of adventurers makes them eminently unsuitable for the defense of the city. At least, that’s their public stance. Privately, rumors on the street continue to circulate about graft and embezzlement among the council, causing many to wonder if such members of the council would rather see the funds that are used to hire adventurers end up in their pockets. As soon as the PCs have defeated the ogre, word reaches Councilmember Troyas within the day. The assaults upon the city proper are a fresh outrage, especially to a man who lost his family to the Red Hand’s assault ten years earlier. He doesn’t have blind faith in the PCs, however, and wants to meet them himself. The Councilmember has several goals in his meeting with the characters. Before he promises them any money, he wants to ascertain their motivations. He’s not looking for absolute trust, but he doesn’t want his faith to be misplaced. He already has a fair idea of their competence after the ogre battle, so this meeting is mostly a formality and a roleplaying opportunity. Councilmem-
ber Troyas is a somber man, who speaks carefully and methodically. He maintains eye contact, and attempts at levity are met with a long, cold stare, followed by a reminder about the nature of the threat to Brindol. If you’re interested in making the meeting with Councilmember Troyas more than just a roleplaying encounter, consider the following skill challenge. Refer to The Quests sidebar on page 7 for information about the quests and their rewards.
Skill Challenge As Councilmember Eoffram Troyas greets you solemnly, he makes eye contact with each of you in turn. “I am considering something, and I wished to speak to you about it in person—and in private.” This skill challenge is a social challenge that allows Troyas to determine the character of the PCs and also allows the PCs to take the job for the rescue effort. This might be a good opportunity for each player to introduce himself or herself “in character” and describe the sorts of things the character can do in a dangerous situation. Setup: For Troyas to provide full assistance, the PCs need to convince him of their trustworthiness and that they can handle the challenges he sets them.
Level: 1. XP: 200 Complexity: 2 (requires 6 successes before 3 failures). Primary Skills: Diplomacy, Insight, History. Diplomacy (DC 15): You attempt to convince Troyas that your goals and his match up nicely, or that you are the right person for what he has in mind. The first success with this skill opens up the use of the History skill (Troyas mentions the Red Hand’s attacks ten years ago).
Insight (DC 15): You empathize with Troyas and use that knowledge to encourage assistance. First success with this skill reveals that any use of the Intimidate skill earns a failure. History (DC 13): You make an insightful remark about the attack 10 years ago. This is available only after one character has gained a success using the Diplomacy skill, and it can be used only once in this way during the challenge. Intimidate: Troyas refuses to be intimidated by the PCs. Each use of this skill earns a failure. Success: Troyas gives the PCs the deal outlined above, as well as the promise of “whatever aid the good people of Brindol can muster.” Failure: Troyas gives the PCs the deal outlined above, but more reluctantly. In addition, the PCs find the rest of the town council reluctant to deal with them (–2 penalty on later skill checks made to influence the council until the quest is successful), and they receive vague warnings that failure to achieve rapid results can cause them to be replaced. Finally, the council halves the monetary reward for bringing prisoners back.
Interrogating Morrik This is unlikely to end up as a combat encounter, although the statistics for the main players are provided, just in case.
Setup In this skill challenge, the PCs try to learn as much information as they can from Morrik, a hobgoblin captured in the raid on Brindol.
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Rescue at Rivenroar Exact positioning doesn’t matter in this encounter, because it’s not a battle. Assume the PCs are within earshot of Morrik throughout the skill challenge. When the PCs arrive at the town green, read: Just as the guards said, there’s a lone hobgoblin in stocks and shackles here. His wounds from last night’s battle have been bandaged, but a number of tomatoes on the ground near him and on the surface of the stocks indicate that his treatment hasn’t been completely kind. He takes one weary look at you and says, “I ain’t saying nothin’ unless you people let me go.”
Skill Challenge Level: 1. XP: 200
Complexity: 2 (requires 6 successes before 3 failures). Primary Skills: Bluff, Diplomacy, History, Intimidate. Bluff (DC 20): You try the threat of extensive violence or long imprisonment. If you convince the guards to play along, you receive a +5 bonus to the check. Diplomacy (DC 15): You try to cut a deal. If the guards hear you directly offer Morrik his freedom, they’ll tell Morrik, “You aren’t getting away, hobgoblin.” That closes off this approach. History (DC 13): You ask about the crimson hand insignia on the hobgoblin’s tunic in an effort to make the hobgoblin to open up about Sinruth’s band and its plans. Intimidate (DC 15): You use subtle or overt threats involving Morrik’s safety. A failure means that Morrik doesn’t respect you as a warrior; it closes off this approach and increases the DCs of other checks by 2 for the duration of the challenge.
Hobgoblin Soldier
Level 3 Soldier
Medium natural humanoid XP 150 Initiative +7 Senses Perception +3; low-light vision HP 47; Bloodied 23 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16 Speed 5 m Flail (standard; at-will) ✦ Weapon +7 vs. AC; 1d10 + 4 damage, the target is marked and slowed until the end of the hobgoblin soldier’s next turn. M Formation Strike (standard; at-will) ✦ Weapon Requires flail; +7 vs. AC; 1d10 + 4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin. Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter) The hobgoblin soldier rolls a saving throw against the effect. Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +10, History +8 Str 19 (+5) Dex 14 (+3) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha 10 (+1) Equipment scale armor, heavy shield, flail
Success: The PCs learn that Sinruth is the leader of the goblins, and he eventually wants to raise an army and carve out a fiefdom of his own. The goblins are using catacombs under the ruins of Castle Rivenroar as a base for now. Morrik and the other hobgoblins were ordered to take prisoners during the raid to give to the “undead horrors” that guard part
2 Human Guards
Level 3 Soldier
Medium natural humanoid XP 150 Initiative +5 Senses Perception +6 HP 47; Bloodied 23 AC 18; Fortitude 16, Reflex 15, Will 14 Speed 5 m Halberd (standard; at-will) ✦ Weapon Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is marked until the end of the human guard’s next turn. M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage, and the target is knocked prone. R Crossbow (standard; at-will) ✦ Weapon Ranged 15/30; +9 vs. AC; 1d8 + 2 damage. Alignment Any Languages Common Skills Streetwise +7 Str 16 (+4) Dex 14 (+3) Wis 11 (+1) Con 15 (+3) Int 10 (+1) Cha 12 (+2) Equipment chainmail, halberd, crossbow with 20 bolts
of the goblins’ lair. Morrik draws a crude map of the mountain path that leads to Castle Rivenroar. Morrik doesn’t know anything about the treasures taken from the Hall of Great Valor. “Must have been Sinruth himself, I suppose, because he didn’t say anything about it,” he says. In addition, if the PCs used History for at least two of the successes, they learn that Sinruth and the goblins see themselves as descendants of the Red Hand horde that menaced Brindol years ago. But it’s also apparent to a student of history that they have no
No Rough Stuff The town guards don’t mind the occasional slap or punch, and they aren’t against threats of violence (as long as their own Insight checks reveal that they’re indeed threats and not stated intent). With the whole town watching, however, they do not put up with persistent violence. “We need him to be healthy and well treated for trial,” one says. “And the last thing this town needs is mob violence right now.” The other guard points out a different (and more pragmatic) reason for not getting physical with the prisoner. “Goblins are cowards at heart, and if you start breaking fingers or whatever, they’ll say anything to make the pain stop. You’ll just get a bunch of lies,” he says to a PC, out of the hobgoblin’s earshot.
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Rescue at Rivenroar actual connection with the historic Red Hand. They’re flying the Red Hand insignia upside-down, for starters. Failure: As success, except that Morrik’s map leads the PCs on a circuitous route to Rivenroar—a path that takes them right into a kruthik nest.
Features of the Area The Town Guards: The two guards here have been given simple orders by the town council: Keep the prisoner alive . . . but keep the prisoner. They do not consent to letting him out of the stocks. Stocks: The hobgoblin is shackled with his head and arms through the stocks. Breaking him free requires either the use of the guards’ key or the PCs must somehow pick the lock without the guards noticing. Then it takes a standard action to let Morrik out of the stocks.
Tracking the Goblins Hot on the trail of the hobgoblins and their captives, the PCs head into the mountains northeast of Brindol. In this skill challenge, they must track the goblins to their lair while staying safe from the other dangers of the wilderness. During the challenge the PCs roll multiple sets of skill checks; each set equates to roughly an hour or two of travel. Typically one character makes a Nature check, another makes a Perception check, and everyone makes Endurance checks. In each set of checks, a character can assist only one other character’s check.
Skill Challenge Level: 1. XP: 300 Complexity: 3 (requires 8 successes before 3 failures). Primary Skills: Perception, Nature, Endurance. Perception (DC 18): One or more PCs watch for signs that the hobgoblins have passed this way and otherwise keep the rest of the travelers on track. Only one character can attempt this check in each set of checks, but other characters can assist if they’re not already assisting another check (see above). If the PCs got a map from Morrik (whether it’s a good map or the map that leads to the kruthiks), they can worry less about following the tracks of the goblins and gain a +5 bonus on the check. A successful check counts as one success toward completing the skill challenge (maximum five successes). A failed check means that the PCs lose their way temporarily, extending the duration of the trek by 1 hour. Nature (DC 15): One or more PCs use their talent to guide the group around dead ends and natural hazards such as unstable rock slopes. Only one character can attempt this check in each set of checks, but other characters can assist if they’re not already assisting another check (see above). A successful check counts as one success toward completing the skill challenge (maximum five successes). A failed check indicates that the PCs had to take a treacherous detour that adds one hour to the trip and requires each PC to succeed on a DC 10 Athletics check or lose one healing surge from a nasty fall or other accident (these Athletics checks don’t count as successes or failures toward the skill challenge). Endurance (DC 10): In each set of checks, each character must roll an Endurance check to resist the effects of altitude and exposure to bad mountain
weather. If at least three characters in the group succeed, this counts as a success toward the skill challenge (maximum four successes; but keep rolling after this number is reached to check for failures). If two characters succeed, it is neither a success nor a failure. If one or no characters succeed, each member of the group loses one healing surge, in addition to counting as a failure for the challenge. For every two additional characters in the party above or below five, add +1 to the number of successful rolls required for a success. For every two characters less than five, decrease it by 1. Success: The PCs reach the ruins of Rivenroar Castle without incident. The trip takes 8 hours, plus one hour per failed Perception or Nature check. Failure: The trip leads the PCs right into a monster lair. Use the kruthik encounter if the PCs either received no map or a good map from Morrik. If the PCs ended up with a bad map, they’re going to have the kruthik encounter anyway. In that case, let them stumble into the hunting grounds of a cave bear. After dealing with the monster, the PCs still haven’t reached Rivenroar Castle. They must repeat the task at complexity 1 (requiring four successes before three failures) to reach Rivenroar thereafter. Cave Bear
Level 6 Elite Brute
Medium natural beast XP 500 Initiative +4 Senses Perception +5; darkvision HP 170; Bloodied 85 AC 20; Fortitude 21, Reflex 17, Will 18 Saving Throws +2 Speed 8 Action Points 1 m Claw (standard; at-will) +10 vs. AC; 2d8 + 5 damage. C Cave Bear Frenzy (standard; recharge ⚄ ⚅ ) Close burst 1; targets enemies; +10 vs. AC; 2d8 + 5 damage. Alignment Unaligned Languages — Str 20 (+8) Dex 13 (+4) Wis 14 (+5) Con 15 (+5) Int 2 (–1) Cha 12 (+4) July 20 08
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Kruthik Ambush Encounter Level 2 (600 XP)
Setup PCs encounter these hunting kruthiks in one of two ways: by failing the challenge to interrogate Morrik, or by failing the challenge to track the hobgoblins. 2 kruthik adults (A) 2 kruthik young (Y) The kruthik adults and young emerge from a tunnel beneath the rock to the north when the PCs reach roughly the middle of the map. Midway through the battle, they might be joined by these creatures: 4 kruthik hatchlings (in the nest to the west) When the PCs have placed themselves along the path, read: This canyon winds between two ridges. Suddenly, chittering, armored buglike creatures emerge from the ground just north of you and quickly move in your direction.
Tactics The kruthik young charge into the fray immediately, while the adults hang back. Adults use their toxic spikes in the first round. The kruthiks don’t flee, but might retreat to the west, hoping to reach the hatchlings there.
Features of the Area Weak Ground: The marked (!) positions on the map have just a thin layer of rock above abandoned kruthik warrens. It takes a successful DC 15 Perception check or Dungeoneering check to notice cracks in the round that indicate the presence of the warrens.
2 Kruthik Adults (A)
Level 4 Brute
Medium natural beast (reptile) XP 175 each Initiative +6 Senses Perception +4; low-light vision, tremorsense 10 Gnashing Horde aura 1; an enemy that ends its turn in the aura takes 2 damage. HP 67; Bloodied 33 AC 17; Fortitude 14, Reflex 15, Will 13 Speed 6, burrow 3 (tunneling), climb 6 m Claw (standard; at-will) +8 vs. AC; 1d10 + 3 damage. R Toxic Spikes (standard; recharge ⚄ ⚅ ) ✦ Poison The kruthik makes 2 attacks against two different targets: ranged 5; +7 vs. AC; 1d8 + 4 damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Alignment Unaligned Languages — Str 17 (+5) Dex 18 (+6) Wis 12 (+4) Con 17 (+5) Int 4 (–1) Cha 8 (+1)
2 Kruthik Young (Y)
Level 2 Brute
Small natural beast (reptile) XP 125 each Initiative +4 Senses Perception +1; low-light vision, tremorsense 10 Gnashing Horde aura 1; an enemy that ends its turn in the aura takes 2 damage. HP 43; Bloodied 21 AC 15; Fortitude 13, Reflex 14, Will 11 Speed 8, burrow 2, climb 8 m Claw (standard; at-will) +5 vs. AC; 1d8 + 2 damage. Alignment Unaligned Languages — Str 15 (+3) Dex 16 (+4) Wis 10 (+1) Con 13 (+2) Int 4 (–2) Cha 6 (–1)
If a PC steps into one of those squares, the area of weak ground gives way. The PC must immediately make a saving throw or fall 10 feet (taking 1d10 damage). PCs who fall find themselves in the bottom of a shallow pit. It takes a DC 15 Athletics check to climb back to the surface. The kruthiks automatically sense the weak ground with tremorsense, so they don’t fall in. An observant PC (DC 10 Insight) might notice that they sometimes take circuitous paths for no reason.
4 Kruthik Hatchlings
Level 2 Minion
Small natural beast (reptile) XP 31 each Initiative +3 Senses Perception +0; low-light vision, tremorsense 10 Gnashing Horde aura 1; an enemy that ends its turn in the aura takes 2 damage. HP 1; a missed attack never damages a minion. AC 15; Fortitude 13, Reflex 15, Will 12 Speed 8, burrow 2 (tunneling), climb 8 mClaw (standard; at-will) +5 vs. AC; 4 damage. Alignment Unaligned Languages — Str 13 (+1) Dex 16 (+3) Wis 10 (+0) Con 13 (+1) Int 4 (–3) Cha 6 (–2)
Kruthik Nest: To the west is a pile of rocks that hides the nest where the kruthik hatchlings live. The hatchlings don’t join the fight unless a PC takes cover in the rocks within 4 squares of their nest. Steep Slopes: The slopes on either side of the path are considered difficult ground for creatures moving uphill, but not for moving downhill. July 20 08
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Rivenroar Wandering in the Wilderness
they each lose one healing surge trying to walk back to the trail and 1 hour is added to the duration of the trek. Up to two characters can assist this check. Endurance (DC 10): Every character must roll one Endurance check to avoid the rigors of wilderness travel such as exposure to the elements and mundane woes such as twisted ankles and exhaustion. Each successful check counts as a success toward the skill challenge (maximum three successes;). If no characters succeed, each member of the group loses one healing surge, in addition to counting as a failure for the challenge, and everyone must reroll the Endurance check. Each character may assist only one other character on an Endurance check made as part of this challenge. Success: The PCs reach Brindol or Rivenroar without incident after 8 hours of travel. Failure: Roll on the table below and begin a combat encounter with the indicated monsters. After dealing with the monster, the PCs must start the challenge over again to reach their intended destination.
It’s a brisk walk of 8 hours between Brindol and Rivenroar, so many groups will choose to take extended rests near Rivenroar rather than making the trek back and forth. If your group prefers to head back to Brindol, and you want to give them a little workout, consider using this optional skill challenge for any or all of the journeys between Brindol and Rivenroar. Setup: The PCs must use their wilderness lore to avoid hazards and monsters traveling between Brindol and the Rivenroar catacombs. Level: 1. XP: 100 Complexity: 1 (requires 4 successes before 3 failures). Primary Skills: Perception, Nature, Endurance. Special: After the PCs have made the trip between Brindol and Rivenroar in both directions, they gain a +2 bonus to all checks every time they have to repeat this challenge. Perception (DC 20): You notice a shortcut. This doesn’t directly contribute to a success, but it gives each character in the party a +2 bonus to their next Endurance or Nature check made as part of the challenge. Each character may attempt this check (or assist with another’s Perception check) only once, and unsuccessful checks don’t count as a failure toward the skill challenge. Nature (DC 12): You stay on course and avoid local hazards common to the mountain (maximum three successes). If this check is failed twice during the same challenge, the group gets sufficiently lost that
Wilderness Encounters
d% 01–10 11–20 21–30 31–40 41–50 51–60 61–70 71–80 81–90 91–100
Monsters 2 adult kruthiks, 2 young kruthiks 3 fey panthers 3 rage drakes 1 vine horror, 3 stirges 3 dire wolves 3 deathjump spiders 5 hyenas 1 cave bear 2 dire boars 3 hippogriffs
Sinruth wants to raise an army and carve out a fiefdom of his own, but to do so, he knew that he needed a place for his command center, so he went looking for one. When they found the catacombs of Castle Rivenroar, Sinruth decided that they could serve as a starting point—and perhaps expand as needed later. So, he set to work clearing it out and making alliances when he found a need for them. The castle itself and its catacombs housed the Rivenroar family (living and deceased) long ago. Some other local families of note used the catacombs as a place of interment as well. These families and the Rivenroars had more than one thing in common, but now only those who know what they’re looking at as they journey through the catacombs can figure it out: a reverence for Vecna. Now the castle and the catacombs house a much different set of inhabitants than those who built it long ago might have envisioned.
Common Dungeon Elements The Rivenroar catacombs were constructed over the course of only about a decade, so its architecture is remarkably consistent. Doors: None of the doors lock, though all have simple sliding latches accessible on both sides. They exist merely for the privacy of those visiting their ancestors—the countermeasures against grave robbers (such as the magma claws, the evistro, and at least some of the undead) are more lethal. The doors swing in both directions, and they baffle sound better than most doors. All DCs for listening through a door (described on page 37 of the Dungeon Master’s Guide) are 5 higher than they’d otherwise be.
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Rivenroar Overview The catacombs now host Sinruth’s crew, and they haven’t taken much care with their treatment of things during their occupation. With the addition of the prisoners, some of the areas serve as a sort of jail.
1. Chamber of Flame Unbound Room 1: Bound iron doors open into other areas of the catacombs here, and four defenders stand guard. Tactical Encounter: “Chamber of Flame Unbound” (page 25).
2. Goblin Warren Rooms 2 and 3: The first room here serves as the hobgoblins’ living quarters, and the hallway provides access to most of the level. Seven creatures are in this area. Tactical Encounter: “Goblin Warren” (page 26). Floors: The floors are made of flagstone—slightly slippery because the catacombs are damp, but not dangerous. Ceilings: Thick wooden beams hold up the ceilings. Most are 10 feet off the ground at the walls and 15 feet high at the center of the room. Sarcophagi: Many of the rooms have stone sarcophagi. Most have a family name engraved on them and year of death that indicates they were buried about 300 years ago. Some have a likeness of the deceased carved into the lid, while others have abstract designs. The skeleton inside each sarcophagus is moldy due to the damp, and most burial garb has long since rotted away. It takes a successful DC 20
Strength check to pry the lid off a sarcophagus. Up to two PCs can usefully aid the PC making the attempt. Alcoves: Niches in the walls are another common burial technique here in the catacombs. The skeletons are in the same bad condition as the ones in the sarcophagus. Each alcove goes 2 to 3 feet into the wall. Sometimes a section of wall has three alcoves (high, middle, and low). Stairs: All stairs are difficult terrain. Other than the iron spiral staircase between rooms 8 and 9, all the stairs are made of flagstone.
3. Portal Room Room 4: The portal in this room sometimes allows creatures to come through it—but it is only a one-way portal. An ochre jelly and two specters are in this room. Tactical Encounter: “Portal Room” (page 28).
4. Von Urstadt Crypt Rooms 5 and 6: The crypt contains alcoves holding deceased members of the Von Urstadt clan, plus a few more surprises, which include two magma claws and two gnomes. Prisoner: Sertanian. Tactical Encounter: “Von Urstadt Crypt” (page 29).
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Rescue at Rivenroar 5. Spiderweb Landing Room 7: Ettercaps lurk in this room. Prisoner: The body of Kartenis is here. Tactical Encounter: “Spiderweb Landing” (page 30).
6. Rivenroar Family Crypt Rooms 8 and 9: While hobgoblins live in the first room (along with a guard drake), altars, sarcophagi, and inscriptions are among the features of the room below it. Tactical Encounter: “Rivenroar Family Crypt” (page 31).
7. Fresco Chamber Room 10: This single room features some dire rats and gnomes. The statues are of displacer beasts. Prisoner: Mirtala. Mirtala is near catatonic, and requires special attention to bring around (see the sidebar). Tactical Encounter: “Fresco Chamber” (page 33).
8. Mushroom Chamber Rooms 11 and 12: Various mushrooms grow within the room, which is defended by two rage drakes. Prisoner: Zerriksa. Tactical Encounter: “Mushroom Chamber” (page 34).
9. Von Jallach Crypt Rooms 13 and 14: A floor trap and some swarms are the more obvious features of the first room. Runes decorate the latter room. Two needlefang drakes and a gnome hold this room. Prisoner: Adronsius. Tactical Encounter: “Von Jallach Crypt” (page 35).
10. Von Adrez-Kauthin Crypt Rooms 15 and 16: Hobgoblins guard the first room, which ascends to the next one. Within it are one goblin and two spitting drakes. Prisoner: Jalissa. Tactical Encounter: “Von Adrez-Kauthin Crypt” (page 37).
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Rescue at Rivenroar Getting Mirtala to Talk It takes significant effort to convince Mirtala to tell the PCs what she knows—or anything, for that matter. Level: 1. XP: 100 Complexity: 1 (requires 4 successes before 3 failures). Primary Skills: Bluff, Diplomacy, Intimidate, Insight. Bluff (DC 15): You trick Mirtala into believing that she knows you from back in Brindol. The PCs can earn only one success this way. Diplomacy (DC 15): You coax Mirtala to come out of her shell, convincing her that she’s now safe. Insight (DC 10): You might realize that Mirtala has some had some sort of severe mental trauma. This grants a +2 bonus on Diplomacy checks made during the challenge. The PCs can earn only one success this way. Intimidate (DC 15): You threaten Mirtala (directly or indirectly) with consequences for being uncooperative. A failure closes off this approach and applies a –2 penalty to other checks made for the duration of the challenge. Success: Mirtala tells the PCs what she
knows, as described on page 33. Failure: Mirtala meekly follows the PCs around but doesn’t say anything.
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Rescue at Rivenroar 11. Honor Guard Crypt Rooms 17, 18, and 19: Alcoves fill one room, while a fountain that serves as a scrying pool is in the otherwith the boy prisoner Thurann. The third room has a sunburst mosaic within it. Two ghouls and two zombies move throughout these rooms. Prisoner: Thurann. Tactical Encounter: “Honor Guard Crypt” (page 39).
Session Chars Enc 1 XP Enc 2 XP Enc 3 XP Enc 4 XP Enc 5 XP Enc 6 XP Treasure date Present found
12. Sinruth’s Abode Rooms 20 and 21: Sinruth is in one of these two rooms, which also features menhirs in the first room and a sarcophagus in the second. The dragoncrest helm and the gauntlets are in this room along with Sinruth. Tactical Encounter: “Sinruth's Abode” (page 41).
13. Crypt Guardian Chamber Room 22: A square prison in this room holds an evistro, and some wererats are also within this room. Tactical Encounter: “Crypt Guardian Chamber” (page 42).
Tactical Encounter: “Lords of Rivenroar Audience Chamber” (page 44).
14. Shrine of the Obelisk Room 23: This shrine has lines of pews facing a rune-encrusted obelisk at the northern end of the room. A gnome and some wererats watch this room for intruders. The PCs can find the longsword, three shields, and the battle standard in this room. Tactical Encounter: “Shrine of the Obelisk” (page 43).
15. Lords of Rivenroar Audience Chamber Room 24: Two thrones stand along the north wall of the chamber, and one contains a fleshy corpse, while the other has a skeleton. Skeletons and a wight start battle with PCs here.
Conclusion When the captives have been freed and the antiques recovered, the PCs can make a final trip back to Rivenroar and claim their reward. Unless most of the prisoners perished, the town is delighted with the PCs’ success, and they throw a great feast in the repaired Hall of Great Valor to honor them. With great ceremony, each of the antiques is restored to its place on the mantles and walls of the great hall. But Sinruth’s letter should give the PCs pause. Clearly something beyond a single band of hobgoblins with delusions of grandeur is out there. And the pres-
ence of powerful necromantic magic indicates that Rivenroar Castle might have had a secret history of its own. Such matters are beyond the scope of this adventure, but they are fertile ground for future exploits of the heroes of “Rescue at Rivenroar.”
XP and Treasure Tracker Use the chart above to keep track of your progress through “Rescue at Rivenroar.” Doing so can help you keep track of milestones/action points and the rewards (XP and treasure) you’ve handed out. Shade in the XP box if the PCs took an extended rest afterward; that way you’ll know when to award action points.
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Chamber of Flame Unbound Encounter Level 1 (550 XP)
Setup This is a fairly straightforward battle. 2 hobgoblin soldiers (H) 2 goblin sharpshooters (G) When the PCs descend into the catacomb, read: Two flail-wielding hobgoblins stand ready in the center of this dank chamber. Braziers flank double doors on the north wall. Two goblins with crossbows stand in front of that door. If the characters have a passive Perception score of 15 or higher, read: You can make out faint grooves in the f loor that begin underneath the braziers and extend to the south wall.
Tactics The hobgoblins screen the sharpshooters. One of the sharpshooters spends a minor action to open one of the center doors to set the braziers in motion. All the monsters know how to avoid the gouts of flame. If reduced to 5 hit points or fewer, a goblinoid flees through the nearest exit, putting the next room on alert and joining its denizens for the rest of the day.
Features of the Area Illumination: The braziers provide bright light for 10 squares. Braziers: When any of the doors in this chamber are open, the braziers start to move north and south on grooves in the floor. They move at initiative point 10, and they shoot a gout of flame from one brazier to the other at initiative point 0. The fire is not a 2 Goblin Sharpshooters (G)
Level 2 Artillery
Small natural humanoid (goblin) XP 125 each Initiative +5 Senses Perception +2; low-light vision HP 31; Bloodied 15 AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6; see also goblin tactics m Short Sword (standard; at-will) ✦ Weapon +6 vs. AC; 1d6 + 2 damage. r Hand Crossbow (standard; at-will) ✦ Weapon Ranged 10/20; +9 vs. AC; 1d6 + 4 damage. Sniper When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding. Combat Advantage The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Alignment Evil Languages Common, Goblin Skills Stealth +12, Thievery +12 Str 14 (+3) Dex 18 (+5) Wis 13 (+2) Con 13 (+2) Int 8 (+0) Cha 8 (+0) Equipment leather armor, short sword, hand crossbow with 20 bolts
trap, per se. It was intended more to be impressive to family members paying their respects. At initiative 10, move each of the braziers south 1 square. If a creature is in the way, the brazier makes an attack at +5 vs. Fortitude. If the brazier hits, it pushes the creature 1 square. If it misses, neither brazier moves that turn. When the braziers reach the wall, start moving them 1 square north each turn. At initiative point 0, the braziers send a gout of flame from one to the other, alternating between right and left. The brazier makes an attack (+5 vs. Reflex) against each creature in the path. If the brazier hits, it deals 1d6 fire damage. Doors: These bound iron doors have latches, but no locks. The west doors have a plaque on it that says “To Von Urstadt.” The north doors say “To Rivenroar Family.” The east doors say “To Von Jallach.” 2 Hobgoblin Soldiers (H)
Level 3 Soldier
Medium natural humanoid XP 150 each Initiative +7 Senses Perception +3; low-light vision HP 47; Bloodied 23 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16 Speed 5 m Flail (standard; at-will) ✦ Weapon +7 vs. AC; 1d10 + 4 damage, the target is marked and slowed until the end of the hobgoblin soldier’s next turn. M Formation Strike (standard; at-will) ✦ Weapon Requires flail; +7 vs. AC; 1d10 + 4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin. Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter) The hobgoblin soldier rolls a saving throw against the effect. Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +10, History +8 Str 19 (+5) Dex 14 (+3) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha 10 (+1) Equipment scale armor, heavy shield, flail
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Goblin Warren Encounter Level 1 (500 XP)
Setup Room 2 serves as basic living quarters for the hobgoblins, and room 3 is the central hallway that provides access to most of this level.
1 hobgoblin soldier (H) 2 goblin sharpshooters (G) 4 hobgoblin grunts (R)
The hobgoblins start in a cluster in room 2, and the goblins are in area 3. When the PCs reach the southern doorway, read: This L-shaped room has doors in the north and west walls. A group of angry hobgoblins is near the middle of the room. Around the periphery of the room are bedrolls, sacks, and a roasting rack near the brazier. A narrow fissure in the ceiling carries the smoke from the brazier away.
Tactics The hobgoblins try to use superior numbers to envelop the PCs. The goblins join the fray, rolling initiative prior to the start of the second round. The hobgoblins fight until slain, but goblins reduced to 10 hit points or fewer flee north through room 3 and put rooms 8 and 9 on alert for 10 minutes. Goblin sharpshooters leap or use ropes to move across pits in room 3.
Features of the Area Illumination: The brazier in room 2 provides bright light for 10 squares. Room 3 has only whatever light the PCs bring with them. Pits: It’s a 20-foot fall (and 2d10 damage) into room 11. Creatures can clear the pit with a successful DC 10 Athletics check (DC 20 if they don’t have a running start) or a DC 12 Acrobatics check (to swing across on the rope). The goblins try the DC 10 Athletics check (at +3) if they have a running start and the DC 12 Acrobatics check (at +5) if they don’t.
When the PCs reach area 3, read: A hallway stretches north into the darkness. A jagged hole in the floor runs the width of the passageway about 10 feet ahead. Two ropes hang from the ceiling and extend down into the pit.
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Rescue at Rivenroar 4 Hobgoblin Grunts (R)
Level 3 Minion
Medium natural humanoid XP 38 each Initiative +4 Senses Perception +1; low-light vision HP 1: a missed attack never damages a minion. AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12 Speed 6 m Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 5 damage. Hobgoblin Resilience (immediate reaction, when the hobgoblin grunt suffers an effect that a save can end; encounter) The hobgoblin grunt rolls a saving throw against the effect. Phalanx Soldier The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +6, History +2 Str 18 (+4) Dex 14 (+2) Wis 13 (+1) Con 15 (+2) Int 10 (+0) Cha 9 (–1) Equipment leather armor, light shield, longsword
2 Goblin Sharpshooter (G)
Level 2 Artillery
Small natural humanoid (goblin) XP 125 each Initiative +5 Senses Perception +2; low-light vision HP 31; Bloodied 15 AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6; see also goblin tactics m Short Sword (standard; at-will) ✦ Weapon +6 vs. AC; 1d6 + 2 damage. r Hand Crossbow (standard; at-will) ✦ Weapon Ranged 15/30; +9 vs. AC; 1d6 + 4 damage. Sniper When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding. Combat Advantage The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Alignment Evil Languages Common, Goblin Skills Stealth +12, Thievery +12 Str 14 (+3) Dex 18 (+5) Wis 13 (+2) Con 13 (+2) Int 8 (+0) Cha 8 (+0) Equipment leather armor, short sword, hand crossbow with 20 bolts
Hobgoblin Soldier (H)
Level 3 Soldier
Medium natural humanoid XP 150 Initiative +7 Senses Perception +3; low-light vision HP 47; Bloodied 23 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16 Speed 5 m Flail (standard; at-will) ✦ Weapon +7 vs. AC; 1d10 + 4 damage, the target is marked and slowed until the end of the hobgoblin soldier’s next turn. M Formation Strike (standard; at-will) ✦ Weapon Requires flail; +7 vs. AC; 1d10 + 4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin. Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter) The hobgoblin soldier rolls a saving throw against the effect. Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +10, History +8 Str 19 (+5) Dex 14 (+3) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha 10 (+1) Equipment scale armor, heavy shield, flail
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Portal Room Encounter Level 2 (650 XP)
Setup This room is the destination of a one-way portal from another castle from a bygone age—and monsters sometimes come through the portal. 1 ochre jelly (O) 2 specters The encounter doesn’t start until the PCs pause for more than a few seconds to examine the image of the castle. When the PCs enter the chamber, read: A picture in the middle of this room shows f lickering images of a sinister castle in the middle of a swamp. If the PCs examine the picture for more than 1 round, read: A slimy creature slithers through the image and roils toward you.
Tactics The ochre jelly comes through the portal if it detects someone studying the image (the hobgoblins have learned the hard way to rush through this room). The specters, mere opportunists who aren’t affiliated with the ochre jelly, roll for initiative before the start of the third round. They attack from the rear. All these creatures fight until slain, but they don’t pursue PCs beyond this room. Another ochre jelly spawns from the picture portal provided at least an
hour has passed and provided the last ochre jelly to come through is dead.
Features of the Area Illumination: The portal itself glows, providing bright light within 5 squares. Portal: The portal, once a connection to another faraway castle allied with Rivenroar, crackles whenever the image flickers away. It’s a phantasm and can be walked through as if it wasn’t there. But it’s a one-way portal from somewhere, as the PCs learn when an ochre jelly slithers through. Ochre Jelly (O)
Level 3 Elite Brute
Large natural beast (blind, ooze) XP 300 Initiative +0 Senses Perception +2; blindsight 10, tremorsense 10 HP 102; Bloodied 51 see also split below AC 18; Fortitude 16, Reflex 14, Will 14 Immune gaze; Resist 5 acid Saving Throws +2 Speed 4; see also flowing form Action Points 1 m Slam (standard; at-will) ✦ Acid +8 vs. AC; 2d6 + 1 damage, and ongoing 5 acid damage (save ends). Flowing Form (move; at-will) The ochre jelly shifts 4 squares. Split (when first bloodied; encounter) The ochre jelly splits into two, each with hit points equal one-half its current hit points. Effects applied to the original ochre jelly do not apply to the second one. An ochre jelly can’t split if it is reduced to 0 hit points by the attack that bloodied it. Left alone, the two halves of the ochre jelly recombine into a single creature at the end of the encounter. Alignment Unaligned Languages — Str 13 (+2) Dex 8 (+0) Wis 12 (+2) Con 11 (+1) Int 1 (–4) Cha 1 (–4)
2 Specters
Level 4 Lurker
Medium shadow humanoid (undead) XP 175 each Initiative +8 Senses Perception +6; darkvision Spectral Chill (Cold) aura 1; enemies in the aura take a –2 penalty to all defenses. HP 30; Bloodied 15 AC 16; Fortitude 16, Reflex 16, Will 17 Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant Speed fly 6 (hover); phasing m Spectral Touch (standard; at-will) ✦ Necrotic +7 vs. Reflex; 1d6 + 2 necrotic damage. C Spectral Barrage (standard; recharge ⚄ ⚅ ) ✦ Illusion, Psychic Close burst 2; targets enemies; +7 vs. Will; 2d6 + 2 psychic damage, and the target is knocked prone. Invisibility (standard; at-will) ✦ Illusion The specter becomes invisible until it attacks or until it is hit by an attack. Alignment Chaotic evil Languages Common Skills Stealth +9 Str 10 (+2) Dex 15 (+4) Wis 8 (+1) Con 13 (+3) Int 6 (+0) Cha 15 (+4)
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Von Urstadt Crypt Encounter Level 2 (600 XP)
Setup The gnomes working for Sinruth have figured out that leaving the doors between rooms 5 and 6 open for more than a few seconds summons two magma claws, presumably to destroy tomb robbers. 2 magma claws 2 gnome skulks (G) The encounter starts when one of the gnomes summons the magma claws. When the PCs reach the middle of the room, read: One of the north doors swings open. Nothing comes through the doors, but after a few tense seconds, two fiery creatures appear, making the room uncomfortably hot—and dangerous.
Tactics One gnome hides near the north doors and waits for intruders to approach before summoning the magma claws. Then, once the PCs are engaged, the gnomes sneak behind them to strike at a vulnerable PC. The magma claws fight until slain, but they don’t leave room 5. If the gnomes fall below 10 hit points, they try to make it to their allies, the ettercaps in room 7.
Features of the Area Illumination: The only illumination is from the magma claws, which emit bright light for 10 squares. Jail Cells: A DC 15 Thievery check can pick the lock, or the PCs can take the key from one of the skulks. Alcoves: Alcoves on the north and south walls hold the skeletons of the Von Urstadt clan, once prominent
in the region (DC 15 History). An inscription along the east wall says “Hail Von Urstadts! Ascend with Glory!” and a dust-covered fresco on the west wall depicts human knights riding pegasi into the clouds. Some of the bodies in the alcoves were buried with treasure. It takes 20 minutes (divided by the number of searchers) to find treasure parcels A and B. Prisoner: Sertanian, the castellan of the Great Hall of Valor, is kept in one of the jail cells. Sertanian is described on page 7. He knows what all the treasures from the Great Hall look like, and he knows that Mirtala is held downstairs near a spiral staircase. 2 Gnome Skulks (G)
North Doors in Room 5: These doors summon the magma claws if left open for more than a few seconds. Once magma claws have been summoned, they remain for 1 day. The doors don’t summon magma claws more frequently than that in any case.
Level 2 Lurker
Small fey humanoid XP 125 each Initiative +8 Senses Perception +2; low-light vision HP 34; Bloodied 17 AC 16; Fortitude 14, Reflex 14, Will 12 Speed 5 m War Pick (standard; at-will) ✦ Weapon +7 vs. AC; 1d8 + 3 damage (crit 1d8 + 11). R Hand Crossbow (standard; at-will) ✦ Weapon Ranged 10/20; +7 vs. AC; 1d6 + 3 damage. Combat Advantage The gnome skulk deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. Fade Away (immediate reaction, when the gnome skulk takes damage; encounter) ✦ Illusion The gnome skulk turns invisible until it attacks or until the end of its next turn. Reactive Stealth If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can make a Stealth check to escape notice. Shadow Skulk When a gnome skulk makes a melee or a ranged attack from hiding and misses, it is still considered to be hiding. Alignment Unaligned Languages Common, Elven Skills Arcana +10, Stealth +11, Thievery +9 Str 8 (+0) Dex 17 (+4) Wis 12 (+2) Con 16 (+4) Int 14 (+3) Cha 13 (+2) Equipment leather armor, war pick, hand crossbow with 20 bolts
2 Magma Claws
Level 4 Brute
Medium elemental magical beast (earth, fire) XP 175 each Initiative +3 Senses Perception +7 HP 64; Bloodied 32 AC 16; Fortitude 16, Reflex 14, Will 13 Immune petrification; Resist 10 fire; Vulnerable cold (slowed until the end of the magma claw’s next turn) Speed 4 (8 while charging) m Claw (standard; at-will) ✦ Fire +7 vs. AC; 1d6 + 4 damage plus 1d6 fire damage. M Spew Lava (standard; at-will) ✦ Fire +5 vs. Reflex; the target takes ongoing 5 fire damage and is immobilized (save ends both). Alignment Unaligned Languages Primordial Skills Endurance +9, Stealth +8 Str 18 (+6) Dex 12 (+3) Wis 11 (+2) Con 14 (+4) Int 2 (–2) Cha 6 (+0) July 20 08
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Spiderweb Landing Encounter Level 1 (550 XP)
Setup This room features some difficult terrain—and a potentially tragic situation if the PCs have prisoners with them when they discover the body of Kartenix the guard captain. 2 ettercap fang guards (G) 1 ettercap webspinner (W) The webspinner is in the northwest corner of the room and the fang guards are near the middle. When the PCs reach a point where they can see into the room, read: This landing is covered with spiderwebs, and the f loor under your feet is sticky. A trio of ettercaps shuff les around the room ahead of you, which has passages heading up and to the west, down and to the south, and north turning east.
Tactics The webspinner tries to immobilize or restrain as many PCs as it can with its webs, and then the fang guards concentrate on that target. The ettercaps fight bravely until two are dead. The sole survivor flees as best it can, unless it thinks it can revenge itself against an adjacent bloodied PC.
Features of the Area Illumination: None beyond what the PCs bring with them. Spiderwebs: About half the squares in the room are covered with spiderwebs (difficult terrain for crea-
2 Ettercap Fang Guards (G)
Level 4 Soldier
Medium natural humanoid (spider) XP 175 each Initiative +6 Senses Perception +3 HP 56; Bloodied 28 AC 20; Fortitude 17, Reflex 16, Will 15 Resist 10 poison Speed 5, climb 5 (spider climb); see also web walker m Greataxe (standard; at-will) ✦ Weapon +9 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). M Spider Bite (standard; at-will) ✦ Poison Requires combat advantage; +9 vs. AC; 1d6 + 4 damage. If the attack hits, the ettercap makes a secondary attack against the same target. Secondary Attack: +7 vs. Fortitude; the target is stunned until the end of the ettercap’s next turn and takes ongoing 5 poison damage (save ends). M Web Tangle (standard; at-will) +7 vs. Reflex; the target is immobilized (save ends). Web Reaper The ettercap fang guard gains a +2 bonus to attack rolls and deals an extra 2 damage against restrained and immobilized creatures. Web Walker An ettercap ignores movement effects of spider webs and difficult terrain related to spider swarms. Alignment Unaligned Languages — Skills Stealth +9 Str 16 (+5) Dex 14 (+4) Wis 13 (+3) Con 16 (+5) Int 5 (–1) Cha 11 (+2) Equipment leather armor, greataxe
tures that aren’t ettercaps). A character who enters a spiderweb square must make a successful DC 10 Athletics or Acrobatics check or become immobilized until the creature succeeds on the escape action. Spiderweb squares also provide concealment. Corpse: Kartenix’s corpse is webbed to the wall in the southeast corner, his face a rictus of pain and his eyes bulging.
Ettercap Webspinner (W)
Level 5 Controller
Medium natural humanoid (spider) Initiative +4 Senses Perception +9 HP 64; Bloodied 32 AC 18; Fortitude 17, Reflex 16, Will 16 Resist 10 poison Speed 5, climb 5 (spider climb); see also web
XP 200
walker
m Longspear (standard; at-will) ✦ Weapon
Reach 2, +10 vs. AC; 1d10 + 3 damage.
M Spider Bite (standard; at-will) ✦ Poison
Requires combat advantage; +10 vs. AC; 1d6 + 3 damage, and the ettercap makes a secondary attack against the same target. Secondary Attack: +8 vs. Fortitude; ongoing 5poison damage (save ends). R Web Net (minor 1/round; at-will) Ranged 5; +9 vs. Reflex; the target is restrained (save ends). A Webbed Terrain (standard; recharge z ) ✦ Zone Area burst 2 within 10; +9 vs. Reflex; the target is immobilized (save ends). The zone is filled with spider webs and is considered difficult terrain until the end of the encounter. Web Walker An ettercap ignores movement effects of spider webs and difficult terrain related to spider swarms. Alignment Unaligned Languages — Skills Stealth +9 Str 16 (+5) Dex 14 (+4) Wis 15 (+4) Con 16 (+5) Int 5 (–1) Cha 13 (+3) Equipment leather armor, longspear
Silk Bag: A bag in the southeast corner contains treasure parcel C and 100 gp in residuum.
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Rivenroar Family Crypt Encounter Level 1 (525 XP)
Setup Some of the hobgoblins live in room 8, and room 9 below it is a major crypt. Either way, the PCs face a two-stage fight when the two rooms reinforce each other. 1 hobgoblin archer (A) 4 hobgoblin grunts (R) 1 hobgoblin soldier (H) 1 guard drake (D)
Tactics
Features of the Area
It takes two turns for any of the hobgoblins or the drake to make it all the way up or down the staircase, so no matter which room the PCs enter first, they have to contend with reinforcements in the third round. The drake fights until slain, but the hobgoblins flee if they’re reduced to 10 hit points or fewer and are outnumbered by PCs. They flee toward the entrance through room 3 if they can reach it or through rooms 7, 5, 4, and 2 if the PCs have cut off that escape route. The hobgoblins have lived with that garbage pit for so long that they’ve almost forgotten it’s there. They aren’t smart enough to stay away from the edge during a fight.
Illumination: There’s a lantern (10 squares bright light) at the northwest corner of room 9. That’s enough to illuminate the squares adjacent to the staircase in room 8; that room is otherwise dark. The altars have candles (2 squares dim light) on them. Altars: The altars are devoted to Bane (Religion DC 10). But astute observers (Religion DC 15) notice that they weren’t always so—they’re originally altars to Vecna that the hobgoblins have “rededicated.” Sarcophagi: The northernmost two sarcophagi hold treasure parcels D, E, and F. They aren’t locked or trapped, but it takes a DC 20 Strength check to move the heavy stone lids off the sarcophagi. Spiral Staircase: The staircase connects rooms 8 and 9 and takes 12 squares to ascend or descend 20 feet. It’s difficult terrain.
4 Hobgoblin Grunts (R)
Hobgoblin Archer (A)
The hobgoblin soldier and guard drake start in room 8, and the grunts and archers start in room 9. If the PCs enter room 8, read: Furs and bedrolls cover the f loor, with sacks and rucksacks leaned against the walls. A hobgoblin stands with a guard drake at his side. A spiral staircase of wrought iron descends from an alcove in the north. If the PCs enter room 9, read: Five hobgoblins stand amid four stone sarcophagi in this chamber. A side chamber to the east has two marble altars. A spiral staircase made of wrought iron ascends from an alcove to the north. And there’s a hole in the f loor in the northeast corner.
Level 3 Minion
Medium natural humanoid XP 38 each Initiative +4 Senses Perception +1; low-light vision HP 1: a missed attack never damages a minion. AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12 Speed 6 m Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 5 damage. Hobgoblin Resilience (immediate reaction, when the hobgoblin grunt suffers an effect that a save can end; encounter) The hobgoblin grunt rolls a saving throw against the effect. Phalanx Soldier The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +6, History +2 Str 18 (+4) Dex 14 (+2) Wis 13 (+1) Con 15 (+2) Int 10 (+0) Cha 9 (–1) Equipment leather armor, light shield, longsword
Level 3 Artillery
Medium natural humanoid XP 150 Initiative +7 Senses Perception +8; low-light vision HP 39; Bloodied 19 AC 17; Fortitude 13, Reflex 15, Will 13 Speed 6 m Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 1d8 + 2 damage. r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +9 vs. AC; 1d10 + 4 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against the same target. Hobgoblin Resilience (immediate reaction, when the hobgoblin archer suffers an effect that a save can end; encounter) The hobgoblin archer rolls a saving throw against the effect. Alignment Evil Languages Common, Goblin Skills Athletics +5, History +6 Str 14 (+3) Dex 19 (+5) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha 10 (+1) Equipment leather armor, longsword, longbow, quiver of 30 arrows
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Level 3 Soldier
Medium natural humanoid XP 150 Initiative +7 Senses Perception +3; low-light vision HP 47; Bloodied 23 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16 Speed 5 m Flail (standard; at-will) ✦ Weapon +7 vs. AC; 1d10 + 4 damage, the target is marked and slowed until the end of the hobgoblin soldier’s next turn. M Formation Strike (standard; at-will) ✦ Weapon Requires flail; +7 vs. AC; 1d10 + 4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin. Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter) The hobgoblin soldier rolls a saving throw against the effect. Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +10, History +8 Str 19 (+5) Dex 14 (+3) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha 10 (+1) Equipment scale armor, heavy shield, flail
Guard Drake (D)
Level 2 Brute
Small natural beast (reptile) XP 125 Initiative +3 Senses Perception +7 HP 48; Bloodied 24 AC 15; Fortitude 15, Reflex 13, Will 12 Immune fear (while within 2 squares of an ally) Speed 6 m Bite (standard; at-will) +6 vs. AC; 1d10 + 3 damage, or 1d10 + 9 damage while within 2 squares of an ally. Alignment Unaligned Languages — Str 16 (+4) Dex 15 (+3) Wis 12 (+2) Con 18 (+5) Int 3 (–3) Cha 12 (+2)
Living Quarters: It takes one person about 20 minutes to look through the sacks in room 9—and it’s just ragged goblin clothing and primitive tools, worthless back in civilization. Pit: The goblins throw all their garbage down
this 40-foot-deep pit. The stench that wafts out of the pit makes that obvious. Wall Inscription: Running around the walls near the ceiling is the following message, repeated every 10 feet or so: “Here lie the Rivenroars until the Day of the Black Sun. If you seek their monument, look at the lands around you.”
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Fresco Chamber
2 Gnome Skulks (G)
Encounter Level 1 (550 XP)
Setup This encounter includes a straightforward fight with rats and gnomes, then a roleplaying opportunity as the PCs must contend with a shell-shocked prisoner. 3 dire rats (R) 2 gnome skulks (G) When the PCs round the corner and can see into this room, read: Four statues of displacer beasts, their eyes glowing amber, stare at you. Beyond them is a candlelit altar. Tied to the front of it is a human female, her eyes wild with terror.
Tactics The gnome skulks stay hidden in the shadows until the battle falls into a stable position, then they sidle around to the party’s rear and attack vulnerable PCs. The rats bite whatever’s nearest. The rats fight until slain, but then gnomes try to hide and flee if reduced below 10 hit points.
Features of the Area Illumination: The candles on the altar emit dim light for 2 squares, and the eyes of each displacer
Filth Fever The target ! is cured.
Level 2 Lurker
Small fey humanoid XP 125 each Initiative +8 Senses Perception +2; low-light vision HP 34; Bloodied 17 AC 16; Fortitude 14, Reflex 14, Will 12 Speed 5 m War Pick (standard; at-will) ✦ Weapon +7 vs. AC; 1d8 + 3 damage (crit 1d8 + 11). R Hand Crossbow (standard; at-will) ✦ Weapon Ranged 10/20; +7 vs. AC; 1d6 + 3 damage. Combat Advantage The gnome skulk deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. Fade Away (immediate reaction, when the gnome skulk takes damage; encounter) ✦ Illusion The gnome skulk turns invisible until it attacks or until the end of its next turn. Reactive Stealth If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can make a Stealth check to escape notice. Shadow Skulk When a gnome skulk makes a melee or a ranged attack from hiding and misses, it is still considered to be hiding. Alignment Unaligned Languages Common, Elven Skills Arcana +10, Stealth +11, Thievery +9 Str 8 (+0) Dex 17 (+4) Wis 12 (+2) Con 16 (+4) Int 14 (+3) Cha 13 (+2) Equipment leather armor, war pick, hand crossbow with 20 bolts
beast statue likewise provide dim light in squares adjacent to a statue. Displacer Beast Statues: Each displacer beast statue has glowing eyes but are otherwise ordinary statues. Level 3 Disease
Initial Effect The target loses 1 healing surge.
!"
The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense.
!
Final Effect: The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense. The target loses all healing surges and cannot regain hit points.
3 Dire Rats (R)
Level 1 Brute
Medium natural beast XP 100 each Initiative +2 Senses Perception +5; low-light vision HP 38; Bloodied 19 AC 15; Fortitude 15, Reflex 13, Will 11 Immune filth fever (see below) Speed 6, climb 3 m Bite (standard; at-will) ✦ Disease +4 vs. AC; 1d6 + 2 damage, and the target contracts filth fever (see below). Alignment Unaligned Languages — Skills Stealth +7 Str 14 (+2) Dex 15 (+2) Wis 10 (+0) Con 18 (+4) Int 3 (–4) Cha 6 (–2)
Altar: With a large marble raven atop it, it doesn’t take a Religion check to figure out that this altar is devoted to the Raven Queen. Prisoner: Mirtala the cook has been tied to
the altar and menaced by the rats for days. She’s caught filth fever from them, and she’s frightened to the point of catatonia. See the sidebar on page 23 for information on dealing with Mirtala. She follows obvious rescuers around, but she doesn’t talk unless PCs succeed at breaking through her mental trauma. She has a clue where Adronsius and Sertanian are being held. July 20 08
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Mushroom Chamber Encounter Level 1 (500 XP)
Setup The PCs must contend not only with rage drakes, but a number of toxic mushrooms. 2 rage drakes (D) The rage drakes have a passive Perception of 13. When the PCs can see into room 11, read: This room, filled with all sorts of architectural debris, has a wet, musty smell. Amid the ruins are all sorts of mushrooms, mostly with brown or gray caps. When the PCs round the corner into room 12, read: You see an old woman within a glowing magic circle. You can hear her muffled voice: “Get me out of here!”
Tactics The rage drakes lurk out of sight behind chunks of rubble until the PCs run afoul of the mushrooms, when they rush in. The rage drakes are affected by the spores, but they’re cunning enough to know that certain mushrooms are to be avoided. The drakes fight until slain, but they won’t leave room 11.
Features of the Area Illumination: Phosphorescent fungi cover the walls and ceiling, bathing the chamber in dim light. Magic Circle: Zerriksa is trapped in this circle in room 12. Anyone pressing against the invisible barrier along the perimeter of the circle takes 1d10 damage per round, and deals half as much damage to a creature
2 Rage Drakes (D)
Level 5 Brute
Large natural beast (mount, reptile) XP 200 each Initiative +3 Senses Perception +3 HP 77; Bloodied 38; see also bloodied rage AC 17; Fortitude 17, Reflex 15, Will 15 Immune fear (while bloodied only) Speed 8 m Bite (standard; at-will) +9 vs. AC; 1d10 + 4 damage; see also bloodied rage. M Claw (standard; at-will) +8 vs. AC; 1d6 + 4 damage; see also bloodied rage. M Raking Charge (standard; at-will) When the rage drake charges, it makes two claw attacks against a single target. Bloodied Rage (while bloodied) The rage drake gains a +2 bonus to attack rolls and deals an extra 5 damage per attack. Raging Mount (while bloodied and mounted by a friendly rider of 5th level or higher; at-will) ✦ Mount The rage drake grants its rider a +2 bonus to attack rolls and damage rolls with melee attacks. Alignment Unaligned Languages — Str 19 (+6) Dex 13 (+3) Wis 13 (+3) Con 17 (+5) Int 3 (–2) Cha 12 (+3)
inside. Disrupting the circle requires a successful DC 20 Thievery, Arcana, and/or Perception (no retries) to notice that the circle sometimes flickers out of existence for a split-second. If the circle is vacant, then there’s no barrier and anyone can walk (or be pushed) in. At that point the barrier reappears and the trap resets. Shafts: It’s a 20-foot climb (Athletics DC 20 up the wall or DC 5 up the slippery rope) to reach room 3. Mushrooms: Some squares have toxic mushrooms in them, in one of the varieties below. Roll 1d4 when a PC enters one of these patches to determine the variety. All mushroom squares are difficult terrain. PCs can figure out what the mushrooms do with a DC 15 Dungeoneering check ahead of time or after the fact by observing what color of mushroom had what effect. Once identified, a DC 15 Acrobatics or Dungeoneering
check allows a PC to enter a square of mushrooms without disturbing it. Cloudspores: Described in the Dungeon Master’s Guide (page 67), cloudspores are brown. If a PC distrubs a cloudspore, it emits a cloud of spores that provides concealment in that square for 5 minutes. Shrieker Mushrooms: The white mushrooms shriek when someone steps adjacent to or in their square. Doomspores: These gray mushrooms, described in the Dungeon Master’s Guide (page 88), make a +6 attack against Fortitude if a PC steps into their square, dealing 1d10 poison damage and ongoing 5 poison (save ends). Slumberspores: These red-capped mushrooms, when disturbed, make a +6 attack against the Will of whoever disturbed them and all adjacent creatures. On a hit, a creature is slowed (save ends). If that creature fails its first saving throw, it becomes unconscious (save ends). Prisoner: Zerriksa the crone is within a magic
circle in room 12. She’s described on page 8. To rescue her, the PCs must somehow deal with the magic circle. She’s the only one who knows for sure that Kartenix is dead and in the clutches of the ettercaps. If rescued, the PCs have to put up with her criticism and complaints until they return her to Brindol. She’s too grumpy to be grateful.
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Von Jallach Crypt Encounter Level 1 (525 XP)
Setup This room features some swarms, an obvious floor trap, and a gnome that reveals himself at an inconvenient time for the PCs. 2 needlefang drake swarms (D) 1 gnome skulk (G) The needlefangs coalesce into two swarms once the PCs cross the threshold into room 13, coming out from the alcoves around the perimeter of the room. When the PCs ascend to room 13, read: A square bounded by glowing runes dominates the f loor in this room. The east wall has two doors. The walls are covered with empty alcoves designed to hold dead bodies.
Tactics The needlefangs overwhelm the first PC or PCs into the room. The needlefangs have learned through painful experience not to touch the runes on the floor. The gnome skulk waits until the needlefang drakes are fighting and the runes glowing to attack. The gnome flees if reduced to below 10 hit points and if he thinks it can make it to the stairs.
Features of the Area Illumination: The floor runes in room 13 glow like candles—dim light within 2 squares. Room 14 has only the illumination that the PCs bring with them.
Lintel Inscription: At the top of the stairs leading to room 13, “Von Jallach Family Tomb” is carved above the doorway. Alcoves: The Von Jallachs never got to use this family crypt—Rivenroar Castle fell before they had a chance. But in the back corners of the alcoves in room 13 are the debris and detritus that the needlefang drakes have gathered into their nests. Floor Runes: The runes in room 13 pulse with light every few seconds. They deal 2d6 damage to any creature that steps on them, and 1d4 damage to any creature that leaps or flies over them. A DC 10 Arcana check reveals that the runes spell out “Von Jallach” in a phonetic alphabet that wizards sometimes use.
Fountain: The water in room 14 is cool and pure— fed by an intact cistern in the ruins above. Prisoner: Adronsius the alchemist is chained to
the wall in room 14. He’s described on page 9. It takes a DC 20 Strength check to pull his shackles out of the wall, a DC 15 Thievery check to pick the lock, or use of the key (in possession of the gnome at the start of the encounter). Adronsius can provide directions to where Jelissa is being held.
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Level 2 Lurker
Small fey humanoid XP 125 Initiative +8 Senses Perception +2; low-light vision HP 34; Bloodied 17 AC 16; Fortitude 14, Reflex 14, Will 12 Speed 5 m War Pick (standard; at-will) ✦ Weapon +7 vs. AC; 1d8 + 3 damage (crit 1d8 + 11). R Hand Crossbow (standard; at-will) ✦ Weapon Ranged 10/20 +7 vs. AC; 1d6 + 3 damage. Combat Advantage The gnome skulk deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. Fade Away (immediate reaction, when the gnome skulk takes damage; encounter) ✦ Illusion The gnome skulk turns invisible until it attacks or until the end of its next turn. Reactive Stealth If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can make a Stealth check to escape notice. Shadow Skulk When a gnome skulk makes a melee or a ranged attack from hiding and misses, it is still considered to be hiding. Alignment Unaligned Languages Common, Elven Skills Arcana +10, Stealth +11, Thievery +9 Str 8 (+0) Dex 17 (+4) Wis 12 (+2) Con 16 (+4) Int 14 (+3) Cha 13 (+2) Equipment leather armor, war pick, hand crossbow with 20 bolts
2 Needlefang Drake Swarms (D)
Level 2 Soldier
Medium natural beast (reptile, swarm) XP 125 each Initiative +7 Senses Perception +7 Swarm Attack aura 1; the needlefang drake swarm makes a basic attack as a free action against each enemy that begins its turn in the aura. HP 38; Bloodied 19 AC 18; Fortitude 15, Reflex 17, Will 14 Immune fear; Resist half damage from melee and ranged attacks; Vulnerable +5 damage from close and area attacks. Speed 7 m Swarm of Teeth (standard; at-will) +8 vs. AC; 1d10 + 4 damage, or 2d10 + 4 damage against a prone target. M Pull Down (minor; at-will) + 7 vs. Fortitude; the target is knocked prone. Alignment Unaligned Languages — Str 15 (+3) Dex 18 (+5) Wis 12 (+2) Con 14 (+3) Int 2 (–3) Cha 10 (+1)
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Von Adrez-Kauthin Crypt Encounter Level 1 (550 XP)
Setup This room, the gateway to the upper level, has a fight with a mix of drake artillery and hobgoblin soldiers. 1 goblin hexer (G) 2 spitting drakes (S) 4 hobgoblin grunts (H) The hobgoblin grunts are in the middle of the room 15, and the spitting drakes are along the western edge of the room. The goblin hexer comes out of room 16 to join the battle at the start of the second round. When the PCs ascend the stairs, read: Carved into the last three steps of the staircase are the words “Von Adrez,” “Kauthin,” and “Crypt.” And once you climb high enough to see into the chamber at the top of the stairs, you see bas-relief images of humans laden with baskets, bags, and boxes—all depicted walking clockwise around the room. Four hobgoblin guards stand in the middle of the room, and behind them are two spitting drakes.
Tactics The hobgoblin strategy is straightforward: Move into melee and stay together. Likewise, the spitting drakes try to spit every round. The goblin uses its vexing cloud if the PCs are clustered together. Then it hexes PCs that are maneuvering away from the hobgoblins and uses incite bravery if it thinks the hobgoblins are going to die.
The drakes fight until slain. The hobgoblins don’t flee unless the hexer flees or falls, at which point they flee for room 21. The hexer flees toward room 21 if it’s below 10 hit points.
Features of the Area Illumination: Braziers in the northeast and southeast corners of room 15 cast bright light for 10 squares. Room 16 has only the lights that PCs bring with them. Bas-Reliefs: The carvings depict the merchant operations of the Von Adrez-Kauthin family (DC 20 History), once quite prominent in the region.
Low Sarcophagi: Each sarcophagus is set into the floor so that it protrudes only 6 inches or so (not enough to affect movement). It takes a DC 20 Strength check to pull each lid off the sarcophagus. The southwest one has treasure parcels G and H in it. Prisoner: Shackled to the wall in room 16 is
Jalissa, an acolyte of Ioun and one of the Brindol residents the PCs are trying to save. See page 7 for a full description. Jalissa knows that the boy Thurann is somewhere nearby. A DC 20 Strength check is sufficient to yank the shackles from the wall, and a DC 15 Thievery check can pick the lock. Or PCs can do the obvious thing and use the key that the goblin hexer has.
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Level 3 Controller (Leader)
Small natural humanoid XP 150 Initiative +3 Senses Perception +2; low-light vision HP 46; Bloodied 23 AC 17; Fortitude 14, Reflex 15, Will 16; see also lead from the rear Speed 6; see also goblin tactics m Hexer Rod (standard; at-will) ✦ Weapon +7 vs. AC; 1d6 + 1 damage. R Blinding Hex (standard; at-will) Ranged 10; +7 vs. Fortitude; 2d6 + 1 damage, and the target is blinded (save ends). R Stinging Hex (standard; recharge ⚄ ⚅ ) Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if it moves during its turn (save ends). A Vexing Cloud (standard; sustain minor; encounter) ✦ Zone Area burst 3 within 10; automatic hit; all enemies within the zone take a –2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares. R Incite Bravery (immediate reaction, when an ally uses goblin tactics; at-will) Range 10; the targeted ally can shift 2 squares and make an attack. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will) The goblin hexer can change the attack’s target to an adjacent ally of its level or lower. Alignment Evil Languages Common, Goblin Skills Stealth +10, Thievery +10 Str 10 (+1) Dex 15 (+3) Wis 13 (+2) Con 14 (+3) Int 9 (+0) Cha 18 (+5) Equipment leather robes, hexer rod
4 Hobgoblin Grunts (H)
Level 1 Minion
Medium natural humanoid XP 25 each Initiative +4 Senses Perception +1; low-light vision HP 1: a missed attack never damages a minion. AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12 Speed 5 m Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 3 damage. Phalanx Soldier The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +6, Stealth +9 Str 18 (+4) Dex 14 (+2) Wis 13 (+1) Con 15 (+2) Int 10 (+0) Cha 9 (–1) Equipment leather armor, light shield, longsword
Spitting Drake (S)
Level 3 Artillery
Medium natural beast (reptile) XP 150 Initiative +5 Senses Perception +3 HP 38; Bloodied 19 AC 17; Fortitude 14, Reflex 16, Will 14 Resist 10 acid Speed 7 m Bite (standard; at-will) +6 vs. AC; 1d6 + 2 damage. R Caustic Spit (standard; at-will) ✦ Acid Ranged 10; +8 vs. Reflex; 1d10 + 4 acid damage. Alignment Unaligned Languages — Str 14 (+3) Dex 18 (+5) Wis 14 (+3) Con 14 (+3) Int 3 (–3) Cha 12 (+2)
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Honor Guard Crypt Encounter Level 2 (650 XP)
Setup This encounter could take place in any of the three rooms; the ghouls and zombies walk an endless patrol in the center of the level, and the PCs are bound to run into them eventually. 2 ghouls 2 zombies Place the monsters at whichever doorway they normally walk through as they follow their patrol (see below). When the PCs reach the doorway to room 17, read: This room has alcoves full of skeletal remains along the south wall, plus an annex with a fountain and a tied-up boy to the east. When the PCs reach the doorway to room 18, read: A still pool of water dominates this room, which is noticeably more humid than others inside the catacombs. A sheen of water droplets covers the walls. When the PCs reach the doorway to room 19, read: The middle of this room has a sunburst mosaic in it. Passageways head west then north, north then east, and due east.
Tactics The zombies and ghouls travel together. They start in room 19, walk down to room 17 where they check
on Thurann, then they go down the stairs to room 18 and the ghouls disturb the water. After the ghouls spend a minute or so watching the ripples, they head up the western stairs back to room 19, where they spend about 5 minutes basking in the power of the black sun before repeating their circuit. It takes them about 10 minutes altogether. The zombies attack the nearest enemy, but the ghouls try to paralyze whichever PCs look like clerics or look fast. If a ghoul paralyzes a PC, then both ghouls attack the paralyzed PC. The ghouls shout at the zombies to do likewise, but the zombies won’t listen. The zombies and ghouls fight until slain. They give chase throughout rooms 17, 18, and 19, but not beyond.
Features of the Area Illumination: Room 17 has only the illumination that the PCs bring with them. The decorative spire in the center of the fountain in room 18 glows like a torch, casting bright light for 5 squares. The sunburst in the floor in room 19 actively absorbs light—it never gets brighter than dim light, no matter how powerful the light source. Scrying Pool Room: If disturbed, the pool of water in the center of room 18 shows faint images of many of the rooms in the catacombs. Rather than ordinary ripples, the waves and ripples form crude but recognizable images. DMs might need to alter some of these images to reflect rooms the PCs have already cleared out and prisoners they’ve already rescued. Room 9: A chamber with four sarcophagi and hobgoblin guards milling around. Room 10: A room with a displacer beast statue and an altar with a raven atop it. A woman (Mirtala) is trussed up atop the altar.
Room 15: A room with hobgoblins and two drakes. Room 21: A room with a single sarcophagus. A ridged helmet sits atop the sarcophagus, and a massive hobgoblin in spiked armor is regarding it. If present, Adronsius recognizes the dragoncrest helm. Room 22: An empty room with four heavy square columns near the corners. Room 23: A shrine with pews and an obelisk. At the base of the obelisks are shattered shields with the Red Hand insignia on them. You don’t have to be Adronsius to figure that one out. Room 24: A room with two thrones next to each other. One has a skeleton, and the other has a biped of uncertain race. Room 5: An empty room with funerary alcoves in the walls. Room 6: A room with two jail cells, one of which holds an older man (Sertanian). The pool shows each room for only 3 seconds, and the ripples don’t show a lot of detail. Splashing or dipping a hand in the water provides sufficient ripples to work through the above list once, with more or less vigorous ripples lasting longer or shorter correspondingly. Sunburst: When any creature crosses the threshold to enter room 19, the sunburst design set into the flow turns black and the lights dim. Undead creatures that start their turn on a square that’s part of the black sunburst regain 5 hit points. Faultline: The hallway heading west from room 19 has a large faultline running along its length. A DC 15 Dungeoneering check is sufficient to reveal that the floor will collapse if the PCs walk too close together (and anyone can plainly see that the hallway is hazardous). PCs at least two squares away from other PCs are safe, but any two creatures closer
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Rescue at Rivenroar 2 Ghouls
Level 5 Soldier
Medium natural humanoid (undead) XP 200 each Initiative +8 Senses Perception +2; darkvision HP 63; Bloodied 31 AC 21; Fortitude 18, Reflex 20, Will 17 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 8, climb 4 m Claws (standard; at-will) +12 vs. AC; 1d6 + 4 damage, and the target is immobilized (save ends). M Ghoulish Bite (standard; at-will) Target must be immobilized, stunned, or unconscious; +10 vs. AC; 3d6 + 4 damage and the target is stunned (save ends). Alignment Chaotic evil Languages Common Skills Stealth +11 Str 14 (+4) Dex 19 (+6) Wis 11 (+2) Con 15 (+4) Int 10 (+2) Cha 12 (+3)
2 Zombies
Level 2 Brute
Medium natural animate (undead) XP 125 each Initiative –1 Senses Perception +0; darkvision HP 40; Bloodied 20 see also zombie weakness AC 13; Fortitude 13, Reflex 9, Will 10 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 4 m Slam (standard; at-will) +6 vs. AC; 2d6 + 2 damage. M Zombie Grab (standard; at-will) +4 vs. Fortitude; the target is grabbed (until escape). Checks made to escape the zombie’s grab take a –5 penalty. Zombie Weakness Any critical hit to the zombie reduces it to 0 hit points instantly. Alignment Unaligned Languages — Str 14 (+3) Dex 6 (–1) Wis 8 (+0) Con 10 (+1) Int 1 (–4) Cha 3 (–3)
together than that triggers a collapse that deals 1d10 damage to everyone in the hallway as the entire length collapses 10 feet. After the collapse, the hallway is difficult terrain and must be climbed 10 feet at each end (Athletics DC 10). Wall Inscriptions: Carved into the walls is this repeating message: “Honor the Heroic Guardians of Rivenroar.” Alcoves: Skeletal human remains are in alcoves along the south wall of room 17. PCs who spend the 20 minutes necessary to search them (dividing the work if necessary) find treasure parcel I. Prisoner: Thurann, the 8-year-old son of the guard captain, is tied up at the base of the still fountain in the room 17 annex. Thurann is described on page 8. He doesn’t know that his father is dead, but he does know that Zerriksa is being held in a magic circle beyond the mushroom chamber downstairs.
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Sinruth’s Abode Encounter Level 2 (625 XP)
Setup This room has a solo knock-down, drag-out fight with Sinruth, the leader of the hobgoblins. Sinruth (S) Sinruth starts in room 21 but he moves to room 20 if he hears the PCs in there.
When the PCs reach room 20, read: Thin menhirs are scattered across the f loor of this triangular room. A passageway leads north, then turns west—and something beyond that turn is casting light.
Tactics Sinruth fights with reckless abandon—he wants to be surrounded by the PCs so his chain can do its work. He pulls people close if possible, and then uses chain whirlwind as soon as two or three PCs are adjacent. If there are adjacent enemies but no one 2 squares away, Sinruth alternates between pulling people into his armor spikes and knocking them prone, then stomping on them. If he’s fighting in room 20, he tries to position himself so that he pulls his enemies into a square with a menhir on it. Sinruth fights until slain unless you want to save him as a future adversary, in which case he runs through any rooms he believes to be inhabited, figuring that slows down pursuers.
Features of the Area Illumination: Room 20 has no illumination beyond what the PCs bring with them. Room 21 has a lantern that emits bright light for 10 squares. Menhirs: The menhirs in room 20 are 8 feet tall and narrow—they don’t take up the whole square. They’re noticeably cold to the touch. Any creature that starts its turn in a square with a menhir takes 1d6 cold damage. Sarcophagus: Treasure parcels J and K can be found inside, and it takes only a DC 15 Strength check to open it—this lid is loose.
Sinruth, Hobgoblin Chieftain (S) Level 2 Soldier Solo
Medium natural humanoid, goblin XP 150 Initiative +7 Senses Perception +3; low-light vision HP 185; Bloodied 92 AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12 Saving Throws +5 Speed 5 Action Points 2 M Chain Yank (standard; at-will) ✦ Weapon Requires spiked chain; reach 2; +8 vs. AC; 1d10 + 4 damage, and the target is pulled 1. If creature is adjacent, chain yank instead briefly bashes the creature against Sinruth’s armor spikes for an extra 1d6 damage. M Chain Trip (standard; at-will) ✦ Weapon Requires spiked chain; reach 2; +6 vs. Reflex; 1d6 + 4 damage, and the target is knocked prone. C Chain Whirlwind (standard; recharge ⚄ ⚅ ) ✦ Weapon Requires spiked chain; close burst 1; +8 vs. AC; 1d6 + 4 damage. M Jackboot Stomp (minor; at-will) ✦ Weapon Requires adjacent prone target; +6 vs. AC; 1d6 + 4 damage. Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter) Sinruth rolls a saving throw against the effect. Phalanx Soldier Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +9, Intimidate +8 Str 17 (+4) Dex 14 (+3) Wis 10 (+1) Con 13 (+2) Int 10 (+1) Cha 14 (+3) Equipment plate armor, spiked chain
Brindol Treasure: Sinruth is wearing the gauntlets from the Hall of Great Valor, and the dragoncrest helm is sitting on the sarcophagus in room 21. Sinruth’s Papers: In his breast pocket, Sinruth keeps a region map (similar to the one on page 6, but with several paths and good ambush spots marked), a map of Brindol (similar to the one on page 8, but with the Hall of Great Valor), and the letter from the Emissary (see page 45).
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Crypt Guardian Chamber Encounter Level 1 (550 XP)
Setup The wererats trigger a rampaging evistro, then join in the mayhem themselves. 1 evistro (E) 2 wererats (W) When the PCs move close to either the southern or the eastern doorway, read: A foul creature stalks the space bounded by the square columns, but it stops short of crossing that boundary.
2 Wererats (W)
Level 3 Skirmisher
Medium natural humanoid (shapechanger) XP 150 each Initiative +7 Senses Perception +7; low-light vision HP 48; Bloodied 24 Regeneration 5 (if the wererat takes damage from a silver weapon, its regeneration doesn’t function on its next turn) AC 17; Fortitude 15, Reflex 16, Will 13 Immune filth fever (see below) Speed 6, climb 4 (not in human form) m Short Sword (standard; at-will) ✦ Weapon +8 vs. AC; 1d6 + 4 damage. m Bite (standard; at-will) ✦ Disease +8 vs. AC; 1d4 + 2 damage, and the target takes ongoing 2 damage (save ends) and contracts filth fever (see below). Change Shape (minor; at-will) ✦ Polymorph A wererat can alter its physical form to appear as a dire rat or a unique human (see Change Shape on page 280 in the Monster Manual). It loses its bite attack in human form. Combat Advantage The wererat deals an extra 1d6 damage on melee attacks against any target it has combat advantage against. Alignment Evil Languages Common Skills Bluff +6, Stealth +10, Streetwise +6, Thievery +10 Str 10 (+1) Dex 18 (+5) Wis 12 (+2) Con 16 (+4) Int 10 (+1) Cha 11 (+1) Equipment cloak, short sword
When the PCs attract the evistro’s attention, read: The evistro throws itself against an invisible barrier, unable to get to you. But then a wererat appears at the northern doorway and yells, “I release you, crypt guardian!
Tactics The evistro fights until slain. The wererats flee when reduced to below 10 hit points, heading to room 23.
Filth Fever The target ! is cured.
Evistro (Carnage Demon) (E)
Level 6 Brute
Medium elemental magical beast (demon) XP 250 Initiative +4 Senses Perception +4 HP 90; Bloodied 45 AC 16; Fortitude 18, Reflex 14, Will 14 Resist 10 variable (1/encounter; see glossary) Speed 6 m Claws (standard; at-will) +9 vs. AC; 1d8 + 5 damage. M Destructive Bite (minor; at-will) Bloodied target only; +8 vs. AC; 1d6 + 5 damage. Carnage The carnage demon gains a +1 bonus to melee attacks if it has one or more allies adjacent to its target (+3 if one of these allies is another carnage demon). This bonus stacks with combat advantage. Alignment Chaotic evil Languages Abyssal Str 21 (+8) Dex 12 (+4) Wis 12 (+4) Con 20 (+8) Int 5 (+0) Cha 7 (+1)
Unlike other guardians that were bound to specific chambers, the evistro pursues fleeing PCs all the way to the entry room.
Features of the Area Illumination: The brazier in the corner provides bright light within 10 squares. Square Prison: The evistro is bound to remain within the square in the middle of the chamber until someone gives it permission to leave. Then it gets an hour to find and kill as many intruders as it can find. It considerd the goblins, hobgoblins, and other creatures that live here as “residents.”
Level 3 Disease Initial Effect The target loses 1 healing surge.
!"
The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense.
!
Final Effect: The target takes a –2 penalty to AC, Fortitude defense, and Reflex defense. The target loses all healing surges and cannot regain hit points.
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Shrine of the Obelisk Encounter Level 1 (450 XP)
Setup The rest of the wererats are here, along with the arcanist that leads the gnomes. 1 gnome arcanist (A) 2 wererats (W) When the PCs reach the southwest doorway, read: Lines of pews make it clear that this was once a shrine dedicated to the rune-encrusted obelisk at the north end of the room. A gnome stands next to the obelisk, and sidling toward the doorway are two more wererats, their teeth glinting in the torchlight.
Gnome Arcanist (A)
Level 3 Controller (Leader)
Small fey humanoid XP 150 Initiative +1 Senses Perception +1; low-light vision Aura of Illusion (Illusion) aura 5; the gnome arcanist and all allies in the aura gain concealment and can hide in the aura. HP 46; Bloodied 23 AC 16; Fortitude 13, Reflex 15, Will 13 Speed 5; see also fey step m Dagger (standard; at-will) ✦ Weapon +6 vs. AC; 1d4 damage. R Scintillating Bolt (standard; at-will) ✦ Radiant Ranged 10; +6 vs. Fortitude; 1d6 + 4 radiant damage, and the target is dazed (save ends). R Startling Glamor (minor; at-will) ✦ Fear, Illusion Ranged 10; +7 vs. Will; the target shifts 1 square C Illusory Terrain (standard; recharge ⚃ ⚄ ⚅ ) ✦ Illusion Close burst 5; targets enemies; +7 vs. Will; the target is slowed (save ends). Fade Away (immediate reaction, when the gnome arcanist takes damage; encounter) ✦ Illusion The gnome arcanist turns invisible until it attacks or until the end of its next turn. Fey Step (move; encounter) ✦ Teleportation The gnome arcanist teleports 5 squares. Reactive Stealth If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can make a Stealth check to escape notice. Alignment Unaligned Languages Common, Elven Skills Arcana +12, Bluff +8, Insight +6, Stealth +8 Str 10 (+1) Dex 10 (+1) Wis 11 (+1) Con 14 (+3) Int 18 (+5) Cha 15 (+3) Equipment robes, dagger
Tactics The wererats try to keep the PCs occupied in melee so that the gnome can make ranged attacks safely. The wererats try to flank a PC, but not if it means risking an enemy running over to engage the gnome. The wererats know they’re cornered. They fight to the death. But the gnome saves fey step and reactive stealth to try to escape if reduced below 15 hit points.
2 Wererats (W)
Level 3 Skirmisher
Medium natural humanoid (shapechanger) XP 150 each Initiative +7 Senses Perception +7; low-light vision HP 48; Bloodied 24 Regeneration 5 (if the wererat takes damage from a silver weapon, its regeneration doesn’t function on its next turn) AC 17; Fortitude 15, Reflex 16, Will 13 Immune filth fever (see below) Speed 6, climb 4 (not in human form) m Short Sword (standard; at-will) ✦ Weapon +8 vs. AC; 1d6 + 4 damage. m Bite (standard; at-will) ✦ Disease +8 vs. AC; 1d4 + 2 damage, and the target takes ongoing 2 damage (save ends) and contracts filth fever (see below). Change Shape (minor; at-will) ✦ Polymorph A wererat can alter its physical form to appear as a dire rat or a unique human (see Change Shape, page 280 in the Monster Manual). It loses its bite attack in human form. Combat Advantage The wererat deals an extra 1d6 damage on melee attacks against any target it has combat advantage against. Alignment Evil Languages Common Skills Bluff +6, Stealth +10, Streetwise +6, Thievery +10 Str 10 (+1) Dex 18 (+5) Wis 12 (+2) Con 16 (+4) Int 10 (+1) Cha 11 (+1) Equipment cloak, short sword
Features of the Area Illumination: Torches to the left and right of the obelisks would ordinarily emit bright light for 5 squares, but the obelisk appears to have the same light-absorbing property as the sunburst in room 19, so the illumination in this room never exceeds dim. Pews: Squares with pews count as difficult terrain. Obelisk: A DC 15 Religion check reveals iconography common to worshipers of Vecna. Other than the weird effect on lighting, the obelisk is not magical. Rivenroar Treasure: The ceremonial sword, the broken shields, and the battle standard are here.
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Lords of Rivenroar Audience Chamber Encounter Level 1 (500 XP)
Setup The deathlock commands the other undead in the Rivenroar catacombs. Unlike Sinruth, the wight loves intruders—they have the life energy that he craves. 1 deathlock wight (D) 1 boneshard skeleton (B) 5 decrepit skeletons The decrepit skeletons arise in the middle of the first round (roll initiative for them, but don’t place them yet). When the PCs reach either doorway, read: Two thrones sit along the north wall of this immense chamber. One has a rotting but still f leshy corpse on it, and the other has a bleached skeleton. Other piles of bone litter the ground. The eyes of the fleshy corpse begin to glow. “Intruderssssss!” it lisps. “Consssssssume them!”
the wight uses horrific visage to make some breathing room. It saves its reanimate power for when the boneshard skeleton dies, because it knows that the decrepit skeletons keep coming back indefinitely. The boneshard skeleton picks whatever appears to be the most competent melee combatant and attacks, first with the boneshard and then with the scimitar. It uses its boneshard blast if it can hit three or more PCs with it. The decrepit skeletons are bolstered by the necromantic energies coursing through the catacombs. Each round at the beginning of the decrepit skeletons’ turn, one slain decrepit skeleton returns to life. The only way to stop this perpetual reanimation is for all living creatures to leave the chamber or for all five decrepit skeletons to be dead at the start of the decrepit skeletons’ turn.
Features of the Area Illumination: None beyond what the PCs bring with them. Thrones: They appear golden, but it’s just gilt. Bone Piles: Five of these—you choose which ones—animate and become decrepit skeletons at the start of the deathlock wight’s first turn. The others are merely difficult terrain—not that the PCs are likely to step in those squares anyway. Frescos: Paintings on the walls depict a series of older, robed humans, standing on clouds or riding chariots through the sky. The faces are more realistic than the other elements, suggesting that the art is intended as portraiture. A History check (DC 20) indicates that at least some match historical descriptions of the lords of Rivenroar. Three of the portraits along the south wall have been defaced. Treasure: Parcels L, M, and N are in this room, preferably mounted on the walls or attached to the throne somehow.
Tactics The first thing the deathlock wight does is shout “Arise, my warriors!” At that point, five of the bone piles coalesce into decrepit skeletons—place them on the map at this point. Then the wight takes its turn, and the decrepit skeletons take their normal place in the initiative order. The wight tries to paralyze as many enemies with grave bolt as possible, especially any PC that looks like a cleric or paladin. When PCs move too close,
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Rescue at Rivenroar Deathlock Wight (D)
Level 4 Controller
Medium natural humanoid (undead) XP 175 Initiative +4 Senses Perception +1; darkvision HP 54; Bloodied 27 AC 18; Fortitude 15, Reflex 16, Will 17 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 6 m Claw (standard; at-will) ✦ Necrotic +9 vs. AC; 1d6 necrotic damage, and the target loses 1 healing surge. R Grave Bolt (standard; at-will) ✦ Necrotic Ranged 20; +6 vs. Reflex; 1d6 + 4 necrotic damage, and the target is immobilized (save ends). R Reanimate (minor; encounter) ✦ Healing, Necrotic Ranged 10; affects a destroyed undead creature of a level no higher than the deathlock wight’s level + 2; the target stands as a free action with a number of hit points equal to one-half its bloodied value. This power does not affect minions. C Horrific Visage (standard; recharge ⚃ ⚄ ⚅ ) ✦ Fear Close blast 5; +7 vs. Will; 1d6 damage, and the target is pushed 3 squares. Alignment Evil Languages Common Skills Arcana +10, Religion +10 Str 10 (+2) Dex 14 (+4) Wis 9 (+1) Con 14 (+4) Int 16 (+5) Cha 18 (+6)
5 Decrepit Skeletons
Level 1 Minion
Medium natural animate (undead) XP 25 each Initiative +3 Senses Perception +2; darkvision HP 1; a missed attack never damages a minion. AC 16; Fortitude 13, Reflex 14, Will 13 Immune disease, poison Speed 6 m Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 4 damage. r Shortbow (standard; at-will) ✦ Weapon Ranged 15/30; +6 vs. AC; 3 damage. Alignment Unaligned Languages — Str 15 (+2) Dex 17 (+3) Wis 14 (+2) Con 13 (+1) Int 3 (–4) Cha 3 (–4) Equipment heavy shield, longsword, shortbow, quiver of 10 arrows
Boneshard Skeleton (B)
Level 5 Brute
Medium natural animate (undead) XP 200 Initiative +5 Senses Perception +4; darkvision HP 77; Bloodied 38 see also boneshard burst AC 17; Fortitude 16, Reflex 16, Will 15 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 6 m Scimitar (standard; at-will) ✦ Necrotic, Weapon +9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic damage. m Boneshard (standard; at-will) ✦ Necrotic +9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage (save ends). C Boneshard Burst (when first bloodied and again when the boneshard skeleton is reduced to 0 hit points) ✦ Necrotic Close burst 3; +8 vs. Reflex; 2d6 + 3 necrotic damage. Alignment Unaligned Languages — Str 16 (+5) Dex 16 (+5) Wis 14 (+4) Con 17 (+5) Int 3 (–2) Cha 3 (–2) Equipment scimitar
About the Author
David Noonan is a designer/developer for Wizards of the Coast. His credits include co-designing Dungeon Master’s Guide II, Heroes of Battle, and numerous products for the Eberron campaign setting. He lives in Washington state with his wife, son, and daughter.
Brave Sinruth, The Red Hand will rise again! The other remnants take great cheer in your recent attacks on commerce coming into The Blight That is Brindol. We’re particularly pleased with your ability to inspire a fighting spirit in others, whether they have true goblin blood or merely wish they did. To be blunt, we think you should have many more soldiers under your command. Many, many more. And recent events have rendered some remnants leaderless. With a bold stroke on your part, the remnants would rally to the Red Hand you so proudly display. As your bold stroke, do this: Attack the The Blight That is Brindol by night. Focus your efforts on their Hall of Great Valor, for it mocks the many hard-won victories by the first Red Hand of Doom. Take from them the spoils of war they shamelessly hang on their walls and bring those antiques back to Rivenroar. Do this before the moon is next full. And with regard to your previous question, turning over captives to your unliving allies at Rivenroar is perfectly acceptable. War sometimes makes strange bedfellows, and we appreciate how you’ve united such disparate forces under your banner. Whatever prisoners you take from Rivenroar you can give to the wight. Fight with the valor of your ancestors, Sinruth. And keep your hands stained red with the blood of the weak! I will visit you again next month, at a time of my choosing. The Emissary July 20 08
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Siege of Bordrin’s Watch by Robert J. Schwalb illustrations by William O'Connor and David Griffith ✦ cartography by Mike Schley
How can we forget the suffering of our kin during the Age of Chains? How can we set aside those ancient grudges when the risk of slavery is now greater than ever? Fellow warriors, the orcs are upon us, marching once more to the beat of the giants’ drum. It falls to us to stop them—to hold fast no matter their numbers. If we falter, we give into fear. It’s not just ourselves and our way of life that will suffer; all people of the Elsir Vale will perish as well. War is upon us. Now is the time for men and women of courage to stand up and defend those who cannot defend themselves.
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
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What’s an Adventure Path? Scales of War is the fourth Adventure Path to appear in the pages of Dungeon Magazine. But what, you ask, is an Adventure Path? Quite simply, it is a series of related adventures intended to form a complete D&D campaign that takes your players from 1st level all the way to, in the case of Scales of War, 30th level. Previous Adventure Paths, presented with the 3rd Edition D&D rules, took characters from 1st to 20th level. But with all three tiers in the new edition ripe and ready to explore, we’re pushing the limit with Scales of War. Each tier takes roughly six adventures to traverse, which means we’ll finish off this Adventure Path in about eighteen issues. Each adventure advances characters from between one and a half to two levels of experience. We recognize that not everyone will meet every encounter or complete every quest, however, so periodically, we’ll point you to a supplemental Side Trek or short adventure to keep your PCs on pace. Plus, roughly every few months, Dragon will feature new support content for Scales of War. Finally, this Adventure Path is intended to function as a complete D&D campaign. That means we’ll be making some assumptions about the history of the world as we move along, just as you would in any campaign you run. We’ll be borrowing heavily from the D&D mythology of 4th Edition, as well as all the great ideas that have cropped up in other products over the years— including the pages of past issues of Dungeon! Enjoy your stay in Scales of War, and keep an eye out for next month’s installment.
“Siege of Bordrin’s Watch” is an adventure for five 3rd-level characters. By the end of the adventure, the characters should be halfway through 4th-level. You can run this adventure as the sequel to “Rescue at Rivenroar,” continuing the unfolding story of the Scales of War campaign, or run it as part of a campaign of your own design. This adventure features exploration, roleplaying opportunities, and combats in dynamic environments, making it a perfect addition to any campaign. In this adventure, a new threat looms to the west: A vast horde of orcs and their despicable kin emerge from the barren lands bent on plunder and conquest. While the Elsir Vale and other lands mobilize their meager forces to respond to the danger, a call has gone out to those heroes of the Vale to join forces and help to push back this new evil before it’s too late.
Background The lands west of the Stonehome Mountains have been a festering mire of want and suffering. This parched and barren landscape is suited only for orcs, goblinoids, and other fell creatures. From time to time, a warlord gathers a small army and tumbles out of these badlands to test their strength and arms against the stalwart dwarf defenders, but never have they crossed the mountains because straddling its single pass is an ancient dwarven stronghold named Bordrin’s Watch. No matter how many orcs muster, they die upon its walls, painting the sturdy stone with their black blood. So the rumors of a new host in these forlorn bogs and dead woods seemed a small threat—nothing the guardians could not handle. This army, though, is different. Unlike all the many times
the orcs have emerged, they now have a leader who can keep them together long enough to win. The orc leader is an overlarge warrior and chieftain named Tusk. Not a true orc, he has the blood of ogres in his veins, which makes him larger, tougher, and eminently more dangerous. Having slaughtered half a dozen orc chieftains, he drew together the unruly tribes to mount an offensive against Bordrin’s Watch to lay claim to the soft lands beyond its walls. Tusk knows the history of the Stonehome Mountains well, knowing that unless he can find some way to bypass the fortress in the mountains, it won’t matter how many warriors he commands since he would fail. What Tusk needs is a way around the fortress. Ever resourceful and with numerous contacts and allies, Tusk turned to his occasional lover and advisor, a shadar-kai witch named Myrissa. He sent her back to the Shadowfell to recruit allies to help his cause, and a short time later she returned with a small army of dark ones, led by a mysterious and sinister dark creeper, known as the emissary. This leader offered to assist Tusk in exchange for an exclusive arrangement in which they would supply Tusk’s armies with weaponry for whatever price the dark creeper and his fellows asked, and in exchange, the dark creepers would find a way through the mountains. Tusk readily agreed and paid the exorbitant price, gaining a fine arsenal, and also, he hoped, the key to victory. Not long after, the dark creepers returned and revealed a number of tunnels burrowed beneath the mountain. They showed the chieftain the locations of each, explaining how the passages connected one side of the mountains to the other. No tunnel was large enough to accommodate his entire army, so, Tusk gave his horde their marching orders, sending them to climb the mountain slopes, while his scouts moved
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Siege of Bordrin's Watch
ahead to secure the tunnels and prepare the way for Tusk and his elite warriors to strike the fortress from below.
Adventure Synopsis Even though the dwarves have been successful in containing the orc hordes in the past, this time it’s different and the dwarves of Overlook are concerned that the walls of the Bordrin’s Watch might not be enough to staunch the flood. All their misgivings stem from the reports brought back by their own scouts, who mention endless ranks of orcs, trolls, and worse marching inexorably to the Stonehome Mountains. To shore up the thin number of defenders to man the Watch, Overlook dispatched a call to arms, beseeching able-bodied men and women across the Elsir Vale to mobilize at Overlook and then join forces with the defenders in the mountains. With the memory of the last war that ravaged the Vale, militias formed up and adventurers from as far away as Brindol answered the call. This adventure assumes the characters are among those who go to aid the dwarves. Being seasoned adventurers and with some notoriety for their success in Rivenroar, it should be clear from the locals and any NPC allies the characters might have made that joining the dwarves is the right thing to do. Of course, if the PCs need a bit more prompting, you might convince them to head in this direction by throwing a few orcs at their current residence to drive home the severity of the threat. Alternatively, Overlook is a city of some size, and it makes an ideal place for the characters to spend their hard-earned gold.
Along the way, the characters encounter a patrol of orcs, which suggests that the orcs have somehow crossed the mountains. Armed with this information, the characters should approach the Council of Elders to reveal the new threat. With this revelation, the Council believes they have been compromised and that the tunnels beneath the mountains breached. Even though this development poses great danger to their defenses, the orc horde is still far enough away that there is time to seal the tunnels and prevent the orcs from coming through the tunnels. Thus, it falls to the PCs and two other groups to secure the tunnels and seal the Nexus to prevent the orcs from breaching the defenses. The Council of Elders assigns the task of securing the tunnels beneath the Monastery of the Sundered Chain to the PCs, and they dispatch other groups to the other weak points in their defenses. Once the characters arrive at the old monastery, it is clear the other locations might be compromised and the other adventuring groups might be overmatched. Assuming the PCs find Kalad (see page 38), the heroes learn the dwarf paladin already secured the tunnel to Bordrin’s Watch, but discover the Vents are likely not secure. So, the characters must travel down to the lower tunnels, make their way past the orc invaders, and locate the ancient Nexus to complete their mission before the orc hordes arrive. Sealing the Nexus, then, constitutes a major quest worth 750 XP.
The Quest “Siege of Bordrin’s Watch” offers the opportunity for PCs to earn quest XP in a couple of places. Provided here is the list of quests, and their rewards, in the adventure. Major Quest—Sealing the Nexus The PCs must travel down to the lower tunnels, make their way past the orc invaders, and locate the ancient Nexus to complete their mission before the orc hordes arrive. R e w a r d : 750 X P (a n d 1, 0 0 0 g p [four parcels]).
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Siege of Bordrin's Watch
Preparing for Adventure “Siege of Bordrin’s Watch” takes the characters into a deadly environment and pits them against the advance troops of a deadly orc horde. As such, the characters venture into enormous chambers and use their talents against terrifying foes, all the while racing to reach the Nexus before the horde arrives. Obviously, a good reading of the adventure can only help, but if you’re under the gun, you can skip over the introductory materials and go straight to the adventure. You should, at the very least, review the encounters, while paying attention to the creatures, their powers, and the settings in which the characters face them.
What You Need to Play This adventure includes the encounters the PCs face as they explore and adventure in the area. It also provides tactical maps and more for the adventure. If you and your players haven’t read through the Dungeons & Dragons 4th Edition rules yet, that is your first best step so that you make certain you understand the rules. Also as mentioned above, read through at least the first few encounters described in this adventure before starting. This review enables you to become familiar with the material and the style of presentation. You might also want to take a look at the sections below regarding the adventure format.
Using Tactical Encounters Each encounter includes several common elements, as described below.
Encounter Level
Monster Statistics
Each tactical encounter assumes a group of five player characters. An encounter of average difficulty is one where the encounter level is equal to the level of the party. Encounters that are 1 or 2 levels lower than the party are easy encounters, while encounters that are 2 or more levels higher than the party are difficult encounters. For overcoming an encounter, a group earns the XP value listed beside the encounter level. This amount should be divided by the number of group members, and an equal amount should be awarded to each character.
Encounters include stat blocks for each monster type present in the encounter. If more than one monster of a particular kind is present, the stat block indicates how many creatures can be found.
Setup This section of a tactical encounter provides you with the basic parameters of the encounter. First, it provides context or background information for the encounter. Next, it provides a key to the monsters in the encounter so you can locate them on the tactical map. The map of each encounter area indicates where the monsters are located when the encounter begins. The setup section also describes what monsters are doing and how they react when the PCs arrive.
Tactics This entry describes special actions the monsters take to defeat the adventurers. Sometimes this means the monsters take advantage of special features of the area or make use of special powers or equipment.
Map Each encounter includes a map keyed with the initial locations of each monster. The map also indicates the location of any special features of the area.
Features of the Area This section describes special features noted on the map. If the location has items or areas of interest with which the characters can interact, those features are described here. Look here to see if a door is out of the ordinary, if an altar has a secret compartment, or if the area includes treasure.
Read-Aloud Text
Treasure Preparation
Read aloud text provides information about what the characters can see and are aware of. You do not have to read it word for word; feel free to paraphrase and use your own words when describing this information. Use read aloud text wisely; they are written for the most common approach to a particular situation and what your player characters do might require you to alter the information in any number of ways.
As with the first installment of the Scales of War campaign, “Siege of Bordrin’s Watch” makes use of the parcel system of treasure rewards as described in the Dungeon Master’s Guide. The characters should accumulate 15 parcels by the end of the adventure. Of these, they should gain the reward for completing the mission (four parcels for 1,000 gp), and then whatever treasures they find along the way (the remaining eleven). You can supply these treasures in whatever way you wish, but the following sidebar presents the
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Siege of Bordrin's Watch most likely rooms to bear treasure. During your preparation, assign parcels from those that follow to the rooms in the spaces provided. Use the players’ wish lists to come up with magic items for the first six parcels.
Starting the Adventure You can kick off the adventure in two ways: quick and slow. Use the quick-start method if you want to move straight to the action. The slow start emphasizes roleplaying and stretches out the opening sequence to build the tension leading up to the major quest.
Quick Start When using this method, read aloud the following text and proceed to the skill challenge described under the Monastery of the Sundered Chain on page 27. War approaches. A week ago, a call to arms sounded throughout the Elsir Valley, summoning warriors to help defend Bordrin’s Watch in the Stonehome Mountains far to the west. Word of an army of orcs on the march had spread through the Vale for months, but now, it appeared the rumors were true. You, along with militia groups and other adventurers from all over the Vale, marched west until you came to the city of Overlook, a large fortified community raised by dwarves centuries ago. Once there, you and two other groups were invited to attend the Council of Elders, where you learned the Bordrin’s Watch had already been compromised—advanced parties of orcs had uncovered the tunnels beneath the mountains and were already coming through
Treasure Parcels Parcel A: _______________________, M-2. Parcel B: _______________________, M-4. Parcel C: _______________________, M-4. Parcel D: _______________________, M-5. Parcel E: _______________________, M-5. Parcel F: _______________________, M-5. Parcel G: _______________________, V-3. Parcel H: _______________________, V-3. Parcel I: ________________________, V-4. Parcel J: ________________________, V-4. Parcel K: _______________________, V-4. Based on the guidelines in the Dungeon Master’s Guide, the following parcels can go in the lines above. Rely on the wish lists your players gave you for the first four parcels. Parcel 1: Magic item, level 7 Parcel 2: Magic item, level 7 Parcel 3: Magic item, level 6 Parcel 4: Magic item, level 5 Parcel 5: Magic item, level 5 Parcel 6: Magic item, level 4 Parcel 7: Two potions of healing, two gems worth 100 gp, 80gp Parcel 8: One potion of healing, 250 gp art object, 40 gp
Parcel 9: 80 gp, 300 sp Parcel 10: One potion of healing, 90 gp Parcel 11: 50 gp, 400 sp Adapting the Adventure: “Siege at Bordrin’s Watch” is designed with five players in mind. This said, you can adapt the adventure for larger groups easily by adding more treasure and inserting a few extra monsters using the guidelines presented in the Dungeon Master’s Guide. When adapting the adventure for larger groups, keep it simple. Where possible, just add one monster whose level equals the encounter level for each additional PC. Otherwise, look for appropriate monsters from this adventure and the Monster Manual to help stiffen up the resistance. This adventure is also designed for 3rd-level characters. As written, a group of 2nd-level characters can play through the adventure, as could a slightly larger party of 1st-level characters, but be sure to give the characters plenty of chances to take extended rests so that they can have a fair shot at surviving the expedition. For higher-level groups, adapting the adventure takes a bit more work. You’ll need to add monsters and increase the treasure rewards to amounts appropriate for the characters. In all, adjusting the adventure is not too arduous, and with a little work, you can run this scenario for groups of three to eight players, and for characters of 1st through 5th level.
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Siege of Bordrin's Watch to harass supply trains and reinforcements bound for the fortress. The Council asked your group and the others to descend into these tunnels, clear them out, and seal them off before the main host of the enemy army arrived. For your efforts, the Council promised to pay each group 1,000 gp upon their return. Your team is to head to the old Monastery of the Sundered Chain to the southwest, where they can gain access to the tunnels below, while one group heads for Bordrin’s Watch to secure those passages, and the other to Bordrin’s Watch. With your mission clear, you and your companions head for the mountains to meet your destiny.
Slow Start Rather than jumping straight into the adventure, you can extend the opening sequence to allow the adventure to unfold more naturally, giving the players the chance to develop their characters and participate in the events leading up to the adventure proper. Consider using some or all the following events summarized in the quick start. ✦ Have the characters hear about the call to arms while spending some downtime in their favorite watering hole or someplace else the characters spend a lot of time. Interested characters might do some snooping about to learn more about the nature of the threat, Bordrin’s Watch, and the Stonehome Mountains. You could resolve this through roleplaying alone, portioning out information from local NPCs or other characters introduced in the previous adventure. At some point, the town council approaches the PCs and asks that they lend their support to the dwarves. Mercenary characters might engage in a social challenge to negotiate the terms of their service. This level 3 skill challenge has a complexity of 2 and uses Bluff, Diplomacy, Insight, and Intimidate as the primary skills. A success grants the characters
a monetary reward (choose one or two parcels and don’t use them later in the adventure). A failure results in a monetary reward (one parcel) and a general frostiness (–2 penalty to all Diplomacy checks) whenever the PCs return to Brindol. ✦ Once the characters set out from Brindol, they need to travel along the Dwarfroad or the Elsir River to reach Overlook. Along the way, they might have a few encounters in the wilderness (especially if the PCs aren’t quite 3rd level when the adventure begins). Wilderness Encounters on page 23 provides several options. ✦ After a long (and possibly uneventful) journey out of the Elsir Vale, the characters stumble onto a band of orcs just outside the Westdeep. These scouts left the mountains—against orders—to do a bit of looting in the countryside. The characters face two orc raiders and five orc drudges. Astute players might realize if orcs are on this side of the mountain, perhaps this means the enemy has already breached Bordrin’s Watch!
gray and wrinkled. The third is younger, with black hair and hard features. The two female elders are both attractive, one with red hair and the other with brown. All five wear the robes of their office—luxuriant purple and silver damask. Arranged beneath them, filling the chamber completely, is a motley crowd of common soldiers, militia, and adventurers, with each race and occupation represented, and most standing in small groups, but a few mingling. Characters that met any other groups while in the city—the Freeriders, the Farstriders, or others (see page 26 for names)—should see them here as well as any other parties you design. Allow the characters to mingle with these groups as the players like, but few groups know much about what’s going on and if the PCs faced orcs, they likely know more than the rest of the host. Most groups are polite, but the Farstriders drip with self-confidence bordering on arrogance. When ready to proceed, the youngest male elder steps forward and addresses the crowd. Read or paraphrase the following text:
At Overlook, the adventurers are free to explore the city, resupply, and purchase new equipment. Not long after they arrive, they should learn they aren’t the only adventurers in the city. In fact, the city crawls with them. Also, the Council of Elders convenes shortly after the PCs enter Overlook to discuss the threat to the city and the vale beyond, and then they summon the various adventuring groups, militias, and others to Caer Overlook (see page 10). Once there, the PCs and other adventurers are led through a maze of corridors until they reach the High Hall. Standing on the 20-foot tall dais are the five elders. Each of the three male dwarves have long beards that hang to their feet, and two are old, being
Welcome to High Hall friends. I am Elder Cadrick. I don’t much see the point in bandying words, so I’ll lay it out for you. War is upon us. A great host of orcs comes from the west. Their intention is clear. They will come through the mountains bent on slaughter. Those they spare can look forward to a short life of slavery. Overlook, and Bordrin’s Watch in the mountains, have long held fast against these raids, but our scouts say never has such an army gathered. Thus, we turn to you brave souls to help defend not only Overlook, but also all the Elsir Vale. When the orcs arrive, we’re certain they will come up through the pass. We know this because already there have been attacks from the tunnels below, compromising the
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Siege of Bordrin's Watch fastness. The defenders have fought back the savages, but it’s clear the rest are coming and fast. So here’s the plan. Durkik Forgeheart will lead the militias and most of you to bolster Bordrin’s Watch. Orc trailblazers infest the tunnels below, so we’ve tasked their security to the Farstriders. One more mission remains, though. We need a group to evacuate the monastery on the other side of the mountains. It’s dangerous work, what with the orcs and all, but priests need a warning of what’s coming if they don’t know already. Do we have any volunteers?
If the group doesn’t step forward, you can have the Freeriders (see page 24) or another group step up instead. The Council sends the PCs to defend Bordrin’s Watch. Not long after they arrive, word comes that the other group hasn’t yet returned, so an officer sends the PCs to find out what happened, though with only half the reward. Assuming they don’t mutiny, proceed with the Monastery as normal.
No one steps forward to take this mission, so it falls to the PCs to do so. When they volunteer, Edgar Sommerfield, the leader of the Farstriders, angrily steps forward and says, “Should I remind the Council of our previous arrangement?” Cadrick responds with a nod and a placating gesture, thanks the PCs for their service, and dismisses the gathered crowd. The elder speaks with the Farstrider’s leader for a few moments, after which Sommerfield storms out of the hall. Cadrick holds the PCs and promises them 1,000 gp upon their return. Unless the PCs have any other business, you’re free to proceed with the adventure at the Monastery of the Sundered Chain described on page 27.
The city of Overlook stands on the eastern slopes of the Stonehome Mountains, a hoary range of crumbling peaks as old as the world. The city’s founding lies sometime far back in the mists of time, at a point after the dwarves in this region threw off the shackles of slavery and chased the giants and orcs west across the mountains at the end of the Age of Chains. Overlook, and the fastness of Bordrin’s Watch, were raised to safeguard the liberated dwarf peoples and to be the first line of defense should their ancient enemies forget their defeat and seek to enslave the dwarves once more. Since its founding, Overlook has never come under attack, though Bordrin’s Watch has time and again, at least once every century. Overlook supplies the mountain pass with soldiers, supplies, and needed resources, ensuring the Watch is never without the goods they need to live up to their ancient responsibility. While doughty dwarf warriors hold the Watch, the city is far more cosmopolitan and includes peoples of nearly every race and culture known in this corner of the world. Dwarves are still the dominate group, but humans and halflings make up a close second, followed by dragonborn, tieflings, and a
Troubleshooting: The PCs might be curious about the Farstriders, and a little chatting (DC 15 Streetwise) reveals the group has a storied career, having slain a black dragon, wiped out tribes of savage humanoids, recovered fabled relics, and more. Should the characters ask Cadrick about them, he mentions that the Farstriders met with the Council earlier and negotiated for the job with the most danger and glory, which is why they are descending into the mountains to secure them.
Overlook
smattering of eladrin and elves, and an assortment of other, less familiar, races. Overlook is largely a trading center, and people on both sides of the mountain come to the city to exchange goods, rumors, and information. The city’s numerous markets and bustling streets makes it the ideal place to do business, thus characters in search of a particular tool or device are more likely to find it here than anywhere for miles around. Supplementing its trade is a robust mining industry. The mountains are rich in iron, silver, tin, and no few gemstones. Dwarf and human miners and prospectors set out from Overlook each day, some working in the blackness of the deep mines, while others scour the heights in search of treasures—some succeeding, others failing, and others still vanishing in the misty peaks never to be seen again. Although the city depends on Bordrin’s Watch to endure most of the attacks from the west, the city is not without its own defenses. The dwarves erected steep walls to protect themselves, but as the city outgrew its original protections, the inhabitants raised more walls to encircle the growing population. So far, this has happened four times, giving the city four sets of walls, one inside of the other. The shantytown, the unofficial ninth district, grows beyond the eastern walls and it’s just a matter of time before the Council decides to raise another wall and add those squatters to the rest of the city. Piercing each wall, on both the western side and the eastern side, is a large gate flanked by two square stone towers. Most times, the gates stand open, even in the dead of night, but when trouble looms, such as now, the gates are closed at dusk, and the inner gates—the ones leading into High Hall—might close even earlier.
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Siege of Bordrin's Watch The outer walls are 100 feet tall,—taller where they travel over higher elevation. Each inner wall stands another 20 feet tall. Guards patrol the walls infrequently, though the gatehouses are held by a half-dozen warriors (dwarf bolters, Monster Manual, page 97).
Districts Overlook has eight districts, each distinguished by the types of its people there as well as the industry one finds there.
Blister “Looking for work? You ought to prick the blister an’ see what bubbles up . . .” The Blister is a rough-and-tumble section of the city, populated by mercenaries, adventurers, and the usual sort of traveling folk with few roots. Characterized by a great number of winesinks, taverns, pleasure dens, gambling halls, and bordellos, Blister is not a place to get lost. Buildings: Blister’s buildings are a mix of timber and stone of architectural styles ranging the gamut. Old dwarven buildings stand next to almost organic tiefling dreaming halls, while a halfling gambling den sits in the shadow of an old temple dedicated to Sehanine in her more larcenous aspect. Streets: Blister’s roads thread their way through the press of buildings, darkened by shadows cast by structures built too close together. Filth and detritus clog the alleys, sometimes spilling out onto the major thoroughfares—that is, roads large enough to accommodate a horse. People: Humans, halflings, and dragonborn have the largest numbers in Blister, though one can find a variety of races here. As mentioned, most are adven-
turers, thieves, and traveling folk, representing the city’s most diverse population. Sights: Visitors and inhabitants alike might see a pair of human thugs beating a half-orc with their clubs in an alley, a scantily clad man calling out to passersby, a street magician performing tricks, an elderly alchemist selling cure-alls, street preachers prophesizing the end of the world, tents and stalls, clotheslines stretched across the streets, and bands of adventurers looking for trouble. Smells: All sorts of odors waft up from Blister, including smells of exotic cuisine to the expected
stench of a crowded district. Wood smoke hangs over the streets, mixing with other, more sinister smells. Sounds: Merchants hawk their wares amid laughter, screams, the murmur of crowds, the clatter of kitchens, cries of “thief!,” the whistle of a constable in pursuit, the sounds of barking dogs, the hiss of cats, and the growls of spiretop drakes.
Boneyard “Not much to do in the Boneyard aside from sicking up.” Occupying the southeast corner of Overlook, Boneyard has every distasteful business and venture,
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Siege of Bordrin's Watch including everything from the city’s slaughterhouses, renderers, tanners, dyers, and even the city’s graveyards. Buildings: As an industrial corner of the city, most buildings are plain and functional, and they are constructed to serve the operation and little else. Streets: The Boneyard features broad roads in good repair so wagons can easily navigate the district. People: Humans are the largest group of people here and most are dirty, lacking in sophistication, and
inured to the foul odors wafting up from the more toxic parts of the district. Sights: Common sights include wagons laden with animal carcasses, workers trudging to their jobs, plumes of acrid smoke, and pipes leaking toxic fluids into the gutters. The Boneyard is as unpleasant to look at as it is to smell. Smells: A pall of smoke stinking of urine and sulfur hangs over the Boneyard, turning the sun a pale shade of brown. Even though the locals do their
Overlook This city of stone stands on the side of the Stonehome Mountains. Constructed as a haven for newly liberated dwarves from their former giant masters, Overlook has since outgrown its noble roots and become a haven for peoples all over the Elsir Vale and beyond. Population: 12,250; about another 5,000 people live in small settlements scattered on the lower slopes. The people of Overlook are mostly dwarves, humans, and halflings, though pockets of dragonborn, tiefling, eladrin, and elf communities are isolated in their own ethnic neighborhoods. Overlook’s importance as a trade center results in great numbers of travelers from faraway lands and of a wild assortment of races, cultures, and beliefs, lending the city its cosmopolitan atmosphere. Government: The Council of Elders, a group of five male and female dwarves, governs Overlook. Each is elected to office and serves a 10-year term. The dwarves see ruling as a burden and none relish the job, preferring to hand power off to someone else. Heading up the Council is the Great Elder, Morgoff Stonefirst, an aging dwarf who’s ready to retire. One representative from each of the eight districts of Overlook attends the Council, serving as
advisors and also to air the grievances of their particular constituencies. Although these individuals have the power to influence, they have no real authority in the city, though many are wealthy and powerful by means other than the office they hold. Defense: Overlook keeps a standing garrison of 150 warriors armed and ready for any threat. In times of trouble (such as now), Overlook can muster another 500 warriors from the local militia, and another 100 from the outlying settlements. At Bordrin’s Watch, another 500 hundred warriors protect the mountain pass from within its steep walls and skyscraping towers. Districts: Blister, Boneyard, Elftown, Forgeworks, High Hall, Nine Bells, Stonehammer, Tradetown, Shantytown (unofficial). Inns: Belden’s Rest; Cadrick’s Boarding House; Clean Sheets; House of Sleep; Mountain’s Hearth; Polliver’s; the Turned Spoon; and numerous others. Taverns: Coxcomb Spirits; Dergan’s XXX Brewery; Michael’s Blond; Pickled Imp; Pig and Bucket; the Salty Mug; and numerous others. Supplies: Dungeoneer’s Survival Emporium; Elsir Consortium; Merty’s; Stonehome Treasures. Temples: Divine Knot (various); Shrine of Erathis; Stone Anvil (Moradin).
best to keep the streets free of rubbish, the materials and industries produce ripe odors a shade better than death. Sounds: One can hear the creaks of wagons, the spillage of liquids, crackling fire, the screams of animals at the slaughter, and the grunts of hard labor.
Elftown “Don’t know why they still call it Elftown; can’t say as I’ve ever seen an elf there.” Elftown covers the northwestern corner of the inner city and takes its name from the one elf to live there some seventy years ago. The community consists of upscale and well-off entrepreneurs, merchants, bankers, lawyers, physicians, and other members of Overlook’s upper crust, and many folk elsewhere want to inhabit a small house on the edge of this fine quarter. Buildings: With fine buildings of astonishing architecture, white-washed or painted in pastel colors, Elftown has some of the nicest homes and shops in the city. Even the smaller houses are sumptuous compared to those of pretty much anywhere else in the city, and all are accented by parks, lawns of green grass, statuary, and beds of exotic flowers and semimobile plants. Streets: Aside from the broad Dwarfroad that winds though Elftown, most streets are large enough to accommodate two carriages side by side. The roads are covered in pale white stone and maintained by a legion of well-paid servants. Even the side streets are clean and lit with everburning torches contained in iron lanterns to chase away the shadows. People: In spite of the name, few, if any, elves live in Elftown, though several eladrin are affiliated with the ambassador who takes residence here. Instead,
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Siege of Bordrin's Watch wealthy humans and dwarves command this section of the city, though one can be sure to find a handful of dragonborn, a smattering of tieflings, and a few reckless halflings. Sights: Observers can see black carriages pulled by teams of matching horses, patrols of uniformed guards, and fountains sending spray into the air, as well as servants painting houses, cleaning the streets, and avoiding attention. Smells: One is likely to smell fine cooking, freshcut grass, the perfume of brilliant flowers, incense, and other pleasant aromas. Sounds: Notes played on a harp, the singing of a lovely young woman (or a younger man), a haughty noble screaming at a servant, the whinny of horses, and the clink of gold are common sounds.
Forgeworks “Let me tell you about this place I know. If you’re looking for armor, I can think of nowhere better to go.” The Forgeworks, or just the Forge, is a middle-class district given over to successful artisans, tradesfolk, and other men and women who work hard and are successful in their professions. More than half of the buildings here are workshops with apartments overhead. Warehouses, businesses, stables, and other places of industry round out the rest. The Forgeworks stands in the Middle City, south of Tradetown. Buildings: Small shops with flats above line the streets, punctuated with the occasional tavern, shrine to Moradin or Erathis, and speckled with overlarge warehouses. Streets: Broad streets, wide enough to accommodate aurochs and wagons, run through this district, while narrow alleys branch off to disappear in the maze of buildings beyond. Cobbles cover the ground
and most are even to provide smooth transport to and from the Forge. People: Dwarves and humans live side by side in the Forgeworks, but one can also find a small population of half-elves, gnomes, and a few others as well. During the day, business here brings folk from all over the city to do business. Sights: Blacksmiths hard at work at their forges, weavers chatting while working their looms, painters, tailors, and a host of other shops and business, all produce goods for the citizens of Overlook and beyond. Smells: The air is pregnant with the smells of sweat, smoke, and industry. Street vendors sell meat
pies, sausages, and other portable foods for workers and visitors alike, lending the pleasant (or not so pleasant) aromas of their fare to the atmosphere. Although a busy part of Overlook, the Forgeworks is surprisingly clean. Sounds: Frequent sounds are hammers on anvils, a sharp curse, the hum of conversation, wagons creaking, aurochs straining in their traces, and the sound of footfalls from passersby.
High Hall “The heart and soul of Overlook, son, High Hall is where the movers and shakers make all the decisions.”
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Siege of Bordrin's Watch High Hall, or the Old City, is where the city leaders convene to govern Overlook. Few folk still live in High Hall since nearly every inch of available space is given over to the various ministries making up the city’s government. Thus, aside from a few extremely wealthy folks, most people funnel out of High Hall at the end of the day to head home to Elftown, Stonehammer, or elsewhere. Buildings: High Hall consists of a forest of massive buildings packed tightly inside its walls. Towers thrust up from the fortresslike structures, climbing high above the walls and affording a look at the entire city and the lands all around. Most buildings house one of the dozen or so ministries that see to keeping the city operating. Examples include the Ministry of Commerce, the Ministry of Foreign Affairs, the Ministry of War, and so on. Each operates out of a marble or brick building fronted by impressive statues of dwarf warriors, artisans, and historical figures, while the walls themselves bear intricate carvings and basreliefs capturing key moments from the city’s history. The outer edge of High Hall holds the businesses and few homes of those who grease the engines of politics. Restaurants, inns, and a few shops provide patronage to the city’s elite, but they shut down at nightfall. Streets: Suffering from too many buildings in a confined space, High Hall’s roads are positively perilous. Tight and cramped while winding through the heart of Overlook, they contain numerous shadowy alcoves, dead-ends, and limited range of sight as they turn and twist. Although High Hall doesn’t have a thievery problem, it does suffer from hired killers. The dwarves deal honorably with one another, but the same cannot be said for all the city’s representatives, and rival humans, tieflings, and others might resort
to murder to eliminate an inflexible politician. Thus, most high-ranking officials surround themselves with guards, making travel anywhere in High Hall all the harder. People: The Council of Elders might all be dwarves, but the rest of the city’s government is as diverse as the city. Bureaucrats, functionaries, messengers, and palanquins bearing representatives from other districts all make their way through High Hall throughout the day, and sometimes at night. Sights: Buildings, buildings, and more buildings crowd the district, their carved façades telling ancient stories of heroic dwarves, the end of the Age of Chains, and other historical events that helped shape this region. One might see workers cleaning up a murder scene, while street vendors sell everything from amulets that promise to bring good luck in the courts, to food dealers, and tattered street lawyers searching for clients. Smells: Overcrowding and the malaise of too many people gives High Hall an unpleasant aroma in spite of the fact that the Council spares no expense in keeping this part of the city clean. Wafting up from the streets is a mix of rubbish, food, and sweat, but compared to other sections of Overlook, High Hall is tolerable. Sounds: Throughout the day, a steady hum of conversation sounds, punctuated with the ringing of bells, the angry shouts of guards as they escort their worthy charges through the press of people, voices raised in protest at some new law, and an assortment of other noises make High Hall loud. At night, however, it becomes deathly quiet.
Nine Bells “Nine Bells, Nine Hells, all the same to me.” Nine Bells district takes its name for the nine temples found in the heart of the district. Since these temples cater to the sick and the poor, this district draws the hungry, the diseased, and the destitute to its streets. Before the walls were raised here, Nine Bells was a place of great wealth—a community favored by those rich citizens who wanted to escape the clamor of the city. However, after it was annexed along with Blister and the Boneyard, the estates were abandoned and the folks fled to Stonehammer or Elftown to escape the flood of destitute people that washed into the place. Now, Nine Bells is the worst part of the city and is ever a source of embarrassment for the city’s elite. Buildings: With rotting estates, old vineyards now overrun by tents and wooden shacks, sagging rowhouses, and communities of tents, Nine Bells decays even while the rest of the city grows strong. The businesses, such as they are, cater to darker interests, including dreaming halls, sinister taverns, fighting pits, and disease-ridden brothels. Huddled in one corner of this district are nine great temples, raised long ago, but faced, on all sides, by poverty, despair, and the worst sorts of people imaginable. Called the Divine Knot, a few of these temples have been abandoned, while the rest keep small staffs of dedicated servants who soldier on to fight the misery plaguing this district. Streets: As one might expect, Nine Bells’ streets are muddy lanes and narrow alleys, all filthy and most worming through the press of decaying buildings. Closest to the temples, the muddy roads gain cobbles, typically clean and free of debris. People: Nine Bells is the bottom of the barrel, so to speak, and it welcomes anyone who has nowhere
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Siege of Bordrin's Watch else to go. Humans, dwarves, tieflings, halflings, gnomes, and even a few half-orcs scratch out an existence in this wretched mire. Despair is strong here and it drives many of its people to commit unspeakable acts to survive. Drugs, prostitution, and even slavery can all be found here. Sights: A dead dog rotting in the streets, a swarm of rats cornering a gaunt gnome in a darkened alley, a hideous crone hobbling under the weight of her scavenged scraps, a gang of children armed with sharp knives and hungry eyes, and a robed priest swinging a smoking censer to chase away the spirits can all be found in Nine Bells. Smells: A fecal stench hangs in the air, mixed with the equally nauseating odors of vomit, rot, and rubbish. People here are unclean and their odors mingle with that of the befouled air to create a symphony of noxious odors. Nearest to the temples, the air grows a bit more tolerable thanks to incense and the modicum of respect the people show the men and women of the cloth. Sounds: Within this area, one can hear mad laughter echoing out of a darkened ally, a woman’s cry, a wailing child, the sound of flies devouring an abandoned carcass, the splash of effluvia, and the whisper of a threat.
Stonehammer “There’s a different kind of stench in Stonehammer . . . it’s the stench of arrogance.” Stonehammer occupies the southern half of the inner city, and it wraps around High Hall up to the Dwarfroad. Like Elftown, Stonehammer is home to the wealthy citizens of Overlook, specifically the dwarves. Since this district is cleaner, safer, and more exclusive than other parts of the city, great deal of resentment
exists toward the folks of Stonehammer from those of lower means and status. Buildings: Stonehammer is the most dwarven of districts, and its buildings are grand, sweeping, and magnificent to behold. Towers that thrust up from lower levels rival those found in High Hall in terms of height and grandeur. Since space is at a premium, the dwarves here have built upward. The wealthiest citizens live in the aeries, while servants, low-born dwarves, and all those who support the sumptuous lifestyles of the elite dwell in the ’Dark—the bowels of Stonehammer. Streets: The towers feature wide, sturdy bridges of stone, each fitted with high railings to prevent accidents and equipped with everburning torches for safety. In the ’Dark, the roads are tight and twisting, threading around the towers’ bases, and plunged in nearly perpetual darkness. People: Stonehammer is exclusively a dwarven district and nondwarves are not permitted to live here. Other races often work in the ’Dark, but even they must keep their residences outside the district. Folk here are wealthy and powerful, and they represent the best the city has to offer. Sights: A knot of dwarf priests bestow blessings on a newly completed bridge, a palanquin borne by a dozen human thralls bears a dwarf lady to an upscale market, a pompous dwarf aristocrat waxes on about his successful ventures in Tradetown, and stern-faced guards armed with halberds block access into the innards of an impressive tower. Smells: None; the air is clean, although a breeze might push the fetid odors from the rest of the city, but such occasions are rare and brief. In the ’Dark, dust, sweat, and wood smoke fill the air, tinged with a faint chemical smell.
Sounds: Deep, resonating laughter, the bass voice of a dwarf noble, the grunt of a thrall bearing the weight of his charge, the hiss of a spiretop drake, and the sounds of good living permeate the district.
Tradetown “Have a care in Tradetown, son. You can go there with a full purse and come out with nothing more than a pail of beans.” Tradetown is a melting pot of all races, cultures, and occupations. In many ways, Tradetown is a lot like the Blister, but it has been established for longer and it has a mix of fabulous wealth and appalling poverty. Tradetown, as one might expect, is a commercial and retail district, where merchants, tradesfolk, and prospectors come to do business. Most middle-tier business-inclined people have homes here and gather in coffee houses, upscale bars, and bathhouses to do business. In stark contrast to the bustling commerce, Tradetown is also home to a powerful thieving guild named the Lost Ones. A clandestine organization, they have agreements with nearly all the major enterprises here, offering protection (or rather exemption) from thievery and the promise to leave their customers alone. Buildings: Tradetown is a hodgepodge of stone buildings (many of dwarven architecture), wooden structures, warehouses, shops, inns, taverns, and everything and anything a person might want in a city of this size. Streets: Tradetown is every bit as cramped as the Blister and in some ways more so for the vendors and hawkers crowding the streets. Moving merchandise into Tradetown is a chore and often requires porters rather than wagons to transport anything of size. The
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Siege of Bordrin's Watch roads are cobbled, but alleys and side-streets might be muddy and covered in rubbish. People: Tradetown is home to a dizzying number of people, from elves and eladrin to lumbering halforcs and goliaths. Humans and gnomes rub elbows in taverns, while dwarves of low character might engage in backroom deals with sinister tieflings. Sights: Merchants line the roads, selling an assortment of goods that range from magic items, ritual ingredients, and curiosities, to common goods such as pots, pans, cutlery, trade goods, and everything in between. Shady men and women walk the streets, eyes in constant motion as they search for new marks, while grifters and charlatans peddle cure-alls or use trickery to part their customers from their coin. Urchins run through the alleys, leading visitors through the safer parts of Tradetown, while disguised halflings lead other visitors to the nastier corners, where the travelers can find beatings and robberies instead of their destinations. Smells: An unsettling mixture of roasting meats, beer, ale, and spices blends with excrement, sweat, and the strange odors of illegal substances, wreathing the district in a perpetual haze. Sounds: One can hear woman’s laughter, a dragonborn’s growl, an argument, a shout of “thief!,” children playing, a yelping dog, a persistent merchant’s pitch, and the whispered invitations from second-story rooms overlooking the narrow streets.
Shantytown “You think Nine Bells is bad? Spend a night in the Shantytown.” Not a true district, Shantytown clings to the back of the city like festering boil. Shantytown is a wretched maze of tents, shacks, and rotting wooden buildings,
and it is home to the poorest and most desperate of people that have nowhere else to go. Most of Shantytown’s people are refugees from other lands, victims of tragedy and circumstance, or exiles who keep a low profile so they can go about their wicked business without attracting attention. Thus, Shantytown’s people are beggars, destitute farmers, maimed adventurers, undead, necromancers, cultists, and worse, all thrown together in one of the most desperate spots in the region. Buildings: Tents and lean-tos make up the majority of “buildings” in Shantytown, though some wooden structures rise up from the mess like islands in a sea of misery. Streets: Little better than muddy paths wending through heaps of debris and filth, no one is sure if the mud is actually mud. . . . People: People of all races and from all lands live here, though humans appear to be the most numerous. Most have hard luck stories, but a few live here by choice—for easy hunting or to escape notice. Sights: One can see a filthy child screaming in the middle of a street, a flock of chickens fleeing from a hungry cat, a brown-clad cultist with a rat skull on a thong around his neck, a shrine dedicated to a sinister god, and a bloated corpse ripening in the sun. Smells: Filth, filth, and more filth—the stench of Shantytown is staggering. Sounds: Within this area one can hear laughter and crying, moans and sighs, the squelch of footfalls, the grunt of pain, the short shriek of butchered animal, the howl of a dog in pain.
Key Locations The districts are broadly described so you can stock them with shops, temples, and inns as you need, but a
few locations warrant mentioning. Each entry corresponds with a location shown on the Overlook map.
1. Dwarfroad The old Dwarfroad emerges from the Elsir Vale and climbs the slopes of the Stonehome Mountains, moving through Overlook and ascending up to Bordrin’s Watch and down the other side into the badlands beyond. The old road is far older than Overlook, having been paved during the Age of Chains by dwarf slaves for their giant masters. After the dwarves successfully rebelled, the Dwarfroad served as a primary trade route for the old dwarven kingdom that followed, but over the last century or so, goblins, bandits, and worse, have made travel along it perilous. Still, closer to Overlook, the road is somewhat safe and folk near the city still make use of it.
2. The Gray Redoubt of Rufus Crumley The so-called “gray redoubt” is a leaning tower of gray and black stone that has the dubious distinction of being the tallest structure in Shantytown. Speculated as being as old as the city, the tower has had many owners over the centuries, but is currently the home to one Rufus Crumley. A dabbler in necromancy and the dark arts, Crumley is a wildly unpopular figure in the Shantytown, but powerful enough that no one dares report him to the authorities. For the most part, Crumley keeps to himself, working in his laboratory to master the secrets of undeath and foul magic. It’s whispered that undead horrors guard the tower, so not even the thieves of the “district” dare attempt burglary. It’s well known that Crumley pays good gold for cadavers and
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Siege of Bordrin's Watch Rufus Crumley Level 9 Elite Controller
Medium natural humanoid, human XP 800 Initiative +7 Senses Perception +8 HP 188; Bloodied 94 AC 25; Fortitude 20, Reflex 24, Will 22 Saving Throws +2 Speed 6 Action Points 1 m Dagger (standard; at-will) Poison, Weapon +13 vs. AC; 1d4 + 3 damage, and ongoing 5 poison damage (save ends). r Ray of Rot (standard; at-will) Necrotic Ranged 10; +13 vs. Fortitude; 1d6 + 6 necrotic damage, and the target is slowed until the end of Rufus’s next turn. A A Grave Wind (standard; recharge ⚄ ⚅ ) Necrotic Area burst 2 within 10; +14 vs. Fortitude; 2d8 + 6 necrotic damage. A swirling cloud of souls appears in the area and remains until the end of Rufus’s next turn. It grants concealment, and any creature that starts its turn in the area takes 6 necrotic damage. Invisibility (standard; sustain: standard; encounter) Illusion Rufus can turn invisible until the end of his next turn. Alignment Evil Languages Common, Infernal, Supernal Skills Arcana +16, Religion +13 Str 11 (+4) Dex 16 (+7) Wis 19 (+8) Con 14 (+6) Int 22 (+10) Cha 14 (+6) Equipment patched robes, dagger, staff
is knowledgeable in a few rituals useful for removing afflictions, and, if it can believed, thwart death. DM Tip: Although Rufus deals in black magic, he doesn’t pose much of a threat to Overlook since his work is largely theoretical. Should the PCs need discreet healing for an ailment or death, Rufus provides it with no questions asked, making him a useful, if shady ally.
3. Clean Sheets A sagging, rotting building leaning out over the old Dwarfroad, this inn hasn’t had clean sheets since it first opened for business a decade ago. What it does offer is shelter and a suspicious meal. Clean Sheets’ accommodations include a pair of private rooms, or
a cot in a large common room in the attic. The main floor consists of a kitchen and dining hall where a patron can buy a burned or undercooked meal, tepid beer, and cloudy water for a reasonable price. DM’s Tip: Yerrin Dalovoy, a halfling with a wicked scar on his left cheek, runs the place, having won it in a game of Three Dragon Ante a few years back. He uses the inn as a front to smuggle drugs and poisons into Overlook, supplying his contacts in the Lost Folk with useful commodities for their criminal interests.
4. Mountain’s Hearth Just inside the east gates and facing the old Dwarfroad is a three-story inn named the Mountain’s Hearth. Famed for its clean and neat accommodations, fine meals, and pleasant staff, the Hearth is one of the more popular stops in Overlook. The dwarf matron Reggen runs the place like clockwork, and her persistence and dedication has paid off. Unfortunately, the Lost Folk have been putting pressure on her to pay for protection. So far, she has resisted and has paid the price for her refusal in the vandalism and dark threats she has endured. She’d pay well if someone could get these thugs off her back.
5. Pig and Bucket One of the Blister’s most famous dives, the Pig and Bucket is a one-story tavern squashed between two boarding houses of ill-repute. Most of the tavern consists of the beer hall, where booths line the walls, and row tables and benches fill the open area in the center. A wooden bar, replete with names and curses carved onto its surface, runs along the back wall, where a dozen casks hold a variety of beers.
Adventurers and mercenaries loiter in the Pig and Bucket, because it’s a good place to find work and exchange news. Merchants, wizards, and shady types drift in and out the bat-wing doors day or night, so one doesn’t have to wait long before someone blows in with a job offer. Kyle Rester cultivates this atmosphere since he was an adventurer in his youth. His bright red hair has gone to gray and his freckled face is creased and wrinkled with age, but he’s competent and knows his way around a sword.
6. Dungeoneer’s Survival Emporium A narrow building, but deep, the Dungeoneer’s Survival Emporium is a general store specializing in common goods such as rope, packs, tents, and bedrolls—all available for reasonable prices. The shop doesn’t deal in weapons or armor, but if a customer flirts enough with Myra Edgerton, a half-elf of prodigious size, he might just gain access to the store of wondrous items she has collected over the years. DM’s Tip: Myra is in fact a doppelganger assassin (Monster Manual, page 71) and uses her cover to avert suspicion toward her nocturnal ventures. She’s careful to conceal her true nature, and she acts as a facilitator for those needing a discreet blade, claiming she knows people, when in fact, she is the “people.”
7. Tombs Adventurers don’t have much reason to explore the Boneyard unless they’re in need of leathers, dyes, or a funeral service. In fact, the thing that brings most people to the Boneyard is the Tombs, Overlook’s old graveyard. As large above ground as it is below, Tombs contains the burial vaults for citizens dating back to the city’s founding. The city eventually swallowed it
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Siege of Bordrin's Watch up when it annexed the Boneyard a hundred years ago. For as much as the groundskeepers maintain Tombs, the cemetery is a grim and foreboding place, aided by the overlarge temple of the Raven Queen that crouches in the heart of the maze of headstones, vaults, and crypts. DM’s Tip: Although not advertised, Tombs loses a dozen cadavers every year. No one is sure where they go or if there are robbers about, but the attendants— who leave much to be desired in their vigilance—see the loss as acceptable.
8. Dergan’s XXX Brewery Dergan’s XXX Brewery is home of Dergan’s XXX Stout, a full-bodied black lager brewed using a recipe passed down through a dozen generations of dwarf brewmasters. The current brewer is a dwarf by the name of Forsworth Clangman, and he takes pride in continuing his family’s tradition. The Brewery is beloved by laborers throughout the Forgeworks, and off-duty workers come each day to drink away their wages in the comfort of this dark tavern and brewery.
9. Stonehome Treasures Mikal Rensfield runs Stonehome Treasures, an unassuming shop specializing in selling goods produced in and around Overlook. Rensfield, an enterprising human merchant, solicits finished materials from artisans in the city and from the outlying villages and turns them around for a profit in the Forgeworks. His merchandise is an eclectic mix of mundane equipment, weapons, armor, and a smattering of magic items he has picked up for a steal from local explorers. Treasures, as it’s often called, does a brisk business in the city, and adventurers of discerning taste shop here exclusively.
10. Belden’s Rest An adorable elderly couple runs Belden’s Rest. Rory Teng, human, and his wife Ruth, half-elf, have operated the inn since it was first built, and the inn has a reputation for its comfortable rooms, excellent food, and courteous staff. Prices are reasonable and the owners find new ways to surprise and please their guests during their stay. The inn consists of a lounge and restaurant on the main floor, with the upper two floors given over to private rooms. They’re best known for their pressed duck. DM’s Tip: Rory and his wife are secret cultists of Asmodeus and the couple keeps a shrine to the dark god in a secret room attached to their cellar. On (un)holy days, they and their fellow dedicates gather beneath the inn to perform blood sacrifices to their master. They hide their activities well, but the fact that tieflings stay here for free is a big clue to where their loyalties truly lie.
11. The Salty Mug This tavern nestles between the steep cliff that runs through the Tradetown and the middle wall, so the sun shines upon the building only in the middle of the day. The rest of time, shadows cloak the place, providing a fitting atmosphere for a haven of thieves and scum. Founded a dozen years ago by an ex-pirate named Kyne, the Salty Mug immediately attracted the worst sort of clientele—prostitutes, thugs, murderers, thieves, and, of course, adventurers. Fights break out here all the time and murders are common enough that when a stabbing occurs, the bartender—a brutish hobgoblin named Krunk, collects the body and sells it to the renderer the next morning. In spite of the danger, the Salty Mug is a good place to pick up rumors and happenings in the city. People
haunting its booths are connected and they keep a finger on the pulse of the city.
12. Merty’s This gaudy shop fronts the old Dwarfroad as it passes between Tradetown and Forgeworks. The place is painted in pastel colors and big glass windows in the front display adventurers battling with papier-mâché monsters. Merty’s sells a variety of gear and equipment, all for 150% above the normal prices. What the place lacks in good deals, it more than makes up for in variety, making this shop an excellent choice for adventurers looking to track down ingredients, magic items, and other hard-to-find gear. A halfling named Riley Swifttoe owns the place and keeps a gnome artificer on hand to put together custom goods.
13. Shrine of Erathis In the heart of Tradetown stands a small shrine dedicated to Erathis. Little more than a covered altar, littered with stubs of incense and scraps of paper containing prayers offered up by locals for good fortune, and a large idol of the goddess looking off to the horizon, people come here throughout the day or night. A gentle old woman named Haelyn attends the shrine and accepts tithes from penitents and those seeking the deity’s blessings. Haelyn might know a few rituals to remove afflictions, but she is not, in fact, a cleric.
14. Coxcomb Spirits A proud rooster adorns a hanging sign above the entrance to Coxcomb Spirits. More restaurant than tavern, Coxcomb Spirits offers a fine selection of wines, beers, ales, and liquors to accompany the artful meals prepared by Chef Drebben. The Spirits
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Siege of Bordrin's Watch caters mostly to the city’s elite, and a nonpolitician might wait for months for reservations. Ironically, a ghost in its cellar haunts the Spirits. Drebben has contained the unruly and unwanted guest by arranging holy symbols around its lair, but he fears his solution is temporary at best. He’d hire someone to clear out the ghost, but fears it would be bad for business.
15. Stone Anvil Easily one of the largest buildings in Overlook, Stone Anvil is a grand cathedral dedicated to Moradin. The church’s foundation extends deep into the earth, where copyists work to transcribe the holy texts of Moradin, write holy books, and compile ritual books for the clergy. Some say these cavernous vaults hold far more than the legion of scribes and that ancient relics from the Age of Chains are buried in the deepest of vaults. Above, stone walls assembled from blocks of stone larger than many homes climb far above the bridges and buildings of Stonehammer. Its uppermost levels are studded with leaded windows that sparkle in the sun, each of which is shaped to resemble hammers. Doors to the worship hall rise 40 feet and require six dwarves to open or close them such is their great weight. The Stone Anvil is open to all who would pay homage to Moradin, but its placement in the city as well as an unwelcoming atmosphere results in its congregation being nearly all dwarves. The current high priest is Durkik Forgeheart, and he has served three decades. Durkik, a dwarf, began his career as a pious servant of his god, but years of corruption, wealth, and status have chipped away at his idealism, leaving him grasping and opportunistic, which makes him
little better than any of the bureaucrats choking the life from the city.
16. House of Sleep The House of Sleep specializes in exemplary service and keeps out unwanted guests with its exorbitant prices. A great tower that stands seven stories tall and is pierced with so many arched windows, the building appears as if it has more glass than stone in its construction. The House offers private accommodations only; each suite of pleasant rooms includes a small kitchen, lounge, and bedroom, as well as the service of two servants who see to the guest’s every need. Kalaban Whisperwind, an eladrin expatriate, owns the House of Sleep and dotes on his guests. A cultured and educated man, his life is one of service. Those who can afford a room here are never disappointed.
17. The Turned Spoon The Turned Spoon is a quaint restaurant on the southern edge of Elftown. Founded by a cadre of halfling chefs from the riverlands to the south, they offer a large menu and a dizzying array of spirits. The restaurant is comfortable, with padded chairs and low tables. Deemed a romantic spot by the elite, and the epitome of excess by everyone else, the Turned Spoon offers large meals of unimpeachable quality.
18. Elsir Consortium Forty years ago, a group of merchants set aside their differences and combined their businesses to found the Elsir Consortium. Their unified front allowed them to expand their individual markets to nearly every community in the Elsir Vale until a decade later, and they have emerged as one of the most pow-
erful commercial forces in the region. Ever since, the Consortium has only grown larger and more successful, which is a fact not lost on the folk of Tradetown and elsewhere who have begun to resent the Consortium’s influence. Overlook houses the Consortium’s warehouses and production facilities in Elftown. Fronting these buildings is a small shop that provides goods, weapons, armor, and other materials (none of which is magical) at a 10% discount below those prices listed in the Player’s Handbook. DM’s Tip: The Consortium is indeed a powerful merchant conglomerate, but its interests extend much further than moving mundane goods around the Elsir Vale. The Consortium has turned hungry eyes at a bigger prize; they hope to oust the ruling Council and install a government friendlier to the Consortium’s interests, preferably consisting of individuals handpicked by the merchants. A small cadre believes the coming conflict will be good for them, since they expect that a disastrous defeat at Bordrin’s Watch will weaken the Council’s influence and open the door for a coup. When this occurs, the Consortium intends to move in with their mercenary soldiers, which are hidden throughout the city, seize the government, and shatter the orc armies themselves.
19. Polliver’s Polliver’s is a small inn and club used by visiting officials and for local officials in need of clandestine meetings. A large building, four stories tall, it sits atop a tower near the eastern gate into the High Hall. Tall glass windows face out on all sides, with burgundy curtains inside that can drawn closed for privacy, while a pair of golden griffons stands watch to either side of the bronzed doors. The inside is just as grand
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Siege of Bordrin's Watch as the outside, with high ceilings, patterned floors in priceless woods, and a legion of servants that cater to their guests. Large rooms, on scale with those found in the House of Sleep, fill the upper levels, while a bar, restaurant, game room, and smoking lounge fill out the main floor. Officials and envoys use Polliver’s to conduct private meetings, to make secret deals, andto chart the course for the future of Overlook. As such, membership is gained by not only circumstances of birth and wealth, but also for a candidate’s discretion. Being a member of Polliver’s is an expense many in Overlook find worthwhile.
20. Michael’s Blond In stark contrast to Polliver’s and the other pricey establishments in High Hall and Stonehammer, Michael’s Blond is a down-to-earth tavern that specializes in serving the working class, offering honest fare, good brew, and a comfortable environment all for a modest fee. Few officials would sully their names by having dinner here, but those looking for information on the elite might pry a few secrets from disgruntled servants deep in their cups.
21. Caer Overlook (Government) Rising above all the other districts and buildings in the city is Caer Overlook, a sprawling fortress of stone hauled out from the depths of the earth from the very mines the dwarves excavated during the dark days of their enslavement. The castle consists of eight round towers arranged in a star pattern surrounding a central keep capped with a domed roof. Hedging in all the towers and the keep is another stone wall, taller than the wall bounding the High Hall, and it raises 200-feet tall.
If the scale were not impressive enough, the architecture in the details establishes the fortress as one of the greatest in the lands. Carvings, engravings, and bas-reliefs adorn the walls, capturing moments of dwarven history and inscribing those grudges to which all dwarves still cling. Scrollwork bears threats and promises, vows of vengeance against orcs, giants, and anyone or anything else that had wronged these people. Inside, the same degree of artistry appears throughout the building, from the brilliant tapestries to the inlaid stone work covering the floors, and statues of the courageous Firstborn who sacrificed their lives to liberate their kin. All this, inside and out, pales before the brilliant majesty of the Council Chamber: the High Hall. This magnificent room measures 200 feet in diameter with a great dome overhead. A dais, raised 20 feet above the echoing chamber, holds the five high-backed chairs for the councilors. The floor around the dais is polished to a mirror finish to reflect the mural on the dome overhead. In it, one can see an artist’s rendition of Moradin’s wrath against the primordials, telling the story of the god’s gift, the betrayal, the Age of Chains, and culminating in the dwarves’ liberation. Caer Overlook provides quarters for the elders as well as smaller apartments for the districts’ representatives and their families. Each is a sumptuous room with high ceilings and marble floors. Fireplaces large enough for a grown man to stand hold roaring fires, heating the entire castle through a feat of engineering, while everburning torches illuminate the halls and chambers with a soft white light. Few, however, have the chance to behold the splendor of this place, since the guardians protecting the councilors are
vigilant in safeguarding the private rooms and inner vaults.
22. Ministry of War The Ministry of War is more compound than single structure, consisting of six buildings arranged inside a walled-in courtyard. Three buildings are barracks for the garrison that protects and patrols the city. The fourth serves as an armory and smithy, producing weapons, ammunition, and armor for recruits. The fifth building houses the officers quarters, while the sixth contains the officers of the War Minister. The Ministry of War produces both soldiers and watchmembers, and their training regimens are nearly identical. The Ministry accepts most candidates provided they are fit and able, but it allocates recruits to the city watch or garrison. Some candidates, no matter how eager, are refused. Topping the list are gnomes, any goblinoids (reformed or not), orcs (and their kin), and any other individual that lacks the strength, discipline, or ethical substance to serve. DM’s Tip: Rumors tell of a third branch of the Ministry of War, a covert group of operatives that combine teams of individuals with untraditional talents, such as wizards, warlocks, and others. If such a group exists, the Council and the Ministry both deny their existence.
23. Cadrick’s Boarding House When other districts provide lodgings, one might wonder why anyone would rent a room in the Nine Bells. There are few good reasons and those who do seek out a place to stay here are either too poor or too desperate to hunker down anywhere else, or, worse, need or have to keep a low profile. In any event, Cadrick’s Boarding House welcomes any and all
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Siege of Bordrin's Watch inside its mildewed walls, offering dirt cheap rates that even include a loaf of bread (with crunchies!) and a pail of murky water. One never fears being alone in the rooms, because lice, fleas, and other vermin infest the straw mattress beneath stained sheets. No detail is spared in this interesting place, with peeling wallpaper revealing swathes of black, quivering mold, clouds of flies, and spiders so big, a shoe large enough has not been cobbled to silence their scuttling. Wendell the Sott owns the Boarding House and is not sure who Cadrick was, though he’ll tell you he did at one time if he can be sobered up long enough to reply. An army of sycophants and hangers-on lurk in the shadows of this building, taking residence here thanks to Wendell’s good graces or his obliviousness. DM’s Tip: The folk loitering around Cadrick’s Boarding House are a band of a rabble-rousers and agitators—anarchists that want to see the Council dissolved and laws removed, letting the city go back to a more natural state. They hide their intentions and their purpose well, except for the bits of graffiti that show up all around the inn, with such profundity as “Dwarves suck! Orcs Rool!” and “Armen wuz here.” Clearly, this group is disorganized and doomed to failure, but if an individual could unite them and give them some direction, there are enough of them to be dangerous.
24. Divine Knot The Divine Knot is the name given to the nine temples filling out the northwest corner of the Nine Bells district. Each temple is a grand house of worship designed to honor the gods, but is marred by the squalor and filth contaminating this district. For years, the priests worked to clean up their environs but frequent failures have chipped away at their
resolve, leading a few of the temples to close their doors (specifically Ioun, Moradin, and Pelor). The rest—Avandra, Bahamut, Erathis, Kord, the Raven Queen, and, oddly, Zehir—remain, but with small clergies and smaller congregations.
Fear about the orc army spreads through Overlook like a cancer, but it also emboldens groups who see the confusion and chaos as a singular opportunity for mischief. A group of anarchists emerges from Nine Bells to cause trouble in a higher-class district.
25. Pickled Imp
Outraged Drakes (Level 1; XP 500)
The Pickled Imp is an infamous tavern located just inside the Nine Bells. Taking its name from the large jar containing a dead imp suspended in brown fluid sitting proudly on the old wooden bar, the Pickled Imp is no place for the meek. Tucked away on a side street a few blocks away from the western gates, the Pickled Imp squats at the end of a foul alley, which is littered with slop tossed from the windows of tenements on all sides. The favored watering hole of beggars, storytellers, vagabonds, madmen, and shiftless folk, the Pickled Imp provides watery wine and a bitter yellow fluid that passes for beer. Fights are common, and in the cellar, the Imp’s patrons can watch kobolds fight brutal death matches.
Urban Encounters Between expeditions, the characters can retreat to Overlook to rest and recover, to acquire rituals and gear, or gather additional information. While in the city, you can use any of the following encounters to make their time in the city more interesting.
Anarchists (Level 1; XP 498) ✦ 2 human bandits (level 2 skirmisher; Monster Manual, page 162) ✦ 8 human rabble (level 2 minion; Monster Manual, page 162)
✦ 5 spiretop drakes (level 1 skirmisher; Monster Manual, page 90) Years ago, Overlook brought in spiretop drakes to control the growing rat problem. It worked, but now the drakes are everywhere. Generally, the drakes are comfortable enough around humanoid races, but if their eggs are disturbed, they can become fierce, as in the case of this clutch. An enterprising thief sought to snatch a few eggs and turn a profit outside the city and for his trouble, he found death instead of gold.
Pressgangs (Level 1; XP 524) ✦ 2 halfling thieves (level 2 skirmisher; Monster Manual, page 152) ✦ 2 human lackeys (level 7 minion; Monster Manual, page 162) ✦ 4 human rabble (level 2 minion; Monster Manual, page 162) Overlook has sounded the call to war, and many people have answered without the need of having to pressgang folk into service. A few gangs, however, emerged from Nine Bells, Blister, and the Boneyard, and they now roam the streets, ambushing anyone they find in the name of patriotism and delivering their bloody charges to the Ministry of War for fresh recruits.
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Siege of Bordrin's Watch Lost Ones (Level 2; XP 675)
Beyond Overlook
✦ 1 human mage (level 4 artillery; Monster Manual, page 163) ✦ 4 human bandits (level 2 skirmisher; Monster Manual, page 162)
Overlook is one of the most interesting features of the Stonehome Mountains, but it isn’t the only one. Ruins of the old dwarven kingdom dot the peaks for hundreds of miles to the north and south, while old caves lead to tunnels worming through the rock. Closest to the Overlook, though, the land is safer and is home to numerous villages and other places of interest. Armistice: Purported to be the site of victory of the giants and orcs, here the freed dwarves signed a compact of peace that would bind them into one nation. Now the kingdom is no more, so Armistice is just a relic of the past filled with old codgers who think back on better days. Bordrin’s Watch: Straddling the old Dwarfroad is a mighty fortress that was raised to control traffic across the mountains and protect the Elsir Vale from attack. Bordrin’s Watch contains one of the three access points to the tunnels beneath the mountains. The stronghold consists of a long wall, which is 150-feet tall and over 80 feet thick at the base, and it is punctuated with steep towers fitted with arrowslits. Battlements cap the wall, allowing sentries to watch the pass and defend the fortress from attack. Atop each tower is a pair of catapults. Ballistae and scorpions are positioned every 40 feet along the wall’s length. In the center of the pass is a massive gate. Its doors stand 100-feet tall, and it takes 40 aurochs to pull them open. The gatehouse surrounding the doors consists of two towers, each as tall as the wall and wider than three standing towers together. Bordrin’s Watch can accommodate 3,000 soldiers on the walls and in the towers, but the grounds on the eastern side of the pass can hold up to 100 times this number if need be. Granaries are replenished
The characters stumble onto a group of Lost Ones intimidating a shop owner into coughing up gold for “protection.” These enforcers respond with violence to any interference, but they scatter if the mage is taken out. Henceforth, the PCs gain the Lost Ones as enemies, and during the adventurers’ stay, they discover that some shops and taverns refuse them service and that their steps are dogged by gangs of these criminals.
Mysterious Killers (Level 3; XP 750) ✦ 2 doppelganger sneaks (level 3 skirmisher; Monster Manual, page 71) ✦ 3 human guards (level 3 soldier; Monster Manual, page 162) While moving through the city, the PCs come upon a vicious fight in a darkened alley. There, the attackers are finishing up slaughtering another group of adventurers. Should the PCs defeat the attackers, they find on them a list of names, some unknown, others known, including those of the Freeriders (see page 24) and four of the five player characters. These killers were hired by a mysterious agency in the city who’s working to eliminate potential problems as his plans unfold. A future adventure can provide greater revelations in this sinister plot.
each season, fed by towns, hamlets, and communities all under Overlook’s protection. The stores can keep a modest-sized force fed and watered for up to six months without needing to resupply. Like the Monastery, the Watch contains a secret staircase that winds down into the mountain and connects at a large room called the Nexus. There, soldiers at the Watch could move beneath the feet of their enemy and strike them from behind. This passage hasn’t been used in centuries and only a scant few know of its existence. Elsir River: The headwaters of the Elsire River flow in a series of waterfalls that drain the mountains back into the valley to the east. West of Sodden (see below), the river is too rough and hides too many rocks for boats to navigate, though from Sodden, one can travel across the valley, going as far as Brindol. Feud: Two dwarf families dominate this tiny hamlet and, as their name indicated, they are prone to violence. The only thing they can’t stand more than one another is outsiders. Hope: Another speck of a town, Hope appeared after prospectors found a vein of silver nearby. Once the vein played out, most of the miners moved north to Armistice, but a few stubborn folk live here still, working the mines in search of precious metals. Travelers have reported that something is not right with these people and there’s a feeling that the citizens of Hope are hiding something sinister. Lantern: A minuscule settlement of just fifty souls, Lantern is little more than a logging camp. Monastery of the Sundered Chain: About eighteen miles southwest of Overlook stands the old Monastery of the Sundered Chain. Raised to house an order of holy warriors in service to Moradin, the templars have largely withdrawn from Overlook,
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Siege of Bordrin's Watch seeing the city as having lost its identity. Even though the relationship is strained, the monastery and the city remain allies. The monastery contains one of three access points to the tunnels beneath the Stonehome Mountains. The templars are reputed to be the only ones with the knowledge of how to close off the tunnels. Myler’s Stone: This town was once a large city, but years of decay, disease, and tragedy reduced the place to a handful of desperate people eking out an existence in the ruins of the past. Old Den: A trade depot used by rangers and elves alike, this site is a cluster of wooden buildings surrounded by a palisade. Shackles: Overlook’s sister, Shackles was a powerful city and was the former capital of the fallen dwarven kingdom. It fell nearly two centuries ago when the orcs sacked it before the kingdom could respond. Sodden: A small town at the headwaters of the Elsir River, this is a quaint community of farmers and fisherfolk. They work well with the elves, which is perhaps the only thing that stops the elves from erasing Lantern altogether. The Vents: Natural fissures vent steam from a superheated underground lake. The tunnels are dangerous since they are also choked with foul monsters of the Underdark, dangerous flora, and vicious fauna. For more information on the Vents, see page 39. The Westdeep: This dense forest grows in the narrow depression between the Stonehome and Wyrmsmoke Mountains. A dangerous place, several tribes of xenophobic elves live here, and they do not take kindly to trespassers. Conflict between the loggers at Lantern and the elves has come close to open war, and it’s known that if the elves attack, the dwarves will be forced to respond.
Wilderness Encounters
Opportunists (Level 1; XP 500)
The characters have plenty of opportunities to get in trouble while traveling to Overlook or when they explore the city’s surrounding countryside. They can stumble into trouble while attempting to complete their mission, or if the characters aren’t quite of the level they need to be to survive this adventure, you can add any of the following encounters.
✦ 1 bugbear warrior (level 5 brute; Monster Manual, page 135) ✦ 2 goblin warriors (level 1 skirmisher; Monster Manual, page 137) ✦ 4 goblin cutters (level 1 minion; Monster Manual, page 136) A brutish bugbear named Rorrag leads a small force out of the Westdeep to strike the smaller settlements for plunder and slaughter. Rorrag is aware of the approaching orc horde and seizes the chance to strike
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Siege of Bordrin's Watch these hamlets while their garrisons defend the Vale against the attack.
Deserters (Level 1; XP 518) ✦ 1 human berserker (level 4 brute; Monster Manual, page 163) ✦ 2 human bandits (level 2 skirmisher; Monster Manual, page 162) ✦ 3 human rabble (level 2 minion; Monster Manual, page 162) Not all those called to defend Elsir Vale have the courage to do so, and as reports have filtered in from the west, a few warriors have abandoned their posts. Since deserters face death if captured, these men and women have turned to banditry to survive.
Orc Scouts (Level 1; XP 520) ✦ 2 orc scouts (level 3 skirmisher; page 53) ✦ 5 orc drudges (level 4 minion; Monster Manual, page 203) A band of orcs, having slipped through the vents, now prowl the countryside, ambushing militias, adventurers, and anyone else they encounter to soften up the defenses against the horde’s attack. All these orcs have the tell-tale tusks that mark their allegiance to their orog chieftain.
Westdeep Elves (Level 2; XP 625) ✦ 2 elf archers (level 2 artillery; Monster Manual, page 106) ✦ 3 elf scouts (level 2 skirmisher; Monster Manual, page 106)
Elf hunters patrol the fringes of the Westdeep, scouring the forest for loggers and trappers. They aren’t interested in a fight with the PCs, unless the characters are despoiling the forest in some way. This said, characters treating the elves with respect might learn about orcs who have slipped through the mountains. Resolve this as a complexity 2 social challenge, using Bluff, Diplomacy, Insight, and Nature as the key skills. A success (six successes before three defeats) reveals the elves have encountered orcs in the forest, but not in considerable numbers. They suspect they might be part of the horde since their armor and weapons bristle with boar tusks.
The Freeriders The characters aren’t the only band of adventurers called to help defend Bordrin’s Watch; and numerous groups, of varying skill and expertise, have come to Overlook to lend their talents in the fight against the approaching army. Most of these adventuring groups are pleasant enough, but rivalries, even good-natured ones, are bound to arise. During their stay in Overlook, the characters should eventually cross paths with the Freeriders. If you’re using the slow start option, consider introducing these adventurers before the PCs are called to the Council of Elders. The Freeriders formed up six months ago in Elsir’s Crossing. They left the small community and headed east, where they dealt with a foul cabal of cultists in an isolated town called Beacon. After, they returned to Brindol for some down time and learned of the impending threat. Like the PCs, the Freeriders went west to do their part in defending their homeland.
Megan Swiftblade Megan Swiftblade was the pretty daughter of a poor farmer not far from Brindol. When the Red Hand invaded the Vale, the goblins and dragonspawn slew her family and left her scarred—physically and emotionally. She spent the last decade honing her fighting skills, vowing she would give her life to protect innocents from the encroaching darkness so other young people would never face the horrors she was forced to endure. Megan Swiftblade
Level 3 Soldier
Medium natural humanoid, human XP 150 Initiative +4 Senses Perception +3 HP 44; Bloodied 22 AC 19; Fortitude 18, Reflex 15, Will 16 Speed 5 m Longsword (standard; at-will) ✦ Weapon +11 vs. AC; 1d8 + 5 damage, and the target is marked until the end of Megan’s next turn. r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +4 vs. AC; 1d10 + 1 damage. M Sure Strike (standard; at-will) ✦ Weapon +13 vs. AC; 1d8 + 1 damage. M Tide of Iron (standard; at-will) ✦ Weapon Requires shield; +11 vs. AC; 1d8 + 5 damage, and the target, if Large or smaller, is pushed 1 square. The target is marked until the end of Megan’s next turn. Megan can shift into the space the pushed target vacated. M Dance of Steel (standard; encounter) ✦ Weapon +11 vs. AC; 2d8 + 5 damage, and the target is marked and slowed until the end of Megan’s next turn. No Opening (immediate interrupt, when an enemy attacks and has combat advantage; encounter) Megan cancels the combat advantage she was about to grant. Alignment Good Languages Common, Goblin Skills Intimidate +6 Str 18 (+5) Dex 13 (+2) Wis 14 (+3) Con 12 (+2) Int 11 (+1) Cha 10 (+1) Equipment scale armor, light shield, longsword, longbow with quiver of 20 arrows, adventurer’s kit
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Siege of Bordrin's Watch As the leader of the Freeriders, Megan sees her fellow adventurers as extended family and is protective of them—protective to the point that conflicts sometimes arise. She can come off as brusque, but she means well and is fearless in battle. Megan is sword thin with an attractive figure, keeps her blond hair cut short, and has a vicious scar that runs from her forehead and down her left cheek.
Ragnum Dourstone The heart of the Freeriders is Ragnum Dourstone, a graying dwarf priest of Moradin. Born and raised in Overlook, he left the city in disgust after witnessing the decay in his church. Although estranged from his kin, he would not abandon the city to the orc armies and so he convinced his companions to make the journey west. Ragnum is just over 4-1/2 feet tall and weighs upward of 200 pounds. He has auburn hair streaked with gray and a thick beard he wears in braids. Gruff and serious, he believes in doing his duty with honor and is an implacable foe when crossed.
Sylen Leafrunner Born in the Westdeep, Sylen left his woodland home, disagreeing with their distrust and remembering how his people aided in the defense of the Vale against the Red Hand. He fell in with Megan and began a torrid love affair that has endured over the years. Although he feels strongly for the woman, he is secretly ashamed, feeling as though he has betrayed his people and his culture by his dalliance in human realms. Sylen is whip thin, with long brown hair and angular features that give him the look of a fox. He’s most comfortable in his hunting garb and wears clothing
Ragnum Dourstone Level 3 Controller (Leader)
Medium natural humanoid, dwarf XP 150 Initiative +1 Senses Perception +4; low-light vision HP 46; Bloodied 23 AC 17; Fortitude 16, Reflex 13, Will 16 Saving Throws +5 against poison effects Speed 5 m Warhammer (standard; at-will) ✦ Weapon +8 vs. AC; 1d10 + 4 damage. r Crossbow (standard; at-will) ✦ Weapon Ranged 15/30; +5 vs. AC; 1d8 damage. M Priest’s Shield (standard; at-will) ✦ Weapon +8 vs. AC; 1d10 + 4 damage, and Ragnum or one adjacent ally gains a +1 power bonus to AC until the end of Ragnum’s next turn. M Wrathful Thunder (standard; encounter) ✦ Thunder, Weapon +8 vs. AC; 1d10 + 4 thunder damage, and the target is dazed until the end of Ragnum’s next turn. C Healing Word (minor; 2/encounter [1/round]) ✦ Healing One ally; the target spends a healing surge and regains an additional 1d6 + 3 hit points. M Cure Light Wounds (standard; daily) ✦ Healing Melee touch; the target regains a number of hit points equal to its surge value + 3. Stand Your Ground When an effect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone. Alignment Lawful good Languages Common, Dwarven Skills Dungeoneering +6, Endurance +5, Religion +6 Str 16 (+4) Dex 10 (+1) Wis 16 (+4) Con 14 (+3) Int 11 (+1) Cha 13 (+2) Equipment chainmail, warhammer, crossbow with case of 10 bolts, symbol, adventurer’s kit
dyed in greens and browns. He’s friendly and a constant companion, keeping his secret guilt close to his heart.
Ghena Tenson An arcanist of some talent, Ghena was apprenticed to a wizard who helped save the Elsir Vale from the
Sylen Leafrunner Level 3 Skirmisher
Medium fey humanoid, elf XP 150 Initiative +7 Senses Perception +10; low-light vision Group Awareness aura 5; all allies inside the aura gain a +1 racial bonus to Perception checks. HP 44; Bloodied 22 AC 19; Fortitude 15, Reflex 17, Will 15 Speed 7 m Longsword (standard; at-will) ✦ Weapon +8 vs. AC; 1d8 + 2 damage. r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +9 vs. AC; 1d10 + 4 damage. Elven Accuracy (free; encounter) Sylen can reroll an attack roll. It must use the second roll, even if it’s lower. Hunter’s Quarry (minor; at-will [1/round]) Closest enemy becomes Sylen’s quarry. Once per round, Sylen can deal an extra 1d6 damage on an attack against his quarry. Sylen can have just one quarry at a time. R Twin Strike (standard; at-will) ✦ Weapon Requires longbow; ranged 20/40; +9 vs. AC, two attacks; 1d10 damage per attack. R Cut and Run (standard; encounter) ✦ Weapon Requires longbow; ranged 20/40; +9 vs. AC, two attacks; 1d10 + 4 damage per attack. Sylen can shift up to 3 squares after the first or second attack. Yield Ground (immediate reaction, when damaged by a melee attack; encounter) Sylen can shift 2 squares and gains a +2 power bonus to all defenses until the end of his next turn. Alignment Good Languages Common, Elven Skills Nature +10, Stealth +10 Str 14 (+3) Dex 18 (+5) Wis 15 (+3) Con 12 (+2) Int 11 (+1) Cha 10 (+1) Equipment leather armor, longsword, longbow with a quiver of 20 arrows, adventurer’s kit
Red Hand a decade past. When she had learned all she could, she left to find her own place in the world. Ghena is content to work with the Freeriders, but sees it as a short-term venture, since she believes she’s destined for greatness, far more than her current companions will ever achieve. Short, pudgy, with a round face and small eyes, she has shoulder-length blond hair, a face full of
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Siege of Bordrin's Watch Ghena Tenson Level 3 Controller
Medium natural humanoid, human XP 150 Initiative +2 Senses Perception +3 HP 44; Bloodied 22 AC 19; Fortitude 15, Reflex 18, Will 16 Speed 6 m Quarterstaff (standard; at-will) ✦ Weapon +5 vs. AC; 1d8 damage. r Magic Missile (standard; at-will) ✦ Force Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage. This power counts as a ranged basic attack. A Cloud of Daggers (standard; at-will) ✦ Force Area burst 1 within 10; +7 vs. Reflex; 1d6 + 4 force damage. The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes 2 force damage. The cloud remains in place until the end of Ghena’s next turn. C Color Spray (standard; encounter) ✦ Radiant Close blast 5; +7 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of Ghena’s next turn. Shield (immediate interrupt, when hit by an attack; encounter) Ghena gains a +4 power bonus to AC and Reflex defense until the end of her next turn. Alignment Unaligned Languages Common, Draconic Skills Arcana +10, History +10, Religion +10 Str 10 (+1) Dex 13 (+2) Wis 14 (+3) Con 12 (+2) Int 18 (+5) Cha 10 (+1) Equipment robes, staff, spellbook, adventurer’s kit
freckles, and long, slender fingers. She wears traveling clothes and carries a black staff with silver ferrules at either end.
Madrick Madrick never planned on becoming an adventurer; he was content in his forest home in the Feywild with his pet raccoon, Bandit. However, the formorians raided his community, and only by his quick wit and a timely warning from Bandit did Madrick escape. Unfortunately for him, he went through a doorway into the natural world. Confused, surprised, and a little homesick, Madrick took up with the Freeriders for lack of anything else to do and has remained with
Madrick Level 3 Skirmisher
Small fey humanoid XP 150 Initiative +6 Senses Perception +6; low-light vision HP 44; Bloodied 22 AC 18; Fortitude 14, Reflex 16, Will 16 Speed 5 m Dagger (standard; at-will) ✦ Weapon +8 vs. AC; 1d4 + 1 damage. r Dagger (standard; at-will) ✦ Weapon Ranged 5/10; +10 vs. AC; 1d4 + 3 damage. M or R Sly Flourish (standard; at-will) ✦ Weapon Requires dagger; melee 1 or ranged 5/10; +10 vs. AC; 1d4 + 6 damage. M Positioning Strike (standard; encounter) ✦ Weapon Requires dagger; +10 vs. Will; 1d4 + 3 damage, and slide the target 3 squares. Sneak Attack Once per round, Madrick’s attack deals an extra 2d6 damage to a target he has combat advantage against. Fade Away (immediate reaction, when Madrick takes damage; encounter) ✦ Illusion Madrick is invisible until he attacks or until the end of his next turn. Reactive Stealth If Madrick has cover or concealment when he makes an initiative check, he can make a Stealth check to escape notice. Fleeting Ghost (move; at-will) Madrick can move his speed and make a Stealth check. He does not take the normal penalty from movement on this check. Alignment Good Languages Common, Elven Skills Arcana +4, Stealth +11, Thievery +9 Str 13 (+2) Dex 16 (+4) Wis 11 (+1) Con 12 (+2) Int 12 (+2) Cha 16 (+4) Equipment leather armor, 5 daggers, adventurer’s kit, raccoon named Bandit
them ever since. Although he enjoys their company, he’s always looking for a way back to his home so he might rescue his captured kin. Madrick is short, with pale skin, and large black eyes. He wears brown and gray clothing to help him sneak about. His best friend in the world is Bandit and the raccoon is never far from his side.
Other Adventuring Groups Numerous other adventuring bands have come to Overlook, including the Farstriders, the Green Hand, the Company of Wolves, the Slayers, and others. You can flesh these out as needed, or just drop their names, and others of your own creation, into the background to emphasize the severity of the threat to the city. Of these other groups, only the Farstriders bear special mention. Led by Edgar Sommerfield, a warlord of some fame, the Farstriders are far and above the most successful adventuring party in these lands, hence their being tasked with the Vents. They’ve slain a black dragon, ousted a nest of kobolds, and even undertaken an expedition into the Shadowfell. Aside from Sommerfield, the group includes twin elf rangers, Uulath and Reiner, a half-elf warlock named Jen, and Corben, a human fighter. Their statistics aren’t necessary since they are all slain in their attempt to seal the Nexus, leaving it to the PCs to save Overlook and the Elsir Vale from the attackers. DM’s Tip: If the characters spend any time in Overlook before they head out for the monastery, you could introduce this party along with the Freeriders. This experienced group might serve as mentors, for a time, or close friends, making their deaths all the more poignant when the characters find their corpses.
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Siege of Bordrin's Watch
Monastery of the Sundered Chain Constructed centuries ago to house an elite fighting force of Moradin dedicates, the Monastery of the Sundered Chain preserves the memories of the hardships endured at the hands of the giants, and it trains initiates in fighting arts useful for battling these foes. For generations, the monastery has stood as a symbol of dwarven perseverance and expertise in the fighting arts and one who trains there not only receives an
excellent education in religion and combat, but also gains a mark of pride and honor. The monastery is about 20 miles from Overlook, higher up in the mountains, and just beneath the Hammer, a great peak that loosely resembles a downturned hammer. The trip to the monastery can be free of danger, or, if the PCs are in need of additional experience points, can be reached safely with an extended skill challenge. Setup: The PCs must navigate the mountains using their expertise and cunning to avoid monsters
and hazards lurking at the higher elevations between Overlook and the monastery. Level: 3. Complexity: 1 (requires 4 successes before 3 failures). Primary Skills: Endurance, Nature, Perception, Stealth. Special: Once the characters reach the monastery, they gain a +2 bonus to all checks each time they repeat this challenge. Endurance (DC 15): A trek through the trackless wilderness is slow and arduous. At least two characters must make Endurance checks to preserve their stamina and avoid fatigue, injury, and exhaustion. Failed checks result in everyone in the party losing 1 healing surge in addition to counting as a failure. Nature (DC 20): The mountain paths are twisting and confusing, making it easy to become lost. In addition to counting as a failure, two failed Nature checks result in the characters losing 1 healing surge since they have to backtrack and reorient themselves to regain their bearings. Perception (DC 20): The character notices an easier route up to the monastery, granting a +2 bonus to all Endurance, Nature, and Stealth checks for the remainder of the journey. Stealth (DC 15): The characters move cautiously through the mountains, being careful not to attract attention. A failure closes off this approach for the duration of the challenge. Success: The characters reach the monastery or Overlook without trouble. Failure: Roll on the following table and begin a combat encounter with the indicated monsters. After finishing the encounter, the PCs must start their challenge over again to reach their intended destination.
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Siege of Bordrin's Watch Wilderness Encounters d% 01–10 11–20 21–30 31–60 61–70 71–80 81–90 91–100
Monsters Encountered 3 griffons 2 cave bears 5 hippogriffs 6 orc raiders Orc eye of Gruumsh and 4 orc berserkers 5 wights 5 ghouls 4 gnoll marauders
When arranging the battlefield, use a mountain map with difficult terrain (rubble, scree), cover (rocky outcroppings and defiles), and concealment (deep shadows) to create a dynamic fight. Orcs fight until slain; all other monsters flee when reduced to 10 hit points or fewer. None of these encounters has treasure.
Dungeon Features Certain elements of the dungeon are universal throughout the complex. Doors: Unless otherwise mentioned, none of the doors are locked and all can be opened by depressing a lever in the handle. Doors open inward, and so the hinges are in the room’s interior. Stairs: Stairs count as difficult terrain. Unless otherwise called out in the text, stairs are made from stone.
Extended Rest Few places are safe enough inside the dungeon for an extended rest since the orcs constantly move about, carrying plunder up to the temple proper. To take an extended rest, the characters have to leave the monastery and find a safe place to hide in the surrounding countryside. Any attacks are noticed while the characters are gone, and the orcs reinforce cleared rooms with fresh troops drawn from other locations.
Monastery of the Sundered Chain Overview The monastery includes the following areas.
Monastery This area includes the monastery, the courtyard, and the outer walls. The entire site butts up against the mountains, which serve as the fourth wall. The outer walls stand 50 feet tall and plinths spaced at regular intervals reinforce it. Access to the courtyard comes by way of a pair of 30-foot tall double doors, which are never locked. Inside the walls is the Hall of Moradin and the surrounding courtyard. Fine sand covers the courtyard and the spaces between endless rows of statues, each carved to commemorate the deeds of an ancient dwarf hero. The monastery is a looming structure capped with a red-tiled roof. Bas-reliefs adorn its exterior, capturing religious events and heroes in perfect stone carvings. Orcs have overrun the place, with a band outside in the courtyard and a second group in the Hall. The latter is defacing Moradin’s altar.
Hall of Heroes Accessed by way of a concealed staircase inside the Hall of Moradin, the Hall of Heroes stretches out hundreds of feet below the monastery above it. Here, the monks slept and reflected on their devotion to their god. The Hall’s north end opens onto a switchback stair that drops even deeper into the mountain to the workshops far below. The once sacred areas house only carnage, for the orcs overran the dwarves and slew them all, leaving their bodies to rot where they lay.
Chamber of Works At the bottom of the great staircase is the Chamber of Works, where the monks honored their gods by producing fine dwarfcraft weapons, armor, and other goods, which they sold to feed and clothe themselves. The orcs now use this room to tease out the secrets from their prisoners, subjecting them to awful torment before feeding their bones to the fires.
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Orc Sentries
When the characters approach, read:
Encounter Level 1 (564 XP)
A grand edifice rises above steep walls, which are about 50-feet tall. These walls encircle the compound and run up to the higher slopes of the mountain beyond.
Setup A small force of orcs camps in the courtyard outside the monastery, and they keep their eyes out for intruders. Each group has settled around campfires where indicated on the tactical map. The characters can access the courtyard by moving through the closed double doors or by climbing the wall. 2 orc raiders (R) 6 orc drudges (D)
When the characters move inside the wall, read: Near the gate, you see three bonfires burning, where gray and green-skinned savages cook haunches of meat that look suspiciously like arms and legs. Perception Check DC 10: The characters spot smoke rising from the courtyard.
Tactics Although charged with guard duty, the orcs are lax and more interested in feeding their hunger. At the 2 Orc Raiders (R)
Level 3 Skirmisher
Medium natural humanoid XP 150 each Initiative +5 Senses Perception +1; low-light vision HP 46; Bloodied 23; see also warrior’s surge AC 17; Fortitude 15, Reflex 14, Will 12 Speed 6 (8 while charging) m Greataxe (standard; at-will) ✦ Weapon +8 vs. AC; 1d12 + 3 damage (crit 1d12 + 15). R Handaxe (standard; at-will) ✦ Weapon Ranged 5/10; +7 vs. AC; 1d6 + 3 damage; see also killer’s eye. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc raider makes a melee basic attack and regains 11 hit points. Killer’s Eye When making a ranged attack, the orc raider ignores cover and concealment (but not total concealment) if the target is within 5 squares of it. Alignment Chaotic evil Languages Common, Giant Skills Endurance +8, Intimidate +5 Str 17 (+4) Dex 15 (+3) Wis 10 (+1) Con 14 (+3) Int 8 (+0) Cha 9 (+0) Equipment leather armor, greataxe, 4 handaxes
first sign of trouble, they toss aside their meals and leap to their feet to engage the enemies.
Features of the Area Illumination: At night, the cook fires shed bright light in a 20-square radius. Ground: Fine sand covers the ground throughout the courtyard, and while somewhat slippery, it does not interfere with movement. Stairs: Stairs lead to the battlements 10 squares above the battlefield. Refer to the temple map on page 28 for a larger look at the area. Statues: Two rows of stone statues line the approach to the doors. Characters standing in a space adjacent to a statue gain cover. Climbing a statue requires a DC 10 Athletics check. Each statue has AC 22, other defenses 20; hp 50; resist 10 to all damage. Massive Statues: Hulking statues of dwarf champions spread out from this approach. Statues provide total cover to those standing behind them. Climbing a massive statue requires a DC 15 Athletics check. Finally, each massive statue has AC 22, other defenses 20; hp 500; resist 10 to all damage. Campfires: Any creature entering or starting its turn in one of these spaces takes 1d6 fire damage, and ongoing 5 fire damage (save ends). 6 Orc Drudges (D) Level 4 Minion
Medium natural humanoid XP 44 each Initiative +0 Senses Perception +0; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reflex 12, Will 12 Speed 6 (8 while charging) m Club (standard; at-will) ✦ Weapon +9 vs. AC; 5 damage. Alignment Chaotic evil Languages Common, Giant Str 16 (+5) Dex 10 (+2) Wis 10 (+2) Con 14 (+4) Int 8 (+1) Cha 9 (+1) Equipment hide armor, club
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Hall of Moradin Encounter Level 2 (651 XP)
Setup The orcs took the dwarf priests by surprise, coming up from below through the hidden door in the altar. The battle was vicious and the dwarves were eventually slain, leaving this once breathtaking chamber in the hands of cruel orcs to despoil and destroy. An orc witch doctor (W) completes its prayers to Gruumsh by defacing the altar, while a pair of orc bolt throwers stands guard in the balcony. At the start of the second round, an orc sergeant (S) leads a squad of 4 orc drudges (D) out from the depths of the temple. At the start of the second round, place their miniatures in available spaces next to the altar. 1 orc sergeant (S) 1 orc witch doctor (W) 2 orc bolt throwers (B) 4 orc drudges (D) When the characters enter this chamber, read: The dome of this massive chamber features a brilliant mural of dwarves fighting giants in what looks like the same mountains through which you have traveled. At the center of the room is a dais ringed with blood-spattered steps. Atop it stands a cracked anvil, clearly an altar, but now desecrated by dripping gore and smears of filth. A hideous orc crone dressed in tattered rags screeches when she sees you, hopping from one leg to the other in outrage.
Perception Check DC 17: You spot movement coming from the balcony overhead—a figure wielding an impossibly large crossbow in two hands drools with excitement as it levels the weapon at you.
Tactics The orc witch doctor is none too thrilled to see the PCs and screams in the hopes of hurrying along the reinforcements from below. She and her bolt throwers buy time until the orc sergeant and the drudges arrive. The witch doctor spits curses, delaying her action until one or more PCs come within her range. The first PC to close the distance receives her unspeakable filth for his or her bravery and when the rest converge, the witch doctor follows up on the second round with curse of Gruumsh. Should any enemies reach her, she switches tactics and lays into her foes with her disgusting claws. The orc bolt throwers stay on the balcony, taking advantage of the cover. They pick off soft targets first, but switch their targets to any who try to engage in melee. After a couple of shots, the bolt throwers’ bloodlust gets the better of them and they rush down to engage their enemies. When the sergeant arrives on the second round, he takes over, directing his drudges to move and charge the closest PCs and keep them off the witch doctor. He fights from behind the drudges, using his reach weapon to press the attack, while benefiting from protection provided by his expendable troops. The drudges fight as directed, charging the PCs and fighting until slain.
The orcs know the way out is sealed behind them thanks to Kalad (see M5), so they fight to death, giving and expecting no quarter.
Features of the Area Illumination: Two braziers atop the dais fill the room with bright light. Ceiling: The ceiling stretches 140 feet overhead. Balcony: Two staircases (difficult terrain) lead up to a balcony that overlooks the hall. Characters on the balcony gain cover from attacks made from below.
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Siege of Bordrin's Watch Sunken Areas: Stairs lead down to sunken seating areas filled with pews. The pews are packed densely enough to count as difficult terrain in any space containing a pew. Dwarf Corpses: The remains of the brave dwarf priests and paladins litter the floor, their blood cooling on the stone floor. Dais: The steps leading up to the dais count as difficult terrain. Altar: On the center of the dais is a large altar dedicated to Moradin, cut from black basalt and carved to resemble a large anvil. The orc witch doctor has desecrated the holy stone, smearing excrement on its surface and mingling the filth with the spilled entrails of murdered priests. Orcs in spaces adjacent to the defaced altar gain a +1 power bonus to their attack rolls. Hidden Door: The altar slides on a cunningly crafted base to reveal a staircase going down. Normally, a DC 25 Perception check is required to find the hidden door, but the orcs coming through it reveals its presence to any who can see them when they first emerge. Steps and Dais: Statuary, rubble, bones, trees, crates, boxes, and so on are on the steps and dais. Braziers: A character can tip over a brazier by making a DC 10 Strength check, or dealing 20 damage to it. When knocked over, the brazier makes a close blast 3 attack against each creature in the area; +6 vs. Reflex; 1d10 fire damage (crit 2d10 fire damage, and ongoing 5 fire damage [save ends]).
Orc Sergeant (S) Level 3 Soldier (Leader)
Medium natural humanoid XP 150 Initiative +2 Senses Perception +5; low-light vision Lead by Fear aura 1; orcs inside the aura gain a +1 power bonus to attack rolls. HP 46; Bloodied 23; see also warrior’s surge AC 19; Fortitude 17, Reflex 13, Will 14 Speed 6 (8 while charging) m Glaive (standard; at-will) ✦ Weapon Reach 2; +10 vs. AC; 2d4 + 4 damage. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing The orc sergeant makes a melee basic attack and regains 11 hit points. Back to the Front! (immediate reaction, when orc ally within 5 squares is forcibly moved; at-will) Slide triggering ally 1 square. Alignment Chaotic evil Languages Common, Giant Skills Endurance +5, Intimidate +5 Str 19 (+5) Dex 9 (+0) Wis 13 (+2) Con 14 (+3) Int 11 (+1) Cha 11 (+1) Equipment chainmail, glaive, tattered cloak
2 Orc Bolt Throwers (B) Level 1 Artillery
Medium natural humanoid XP 100 Initiative +2 Senses Perception +4; low-light vision HP 26; Bloodied 13; see also warrior’s surge AC 13; Fortitude 14, Reflex 14, Will 11 Speed 6 (8 while charging) m Battleaxe (standard; at-will) ✦ Weapon +6 vs. AC; 1d10 + 3 damage r Bellybow (standard; at-will; recharges when the creature uses a move action to reload it) ✦ Weapon Ranged 20/40; +8 vs. AC; 1d12 + 2 damage, and the target is pushed 1 square. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing The orc bolt thrower makes a melee basic attack and regains 6 hit points. Alignment Chaotic evil Languages Common, Giant Skills Stealth +7 Str 14 (+2) Dex 15 (+2) Wis 9 (–1) Con 14 (+2) Int 9 (–1) Cha 8 (–1) Equipment leather armor, battleaxe, bellybow with 10 bolts
Orc Witch Doctor (W) Level 2 Controller
Medium natural humanoid XP 125 Initiative +2 Senses Perception +3; low-light vision HP 33; Bloodied 16 AC 15; Fortitude 13, Reflex 14, Will 17 Speed 6 (8 while charging) m Disgusting Claws (standard; at-will) ✦ Poison +7 vs. AC; 1d6 + 1 damage, and ongoing 5 poison damage (save ends). R Curse of Gruumsh (standard; recharge ⚄⚅) ✦ Acid Ranged 10; +6 vs. Fortitude; target is blinded (save ends), and the orc witch doctor makes a secondary attack. Secondary Attack: Close burst 1 centered on primary target; +6 vs. Reflex; 1d6 + 4 acid damage, and ongoing 2 acid damage (save ends). R Unspeakable Filth (standard; at-will) Ranged 5/10; +5 vs. Reflex; 1d4 + 4 damage, and the target takes –2 penalty to attack rolls until the end of the orc witch doctor’s next turn. Alignment Chaotic evil Languages Common, Giant Skills Arcana +6, Intimidate +10 Str 11 (+1) Dex 12 (+2) Wis 14 (+3) Con 9 (+0) Int 11 (+1) Cha 18 (+5) Equipment befouled rags, bone rod
6 Orc Drudges (D) Level 4 Minion
Medium natural humanoid XP 44 each Initiative +0 Senses Perception +0; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reflex 12, Will 12 Speed 6 (8 while charging) m Club (standard; at-will) ✦ Weapon +9 vs. AC; 5 damage. Alignment Chaotic evil Languages Common, Giant Str 16 (+5) Dex 10 (+2) Wis 10 (+2) Con 14 (+4) Int 8 (+1) Cha 9 (+1) Equipment hide armor, club
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Hall of Heroes
The orcs boiled up from the depths and spilled into this grand hall, killing everything they encountered. In the aftermath of the violence, the orcs are scouring the remains in search of treasure, hidden enemies, and a way to unseal the passage through the mountain. 1 orc berserker (B) 3 orog militants (M) 6 orc drudges (D)
it uses warrior’s surge before resuming its attack. The berserker fights to the death. The orog militants are far more cautious in their approach. They stay close to their allies to employ their fierce counterstrike power and discipline, preferring to stay close to other orogs or the berserker to the drudges. If the militants are bloodied, they shift back and spend their second wind, jumping back into the thick of battle at the start of their next turn. The orc drudges are reckless and overconfident. They fling themselves at their foes with little regard for strategy. All monsters here fight to the death.
When the characters descend the stairs and reach this room, read:
Features of the Area
Encounter Level 4 (889 XP)
Setup
The carnage in this grand hall is obscene. Dead dwarves, some still in their nightclothes, litter the f loor, blood painting the gray stone tiles, walls, and columns. In the light cast by burning braziers, you see the butchers: more orcs. Important!: Have the characters make Stealth checks as they descend the stairs. If their results are 12 or higher, they take the monsters by surprise.
Tactics The orcs howl in rage when they spot new enemies and surge forward to slaughter the PCs. The orc berserker charges the closest character on its first action, moving first if needed to set up the charge. The berserker viciously attacks with its greataxe each round until it’s bloodied, at which point
one of the priests’ cells. The steps count as difficult terrain. The cells are bare and devoid of much of interest. Each contains a cot, a trunk filled with personal effects such as spare robes, smallclothes, and a few relics from the dwarves’ lives before they joined the monastery. The items have no worth beyond their sentimental value.
Illumination: Braziers in each of the four corners shed light in a 10-square radius, illuminating all but the center of this massive room. Tipping a brazier requires a DC 10 Strength check or attacks that deal a total of 20 damage. When knocked over, the brazier makes a close blast 3 attack against each creature in the area; +6 vs. Reflex; 1d10 fire damage (crit 2d10 fire damage, and ongoing 5 fire damage [save ends]). Ceiling: The ceiling is 20 squares overhead. Stairs: A spiral staircase at the southern end of the room leads up to room 1–2. The stairs count as difficult terrain. Adjoining Rooms: All along either side of the room are stairs that climb 30 feet up to a landing and the entrance to
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Siege of Bordrin's Watch Columns: Two rows of 10-foot diameter columns support the ceiling overhead. Climbing a column requires a DC 25 Athletics check. Each column has AC 20, other defenses 18; hp 100; resist 10 to all damage. Destroying a column triggers a cave-in (Dungeon Master’s Guide, page 91). The columns provide total cover to creatures standing behind them. Statue: A massive statue of a dwarf warrior battling a hydra dominates the center of the room, standing nearly as tall as the ceiling. A DC 20 History check reveals the statue describes a famous battle between Dergan Fellfist and a legendary hydra that devoured 300 warriors until the dwarf hero killed the beast in single combat. It’s said Dergan’s bones were interred somewhere in the mountains and, given the statue’s presence, it’s a safe bet that his remains are sealed beneath the statues. Climbing the statue requires a DC 20 Athletics check. The statue has AC 25, other defenses 18; hp 300; resist 15 to all damage. Dwarf Statues: At the north end of the room, flanking the exit, is a pair of 30-foot tall statues of grim dwarf warriors, each holding an axe, with the head down, between its feet. The statues wear helmets that conceal all but their beard. The statues do not depict particular dwarf warriors, but rather are idealized versions of Moradin’s chosen servants. A DC 15 Perception check reveals that the base of the statues are smooth and dark, caused by the countless hands that have touched them for the blessing they are thought to bestow. Climbing the statue requires a DC 20 Athletics check. The statue has AC 20, other defenses 18; hp 100; resist 10 to all damage. Corpses: The orcs took the dwarves by surprise. The dwarves fought bravely, but lacking their armor, they could not stand against the weapons and numbers of the invaders.
Orc Berserker (B)
Level 4 Brute
Medium natural humanoid XP 175 Initiative +3 Senses Perception +2; low-light vision HP 66; Bloodied 33; see also warrior’s surge AC 15; Fortitude 17, Reflex 13, Will 12 Speed 6 (8 while charging) m Greataxe (standard; at-will) ✦ Weapon +8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc berserker makes a melee basic attack and regains 16 hit points. Alignment Chaotic evil Languages Common, Giant Skills Endurance +10, Intimidate +6 Str 20 (+7) Dex 13 (+3) Wis 10 (+2) Con 16 (+5) Int 8 (+1) Cha 9 (+1) Equipment leather armor, greataxe
6 Orc Drudges (D) Level 4 Minion
Medium natural humanoid XP 44 each Initiative +0 Senses Perception +0; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reflex 12, Will 12 Speed 6 (8 while charging) m Club (standard; at-will) ✦ Weapon +9 vs. AC; 5 damage. Alignment Chaotic evil Languages Common, Giant Str 16 (+5) Dex 10 (+2) Wis 10 (+2) Con 14 (+4) Int 8 (+1) Cha 9 (+1) Equipment hide armor, club
3 Orog Militants (M)
Level 3 Soldier
Medium natural humanoid XP 150 each Initiative +3 Senses Perception +2; low-light vision HP 48; Bloodied 24 AC 20; Fortitude 17, Reflex 13, Will 14; see also discipline Speed 5 m Bastard Sword (standard; at-will) ✦ Weapon +10 vs. AC; 1d10 + 4 damage, and the target is marked until the end of the orog militant’s next turn. M Relentless (standard; at-will) ✦ Weapon Requires bastard sword; +10 vs. AC; 1d10 + 4 damage, and the target is pushed 1 square. The target is marked until the orog’s next turn. The orog militant can shift into the vacated square as a free action. M Fierce Counterstrike (immediate reaction, when adjacent ally is first bloodied; encounter) ✦ Weapon Requires bastard sword; +10 vs. AC; 2d10 + 4 damage, and the target is pushed 1 square. The orog militant can shift into the vacated square as a free action. Discipline Orogs gain a +2 bonus to saving throws against any ongoing effects when adjacent to an ally. Alignment Evil Languages Common, Giant Str 19 (+5) Dex 10 (+1) Wis 13 (+2) Con 16 (+4) Int 9 (+0) Cha 11 (+1) Equipment plate armor, heavy shield, bastard sword
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Into the Depths Encounter Level 3 (751 XP)
Setup The dwarves constructed this series of staircases and landings to reach the bottom of the chasm, where it connects to the deeper tunnels under the mountain. 1 orog champion (C) 1 spiretop drake (S) 3 orc bolt throwers (B) 4 orc drudges (D) When the characters enter this room, read: The floor gives way to a massive cavern. A long staircase and series of landings lead down to the cavern f loor nearly 100 feet below. A group of orcs climbs the stairs.
Tactics The orc bolt throwers concentrate their attacks against the ranged attackers, while the spiretop drake swoops in to harass characters that try the staircase going down. The orog scarred champion and the drudges race up the stairs to confront the PCs.
Features of the Area Illumination: Braziers provide bright light in a 10-square radius. Stairs: The stairs connecting the various landings count as difficult terrain. Chasm: A fall from the ledges is likely lethal, dealing damage as appropriate for the height of the fall.
Orog Scarred Champion (C)
Level 4 Brute
Medium natural humanoid, orc XP 175 Initiative +2 Senses Perception +8; low-light vision HP 66; Bloodied 33; see also champion’s scorn AC 17; Fortitude 19, Reflex 14, Will 15 Speed 5 m Greatsword (standard; at-will) ✦ Weapon +10 vs. AC; 1d10 + 5 damage, and the target is marked until the end of the orog scarred champion’s next turn. C Winnowing Slash (standard; recharge when first bloodied) ✦ Weapon Requires greatsword; close burst 1; +7 vs. AC; 2d10 + 5 damage, and the target is pushed 1 square. C Champion’s Scorn (minor; at-will) ✦ Fear Close blast 5; one creature; the target becomes the object of the orog’s scorn. The orog scarred champion’s melee attacks deal an extra 1d10 damage to the target, and if the scarred champion reduces the target to 0 hit points, it regains 16 hit points. Alignment Chaotic evil Languages Common, Giant Skills Intimidate +6 Str 20 (+7) Dex 10 (+2) Wis 12 (+3) Con 16 (+5) Int 9 (+1) Cha 8 (+1) Equipment plate armor, greataxe
Spiretop Drake (S)
Level 1 Skirmisher
Small natural beast (reptile) XP 100 Initiative +6 Senses Perception +3 HP 29; Bloodied 14 AC 16; Fortitude 11, Reflex 14, Will 13 Speed 4, fly 8 (hover); see also flyby attack m Bite (standard; at-will) +6 vs. AC; 1d6 + 4 damage. m Snatch (standard; at-will) +4 vs. Reflex; 1 damage, and the spiretop drake steals a small object from the target, such as a vial, scroll, or coin. M Flyby Attack (standard; at-will) The spiretop drake flies up to 8 squares and makes one melee basic attack at any point during that movement. The drake doesn’t provoke opportunity attacks when moving away from the target of the attack. Alignment Unaligned Languages — Str 11 (+0) Dex 18 (+4) Wis 16 (+3) Con 13 (+1) Int 3 (–4) Cha 11 (+0)
3 Orc Bolt Throwers (B)
Level 1 Artillery
Medium natural humanoid XP 100 each Initiative +2 Senses Perception +4; low-light vision HP 26; Bloodied 13; see also warrior’s surge AC 13; Fortitude 14, Reflex 14, Will 11 Speed 6 (8 while charging) m Battleaxe (standard; at-will) ✦ Weapon +6 vs. AC; 1d10 + 3 damage r Bellybow (standard; at-will; recharges when the creature uses a move action to reload it) ✦ Weapon Ranged 20/40; +8 vs. AC; 1d12 + 2 damage, and the target is pushed 1 square. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing The orc bolt thrower makes a melee basic attack and regains 6 hit points. Alignment Chaotic evil Languages Common, Giant Skills Stealth +7 Str 14 (+2) Dex 15 (+2) Wis 9 (–1) Con 14 (+2) Int 9 (–1) Cha 8 (–1) Equipment leather armor, battleaxe, bellybow with 10 bolts
4 Orc Drudges (D)
Level 4 Minion
Medium natural humanoid XP 44 Initiative +0 Senses Perception +0; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reflex 12, Will 12 Speed 6 (8 while charging) m Club (standard; at-will) ✦ Weapon +9 vs. AC; 5 damage. Alignment Chaotic evil Languages Common, Giant Str 16 (+5) Dex 10 (+2) Wis 10 (+2) Con 14 (+4) Int 8 (+1) Cha 9 (+1) Equipment hide armor, club
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Chamber of Works Encounter Level 6 (1,264 XP)
Setup The Chamber of Works served two purposes. First, it connected to the deeper tunnels through a long, downward-sloping passage, and second, it housed the forges and workshops used by the priests to honor their god. The orcs discovered this passage in their searching beneath the mountain and came up through this room, slaughtering the dwarves as they raced into the complex to finish off the defenders. Their haste to overrun the temple above caused them to miss Kalad, a devout dwarf paladin. While the orcs fought his kin upstairs, Kalad pulled the lever and collapsed the tunnel, thus cutting off the route for more orcs to breach the mountain. When Og, the orog hero, returned and found the tunnel caved-in, he was enraged and has spent the last few hours beating Kalad, bringing him to the brink of death. 1 raging fire Og, orog hero (O) 1 orc eye of Gruumsh (G) 2 orc berserkers (B) 6 orc drudges (D) When the characters enter this room, read: A fearsome blaze rages on one side of this natural cavern, making silhouettes of the orcs gathered here. They seem intent on something on the opposite side of the room, where you can hear grunts and shouts above the roar of the f lame.
Perception Check DC 10: The character spots a dwarf being beaten by a hulking orog warrior. DC 15: The character hears the orog demand in broken Common that the dwarf open the tunnel.
Tactics The orcs are distracted by Og and his prisoner and so they aren’t paying attention when the PCs arrive, which allows the PCs to take advantage of surprise. Once the combat begins, the orcs turn, almost as one, loose angry shouts, and throw themselves recklessly at the intruders. Og drops Kalad to the floor, draws his bastard sword and wades into the battle. He’s irate, so if orc drudges block his path to the PCs, he doesn’t think twice about cutting his way through to reach the characters. Once there, he uses fearsome sweep to rip through his opponents, adjusting his position each round to catch as many enemies as he can. The first character to hit him with a melee attack receives lay him open on Og’s next turn. Og knows he has failed in his mission and sees this battle as his chance to redeem himself. The eye of Gruumsh hangs back, knowing not to get in Og’s way. He supports Og by hitting the PCs early with chaos hammer and then directs the battle by using swift arm of destruction to prod the berserkers into the thick of things. Even if the PCs corner the orc, he fights back with ferocity, using bull rush to shove PCs into forges or into the raging fire. The orc berserkers sweep around from different directions to hit the PCs from either side, barking promises to each other that they’ll meet in the middle. The drudges hoot and bark as they surge toward the intruders, laughing even as the PCs cut them down. Should the battle turn against the orcs, Og pulls back to murder Kalad, who is too wounded to resist. After-
ward, Og makes his stand adjacent to the flames to grab and flings his enemies into the roaring fire.
Features of the Area Illumination: The roaring fire fills the room with bright light. Ceiling: The ceiling is 30 feet overhead. Rubble: When Kalad collapsed the tunnel to the deeper tunnels, parts of the ceiling in this room collapsed, killing a number of orcs in the process. Squares contain a substantial amount of rubble and count as difficult terrain. Forge: All the intact forges are lit and roar with flame. Characters starting their turns adjacent to a
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Siege of Bordrin's Watch Og, Orog Hero (O)
Level 6 Elite Soldier
Medium natural humanoid, orc XP 500 Initiative +5 Senses Perception +8; low-light vision HP 144; Bloodied 72 AC 24; Fortitude 23, Reflex 19, Will 16 Speed 5 m Bastard Sword (standard; at-will) ✦ Weapon +14 vs. AC; 1d10 + 5 damage, and the target is marked until the end of Og’s next turn. C Fearsome Sweep (standard; at-will) ✦ Weapon Requires bastard sword; close burst 1; +14 vs. AC; 1d10 + 5 damage, and the target is marked until the end of Og’s next turn. M Orog’s Rebuke (immediate reaction, when marked target shifts, moves, or makes an attack that does not include Og as a target; at-will) ✦ Weapon Og makes a basic attack. M Lay Him Open (standard; recharge when first bloodied) ✦ Weapon Requires bastard sword; +14 vs. AC; 2d10 + 5 damage, and ongoing 5 damage (save ends). Miss: Half damage, and no ongoing damage. Alignment Evil Languages Common, Giant Skills Intimidate +7 Str 20 (+8) Dex 15 (+5) Wis 10 (+3) Con 16 (+6) Int 11 (+3) Cha 9 (+2) Equipment plate armor, shield, bastard sword
2 Orc Berserkers (B)
Level 4 Brute
Medium natural humanoid XP 175 each Initiative +3 Senses Perception +2; low-light vision HP 66; Bloodied 33; see also warrior’s surge AC 15; Fortitude 17, Reflex 13, Will 12 Speed 6 (8 while charging) m Greataxe (standard; at-will) ✦ Weapon +8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc berserker makes a melee basic attack and regains 16 hit points. Alignment Chaotic evil Languages Common, Giant Skills Endurance +10, Intimidate +6 Str 20 (+7) Dex 13 (+3) Wis 10 (+2) Con 16 (+5) Int 8 (+1) Cha 9 (+1) Equipment leather armor, greataxe
6 Orc Drudges (D)
Level 4 Minion
Medium natural humanoid XP 44 each Initiative +0 Senses Perception +0; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reflex 12, Will 12 Speed 6 (8 while charging) m Club (standard; at-will) ✦ Weapon +9 vs. AC; 5 damage. Alignment Chaotic evil Languages Common, Giant Str 16 (+5) Dex 10 (+2) Wis 10 (+2) Con 14 (+4) Int 8 (+1) Cha 9 (+1) Equipment hide armor, club
Orc Eye of Gruumsh (G) Level 5 Controller (Leader)
Medium natural humanoid XP 200 Initiative +6 Senses Perception +3; low-light vision Wrath of Gruumsh aura 10; orcs in the aura can use death strike (see below). HP 64; Bloodied 32; see also warrior’s surge and death strike AC 19; Fortitude 17, Reflex 14, Will 15 Speed 6 (8 while charging) m Spear (standard; at-will) ✦ Weapon +10 vs. AC; 1d8 + 3 damage. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The eye of Gruumsh makes a melee basic attack and regains 16 hit points. M Death Strike (when reduced to 0 hit points) The eye of Gruumsh makes a melee basic attack. R Eye of Wrath (minor; at-will) ✦ Fear Ranged 5; +8 vs. Will; the target takes a –4 penalty to AC (save ends). R Swift Arm of Destruction (standard; recharge ⚄ ⚅) ✦ Healing Ranged 5; one orc within range makes a melee basic attack (as a free action) and regains 15 hit points on a hit or 5 hit points on a miss. A Chaos Hammer (standard; encounter) ✦ Force Area burst 1 within 10; +8 vs. Reflex; 2d6 + 3 force damage, and the target is knocked prone. Miss: Half damage, and the target is not knocked prone. Alignment Chaotic evil Languages Common, Giant Skills Endurance +9, Intimidate +10, Religion +7 Str 17 (+5) Dex 14 (+4) Wis 12 (+3) Con 16 (+5) Int 11 (+2) Cha 17 (+5) Equipment leather armor, fur cloak, spear
forge take 5 fire damage. Forges count as difficult terrain and characters entering or starting their turn inside a space containing a forge take 10 fire damage and ongoing 5 fire damage (save ends). Caved-In Tunnel: The tunnel leading through the mountain has been collapsed for at least 2 miles. Movement through the tunnel is impossible. Raging Fire Hazard
Level 2 Blaster XP 250
Damage to one of the forges caused hot coals to spill onto the floor and set fire to discarded materials. The fire is now out of control and is spreading across the room. At the start of the encounter, the fire fills a 6-square-by-6-square area. Hazard: A 6-by-6 square area has a fire. Perception No check is necessary to notice the fire. ✦ DC 16: The character notices the fire is spreading. Trigger When a creature enters a space adjacent to the raging fire or starts its turn in a space adjacent to or inside the raging fire, the raging fire attacks. Attack Free Action Melee 1 Target: The triggering creature Attack: +6 vs. Reflex Special: The raging fire gains a +5 bonus to its attack roll if the target stands inside the fire. Hit: 2d6 fire damage and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing damage. Effect: The fire also provides concealment to all creatures inside it and within 2 squares of it. Special: Each time the fire attacks, it spreads into its target’s space whether it hits or misses. Countermeasures ✦ A character can move into a square of raging fire or a square adjacent to the raging fire without triggering the attack with a DC 20 Acrobatics check. ✦ Two gallons of water destroys 1 square of raging fire. ✦ Targeting 1 or more squares with a water attack automatically destroys the fire in those squares.
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Kalad Once the characters defeat Og and his warriors, they can find Kalad crumpled on the floor in the space indicated on the tactical map. Assuming the characters stopped Og before he could kill the dwarf, the PCs can talk with the last dwarf of the monastery. Failing that, the characters might take Kalad’s remains back to Overlook to have him raised by the Raise Dead ritual or converse with him using Speak with Dead. In any event, Kalad is helpful, for he knows what’s at stake if the orcs come through the mountains.
Using Kalad Provided Kalad survives (or is restored to life), the dwarf can be an invaluable aid to the PCs as they work to complete their quest. Kalad knows how
to seal the Nexus, thus closing off all the passages through the mountains and forcing the orcs and orogs to face Bordrin’s Watch. He also has a good idea about how to reach the Nexus (granting a +2 bonus to all checks made to navigate the Vents; see below). Finally, he also has a score to settle against the orcs and gladly accompanies the PCs on the final leg of their mission with no convincing required. Should any of the PCs think to mention the tunnels beneath Bordrin’s Watch, Kalad mentions they are already sealed, for he closed them a few days ago after the news of the approaching army grew dire. As for the Vents, Kalad insists they go to the tunnels to make certain the other group completed their mission. “There’s too much at stake, friends!” He adds, “it’s a labyrinth down there, easy to get turned around. Would you risk the lives of everyone in that valley on the efforts of just one group?”
Description Kalad is tall for a dwarf, thickly muscled, but his beard was savagely cut from his face and his injuries are extensive (he’s at 1 hit point and out of healing surges). His armor and weapon are still inside the Chamber of Works, and he dons them when he can. Even when fully recovered, he has a haunted look about him, for he’s plagued with the horrors of the attack and he won’t know peace until the orcs are stopped. Deeply pious, as one would expect of a holy warrior, Kalad spends a portion of each day in deep prayer, calling out to his god for guidance, comfort, and a renewal of his resolve to continue his fight against the darkness. Outside these private times, Kalad is friendly,
Kalad the Paladin
Level 4 Elite Soldier
Medium natural humanoid, dwarf XP 350 Initiative +4 Senses Perception +4; low-light vision HP 54; Bloodied 27 AC 21; Fortitude 17, Reflex 14, Will 16 Saving Throws +2; +7 against poison effects Speed 5 Action Points 1 m Greataxe (standard; at-will) ✦ Weapon +8 vs. AC; 1d12 + 3 damage (crit 1d12 + 18), and the target is marked until the end of Kalad’s next turn. If the target moves or makes an attack that does not include Kalad as the target, the target takes 5 radiant damage. M Arcing Smite (standard; encounter) ✦ Weapon One or two creatures; +8 vs. AC, one attack per target; 1d12 + 3 damage (crit 1d12 + 18) damage, and the target is marked until end of Kalad’s next turn. M Holy Strike (standard; at-will) ✦ Radiant, Weapon +8 vs. AC; 1d12 + 3 damage (crit 1d12 + 18) radiant damage, and if Kalad marked the target, he deals an extra 2 radiant damage. C Sacred Circle (standard; daily) ✦ Zone Close burst 3; the burst creates a zone that, until the end of the encounter, gives Kalad and allies within it a +1 power bonus to AC. Divine Strength (minor; encounter) Kalad applies his Strength modifier as extra damage on his next attack this turn. Stand Your Ground When an effect forces Kalad to move—through a pull, a push, or a slide—he moves 1 square less than the effect specifies. When an attack would knock Kalad prone, he can roll a saving throw to avoid falling prone. Alignment Lawful good Languages Common, Dwarven Skills Dungeoneering +6, Endurance +11, Heal +9, History +7, Religion +7 Str 17 (+5) Dex 10 (+2) Wis 14 (+4) Con 14 (+4) Int 11 (+2) Cha 14 (+4) Equipment plate armor, greataxe
if gruff, constant in his support, but always detached. He doesn’t have much use for humor and ignores the banter of those around him. He has a mission and he intends to see it to its end. He might be reserved in his relations, but the PCs couldn’t ask for a more
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Siege of Bordrin's Watch committed ally. Kalad sees the PCs as divine agents— heroes sent by the gods to save him and reveal to him his life’s purpose. Thus, he watches the characters for further revelations that might shed light on what lies in store for him next.
Unexpected Developments Upon rescuing Kalad, the adventurers learn that the dwarf paladin has sealed two of the three possible routes through the mountain. If the PCs didn’t save the paladin or if they dismiss his warnings, the characters might head up to Bordrin’s Watch to
grow worried enough to send the PCs or the Freeriders into the Vents to make sure the job was done. Shift the Perspective: Without Kalad, the characters have an even chance of going back to the city or heading up to the fortress. To deal with this eventuality, adjust the plot so that, in the case of Bordrin’s Watch, the tunnel was never sealed and the characters stumble across the entrance while patrolling the walls of the fortress, or, in the case of the city, all three groups succeed, but a fourth entrance exists, but this time underneath Caer Overlook. In either case, you can use the encounters described under the Vents by changing the location of the entrance. Let the Orcs Through: For particularly stubborn groups, you might just let the orcs break through.
Even when fully recovered, he has a haunted look about him, for he’s plagued with the horrors of the attack . . . lend support to the troops, or worse, head back to Overlook, believing their mission is complete. Both possibilities can cause difficulties in resolving the adventure, since extended time in the city or at the fortress takes the adventure into unexpected directions. Naturally, if you’re comfortable with reworking the plot on the fly or even adapting the adventure for a different sort of outcome, you can go with the flow. On the other hand, you could try any of the following options to get the adventure back on track. Extend the Timetable: For groups at the fortress or the city, you can extend the length of time it takes for Tusk’s armies to arrive. Eventually, when the Farstriders never make it back, the Council of Elders
A host of a thousand orcs spilling out of the Vents ought to be enough to grab their attention. Just treat the orcs as an advance force so the PCs, should they choose to enter the dungeon, can still face Tusk at the conclusion. Go with the Flow: Finally, no group likes to be “railroaded” by an adventure. Take a step back, relax, and let the players decide what to do and where to go. Depending on the players’ choices, you might shift the action so that it occurs in different ways. Perhaps instead of braving the Vents, the PCs fail to close the Nexus and the orcs encircle Overlook and crush Bordrin’s Watch. The PCs might be trapped in the city, hiding behind the walls along with everyone else. They might undertake a mission to infiltrate the
orc armies to find and destroy Tusk in the hopes of unraveling the glue that holds this force together. This doesn’t require a lot of work; you need only change the dynamics of the battlefield, alter the order of encounters, insert a few extra ones, and remove a few unnecessary ones and the adventure can still come to a satisfactory end.
The Vents The Vents are easy to find, even if they are several miles away near the foot of the mountains, for the steam rising from the fissures is visible from quite a distance, so there is no challenge in reaching the these caves. Once the characters reach the vents, read or paraphrase the following text: Scattered across the lower slopes are numerous steaming fissures, some as small as tiny cracks in the stone with others large enough to accommodate an ogre. The rocks here are slippery and aside from ropes of brown-black fungus, moss, and lichen, nothing lives here. The air stinks of sulfur and grows stronger nearest the plumes of acrid smoke wafting up from the holes. About a hundred feet down from the lowest cracks is a campsite. There, you see five horses tied up and empty feedbags hanging from their heads. Perception Check DC 18: A smothered campfire sits a few yards away from the horses. DC 22: Footprints lead into one of the larger openings. DC 26: There are five different sets of prints. There’s no sign of any prints coming out.
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Siege of Bordrin's Watch The Farstriders camped outside the tunnels when they arrived and set out at first light on the day after the PCs set out for the monastery. These adventurers went in and never came out again, falling victim to the orcs already infesting the tunnels. When the PCs are ready to proceed, they can enter through any of the entrances and make their way through the maze of tunnels. A map is not provided for the first leg of their descent, since the characters must rely on instincts and cunning to make their way to the deeper tunnels and, eventually, the Nexus. Setup: The entrances on the mountainside all worm into the rock, tangling into a convoluted network of passages and chambers that are thick with mist and slippery with moisture. The adventurers must navigate these passages using a variety of skills to reach the deeper tunnels. Level: 3. Complexity: 2 (requires 6 successes before 3 failures). Primary Skills: Athletics, Dungeoneering, Endurance, Perception. Special: If Kalad is with the PCs, they gain a +2 bonus to all checks made during the challenge. Once the characters succeed on the challenge, they gain a +2 bonus to all checks each time they repeat it. Athletics (DC 15): Working through the tunnels, the characters need to squeeze through tight spots, leap across smoking cracks, climb slippery walls, and perform a variety of physical stunts. At least three characters must make a successful Athletics checks to overcome these obstacles. In addition to counting as a failure, a failed check indicates each party member loses 1 healing surge from injuries sustained while traveling.
Dungeoneering (DC 20): A character experienced in spelunking can make a successful Dungeoneering check to help navigate the tunnels. A successful check counts as a success or removes 1 failure. A successful DC 25 Dungeoneering check also grants the characters an extra +4 bonus to all other checks related to this skill challenge (one-time bonus). Endurance (DC 15): There’s nothing easy about this descent and the poor air and dangerous environment is taxing. At least two characters must make successful Endurance checks to preserve their stamina and avoid fatigue, injury, and exhaustion. Failed checks result in everyone in the party losing 1 healing surge in addition to counting as a failure. Perception (DC 20): A character can attempt a Perception check to notice tracks left by the Farstriders. A successful check counts as two successes. Once made, the characters cannot use Perception again for this skill challenge. Success: The characters reach the lower tunnels intact. Failure: The characters are turned around and come to a cave mouth 3d6 squares from the cave they first entered. They must start the skill challenge again to reach the deeper tunnels, though they gain a +2 bonus to their skill checks since they eliminate one possible route from their travels.
Deeper Tunnels Once the characters successfully make their way through the Vents, they reach an old network of excavated passages and chambers. An advance troop of orcs have breached these tunnels, but they have not yet found their way through the Vents. As they make ready to plunge into the misty tunnels, Tusk and his cadre are even now closing in on the Nexus, leading
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Siege of Bordrin's Watch a large force through the western tunnels to take Bordrin’s Watch from behind.
Extended Rest Once the characters enter the deeper tunnels, they have no place to take an extended rest safely, so they must use their resources wisely, preserving their strength until the final encounter. Should disaster strike, the characters can retreat to the Vents and hole up there until they recover enough to complete the adventure. Unless you have an unusually small group of characters, let the PCs use this option once. If they try to do it again, Tusk should break free. See Unexpected Developments on the previous page for tips on how to adjust the plot for this potential outcome.
The Vents Overview The Vents are a complex series of tunnels that leak out a sulfurous steam and the occasional burst of noxious smoke. Navigating the Vents is dangerous because it’s easy to get turned around and hidden dangers lurk in the dark. The vents include the following encounter areas.
V1. Entering the Vents Beyond the mazelike Vents is the buried passage, a hidden route through the mountains beneath Bordrin’s Watch far above. Opening onto the rest of the complex is a simple antechamber, shrouded in mist. Here a band of orcs, having survived a gauntlet of traps, argue about their next course of action. Tactical Encounter: “Entering the Vents” (page 42).
V2. The Gauntlet
V6. The Nexus
To safeguard the deep passage, the dwarf architects constructed a nasty trap and placed construct guardians in this long corridor. Evidence of its lethality can be seen in the orc corpses littering the floor. Tactical Encounter: “The Gauntlet” (page 43).
When the tunnels are compromised by enemy forces, the dwarves can seal off access by activating a complex trap that causes the doors to seal shut and the room to fill with water. However, with the dwarves largely wiped out, the orcs control this room and they intend to use it to breach Bordrin’s Watch above. Tactical Encounter: “The Nexus” (page 49).
V3. The Boiler Room Central to protecting the subterranean route is the ability to close off the Nexus (see V6) by filling that room with water. This chamber houses the water reservoirs, which are kept at boiling temperatures to scald as well as drown intruders. Currently, Tusk’s agents explore this chamber to ascertain its purpose and function. Tactical Encounter: “The Boiler Room” (page 44).
V4. Shrine to Moradin The dwarves that built this place were devout followers of Moradin and in between shifts of guarding and expanding the tunnels, they congregated here to receive the blessings and protections of their priests. Now, the site is the lair of a ravenous cave troll and its handlers. Tactical Encounter: “Shrine to Moradin” (page 46).
V5. Dwarf Quarters
Conclusion Once the characters seal the Nexus and defeat Tusk, they have completed their mission, but more importantly, they have delivered a deathblow to the orc hordes. With their leader dead and cut off from the tunnels, the orcs have no choice but to attack Bordrin’s Watch. The fighting is brutal, for even though the orcs have lost their advantage, they are still numerous and powerful. After five days of fighting, the defenders on the walls turn back the hordes, sending them back into the badlands once more. With the threat at an end, the surviving PCs are welcomed as heroes and given badges of distinction to recognize their courageous efforts and their parts in saving Overlook and Elsir Vale. During the ceremony, the adventurers are free to relax, drink, and enjoy some well-deserved downtime, but they can’t help but feel like they’re being watched.
These chambers once billeted the dwarf miners, warriors, and priests, but little of their presence remains with the orc infestation. Orc soldiers explore these rooms in search of plunder and grow frustrated by the spartan rooms. Tactical Encounter: “Dwarf Quarters” (page 48).
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Entering the Vents Encounter Level 1 (500 XP)
Setup Having survived the Gauntlet (V2), the orcs have rested and now make ready to venture into the Vents. The orcs lost most of their drudges in the trapped corridor behind them, so they are demoralized and a bit nervous about what is ahead. 1 orc sergeant (S) 1 orc bombardier (B) 2 orc freaks (F) When the characters enter this room, read: Four orcs engage in a heated argument, one pointing back into the corridor behind them. The biggest of the lot points in your direction, growling deep in his chest. 2 Orc Freaks (F) Level 2 Skirmisher
Medium natural humanoid XP 125 each Initiative +5 Senses Perception +5; low-light vision HP 38; Bloodied 19; see also warrior’s surge AC 15; Fortitude 15, Reflex 14, Will 11 Speed 6 (8 while charging) m Battleaxe (standard; at-will) ✦ Weapon +6 vs. AC; 1d10 + 3 damage. M Savage Strike (standard; encounter) ✦ Weapon Make two attacks; +6 vs. AC; 1d10 + 3 damage per attack. If both attacks hit the same target, the target also takes ongoing 5 damage (save ends). M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc freak makes a melee basic attack and regains 9 hit points. Alignment Chaotic evil Languages Common, Giant Skills Athletics +9 Str 17 (+4) Dex 15 (+3) Wis 8 (+0) Con 14 (+3) Int 8 (+0) Cha 7 (–1) Equipment hide armor, 2 battleaxes
Tactics The orcs are arguing, but they abandon their dispute at the first sign of intruders. If the sergeant falls, the bombardier and the freaks move back into V2 to trigger the trap and cause a bit more mayhem.
Features of the Area Illumination: One of the orcs carries an everburning torch, which fills the room with bright light. Ceiling: The ceiling is 15 feet tall. Mist: The tunnels leading to the Vents are filled with mist. Characters inside these tunnels gain concealment. Stairs: The western stairs lead down to V2. Each square containing stairs counts as difficult terrain. Orc Bombardier (B) Level 1 Artillery
Medium natural humanoid XP 100 Initiative +3 Senses Perception –2; low-light vision HP 24; Bloodied 12; see also warrior’s surge AC 13; Fortitude 13, Reflex 15, Will 11 Speed 6 (8 while charging) m Battleaxe (standard; at-will) ✦ Weapon +5 vs. AC; 1d10 + 2 damage. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc bombardier makes a melee basic attack and regains 6 hit points. A Cinderbomb (standard; recharge ⚃ ⚄ ⚅) ✦ Fire Area burst 2 within 10; +4 vs. Reflex; 1d8 + 3 fire damage, and ongoing 5 fire damage (save ends). On a crit, the orc bombardier knocks the target prone. Miss: Half damage, and no ongoing damage. C Detonation (no action, when reduced to 0 hit points; encounter) ✦ Fire The orc bombardier must have at least one cinderbomb left; close burst 2; +4 vs. Reflex; 1d8 + 3 fire damage, and ongoing 5 fire damage (save ends) (crit knock prone). Miss: Half damage, and no ongoing damage. Alignment Chaotic evil Languages Common, Giant Str 13 (+1) Dex 17 (+3) Wis 7 (–2) Con 12 (+1) Int 8 (–1) Cha 9 (–1) Equipment battleaxe, 3 cinderbombs, everburning torch
Orc Sergeant (S) Level 3 Soldier (Leader)
Medium natural humanoid XP 150 Initiative +2 Senses Perception +5; low-light vision Lead by Fear aura 1; orcs inside the aura gain a +1 power bonus to attack rolls. HP 46; Bloodied 23; see also warrior’s surge AC 19; Fortitude 17, Reflex 13, Will 14 Speed 6 (8 while charging) m Glaive (standard; at-will) ✦ Weapon Reach 2; +10 vs. AC; 2d4 + 4 damage. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing The orc sergeant makes a melee basic attack and regains 11 hit points. Back to the Front! (immediate reaction, when orc ally within 5 squares is forcibly moved; at-will) Slide triggering ally 1 square. Alignment Chaotic evil Languages Common, Giant Skills Endurance +5, Intimidate +5 Str 19 (+5) Dex 9 (+0) Wis 13 (+2) Con 14 (+3) Int 11 (+1) Cha 11 (+1) Equipment chainmail, glaive, tattered cloak
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The Gauntlet Encounter Level 3 (775 XP)
Setup The dwarves created a trio of homunculi to protect the Nexus. Supporting the guardians is a nasty trap. If the group dealt with the orcs in V1 easily, assume the trap in this room is already sprung. 1 arbalester (A) 2 iron defenders (I) 4 crossbow turrets (T, turrets; P, pressure plates) When the characters can see the corridor, read: A wide corridor stretches before you and ends at a pair of double doors. About halfway down, you see a strange creature that resembles a crossbow with legs, flanked by two iron dogs.
Tactics The defenders guard the arbalester, while the arbalester guards the doors. If an intruder moves for the control panel, a defender moves to intercept.
Features of the Area Illumination: None. This room is dark Ceiling: The ceiling here is 20 feet tall. Double Doors: A pair of bronze doors stand closed at the end of the hall. The doors are not locked. Magic Crossbow Turret Trap
Level 3 Elite Blaster 300 XP
Four armored crossbow turrets drop from the ceiling at the edge of the room. Each round they pepper the area with quarrels. Trap: Four crossbows attack each round on their initiative after they are triggered. Perception ✦ DC 22: The character notices the trigger plates.
✦ DC 27: The character notices the location of the turrets. ✦ DC 22: The character notices the location of the hidden control panel. Initiative +3 Trigger The trap activates and rolls initiative when a character enters one of the four trigger squares in the room. Attack Standard Action Ranged 10 Targets: Each crossbow attacks one intruder (any nondwarf, nonhomunculus). It magically distinguishes intruders from the natives of the dungeon. Attack: +8 vs. AC Hit: 2d8 + 3 damage Countermeasures ✦ A character who makes a successful Athletics check (DC 6 or DC 11 without a running start) can jump over a single pressure plate square. ✦ An adjacent character can disable a trigger plate with a DC 27 Thievery check. ✦ Attacking a trigger plate (AC 12, other defenses 10) only triggers the trap ✦ A character can attack a turret (AC 16, other defenses 13; hp 38). Destroying a turret stops its attacks. ✦ A character can engage in a skill challenge to deactivate the control panel, DC 20 Thievery. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 2d6 + 3 damage to all creatures in blast) and the trap remains active.
2 Iron Defenders (I)
Level 3 Soldier
Medium natural animate (construct, homunculus) X P 150 each Initiative +5 Senses Perception +6; darkvision HP 47; Bloodied 23 AC 18; Fortitude 16, Reflex 15, Will 13 Immune disease, poison Speed 6 m Bite (standard; at-will) +8 vs. AC; 1d8 + 3 damage. M Guard Creature (immediate reaction, when an adjacent enemy attacks the creature guarded by the iron defender; at-will) The iron defender makes a bite attack against the enemy. Pursue and Attack When the iron defender makes an opportunity attack, it shifts 1 square before or after the attack. Alignment Unaligned Languages — Str 16 (+4) Dex 15 (+3) Wis 11 (+1) Con 15 (+3) Int 5 (–2) Cha 8 (+0)
Arbalester (A)
Level 4 Artillery
Medium natural animate (construct, homunculus) XP 175 Initiative +6 Senses Perception +8; darkvision HP 43; Bloodied 21 AC 17; Fortitude 16, Reflex 18, Will 15 Immune disease, poison Speed 6 m Slam (standard; at-will) +4 vs. AC; 1d4 + 2 damage. r Bolt (standard; at-will) Ranged 20/40; +9 vs. AC; 1d8 + 4 damage. R Double Shot (standard; recharge ⚃ ⚄ ⚅; see also guard area) The arbalester makes a bolt attack against two different targets within 5 squares of each other. Guard Area At the start of the arbalester’s turn, if an enemy is in its guarded area, the arbalester recharges its double shot power. Alignment Unaligned Languages — Str 15 (+4) Dex 18 (+6) Wis 12 (+3) Con 13 (+3) Int 5 (–1) Cha 3 (–2) August 20 08
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Boiler Room Encounter Level 5 (1,095 XP)
Setup The dark one emissary is one of the servants of Tusk who arranged the deal to assist the orog chieftain in infiltrating the tunnels below the Stonehome Mountains. He and his cohorts have just arrived in this chamber, and he’s examining one of the valves to determine its function. The orcs are milling around, waiting for him to finish. 1 dark one emissary (D) 3 orc scouts (S) 3 fire beetles (F) 5 orc drudges (O) When the characters enter this room, read: The doors open a platform overlooking an enormous chamber. A group of orcs turns to face you, growling with rage and drooling with anticipation for the kill. Behind and below the orcs lies a sunken section of the chamber, where you see iron tubes as tall as a man running across the room. On the north side of the pit, you spot several large beetles, their mottled hides glowing red as if af lame. Perception Check DC 22: A short humanoid wearing a long black cloak is examining an iron wheel connected to the southern pipe.
Tactics The orcs mobilize when they notice the PCs, and the drudges charge while the scouts fall back to hit the PCs with ranged attacks. The fire beetles, while not allied with the orcs, are hungry and attack the closest
living creature they can reach. The orcs fight to the death. The dark one emissary is far more cautious. It joins the fight straightaway, but stays on the edge, moving in to stab at the PCs, using dark step, and then darts away. If the dark one becomes bloodied, it flees through the door to the west to warn the creatures in V4 of the impending attack.
Features of the Area Illumination: Two everburning torches sit in iron sconces on either side of the iron door set in the center of the west wall. Ceiling: The ceiling, from the main level, is 20 feet overhead. Stone Walk: Bisecting this room, at the level at which the doors stand, is a stone walkway connecting the eastern doors to the west. Scaffolding: Branching out to the south and north is a floor made of iron mesh. The mesh allows sight to the level below but blocks all attacks. Lower Level: Beneath the stone walk and scaffolding is a lower level, about 20 feet below the
doors leading into and out of this room, and reached by twin staircases descending from the eastern platform. Iron Door: The iron door to the north is closed, but not locked. It has been magically treated to resist rust. Fire Beetle Carcasses: The fire beetles attacked the first group of orcs, but were driven back. The carcasses mark those beetles killed by the orcs. Squares containing dead beetles count as difficult terrain. Stairs: The stairs leading to the lower level count as difficult terrain. Hot Pipe: Two 10-foot wide pipes run across the lower level of the room, emerging from the eastern wall and exiting through the west. The pipes carry scalding water to the Nexus. The valves (see below)
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Siege of Bordrin's Watch are closed, so only the pipes east of the valves are hot. If the valves are opened, the entire pipe becomes hot. Characters touching a hot pipe take 5 fire damage. Valves: Each pipe is fitted with a valve that can be opened or shut with a successful DC 13 Strength check. Opening the valves is necessary to seal the Nexus. A DC 22 Dungeoneering check reveals the general function of these valves. If Kalad is present, once the creatures are all dealt with, he moves to open each valve. Dead Adventurer: Sprawled across the floor is the beheaded remains of Jen, the half-elf warlock and member of the Farstriders. She was killed by the orc sergeant at V1. 3 Orc Scouts (S)
Level 3 Skirmisher
Medium natural humanoid XP 150 each Initiative +5 Senses Perception +6; low-light vision HP 46; Bloodied 23; see also warrior’s surge AC 17; Fortitude 16, Reflex 15, Will 13 Speed 6 (8 while charging) m Scimitar (standard; at-will) ✦ Weapon +8 vs. AC; 1d8 + 3 damage (crit: +1d8). r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +7 vs. AC; 1d10 + 2 damage. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc scout makes a melee basic attack and regains 11 hit points. Overeager (immediate reaction, when the orc scout drops an enemy with a ranged attack; encounter) The orc scout draws its scimitar and charges the closest enemy. Alignment Chaotic evil Languages Common, Giant Skills Athletics +9, Endurance +8, Intimidate +5, Stealth +8 Str 16 (+4) Dex 15 (+3) Wis 10 (+1) Con 14 (+3) Int 8 (+0) Cha 9 (+0) Equipment leather armor, scimitar, longbow with quiver of 20 arrows
Dark One Emissary (D)
Level 5 Lurker
Small shadow humanoid XP 200 Initiative +11 Senses Perception +9; darkvision HP 48; Bloodied 24; see also killing dark AC 20 (see also dark step); Fortitude 16, Reflex 20, Will 17 Speed 6 m Dagger (standard; at-will) ✦ Weapon +10 vs. AC; 1d4 + 5 damage. r Dagger (standard; at-will) ✦ Weapon Ranged 5/10; +10 vs. AC; 1d4 + 5 damage. C Killing Dark (when reduced to 0 hit points) Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark one emissary explodes in a spout of darkness. Cloak of Shadow (minor; at-will) ✦ Illusion The dark one emissary shifts 1 square and gains concealment until the end of its next turn. Combat Advantage The dark one emissary deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. Dark Step (move; at-will) The dark one emissary moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to. Alignment Evil Languages Common Skills Bluff +9, Intimidate +11, Stealth +12 Str 13 (+3) Dex 20 (+7) Wis 15 (+4) Con 12 (+3) Int 14 (+4) Cha 14 (+4) Equipment black garments, 5 daggers
3 Fire Beetles (F)
Level 1 Brute
Small natural beast XP 100 each Initiative +1 Senses Perception +0 HP 32; Bloodied 16 AC 13; Fortitude 13, Reflex 12, Will 11 Resist 10 fire Speed 6 m Bite (standard; at-will) +5 vs. AC; 2d4 + 2 damage. C Fire Spray (standard; recharge ⚄ ⚅ ) ✦ Fire Close blast 3; +4 vs. Reflex; 3d6 fire damage. Alignment Unaligned Languages — Str 14 (+2) Dex 12 (+1) Wis 10 (+0) Con 12 (+1) Int 1 (–5) Cha 8 (–1)
5 Orc Drudges (O)
Level 4 Minion
Medium natural humanoid XP 44 each Initiative +0 Senses Perception +0; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reflex 12, Will 12 Speed 6 (8 while charging) m Club (standard; at-will) ✦ Weapon +9 vs. AC; 5 damage. Alignment Chaotic evil Languages Common, Giant Str 16 (+5) Dex 10 (+2) Wis 10 (+2) Con 14 (+4) Int 8 (+1) Cha 9 (+1) Equipment hide armor, club
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Shrine to Moradin Encounter Level 3 (764 XP)
Setup The orcs in this room are responsible for their cave troll ally. The cave troll goes where and does what it likes. The orcs watch the monster devour the last of the Farstriders with a mixture of fear and envy. 1 cave troll (T) 2 orc bombardiers (B) 6 orc drudges (D) When the characters enter this room, read: Eight orcs and one big, hulking brute befoul this sacred chamber by their mere presence. The orcs, a mix of hideous humanoids, shout warnings when they see you, causing the cave troll to turn, which reveals the blood and gore painting its chest. Perception Check DC 18 (dwarf only): You notice the altar shines brilliantly, as if Moradin was calling for you to purify this chamber.
Tactics The orcs and troll surge into battle, with the drudges charging where possible and the cave troll grabbing the first creature it can to use as an improvised weapon. The bombardiers hold back, flinging cinderbombs until they exhaust their supplies, at which point they close to fight hand to hand.
Cave Troll (T)
Level 7 Brute
Large natural humanoid XP 300 Initiative +6 Senses Perception +9; low-light vision HP 99; Bloodied 49; see also troll healing Regeneration 10 (if the cave troll takes acid or fire damage regeneration does not function until the end of its next turn) AC 19; Fortitude 21, Reflex 19, Will 17 Speed 8 m Claw (standard; at-will) Reach 2; +10 vs. AC; 2d4 + 5 damage, and the target is grabbed (until escape). A cave troll can grab up to two targets at once. M Improvised Weapon (standard; at-will) Requires grabbed creature; reach 2; +10 vs. AC; 2d8 + 5 damage, and the grabbed creature takes half this damage and is dazed (save ends). When grabbing a creature wearing heavy armor, the cave troll deals +5 damage with this attack, but the grabbed creature is not dazed. Troll Healing ✦ Healing If the cave troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Giant Skills Athletics +13, Endurance +12 Str 21 (+8) Dex 16 (+6) Wis 12 (+4) Con 19 (+7) Int 5 (+0) Cha 8 (+2)
Features of the Area Illumination: Two everburning torches in iron sconces fill the room with bright light. Ceiling: The ceiling in this room is 20 feet tall. Stone Pews: Spaces containing stone pews count as difficult terrain. A DC 17 Strength check is required to shove a stone pew 1 square. If used in conjunction with a bull rush, the attack takes a –2 penalty, but the target is also knocked prone. Altar: Any dwarf that starts its turn in a space adjacent to the altar gains a +2 power bonus to attack rolls until the end of the encounter. Tapestry: The tapestry recounts the construction of the Nexus. Characters who study it and succeed on
a DC 18 Perception check determine that they must open the valves in room V3 to seal off the Nexus. Dwarf Statues: The statues in this room stand 15-feet tall and depict dwarf warriors, head bowed as if in prayer or reflection. The statues are carved so the warriors look like they’re wearing plate armor and both are armed with hammers. Climbing a statue requires a DC 20 Athletics check. The statue has AC 20, other defenses 18; hp 100; resist 10 to all damage.
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Siege of Bordrin's Watch Dead Adventurers: The troll has been eating the remaining members of the Farstriders. Bits of flesh, bone, and gear litter the floor here. Orc Bombardier (B)
Level 1 Artillery
Medium natural humanoid XP 100 Initiative +3 Senses Perception –2; low-light vision HP 24; Bloodied 12; see also warrior’s surge AC 13; Fortitude 13, Reflex 15, Will 11 Speed 6 (8 while charging) m Battleaxe (standard; at-will) ✦ Weapon +5 vs. AC; 1d10 + 2 damage. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc bombardier makes a melee basic attack and regains 6 hit points. A Cinderbomb (standard; recharge ⚃ ⚄ ⚅) ✦ Fire Area burst 2 within 10; +4 vs. Reflex; 1d8 + 3 fire damage, and ongoing 5 fire damage (save ends). On a crit, the orc bombardier knocks the target prone. Miss: Half damage, and no ongoing damage. C Detonation (no action, when reduced to 0 hit points; encounter) ✦ Fire The orc bombardier must have at least one cinderbomb left; close burst 2; +4 vs. Reflex; 1d8 + 3 fire damage, and ongoing 5 fire damage (save ends) (crit knock prone). Miss: Half damage, and no ongoing damage. Alignment Chaotic evil Languages Common, Giant Str 13 (+1) Dex 17 (+3) Wis 7 (–2) Con 12 (+1) Int 8 (–1) Cha 9 (–1) Equipment battleaxe, 3 cinderbombs
6 Orc Drudges (O)
Level 4 Minion
Medium natural humanoid XP 44 each Initiative +0 Senses Perception +0; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reflex 12, Will 12 Speed 6 (8 while charging) m Club (standard; at-will) ✦ Weapon +9 vs. AC; 5 damage. Alignment Chaotic evil Languages Common, Giant Str 16 (+5) Dex 10 (+2) Wis 10 (+2) Con 14 (+4) Int 8 (+1) Cha 9 (+1) Equipment hide armor, club
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Dwarf Quarters Encounter Level 2 (645 XP)
Setup The orc freaks led a band of drudges here in search of loot. Unfortunately, the dwarves emptied these chambers years ago. What the orcs haven’t discovered, however, is the presence of the cavern choker prepared to kill the first creature to enter the kitchens. 1 cavern choker (C) 2 orc freaks (F) 5 orc drudges (D) When the characters near this room, read: Flickering torchlight shines through an open door at the end of the hall.
2 Orc Freaks (F)
Level 2 Skirmisher
Medium natural humanoid XP 125 each Initiative +5 Senses Perception +5; low-light vision HP 38; Bloodied 19; see also warrior’s surge AC 15; Fortitude 15, Reflex 14, Will 11 Speed 6 (8 while charging) m Battleaxe (standard; at-will) ✦ Weapon +6 vs. AC; 1d10 + 3 damage. M Savage Strike (standard; encounter) ✦ Weapon Make two attacks; +6 vs. AC; 1d10 + 3 damage per attack. If both attacks hit the same target, the target also takes ongoing 5 damage (save ends). M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc freak makes a melee basic attack and regains 9 hit points. Alignment Chaotic evil Languages Common, Giant Skills Athletics +9 Str 17 (+4) Dex 15 (+3) Wis 8 (+0) Con 14 (+3) Int 8 (+0) Cha 7 (–1) Equipment hide armor, 2 battleaxes
When the characters enter this room, read: Two orcs hold torches, shining light in this cavernous chamber. Stone doors stand open, leading into other rooms.
Tactics The orcs charge the PCs and fight to the death. The choker uses the resulting chaos as its chance to escape, striking a PC as it backs into the hall.
Features of the Area Illumination: The orc freaks carry torches, each shedding bright light in a 10-square radius. Once combat begins, the orcs drop the torches. Each round, at the start of their turns, there’s a 50% chance that the torch gutters out. Ceiling: The ceilings here are 20-feet tall. Barracks: The barracks hold bunk beds and empty chests.
5 Orc Drudges (D)
Level 4 Minion
Cavern Choker (C)
Level 4 Lurker
Medium natural humanoid XP 44 each Initiative +0 Senses Perception +0; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reflex 12, Will 12 Speed 6 (8 while charging) m Club (standard; at-will) ✦ Weapon +9 vs. AC; 5 damage. Alignment Chaotic evil Languages Common, Giant Str 16 (+5) Dex 10 (+2) Wis 10 (+2) Con 14 (+4) Int 8 (+1) Cha 9 (+1) Equipment hide armor, club Small natural humanoid XP 175 Initiative +9 Senses Perception +3; darkvision HP 42; Bloodied 21 AC 17 (see also chameleon hide); Fortitude 15, Reflex 15 Will 13 Speed 6, climb 6 (spider climb) m Tentacle Claw (standard; at-will) Reach 2; +9 vs. AC; 1d8 + 3 damage, and the target is grabbed (until escape). A target trying to escape the grab takes a –4 penalty to the check. M Choke (standard; at-will) Grabbed target only; +9 vs. Fortitude; 1d8 + 3 damage. Chameleon Hide (minor; at-will) The cavern choker gains concealment until the start of its next turn. It can’t use this power while grabbing a creature or while grabbed. Body Shield (immediate interrupt, when targeted by a melee or a ranged attack against Reflex or AC; recharges when the choker makes a successful tentacle claw or choke attack) The cavern choker makes its grabbed victim the target instead. The choker cannot use this power to redirect attacks made by a creature it is currently grabbing. Alignment Unaligned Languages Common Skills Stealth +10 Str 17 (+5) Dex 17 (+5) Wis 13 (+3) Con 12 (+3) Int 6 (+0) Cha 6 (+0)
Mess Hall: Dusty tables and benches fill out this room. Squares containing tables count as difficult terrain. Kitchens: This room’s walls are lined with empty cabinets and cold hearths.
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The Nexus
When the characters enter this room, read:
Encounter Level 7 (1,590 XP)
Setup When the characters first enter this chamber, there are no creatures. Once the PCs start climbing to the top, have the players roll for initiative. At the start of each round until the adventurers seal the Nexus, a wave of creatures enters the chamber. Roll 1d6 to determine which tunnel the enemies appear in and then roll for their initiative as normal, placing them at the mouth of the tunnel at the start of their turn. If the die results in a tunnel sealed off by the activated control panel, no additional creatures appear that round. This encounter includes the following creatures organized by waves. Wave One 2 orc drudges (D) Wave Two 2 orc militants (M) 2 orc drudges (D) Wave Three Tusk (T) Myrissa, shadar-kai dark warlock (S) 2 orc bolt throwers (B) Wave Four and Onward 3 orc drudges (D)
You step into a massive chamber in which the ceiling rises 100 feet above you. At the center of the chamber is a pillar of solid steel that is screwed into the stone and that stand as tall as the ceiling. Two bronze and steel pipes emerge from the eastern walls and travel toward the steel column before vanishing into the stone. Rising around the outside of the room is a stone catwalk that connects to steel grating that wraps around the steel pillar like scaffolding. Dark tunnels pock the walls, leading to who knows where. Perception Check DC 21: You smell the faint odor of sulfur in this room. DC 26: The stone around the base of the steel column is dark, as if damp.
Tactics Tusk’s objective here is obvious: Stop the PCs from sealing the Nexus. Once he arrives, he heads straight for the top, smashing through allies and enemies to block the PCs’ efforts. The drudges and bolt throwers harass the PCs and support their leader. Myrissa, finally, hits the characters with ranged attacks, hoping to slow their ascent or disrupt their efforts to activate the control panel. All the creatures here fight to the death.
Features of the Area Illumination: This room is dark. Ceiling: From the bottom of this room, the ceiling is 100 feet overhead. Tunnels: Six passages, marked 1–6, lead into the chamber. The passages are 5-feet wide and lead off,
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Siege of Bordrin's Watch eventually coming out on the western side of the mountains. Ladders: Two ladders are in this room. One leads to tunnel 1 and the other leads up to the escape hatch. Climbing a ladder requires a DC 5 Athletics check (DC 10 when in boiling water; see below). The ladders are 10 feet tall. Stairs: Around the outer edge of the room, stairs climb up to higher levels. Stairs count as difficult terrain. Platforms: The platforms are fashioned out of steel grating, which allows a character standing on them to see, but it blocks ranged and melee attacks.
Pipes: Two massive pipes run across the floor. When the valves in V3 are opened, any character touching them takes 5 fire damage. Control Panel: The control panel stands at the top of the room. Activating the control panel requires a skill challenge. DC 18 Dungeoneering or Thievery. Complexity 1 (4 successes before 3 failures). Success activates the control panel. Failure results in two more orc drudges entering the room from a random tunnel (roll 1d6), and the character must start the skill challenge all over again. If Kalad is present, the character gains a +5 bonus to all checks related to the skill challenge. Boiling Water: Once the control panel is activated, boiling water floods the chamber. At the start of each round, a steel door drops down over the lowest tunnel and the water level rises to cover that tunnel. After 6 rounds, the room is flooded enough that no more enemies join the fight. Creatures that fall into the water or start their turn in the water take 2d8 + 4 scalding (fire) damage. Steam: Steam rises from the boiling water. Any characters above the water level, but below the next higher tunnel entrance, gain concealment. Escape Hatch: A ladder near the control panel leads up 10 feet to a trapdoor set in the ceiling. The door opens easily. It can be sealed shut from the other side by depressing a button. Once sealed, the door can be opened by only pressing the button a second time, or by succeeding on a DC 37 Strength check.
Tusk, Orog Chieftain (T) Level 5 Elite Soldier
Large natural humanoid XP 400 Initiative +4 Senses Perception +3; low-light vision HP 138; Bloodied 69 AC 23; Fortitude 22, Reflex 17, Will 16 Saving Throws +2 Speed 5 Action Points 1 m Falchion (standard; at-will) ✦ Weapon Reach 2; +12 vs. AC; 2d4 + 7 damage. M Brutal Offensive (standard; at-will) ✦ Weapon Requires falchion; +12 vs. AC; 2d4 + 7 damage, and Tusk can shift 1 and make a secondary attack. Secondary Attack: +12 vs. AC; 4d4 + 7 damage. C Skull Harvest (standard; at-will) ✦ Weapon Requires falchion; close burst 2; +12 vs. Reflex; 2d4 + 7 damage. C Champion’s Scorn (minor; at-will) ✦ Fear, Healing Close blast 5; one creature; the target becomes the object of the orog’s scorn. Tusk’s melee attacks deal an extra 2d4 damage to the target, and if he reduces the target to 0 hit points, he heals 34 hit points. Tusk can designate only one target as the object of its scorn at a time. R Fearsome Leader (minor; at-will) Targets one orc or orog; the target gains a +2 bonus to its next attack roll before the end of Tusk’s next turn. Alignment Chaotic evil Languages Common, Giant Skills Endurance +12, Intimidate +8 Str 24 (+9) Dex 15 (+4) Wis 13 (+3) Con 21 (+7) Int 11 (+2) Cha 12 (+3) Equipment plate armor, falchion
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Siege of Bordrin's Watch Myrissa, Shadar-Kai Dark Warlock (S) Level 2 Elite Skirmisher Medium shadow humanoid XP 250 Initiative +3 Senses Perception +1; low-light vision HP 74; Bloodied 37 AC 17; Fortitude 14, Reflex 16, Will 16 Saving Throws +2 Speed 6 Action Points 1 m Dagger (standard; at-will) ✦ Weapon +6 vs. AC; 1d4 + 2 damage. R Spiteful Glamour (standard; at-will) ✦ Psychic Ranged 10; +7 vs. Will; 1d8 + 3 psychic damage, or 1d12 + 3 psychic damage against targets at full hit points. C Cursebite (standard; encounter) ✦ Necrotic Close burst 20; +7 vs. Fortitude; 2d8 + 3 necrotic damage; affects all creatures suffering from warlock’s curse. Warlock’s Curse (minor; at-will, 1/round) Closest enemy; Myrissa designates target as cursed. Her attacks deal an extra 1d6 damage. A target can have only one curse at a time. Darkspiral Aura (free; at-will) ✦ Necrotic, Psychic Whenever an enemy Myrissa has cursed is reduced to 0 hit points, she adds 1 point to her darkspiral aura. Once per round as a free action, when an enemy makes a melee or ranged attack against her, she can use her darkspiral aura to deal 1d6 necrotic and psychic damage per point in the aura and reset the aura to 0. If her aura deals at least 12 damage, she can reset the aura to 1 instead, but the attack deals half damage. Shadow Jaunt (move; encounter) ✦ Teleportation Myrissa teleports 3 squares and becomes insubstantial until the start of her next turn. Alignment Evil Languages Common Skills Acrobatics +5, Bluff +9, Insight +6, Intimidate +9, Stealth +5 Str 10 (+1) Dex 14 (+3) Wis 11 (+1) Con 13 (+2) Int 16 (+4) Cha 16 (+4) Equipment leather armor, dagger, rod
7 Orc Drudges (D) Level 4 Minion
Medium natural humanoid XP 44 each Initiative +0 Senses Perception +0; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reflex 12, Will 12 Speed 6 (8 while charging) m Club (standard; at-will) ✦ Weapon +9 vs. AC; 5 damage. Alignment Chaotic evil Languages Common, Giant Str 16 (+5) Dex 10 (+2) Wis 10 (+2) Con 14 (+4) Int 8 (+1) Cha 9 (+1) Equipment hide armor, club
2 Orog Militants (M) Level 3 Soldier
Medium natural humanoid XP 150 each Initiative +3 Senses Perception +2; low-light vision HP 48; Bloodied 24 AC 20; Fortitude 17, Reflex 13, Will 14; see also discipline Speed 5 m Bastard Sword (standard; at-will) ✦ Weapon +10 vs. AC; 1d10 + 4 damage, and the target is marked until the end of the orog militant’s next turn. M Relentless (standard; at-will) ✦ Weapon Requires bastard sword; +10 vs. AC; 1d10 + 4 damage, and the target is pushed 1 square. The target is marked until the orog’s next turn. The orog militant can shift into the vacated square as a free action. M Fierce Counterstrike (immediate reaction, when adjacent ally is first bloodied; encounter) ✦ Weapon Requires bastard sword; +10 vs. AC; 2d10 + 4 damage, and the target is pushed 1 square. The orog militant can shift into the vacated square as a free action. Discipline Orogs gain a +2 bonus to saving throws against any ongoing effects when adjacent to an ally. Alignment Evil Languages Common, Giant Str 19 (+5) Dex 10 (+1) Wis 13 (+2) Con 16 (+4) Int 9 (+0) Cha 11 (+1) Equipment plate armor, heavy shield, bastard sword
2 Orc Bolt Throwers (B) Level 1 Artillery
Medium natural humanoid XP 100 each Initiative +2 Senses Perception +4; low-light vision HP 26; Bloodied 13; see also warrior’s surge AC 13; Fortitude 14, Reflex 14, Will 11 Speed 6 (8 while charging) m Battleaxe (standard; at-will) ✦ Weapon +6 vs. AC; 1d10 + 3 damage r Bellybow (standard; at-will; recharges when the creature uses a move action to reload it) ✦ Weapon Ranged 20/40; +8 vs. AC; 1d12 + 2 damage, and the target is pushed 1 square. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing The orc bolt thrower makes a melee basic attack and regains 6 hit points. Alignment Chaotic evil Languages Common, Giant Skills Stealth +7 Str 14 (+2) Dex 15 (+2) Wis 9 (–1) Con 14 (+2) Int 9 (–1) Cha 8 (–1) Equipment leather armor, battleaxe, bellybow with 10 bolts
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Appendix: Monsters
Orc Bolt Thrower Tactics
Orc
The orc bolt thrower hangs back, lobbing bolts into the thick of its enemies. It draws its battleaxe and throws itself into combat if its enemies draw near.
Orcs are a race of savage humanoids, hailing from some of the most desolate regions in the world. From the hardships of their lives as well as their ingrained love of slaughter, these vicious marauders boil out of the darkness to wage war against other races, plundering and killing until finally repulsed once more. The Monster Manual includes a broad selection of orc monsters, representing a great many of the iconic orc adversaries player characters might face. The following entries expand on those by providing additional orcs, which are featured in this adventure. Orc Bolt Thrower
Level 1 Artillery
Medium natural humanoid XP 100 Initiative +2 Senses Perception +4; low-light vision HP 26; Bloodied 13; see also warrior’s surge AC 13; Fortitude 14, Reflex 14, Will 11 Speed 6 (8 while charging) m Battleaxe (standard; at-will) ✦ Weapon +6 vs. AC; 1d10 + 3 damage. r Bellybow (standard; at-will; recharges when the creature uses a move action to reload it) ✦ Weapon Ranged 20/40; +8 vs. AC; 1d12 + 2 damage, and the target is pushed 1 square. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing The orc bolt thrower makes a melee basic attack and regains 6 hit points. Alignment Chaotic evil Languages Common, Giant Skills Stealth +7 Str 14 (+2) Dex 15 (+2) Wis 9 (–1) Con 14 (+2) Int 9 (–1) Cha 8 (–1) Equipment leather armor, battleaxe, bellybow with 10 bolts
Orc Bombardier
Level 1 Artillery
Medium natural humanoid XP 100 Initiative +3 Senses Perception –2; low-light vision HP 24; Bloodied 12; see also warrior’s surge AC 13; Fortitude 13, Reflex 15, Will 11 Speed 6 (8 while charging) m Battleaxe (standard; at-will) ✦ Weapon +5 vs. AC; 1d10 + 2 damage. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc bombardier makes a melee basic attack and regains 6 hit points. A Cinderbomb (standard; recharge ⚃ ⚄ ⚅) ✦ Fire Area burst 2 within 10; +4 vs. Reflex; 1d8 + 3 fire damage, and ongoing 5 fire damage (save ends). On a crit, the orc bombardier knocks the target prone. Miss: Half damage, and no ongoing damage. C Detonation (no action, when reduced to 0 hit points; encounter) ✦ Fire The orc bombardier must have at least one cinderbomb left; close burst 2; +4 vs. Reflex; 1d8 + 3 fire damage, and ongoing 5 fire damage (save ends) (crit knock prone). Miss: Half damage, and no ongoing damage. Alignment Chaotic evil Languages Common, Giant Str 13 (+1) Dex 17 (+3) Wis 7 (–2) Con 12 (+1) Int 8 (–1) Cha 9 (–1) Equipment battleaxe, 3 cinderbombs, everburning torch
Orc Witch Doctor
Level 2 Controller
Medium natural humanoid XP 125 Initiative +2 Senses Perception +3; low-light vision HP 33; Bloodied 16 AC 15; Fortitude 13, Reflex 14, Will 17 Speed 6 (8 while charging) m Disgusting Claws (standard; at-will) ✦ Poison +7 vs. AC; 1d6 + 1 damage, and ongoing 5 poison damage (save ends). R Curse of Gruumsh (standard; recharge ⚄ ⚅) ✦ Acid Ranged 10; +6 vs. Fortitude; target is blinded (save ends), and the orc witch doctor makes a secondary attack. Secondary Attack: Close burst 1 centered on primary target; +6 vs. Reflex; 1d6 + 4 acid damage, and ongoing 2 acid damage (save ends). R Unspeakable Filth (standard; at-will) Ranged 5/10; +5 vs. Reflex; 1d4 + 4 damage, and the target takes –2 penalty to attack rolls until the end of the orc witch doctor’s next turn. Alignment Chaotic evil Languages Common, Giant Skills Arcana +6, Intimidate +10 Str 11 (+1) Dex 12 (+2) Wis 14 (+3) Con 9 (+0) Int 11 (+1) Cha 18 (+5) Equipment befouled rags, bone rod
Orc Witch Doctor Tactics An orc witch doctor spits a curse at a divine character and hurls insults and filth, falling back to its claws if cornered.
Orc Bombardier Tactics The orc bombardier hurls cinderbombs at clumps of PCs, but it is not above catching a few drudges in the burst. Should enemies close to melee, it draws its battleaxe.
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Siege of Bordrin's Watch Orc Freak
Level 2 Skirmisher
Medium natural humanoid XP 125 Initiative +5 Senses Perception +5; low-light vision HP 38; Bloodied 19; see also warrior’s surge AC 15; Fortitude 15, Reflex 14, Will 11 Speed 6 (8 while charging) m Battleaxe (standard; at-will) ✦ Weapon +6 vs. AC; 1d10 + 3 damage. M Savage Strike (standard; encounter) ✦ Weapon Make two attacks; +6 vs. AC; 1d10 + 3 damage per attack. If both attacks hit the same target, the target also takes ongoing 5 damage (save ends). M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc freak makes a melee basic attack and regains 9 hit points. Alignment Chaotic evil Languages Common, Giant Skills Athletics +9 Str 17 (+4) Dex 15 (+3) Wis 8 (+0) Con 14 (+3) Int 8 (+0) Cha 7 (–1) Equipment hide armor, 2 battleaxes
Orc Freak Tactics
Orc Sergeant
The orc freak is a savage and uncontrollable warrior who rushes headlong into danger no matter the odds. Orc Scout
Level 3 Skirmisher
Medium natural humanoid XP 150 Initiative +5 Senses Perception +6; low-light vision HP 46; Bloodied 23; see also warrior’s surge AC 17; Fortitude 16, Reflex 15, Will 13 Speed 6 (8 while charging) m Scimitar (standard; at-will) ✦ Weapon +8 vs. AC; 1d8 + 3 damage (crit: +1d8) r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +7 vs. AC; 1d10 + 2 damage. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing, Weapon The orc scout makes a melee basic attack and regains 11 hit points. Overeager (immediate reaction, when the orc scout drops an enemy with a ranged attack; encounter) The orc scout draws its scimitar and charges the closest enemy. Alignment Chaotic evil Languages Common, Giant Skills Athletics +9, Endurance +8, Intimidate +5, Stealth +8 Str 16 (+4) Dex 15 (+3) Wis 10 (+1) Con 14 (+3) Int 8 (+0) Cha 9 (+0) Equipment leather armor, scimitar, longbow with quiver of 20 arrows
Orc Scout Tactics An orc scout shoots arrows at its foes, but once it drops an enemy, its bloodlust gets the better of it, driving it to draw its scimitar and charge.
Level 3 Soldier (Leader)
Medium natural humanoid XP 150 Initiative +2 Senses Perception +5; low-light vision Lead by Fear aura 1; orcs inside the aura gain a +1 power bonus to attack rolls. HP 46; Bloodied 23; see also warrior’s surge AC 19; Fortitude 17, Reflex 13, Will 14 Speed 6 (8 while charging) m Glaive (standard; at-will) ✦ Weapon Reach 2; +10 vs. AC; 2d4 + 4 damage. M Warrior’s Surge (standard, usable only while bloodied; encounter) ✦ Healing The orc sergeant makes a melee basic attack and regains 11 hit points. Back to the Front! (immediate reaction, when orc ally within 5 squares is forcibly moved; at-will) Slide triggering ally 1 square. Alignment Chaotic evil Languages Common, Giant Skills Endurance +5, Intimidate +5 Str 19 (+5) Dex 9 (+0) Wis 13 (+2) Con 14 (+3) Int 11 (+1) Cha 11 (+1) Equipment chainmail, glaive, tattered cloak
Orc Sergeant Tactics The orc sergeant commands other orcs, directing the combat from the second rank. It follows its soldiers into battle, taking advantage of its superior reach and the bodies between himself and his enemies. Should any ally think about retreating, the orc sergeant can command him back to the frontlines.
Orog Hulking warriors with uncommon discipline and fighting expertise, orogs are the filthy offspring of orcs and ogres. Like half-elves, orogs breed true and are a separate race from orcs. Sometimes called greater orcs or ogrillons, orogs are a vastly superior breed, rising far above their lesser kin in terms of their mastery over weaponry and also their mastery of warfare. Where common orcs rely on superior numbers to overcome their enemies, orogs use clever
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tactics and teamwork, ranking up in orderly lines of heavily armored soldiers. Rumors tell of orog cities in the far-flung places in the world, though no one is certain where they are or what they might look like. Instead, orogs crop up wherever ogres and orcs congregate in large numbers. Orogs swiftly rise to the top and take over tribes, crushing their rivals until the rest of the horde surrenders to the orog’s will. Orog Militant
Level 3 Soldier
Medium natural humanoid XP 150 Initiative +3 Senses Perception +2; low-light vision HP 48; Bloodied 24 AC 20; Fortitude 17, Reflex 13, Will 14; see also discipline Speed 5 m Bastard Sword (standard; at-will) ✦ Weapon +10 vs. AC; 1d10 + 4 damage, and the target is marked until the end of the orog militant’s next turn. M Relentless (standard; at-will) ✦ Weapon Requires bastard sword; +10 vs. AC; 1d10 + 4 damage, and the target is pushed 1 square. The target is marked until the orog’s next turn. The orog militant can shift into the vacated square as a free action. M Fierce Counterstrike (immediate reaction, when adjacent ally is first bloodied; encounter) ✦ Weapon Requires bastard sword; +10 vs. AC; 2d10 + 4 damage, and the target is pushed 1 square. The orog militant can shift into the vacated square as a free action. Discipline Orogs gain a +2 bonus to saving throws against any ongoing effects when adjacent to an ally. Alignment Evil Languages Common, Giant Str 19 (+5) Dex 10 (+1) Wis 13 (+2) Con 16 (+4) Int 9 (+0) Cha 11 (+1) Equipment plate armor, heavy shield, bastard sword
Orog Militant Tactics Orog militants fight best in close ranks to take advantage of their discipline and also the added protection
afforded by their fellows. The orogs engage the closest enemy and drive it before them. Orog Scarred Champion Level 4 Brute
Medium natural humanoid, orc XP 175 Initiative +2 Senses Perception +8; low-light vision HP 66; Bloodied 33; see also champion’s scorn AC 17; Fortitude 19, Reflex 14, Will 15 Speed 5 m Greatsword (standard; at-will) ✦ Weapon +10 vs. AC; 1d10 + 5 damage, and the target is marked until the end of the orog scarred champion’s next turn. C Winnowing Slash (standard; recharge when first bloodied) ✦ Weapon Requires greatsword; close burst 1; +7 vs. AC; 2d10 + 5 damage, and the target is pushed 1 square. C Champion’s Scorn (minor; at-will) ✦ Fear Close blast 5; one creature; the target becomes the object of the orog’s scorn. The orog scarred champion’s melee attacks deal an extra 1d10 damage to the target, and if the scarred champion reduces the target to 0 hit points, it regains 16 hit points. Alignment Chaotic evil Languages Common, Giant Skills Intimidate +6 Str 20 (+7) Dex 10 (+2) Wis 12 (+3) Con 16 (+5) Int 9 (+1) Cha 8 (+1) Equipment plate armor, greataxe
Orog Scarred Champion Tactics The orog scarred champion is a devolved form of orog—a brutish warrior driven mad by Gruumsh’s dark will. The champion wades into the thick of battle, calling out challenges to its enemies and focusing its attacks against these foes until he slaughters them.
Orog Lore A character knows the following information about orogs with a successful Nature check. DC 15: Orogs are the spawn of orcs and ogres, and they somehow gain the better qualities of each
without any of the drawbacks. A discipline and militant people, they raise up fortified encampments, where they form up their warriors into tight ranks and demand a level of cleanliness any commander could respect.
Troll Trolls are one of the most diverse and unpredictable races in the world. Something about their nature causes them to adapt to their environments in unexpected ways, developing new abilities and losing ones less useful for feeding the bottomless pit that serves as their gullets. The following troll expands on those described in the Monster Manual. Cave Troll
Level 7 Brute
Large natural humanoid XP 300 Initiative +6 Senses Perception +9; low-light vision HP 99; Bloodied 49; see also troll healing Regeneration 10 (if the cave troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 19; Fortitude 21, Reflex 19, Will 17 Speed 8 m Claw (standard; at-will) Reach 2; +10 vs. AC; 2d4 + 5 damage, and the target is grabbed (until escape). A cave troll can grab up to two targets at once. M Improvised Weapon (standard; at-will) Requires grabbed creature; reach 2; +10 vs. AC; 2d8 + 5 damage, and the grabbed creature takes half this damage and is dazed (save ends). When grabbing a creature wearing heavy armor, the cave troll deals +5 damage with this attack, but the grabbed creature is not dazed. Troll Healing ✦ Healing If the cave troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Giant Skills Athletics +13, Endurance +12 Str 21 (+8) Dex 16 (+6) Wis 12 (+4) Con 19 (+7) Int 5 (+0) Cha 8 (+2)
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Encounter Groups
A cave troll is an unsubtle enemy. When it detects possible food, it leaps into battle, grabbing its foes with its long claws, and snatching them off their feet. The cave troll then tenderizes its meal, using its captured victim as a weapon, pounding the hapless victim into its allies until everyone and everything around the troll is dead.
Cave trolls prefer the company of other cave trolls, but they might sometimes work with other trolls, ogres, and other monstrous races. Orogs, more than any other race, see the value of a tough cave troll, and when an orog dominates an orc tribe, there’s bound to be a handful of cave trolls supporting the chieftain.
Cave Troll Lore A character knows the following information about cave trolls with a successful Nature check. DC 15: Cave trolls are a nasty, spiteful breed of trolls, every bit as ravenous as their kin, but they take special pleasure in the destruction they wreak. Like their kin, cave trolls regenerate at an astonishing rate, which allows them to recoup from the nastiest of injuries. Their only weakness in this regard is when they are confronted with acid or fire—substances the cave troll rightly fears—for both can retard the troll’s regenerative abilities and render it more vulnerable to its prey’s attacks. DC 20: Cave trolls collect in small tribal groups, and they prefer caves that open onto verdant forests or hills. The rarely venture too deep into the Underdark, for in the depths, food becomes far scarcer, and the cave trolls have a healthy respect for drow, mind flayers, and other peoples of the depths. Some races, particularly drow, orcs, and orogs, enslave cave trolls to use them as frontline soldiers. Cave trolls are not as powerful as ordinary trolls, and they are more tractable and are easier to train.
Level 7 Encounter (XP 1,500) ✦ 1 orc eye of Gruumsh (level 5 controller [leader]) ✦ 2 cave trolls (level 7 brute) ✦ 4 orc berserkers (level 4 brute) G
About the Author
Robert J. Schwalb works as a freelance designer for Wizards of the Coast and has contributed design to such books as Tyrants of the Nine Hells and Elder Evils, and the forthcoming Forgotten Realms Player’s Guide, Draconomicon: Chromatic Dragons, Manual of the Planes, and Demon Queen’s Enclave, as well as numerous articles for D&D Insider. Robert lives in Tennessee with his incredibly patient wife Stacee and his pride of chaotic evil werecats.
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“We are mercenaries, all of us, but only a precious few have honesty enough to admit it. Whether we sell ourselves for coin, for honor, or ideals, we all have a price whose continued payment leads us inevitably to our end. But when that end comes, will you admit to your balance sheet? Or will you lie when you claim that the blood on your hands was spilled for just cause, not simply your hunger for glory?”
The Shadow Rift of Umbraforge
by Scott Fitzgerald Gray illustrations by Dave Allsop, Ryan Barger, Nicole Cardiff, Saejin Oh, and Chris Stevens cartography by Mike Schley
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
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What’s an Adventure Path? Scales of War is the fourth Adventure Path to appear in the pages of Dungeon Magazine. But what, you ask, is an Adventure Path? Quite simply, it is a series of related adventures intended to form a complete D&D campaign that takes your players from 1st level all the way to, in the case of Scales of War, 30th level. Previous Adventure Paths, presented with the third edition D&D rules, took characters from 1st to 20th level. But with all three tiers in the new edition ripe and ready to explore, we’re pushing the limit with Scales of War. Each tier takes roughly six adventures to traverse, which means we’ll finish off this Adventure Path in about eighteen issues. Each adventure advances characters from between one and a half to two levels of experience. We recognize that not everyone will meet every encounter or complete every quest, however, so periodically, we’ll point you DMs to a supplemental Side Trek or short adventure to keep your PCs on pace. Plus, roughly every other month, Dragon will feature new support content for Scales of War. Finally, this Adventure Path is intended to function as a complete D&D campaign. That means we’ll be making some assumptions about the history of the world as we move along, just as you would in any campaign you run. We’ll be borrowing heavily from the D&D mythology of 4th Edition, as well as all the great ideas that have cropped up in other products over the years—including the pages of past issues of Dungeon! Enjoy your stay in Scales of War, and keep an eye out for next month’s installment.
“The Shadow Rift of Umbraforge” is an adventure for five 4th-level characters who are approximately halfway to 5th level. Characters should be 6th level by the adventure’s end. This adventure is a sequel to “Siege of Bordrin’s Watch” and the third part of the Scales of War Adventure Path. However, with a little modification, it can be played as a standalone adventure or integrated into an existing campaign.
Background In “Siege of Bordrin’s Watch,” the PCs discovered that dark creepers had sold arms and tactical intelligence to the orc war chief Tusk, aiding him in his attack against the folk of the Stonehome Mountains. In this adventure, the PCs investigate the link between the orcs and the dark ones, stumbling into an armsrunning operation bridging two planes, and finally confronting the charismatic figure behind it. Sarshan is an opportunistic shadar-kai arms dealer. For years, he has built an invisible mercantile empire around the sale and brokering of weapons, armor, mercenaries, and intelligence from his domain in the Shadowfell. Though Sarshan plays a significant part in this adventure, the PCs’ initial focus is on one of his lieutenants—a dark creeper shadowborn stalker named Modra. Before the “Siege of Bordrin’s Watch,” Modra was approached by Tusk’s advisor Myrissa, a shadar-kai witch who knew of Sarshan’s operations. However, the success of Sarshan’s arms running and mercenary services turns on his ability to maintain a low profile in his dealings with clients in the world. Sometimes this means turning down jobs that run too much risk of exposure. Tusk’s massive raid, aimed at the heart of the
civilized frontier and a stone’s throw from Sarshan’s operations in the city of Overlook, was one of these. When Sarshan rebuffed Myrissa’s request, Modra approached the witch in secret. He struck a deal to supply Tusk with weapons and intelligence, sending in a group of his followers (the dark creepers in “Siege of Bordrin’s Watch,” including Iranda) to do the job. In going behind Sarshan’s back, Modra expected that an overwhelming orc victory (won with the help of dark one subterfuge) would win his master’s respect. However, with Tusk’s forces routed and Modra’s servants scattered or killed, the dark creeper has had to go to ground to escape Sarshan’s wrath. The brass key that Iranda carried in “Siege of Bordrin’s Watch” sets Modra on the PCs’ trail—and leads them into the next stage of the adventure path.
Adventure Synopsis Back in Overlook after the events of “Siege of Bordrin’s Watch,” the PCs find themselves targeted by a group of street toughs seeking the mysterious brass key they obtained at the end of that previous adventure. Through their would-be assailants, the PCs obtain the name of the one who ordered the assault—”Modra.” By way of a skill challenge that takes them into the darkest corners of the city, the PCs learn that Modra is a dark creeper with connections to an arms-running operation and a poorhouse known as the Happy Beggar. In a network of secret caverns beneath the Beggar, the PCs discover that the weapons-running operation extends from the Shadowfell to Overlook by way of a pair of ancient magic portals. When the dark creeper flees to the Shadowfell, the PCs give chase.
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The Shadow Rift of Umbraforge Transported to the Shadowfell, the PCs find themselves in Umbraforge—an isolated military enclave that grows ever larger in its preparations for war. Foundries, forges, mercenary camps, and slave pens stand between a dark tower and a volcanic rift venting a river of lava and shadow. As they infiltrate by stealth and sword, the PCs discover that Modra is an underling to the shadar-kai Sarshan, master of Umbraforge. In addition to arms running, Sarshan sells mercenaries and creatures bred for war—horrid mutants created in an arcane foundry fueled by the raw power of the magma shadow rift. Within the foundry, the PCs eliminate Modra and his followers, then use a secret tunnel to gain access to the tower. As they infiltrate Sarshan’s inner sanctum, they face off against his house guards and allies before being brought before the shadar-kai and given a chance to join him. Then a massive tremor generated by the magma shadow rift shakes the tower, allowing the PCs to flee back to the Shadowfell gate. As Sarshan’s foundry is leveled by the destructive forces of shadow and fire, the PCs escape back to the world, followed by a trio of savage specters bent on destruction. When that battle is done, Sarshan’s Shadowfell gate is destroyed and Overlook is safe. However, the PCs have uncovered information indicating that the apparently isolated conflicts that led them first to Rivenroar, then to Bordrin’s Watch, touch on secret plots that threaten the end the world.
Setting The first part of this adventure makes use of the city of Overlook section in “Siege of Bordrin’s Watch.”
Key to the Shadowfell Gate In “Siege of Bordrin’s Watch,” the heroes fight a dark one emissary in the boiler room in the Vents. This emissary’s name was Iranda, and he reported directly to Modra, the dark creeper villain of this adventure, something the characters will learn over the course of this adventure. Iranda kept a key to the Shadowfell gate below Overlook. If you’ve already run “Siege of Bordrin’s Watch,” feel free to give the PCs the key before this adventure begins. Alternatively, it’s possible Iranda stashed it somewhere in Overlook, and the PCs need to track it down at some point during “The Shadow Rift of Umbraforge.” This latter tactic is especially handy if the characters are not quite halfway to 5th level when this adventure begins. Finally, consider including the key among the possessions of the shadar-kai witch at the transfer portal (see page 19).
However, though the adventure starts and finishes in Overlook, the bulk of it takes place in the Shadowfell. Since this is likely the PCs’ first excursion to this dark plane, familiarize yourself with “The Planes,” page 160 of the Dungeon Master’s Guide. The gateway to the Shadowfell that Sarshan uses to smuggle his armaments into the world (and which Modra co-opted for his own dealings with Tusk) lies within Overlook—a series of ancient caverns hidden beneath the cellars of an out-of-the-way poorhouse. The city’s status as a major trading center provides Sarshan with the perfect cover for his clandestine trafficking in arms, armor, and mercenaries across the frontier. With
the bustle of its streets, the endless dance of commerce in the Forge and Tradetown districts, and the steady stream of wains and carts passing through its gates, Overlook gives the shadar-kai an invisibility on which he has built a prosperous career.
Preparing for Adventure “The Shadow Rift of Umbraforge” is divided into three parts. The first part, consisting of five encoun-
The Quests As the PCs find themselves targeted by Modra, they slowly uncover the identity and plans of the dark creeper. However, as they pursue him into the Shadowfell, they come to realize that Modra’s plots are only portents of a much greater danger. Minor Quest—Modra’s Threat In parts one and two of the adventure, the PCs must determine Modra’s connection to the orc raid and eliminate his continued threat. However, by the time they face off against the dark creeper in the Shadowfell, they realize that he is only a small part of a larger operation. Reward: 200 XP. Major Quest—The Opportunist In parts two and three of the adventure, the PCs discover that Modra’s threat is insignificant compared to that of his former master, the shadar-kai arms dealer Sarshan. The PCs must infiltrate Sarshan’s domain in the Shadowfell, discover the extent of the shadar-kai’s weaponsrunning operations, and learn that war is coming to the world. Reward: 250 XP per character.
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The Shadow Rift of Umbraforge ters, details the PCs’ pursuit of Modra and their discovery of Sarshan’s Shadowfell gate. This part should bring the party to 5th level (assuming they were about halfway through 4th level at the completion of “Siege of Bordrin’s Watch”). The remainder of the adventure (featuring the party’s search for Modra in the Shadowfell, the incursion into Sarshan’s tower, and the climactic confrontation with the savage specters that pursue the PCs from the Shadowfell back to the world) should bring them to 6th level. Assuming you are already familiar with the layout of Overlook from “Siege of Bordrin’s Watch,” you need only to read this introductory material and The Beggar’s Gate (including the Street Skirmish tactical encounter and the “Modra’s Plots” skill challenge) to get ready for your first game session. Modra’s role in the attack on Bordrin’s Watch should be enough to inspire a mostly good or lawful good party to want to capture or kill him. However, if the PCs are strongly unaligned, you might need to make things personal. During the “Modra’s Plots” skill challenge (page 11), have Modra continue his vendetta against the PCs by attacking (or even killing) one or more NPCs close to them. Any characters the party became involved with during the “Siege of Bordrin’s Watch” can fit the bill.
What You Need to Play This adventure includes the encounters the PCs face as they explore and adventure in the area. It also provides tactical maps and more for the adventure. Also as mentioned above, read through at least the first few encounters described in this adventure before starting. This review enables you to become familiar with the material and the style of presentation.
Using Tactical Encounters Each encounter includes several common elements, as described below.
Encounter Level Each tactical encounter assumes a group of five player characters. An encounter of average difficulty is one where the encounter level is equal to the level of the party. Encounters that are 1 or 2 levels lower than the party are easy, while encounters that are 2 or more levels higher than the party are difficult encounters. For overcoming an encounter, a group earns the XP value listed beside the encounter level. This amount should be divided by the number of group members, and an equal amount should be awarded to each character.
Setup This section of a tactical encounter provides you with the basic parameters of the encounter. First, it provides context or background information for the encounter. Next, it provides a key to the monsters in the encounter so you can locate them on the tactical map. The map of each encounter area indicates where the monsters are located when the encounter begins. The setup section also describes what monsters are doing and how they react when the PCs arrive.
Read-Aloud Text Read aloud text provides information about what the characters can see and are aware of. You do not have to read it word for word; feel free to paraphrase and use your own words when describing this information. Use read aloud text wisely; they are written for the most common approach to a particular situation
and what your player characters do might require you to alter the information in any number of ways.
Monster Statistics Encounters include stat blocks for each monster type present in the encounter. If more than one monster of a particular kind is present, the stat block indicates how many creatures can be found.
Tactics This entry describes special actions the monsters take to defeat the adventurers. Sometimes this means the monsters take advantage of special features of the area or make use of special powers or equipment.
Map Each encounter includes a map keyed with the initial locations of each monster. The map also indicates the location of any special features of the area.
Features of the Area This section describes special features noted on the map. If the location has items or areas of interest with which the characters can interact, those features are described here. Look here to see if a door is out of the ordinary, if an altar has a secret compartment, or if the area includes treasure.
Treasure This adventure makes use of the parcel system of treasure rewards described in Chapter 7 of the Dungeon Master’s Guide. The characters should accumulate fifteen parcels by the end of the adventure. Use the players’ wish lists to determine which magic items you place as treasure.
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These parcels can be given out at any point in the adventure you decide is appropriate, or you might reserve some treasure as a reward given to the PCs by the people of Overlook when the adventure is done. Whenever possible, tie treasure to the most climactic points of the adventure (the battle in the secret caverns, the foundry showdown with Modra, and so on).
Skirmish, on the following page) should take place within a few days of the party’s return to Overlook. On assignment from Modra, a squad of enforcers from the Lost Ones have been quietly following the PCs while they carry out their routine business in the city. Their orders are to retrieve the key as quietly as possible, then kill the PCs. The Lost Ones wait now for the opportunity to strike.
Part 1: The Beggar’s Gate
Other Locations
In the aftermath of the sealing of the mountain tunnels and the flooding of the Nexus in “Siege of Bordrin’s Watch,” Modra learned of the PCs’ role in thwarting Tusk’s plans. He has quietly kept tabs on them since their return to Overlook. The key found at the end of the previous adventure (see The Key to the Shadowfell Gate sidebar on page 6) is a hollow brass tube 6 inches long, set with a round ring at one end and four flanges of differing lengths at the other. The PCs can find no information in Overlook on the nature or origin of the key. However, any inquiries along those lines come back to Modra through his contacts in the thieves’ guild known as the Lost Ones. (If the PCs are more circumspect, assume that the key has a magical property that allows Modra to eventually determine who carries it.) With the last of his coin, the dark creeper hires a squad of guild enforcers to dispense with the PCs and retrieve the key—Modra’s only way to return to the Shadowfell and attempt to turn the tables on the vindictive Sarshan. Between the end of “Siege of Bordrin’s Watch” and this adventure, the PCs have plenty of time to rest up, replenish missing supplies, and take care of any miscellaneous business. The first encounter (Street
The PCs might not automatically be inclined to return to Overlook to rest and recuperate when the
“Siege of Bordrin’s Watch” is done. (This is most likely to be the case if the party was in the middle of unfinished business in Brindol before being summoned to help defend against the orc raid.) If so, don’t force the issue. Simply have the Lost Ones track the PCs to their alternate location and move encounter G1 accordingly. When the Lost Ones are searched or questioned, the PCs find that they received their orders from someone named Modra in Overlook. This should inspire the party to return to the mountain city.
Treasure Parcels
Parcel A: Parcel B: Parcel C: Parcel D: Parcel E: Parcel F: Parcel G: Parcel H:
Parcel I: Parcel J: Parcel K: Parcel L: Parcel M: Parcel N: Parcel O:
Treasure Parcels (Monetary Treasure 2,840 gp) Parcel 1: Parcel 2: Parcel 3: Parcel 4: Parcel 5: Parcel 6: Parcel 7: Parcel 8: Parcel 9: Parcel 10: Parcel 11: Parcel 12: Parcel 13: Parcel 14: Parcel 15:
Magic item, level 9 Magic item, level 8 Magic item, level 8 Magic item, level 7 Magic item, level 6 Magic item, level 6 550 gp, or two 250-gp art objects + 50 gp, or one 500-gp gem + 50 gp 500 gp, or one 250-gp art object + 250 gp, or five 100-gp gems 340 gp, or three 100-gp gems + 40 gp, or one 250-gp art object + one potion of healing + 40 gp 340 gp, or one 250-gp art object + 90 gp, or 300 gp + 400 sp 300 gp, or three 100-gp gems, or one potion of healing + one 250-gp art object 280 gp, or two 100-gp gems + 80 gp, or one 100-gp gem + 2 potions of healing + 80 gp 260 gp, or one 250-gp art object + 10 gp, or two potions of healing + 100-gp gem + 60 gp 160 gp, or one 100-gp gem + 60 gp, or one potion of healing + 110 gp 110 gp, or one 100-gp gem + 10 gp, or one potion of healing + 60 gp
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Street Skirmish Encounter Level 5 (975 XP)
Setup The Lost Ones follow the PCs in search of a likely ambush spot, using their knowledge of Overlook to slip ahead of the party as they approach an enclosed laneway between two of the city’s warehouses.
2 human berserkers (B) 3 human guards (G) 1 human mage (M)
At the outset of the encounter, the human guards are hiding behind the wagon to the north. Unless the PCs notice them (DC 20 Perception), do not place them on the battle grid. The mage starts out with total cover up the narrow alley to the north. Do not place his miniature on the battle grid until he is spotted or unless he attacks. As the PCs enter the area, read: Sudden movement catches your eye—a horse tethered to a hitching post stomps as you approach. From behind you, a voice calls out, “Took a wrong turn, friends. Too bad it’ll be your last.” Two human warriors move up from where they must have been following you, battleaxes pulled from beneath their cloaks as they attack. If the PCs spot the guards to the north, read: Behind a wagon to the north, you see movement in the shadows. Three figures crouch in hiding, waiting to spring.
Let the players place their miniatures anywhere in the center of the map.
We Meet Again If the PCs had a previous altercation with the Lost Ones (page 22 of “Siege of Bordrin’s Watch”), play up any lingering hostility in this encounter. Although the berserkers and guards here are a more elite squad than the street bravos the PCs faced in Overlook, the mage might well be the same character (assuming he survived). Even if they are new foes, these Lost Ones are aware of the PCs’ run-in with their order, and they seek their own revenge even as they fulfill Modra’s commission.
Tactics The berserkers wade into combat in the first round, hoping to draw the PCs’ attention while their mage leader attacks from hiding. They target the strongestlooking melee combatants with battleaxe attacks, saving their handaxes for thrown attacks against PCs trying to stay out of melee. The berserkers fight to the death. The human guards engage those PCs who avoid or retreat from the berserkers’ attacks. They use their halberds against any foes within reach, leaving PCs knocked prone by their powerful strike for the berserkers as they seek new targets. The guards flee if reduced to 10 hit points or fewer. In the first round, the mage moves up behind the baskets (granting him cover) and makes a Stealth check to stay hidden (+4). He strikes first with dancing lightning, targeting spellcasters if possible. In subsequent rounds, he snipes with magic missile, reserving his thunder burst until he can target two or more PCs. The mage flees if reduced to 10 hit points or fewer, or if all the other Lost Ones are killed.
Development If any of the Lost Ones survive to be interrogated, they reveal that they were hired to retrieve a brass key the PCs carry. Any other wealth on the PCs was theirs to take, hinting at the key’s value to whoever seeks it. The PCs find a scrap of parchment on one of the Lost Ones (their only clue if all the assailants were slain). A hastily drawn rendering of the brass key accompanies a note indicating the importance of its return and a name—”Modra.” However, these Lost Ones know nothing more of Modra than his name.
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The Shadow Rift of Umbraforge Human Mage (M)
Level 4 Artillery
Medium natural humanoid XP 175 Initiative +4 Senses Perception +5 HP 42; Bloodied 21 AC 17; Fortitude 13, Reflex 14, Will 15 Speed 6 m Quarterstaff (standard; at-will) ✦ Weapon +4 vs. AC; 1d8 damage. r Magic Missile (standard; at-will) ✦ Force Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage. R Dancing Lightning (standard; encounter) ✦ Lightning The mage makes a separate attack against 3 different targets: ranged 10; +7 vs. Reflex; 1d6 + 4 lightning damage. A Thunder Burst (standard; encounter) ✦ Thunder Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder damage, and the target is dazed (save ends). Alignment Any Languages Common Skills Arcana +11 Str 10 (+2) Dex 14 (+4) Wis 17 (+5) Con 12 (+3) Int 18 (+6) Cha 12 (+3) Equipment robes, quarterstaff, wand
2 Human Berserkers (B)
Level 4 Brute
Medium natural humanoid XP 175 each Initiative +3 Senses Perception +2 HP 66; Bloodied 33; see also battle fury AC 15; Fortitude 15, Reflex 14, Will 14 Speed 7 m Greataxe (standard; at-will) ✦ Weapon +7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16). M Battle Fury (free, when first bloodied; encounter) The human berserker makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit. R Handaxe (standard; at-will) ✦ Weapon Ranged 5/10; +5 vs. AC; 1d6 + 3 damage. Alignment Any Languages Common Skills Athletics +9, Endurance +9 Str 17 (+5) Dex 12 (+3) Wis 11 (+2) Con 16 (+5) Int 10 (+2) Cha 12 (+3) Equipment hide armor, greataxe, 2 handaxes
3 Human Guards (G)
Level 3 Soldier
Medium natural humanoid XP 150 each Initiative +5 Senses Perception +6 HP 47; Bloodied 23 AC 18; Fortitude 16, Reflex 15, Will 14 Speed 5 m Halberd (standard; at-will) ✦ Weapon Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is marked until the end of the human guard’s next turn. M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage, and the target is knocked prone. R Crossbow (standard; at-will) ✦ Weapon Ranged 15/30; +9 vs. AC; 1d8 + 2 damage. Alignment Any Languages Common Skills Streetwise +7 Str 16 (+4) Dex 14 (+3) Wis 11 (+1) Con 15 (+3) Int 10 (+1) Cha 12 (+2) Equipment chainmail, halberd, crossbow with 20 bolts
Doors: These warehouse doors are barred from within. They cannot be opened from the outside. Crates: These squares provide cover. A stack of crates stands 5 feet high and can be climbed with a successful DC 10 Athletics check. Baskets: These 4-foot-high woven baskets are for transporting grain. Full baskets provide cover and are difficult terrain. Empty baskets provide cover but do not hinder movement.
Features of the Area Illumination: Dim light at dusk or dawn. Bright light by day. At night, lanterns hang on both the carts (bright 10). Wagons: These empty wains are waiting to be loaded. A wagon provides cover and is tall enough that a Small creature can move under it and gain superior cover. It costs 2 squares of movement to jump up onto a wagon. With a successful DC 17 Strength check (a move action), a character can move a wagon forward or backward 1 square. Draft Horse: This draft horse (marked “H” on the tactical map) is tied to a hitching post and normally not easily spooked. However, once combat starts, any characters entering the indicated squares behind the horse are subject to attack (+6 vs. AC, 1d6 + 5 damage) since the creature lashes out with a kick. If hit by any attack, the horse breaks its rope and leaves the area at a run.
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The Shadow Rift of Umbraforge
Rumors
The Streets of Overlook In the aftermath of the ambush by the Lost Ones, the PCs have a chance to discover who hunts them. Modra's Plots Skill Challenge
Level 4 XP 700
Overlook, a fortified city on the eastern slopes of the Stonehome Mountains, is a bustling center of commerce and trade. Among its many people, you’re sure to find more information about those who hunt you. Now you just need to figure out how you want to go about unearthing this information.
As the characters immerse themselves in the bustle and business of Overlook, they must seek information among the city’s traders, brokers, and black marketeers. Modra has covered his tracks since coming back to the city (since he knows that Sarshan is looking for him), but by determining his movements and activities prior to the events of “Siege of Bordrin’s Watch,” the characters gain valuable insight into the dark creeper’s mission. This skill challenge should be treated as a city crawl, making use of the full Overlook write-up in the previous adventure. As the characters pursue their quarry, you can break up the skill challenge with some of the optional encounters in “Urban Encounters,” which is on page 21 of “Siege of Bordrin’s Watch.” You can also read details on the city, its various districts, and some of its key inhabitants in that adventure. Complexity 4 (requires 10 successes before 3 failures). Primary Skills Bluff, Diplomacy, Intimidate, Streetwise, Thievery.
1 “The threat of the orcs might be ended after the siege of Bordrin’s Watch, but word from the frontier is there’s more trouble on the march. Just like Tusk’s clan, the rabble of the mountains are getting their hands on good-grade weapons and armor, and they’re looking to use it.” 2 “You get all races in Overlook, but the dark ones that pass through the city keep to themselves. More often than not, those you do see are in the company of Lost Ones bodyguards and enforcers.” 3 “Someone by the name ‘Modra’ was said to be buying information a few months back, looking for those with experience mining the old caverns of the Stonehome.” 4 “Modra is a dark creeper, and well known in the city’s criminal underworld.” 5 “It’s said that the dark creeper Modra brokers weapons and armor through the Overlook black markets.”
Other Skills Acrobatics, Athletics, Insight, Stealth. Victory The characters do not draw attention to themselves when they discover the connection between Modra and the Happy Beggar almshouse. See “An Unexpected Ally,” below. Failure The characters determine the connection between Modra and the Happy Beggar, but they draw attention to themselves in the process. Their inquiries get back to Sarshan, who takes steps to secure the caverns beneath the Happy Beggar. Add an additional dark creeper to the Transfer Portal tactical encounter, making it 7th level and worth 1,500 XP. Bluff DC 12 (1 success, maximum 3 successes; see Acrobatics or Athletics and Insight). On a successful check, the characters learn one piece of information
6 “Modra met up with a shadar-kai witch a month ago. Some said she was doing a deal for weapons, but she didn’t look much like a warrior.” 7 “The far traders coming into Overlook talk of more and more trouble on the roads. They say the Red Hand of Doom was behind what happened in Brindol a few months past, but there’s more cults than that on the rise across the frontier.” 8 “The dark creeper is just the front man for arms dealing in the city. No one knows who’s behind the operation, but rumor says it’s bigger than anyone in Overlook will ever know.” 9 “Modra was in the city three weeks past, but he was keeping a low profile. He had a squad of dark creepers with him, must have figured they’d stand out.” 10 “Last time anyone saw Modra was just before the raid on Bordrin’s Watch. I heard he’s been on the run since then. Some job that went bad.”
from the rumor table. On a failed check, the PC takes a –2 penalty to his or her next Bluff or Intimidate check. If the PC spends 50 gp or more for favors and bribes, he or she gains a +1 bonus to the check. The characters seeks out the seamy underside of Overlook, posing as those connected to or desiring to do business with the Lost Ones. Diplomacy DC 7 (1 success, maximum 2 successes; see Acrobatics or Athletics and Insight). The PCs learn a rumor from the rumor table. By lending a sympathetic ear to an NPC victimized by the Lost Ones, the PC hears a rumor. If the PCs have not already met her, Reggen at the Mountain’s Hearth Inn (page 17 of the “Siege of Bordrin’s Watch”) is one such character.
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The Shadow Rift of Umbraforge Intimidate DC 17 (1 success, maximum 3 successes; see Acrobatics or Athletics and Insight). On a failed check, the PC cannot make any further Intimidate or Bluff checks in this challenge. The characters take a direct approach, shaking down an NPC connected to the Lost Ones to hear a rumor from the rumor table. Streetwise DC 12 (1 success, maximum 4 successes; see Stealth). On a successful check, the characters hear a rumor from the rumor table. If a character spends 50 gp or more for favors and entertainment, he or she gains a +1 bonus to the check. The PC spends his or her time on the street or in the taverns with one ear to the ground. Thievery DC 12 (1 success, maximum 2 successes; see Stealth) This check can be made only by a PC who has previously made a successful Bluff or Streetwise check. On a successful check, the PC hears a rumor from the rumor table. The PC follows up on earlier information by picking pockets, intercepting private messages, or another bit of useful subterfuge. Acrobatics or Athletics DC varies (0 successes). A successful DC 7 check provides the character with a +2 bonus to the next Bluff, Diplomacy, or Intimidate check. A successful DC 12 check grants the character information from the rumor table. Failure results in a –2 penalty to any subsequent Bluff checks.
By performing feats of juggling, tumbling, knife-throwing, arm-wrestling, or other physical entertainments in one of the city’s markets or taverns, the PC is in a perfect position to observe and listen. Insight DC 12 (0 successes). With a successful check, the character gains a +2 bonus to his or her next Bluff, Diplomacy, or Intimidate check. The PC’s ability to read people is brought to bear on the search for information. Stealth DC 12 (0 successes). On a successful check, the character gains a +2 bonus to his or her next Streetwise or Thievery check. On a failed check, the character takes a –2 penalty to his or her next Streetwise or Thievery check. The PC keeps an especially low profile.
Reniss, Half-Elf Ranger
Level 4 Striker
Medium natural humanoid Initiative +5 Senses Perception +2; low-light vision HP 47; Bloodied 23 AC 18 (20 against opportunity attacks); Fortitude 18, Reflex 19, Will 15 Speed 6 m Longsword (standard; at-will) ✦ Weapon +5 vs. AC; 1d8 + 2 damage. r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +6 vs. AC; 1d10 + 3 damage R Eyebite (standard; encounter) ✦ Arcane, Charm, Implement, Psychic Ranged 10; +4 vs. Will; 1d6 + 1 psychic damage, and Reniss is invisible to the target until the start of her next turn. R Hunter’s Bear Trap (standard; daily) ✦ Martial, Weapon Requires longbow; +6 vs. AC; 2d10 + 3 damage, and the target is slowed and takes ongoing 5 damage (save ends). Requires longsword; +5 vs. AC; 2d8 + 2 damage, and the target is slowed and takes ongoing 5 damage (save ends). R Nimble Strike (standard; at-will) ✦ Martial, Weapon Requires longbow; +6 vs. AC; 1d10 + 3 damage; Reniss can shift 1 square before or after she attacks. R Shadow Wasp Strike (standard; encounter) ✦ Martial, Weapon Requires longbow; target quarry; +6 vs. AC; 2d10 + 3 damage. Requires longsword; target quarry; +5 vs. AC; 2d8 + 2 damage. Hunter’s Quarry Once per turn as a minor action, Reniss can designate the enemy nearest to her as her quarry. Once per round, Reniss deals 1d6 extra damage on an attack made against her quarry. Unbalancing Parry (immediate reaction, when an enemy misses Reniss with a melee attack; encounter) Reniss slides the enemy into a square adjacent to her and gains combat advantage against it until the end of her next turn. Group Diplomacy Reniss grants allies within 10 squares of her a +1 racial bonus to Diplomacy checks. Alignment Good Languages Common, Elven, Dwarven Skills Acrobatics +10, Diplomacy +5, Dungeoneering +5, Insight +2 Str 15 (+4) Dex 17 (+5) Wis 10 (+2) Con 15 (+4) Int 12 (+3) Cha 13 (+3) Equipment leather armor, longsword, longbow, quiver of 30 arrows September 20 08
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The Shadow Rift of Umbraforge This skill challenge lets the PCs immerse themselves in the bustle and business of Overlook, seeking information among the city’s traders, brokers, and black marketeers. Modra has covered his tracks since coming back to the city (since he knows that Sarshan is looking for him), but by determining his movements and activities prior to the events of “Siege of Bordrin’s Watch,” the PCs gain valuable insight into the dark creeper’s mission. This skill challenge should be treated as a city crawl, making use of the full Overlook write-up in the previous adventure. As the PCs pursue their quarry, you can break up the skill challenge with some of the optional encounters in “Urban Encounters,” which is on page 21 of “Siege of Bordrin’s Watch.” You can also read details on the city, its various districts, and some of its key inhabitants in that adventure.
Word on the Street As the PCs progress through the skill challenge, they hear rumors from the table below. Some of these are specific to Modra, while others are tangential information regarding the slow spread of conflict across the frontier—conflict the party is already caught up in. Information can be given out in the order presented, or you can decide what to reveal based on the PCs’ specific lines of inquiry. Where a rumor has a time frame, adjust it as necessary depending on how much time has passed since “Siege of Bordrin’s Watch” and “Rescue at Rivenroar.”
An Unexpected Ally In the course of their investigation, the PCs run into another character making similar lines of inquiry regarding the dark creeper Modra. This is Reniss, sister of the half-elf warlock Jen of the Farstriders
(“Siege of Bordrin’s Watch” page 26). When Jen was slain in the vents of the Stonehome, she used a sending stone to whisper her last words to her sister, a name the Farstriders tripped across before they were cut down—”Modra. . . .”
Beggar is normally the last place to look for potential intrigue, if only because its reputation for piety among the locals means no self-respecting adventurers ever go near it.
The female who approaches you wears brown leather beneath a green cloak, and a longbow is slung across her chest. Quietly, she says “I’ve heard word that there’s a group in the city looking for someone named Modra. I’m doing the same, though I doubt it’s for the same reasons. Perhaps we should compare notes.”
Once in Tradetown, you have no trouble getting directions to the Happy Beggar, though you get your share of strange looks when you ask. “The kind of place you want to stay if you find group reading of Pelor’s scriptures an entertaining evening,” is one description you get. However, the sign above the door of a single-story hovel—a stooped and tattered mendicant with a broad grin—tells you you’ve arrived.
Reniss is a valuable ally in the PCs’ search. She explains her connection to the Farstriders. If the characters tell her they found her sister’s body, she takes comfort in the fact that Jen’s remains were spared the degradation of the orcs. In exchange for the PCs sharing what they’ve learned during the skill challenge, she passes on one piece of information they have not yet obtained.
The Beggar sits sandwiched between a warehouse block and a section of rundown tenements. What no one outside of a small number of dark one and shadar-kai operatives knows is that the almshouse is owned by Sarshan, and it conceals the heart of his arms-running enterprise within the city.
“I met a dark creeper close to death in the Clean Sheets, looking like he’d been in the fight to end them all. He said he’d been working for this Modra when it happened. For a quart of bad beer, he told me that if I was looking for Modra, I’d better be fast. Someone else is hunting him— someone looking to kill him. The creeper didn’t know where Modra was, but he’d heard him talk about some Tradetown almshouse called the Happy Beggar.” Reniss accompanies the PCs to the Happy Beggar.
The Happy Beggar The Happy Beggar is an out-of-the-way poorhouse run by a husband-and-wife team of retired paladins. The
The atmosphere inside the Beggar is as dingy as the whitewash on the outside walls. A plain common room sits two dozen miserable-looking patrons, most asleep in their chairs or sipping at cracked mugs. A few appear to be doubling as volunteer staff, carrying steaming teapots from table to table. Behind what would be a bar in any other establishment, a dour-looking human woman in white robes boils water at a wood stove. A similarly attired male greets you as he limps up a flight of stairs across the room. “Greetings and welcome. You are just in time for tea and songs of devotion. Please, join us!” Prashant and his wife Ausma run the Happy Beggar on the proceeds of their former life as adventurers. Both are scrupulously lawful good, their honesty obvi-
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The Shadow Rift of Umbraforge ous to anyone making an Insight check. The paladins rent this space from one of Sarshan’s front companies, but they know nothing of him, his operations, or the hidden areas of the cellar. The manner of the infiltration and investigation of the Beggar is entirely up to the PCs. Because Prashant and Ausma have no reason to distrust them (and because the Beggar contains nothing worth stealing), the party can effectively have the run of the upper level. PCs are welcome to take advantage of the questionable accommodations in the common room, or to join in prayer and tea (the only libation served here). Though the Happy Beggar sits atop Sarshan’s Shadowfell gate, the almshouse is rarely used as a transit point. Instead, creatures and goods arriving from the Shadowfell are sent through a teleportation portal to one of a number of nearby warehouses. (See area 6, on page 15, and the Transfer Portal tactical encounter on page 19 for details.) The Beggar’s paladin proprietors and its patrons thus speak the truth when they say they have no knowledge of the dark creeper (with one exception; see below). At some point, the PCs must investigate the cellar. None of the patrons take notice of the party, and Prashant and Ausma make only passive Perception checks (13 for either) against any clandestine activities.
Friendly Advice At some point before the PCs descend the stairs to the cellars, they attract the attention of a figure in the corner of the common room. Alone in a rickety chair, a hunched form in a tattered cloak is watching you. When he catches your gaze, he smiles. The old man appears human or halfelf, but his face is deeply scarred by the ravages of disease. He coughs wetly into a grimy handkerchief and beckons you to sit. Though the PCs have no way of knowing it, this is the shadar-kai arms dealer Sarshan. As a child, Sarshan was a victim of an arcane Shadowfell plague that left him orphaned and badly scarred. The shadar-kai became an outcast among his kind, forging his own path
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The Shadow Rift of Umbraforge
The Happy Beggar
T
he Happy Beggar is a nondescript poorhouse serving the neediest transients of Tradetown. Though rundown and worn, Prashant and Ausma keep the place clean and comfortable. Walls, Floors, and Ceilings: The walls of the upper level are lath and plaster under several dozen layers of whitewash. The ceilings are rough planks darkened by years of woodsmoke. The floors are close-fitting planks worn smooth and strewn with clean straw. The cellar walls are rough-hewn stone, while the walls of the secret caverns are dressed stone except where indicated. The floors of the cellar and the dressed stone chambers are unmortared flagstones. Illumination: The upper floor has lanterns burning by day and night. The cellar and the secret caverns have no light. 1. Main Floor. The main floor of the Happy Beggar consists of the common room and Prashant and Ausma’s small bedchamber. 2. Kitchen. A large wood stove downstairs burns throughout the day, heating the common room above by way of narrow vents. This is the preparation place for Ausma’s legendary (for all the wrong reasons) porridge. The Beggar serves it to the needy at no cost three times per day, and there are 1d4 volunteers in the kitchen or the larder from dawn to dusk. Ausma might be here as well. Volunteering to help with the cooking is an easy way to gain access to the lower levels, but it takes a successful DC 18 Bluff check to win Ausma over. 3. Larder. The downstairs larder stores oats, barley, and enormous quantities of average-quality tea.
4. Collapsed Cellar. Beyond a locked door, a section of stone wall appears to have collapsed, completely blocking a passageway that once led farther beneath the Beggar. However, a successful DC 22 Perception check made to search the area reveals that the rubble pile has been arranged by hand long ago, creating a hidden access to the secret caverns beyond. A second successful DC 22 Perception check uncovers signs that a creature (Modra) passed this way recently, and reveals the secret door. The secret door is a carefully balanced stone slab. When pushed, it swivels open to reveal a narrow passage wide enough only for Medium or smaller creatures. The passage slopes sharply downward at the end, requiring a successful DC 20 Athletics check to safely descend. On a failed check, a character slides the last 10 feet to the cavern floor (taking 1d6 damage) and is knocked prone at the beginning of Black Cavern tactical encounter. 5. Black Cavern (Tactical Encounter). This rough cavern is a natural barrier between the Happy Beggar’s cellar and the ancient Shadowfell shrine below it. When the transfer portal is shut down, this cavern is the only route between Sarshan’s Shadowfell gate and the world. The cavern is warded by deadly doomspore fungus and home to a group of shadowhunter bats. The bats ignore shadow creatures unless they are attacked. They attack all others on sight. 6. Transfer Portal (Tactical Encounter). Weapons, armor, and creatures moved through the Shadowfell gate in area 7 are transferred to one of Sarshan’s warehouses through a magic archway in this chamber. The portal acts as a permanent teleportation circle,
affecting any creature or object that passes through it from either side. If the archway is touched, its interior displays a view into a darkened warehouse stacked high with crates and boxes. From his warehouses, Sarshan sends his goods by porter or wagon out through Overlook, where they blend in with the trade of the city before passing into the world beyond. Sarshan changes warehouses regularly for his operations, reconfiguring the portal and even shutting it down for extended periods in order to maintain a maximum amount of security. A shadar-kai witch guards this area. Three dark creepers are also here, transferring a pair of caged shadow hounds to the warehouse for delivery. The PCs can step through the portal to find themselves in a Tradetown warehouse a few blocks from the Happy Beggar. The other side of the portal is a permanent teleportation circle scribed on the warehouse wall. The warehouse can be used as an alternate entrance to the secret caverns, but it does not otherwise play a part in this adventure. 7. The White Shrine (Tactical Encounter). This ancient shrine is the location of Sarshan’s portal to the Shadowfell. The shadar-kai discovered this gate by way of its other side in the Shadowfell, eventually working his way into the cellars above. Realizing that he had discovered an access point into Overlook, he spent a year activating the ancient teleportation portal in area 6 and setting up his operations in the city. From its days as a shrine to ancient shadow gods, this area is guarded by wraiths that can be summoned by any shadow creature. It is occupied by Modra when the PCs arrive.
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The Shadow Rift of Umbraforge with blood and steel as the leader of an elite mercenary company called the Black Arrow. One beneficial side-effect of Sarshan’s scarring is that his gray shadar-kai complexion and black eyes naturally pale whenever he spends time away from the Shadowfell. This allows him to easily disguise himself as a human or half-elf in the world. He has come to the Beggar as a crippled veteran (a guise he adopts frequently in Overlook), seeking Modra with the intent of executing him slowly for his betrayal. If the PCs have been asking questions regarding the dark creeper (quietly or otherwise), Sarshan overhears them. Otherwise, the shadar-kai recognizes Reniss from a previous near-encounter and guesses why the PCs have come here. The old man introduces himself as Brenat. He plays the part of a doddering fool seeking conversation, fixating at first on the PCs’ arms and armor as he marks them as adventurers. If the PCs make any mention of seeking Modra, he becomes animated, sharing a taste of his personal philosophy in an attempt to gauge the worth of the PCs and discover what they know. “I know the one you mean. A dark creeper, and none as dark as him, or so I’ve heard. Time was, he used the Happy Beggar as a meeting place, but I’d reckon he hasn’t been seen here in two years or more. I ran him off one time myself. I might not look it, but I fought dark creepers in the mountains as a younger man, sellsword to a dozen lords. Much as yourselves, I’d wager. Adventurers all have a price, eh?”
In the end, Sarshan deduces that the PCs are hunting Modra for themselves and decides to let them try their hand at the job. His need to maintain secrecy is absolute, and with the damage Modra has already done to his operation, he is happy to let someone else eliminate the dark creeper.
Sarshan leaves as soon as the PCs have no further questions for him, though he gives them this final bit of advice as he gets up. “Wherever you find this Modra, heed me. He’s a black-hearted one—make no mistake and strike no bargains with him. Kill him quickly before he gets the chance to return the favor.” Sarshan assumes that the PCs will seek and find Modra in Overlook. Because he doesn’t know that Modra has lost the brass key he stole, he has no worries about the PCs being in the Beggar. Sarshan’s mission in the city turns mostly on meeting existing clients and doing damage control in the aftermath of Modra’s botched deal. This keeps him conveniently away from the Beggar and his fortress in the Shadowfell until the end of the adventure. If the PCs talk to Prashant or Ausma afterward, a successful DC 17 Insight or Diplomacy check reveals that contrary to his story of knowing Modra, the stranger was asking about the dark creeper just a half hour before the party arrived.
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The Shadow Rift of Umbraforge
Black Cavern Encounter Level 4 (750 XP)
Setup A group of shadowhunter bats roosts among the stalagmites in this cavern, while patches of deadly doomspore form a barrier against those would cross it. If the PCs enter with any light sources, or if a character fails an Athletics check and slides into the cavern, the bats attack at once with surprise. If the bats have surprise, do not place their miniatures until they attack.
When the PCs can see into the cavern, read:
When the PCs can see over the cliff, read:
This natural stone cavern is cut in half by a cliff, and the eastern side descends into darkness. Stalagmites and stalactites obscure your view, and barely visible to the far southeast is an archway of finished stone that opens up to the south.
The cliff descends 20 feet to the floor of the cavern’s eastern side. However, as you look down, you can see that the rough cliff wall is dotted by patches of toadstool-shaped fungus.
When the shadowhunter bats attack, read: A f lurry of movement erupts from the shadows of the ceiling. Four enormous bats shriek as they drop toward you, their bladed tails slashing the air.
4 shadowhunter bats (B)
Tactics The bats descend from the ceiling to make f lyby attacks, swooping up again to stay out of melee range and maintain cover. If a character is knocked prone as he or she enters the cavern, the bats attack with combat advantage in the hope of a quick kill. Likewise, if the PCs attempt to flee through the chamber, the bats attack with combat advantage while they are climbing down the cliff. If three bats are killed, the fourth flees shrieking for area 6, alerting the creatures there and joining them in the Transfer Portal tactical encounter.
Doomspore Gauntlet The rough cliff that separates the eastern and western sides of the cavern is entirely covered with doomspore. Sarshan’s operatives have carefully cultivated the deadly fungus to ward off those who might explore this area.
Doomspore Hazard
Level 3 Obstacle XP 150
Usually found in large, natural caverns, or in areas tainted by the Shadowfell, these patches of large, toadstool-shaped fungus can grow to be about 3 feet tall. When disturbed, a doomspore unleashes a cloud of deadly spores. Hazard: A doomspore fills a square (the square is difficult terrain). When triggered, it releases a cloud of spores. Perception No check is necessary to notice the fungus. Additional Skill: Dungeoneering ✦ DC 17: The character identifies the fungus as doomspore. Trigger When a creature enters a square of doomspore, or kicks or pokes at it from an adjacent square, or attacks it in any way, the fungus releases a cloud of spores. A bloodied character in the initial burst or that begins its turn in a doomspore cloud is attacked by the poison. Attack Standard Action Close burst 1 Target: Bloodied creature in burst Attack: +6 vs. Fortitude Hit: 1d10 poison damage and ongoing 5 poison damage (save ends). Effect: The cloud provides concealment for creatures inside it. The cloud persists until the end of the encounter or for 5 minutes. Once a patch of doomspore creates a cloud, it can’t create another one for 24 hours. Countermeasures ✦ A character can move into a square of doomspore without triggering the cloud by making a DC 21 Dungeoneering check. The character’s move must end in the doomspore’s square.
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The Shadow Rift of Umbraforge
4 Shadowhunter Bats (B)
Level 3 Lurker
Medium shadow beast XP 150 each Initiative +9 Senses Perception +7; darkvision HP 38; Bloodied 19 AC 17; Fortitude 14, Reflex 17, Will 12 Speed 2 (clumsy), fly 8; see also f lyby attack m Tail Slash (standard; at-will) +8 vs. AC; 1d6 + 4 damage. In dim light or darkness, a shadowhunter bat gains a +2 bonus to the attack roll and deals an extra 6 damage. M Flyby Attack (standard; at-will) The shadowhunter bat flies up to 8 squares and makes one melee basic attack at any point during that movement. The bat doesn’t provoke opportunity attacks when moving away from the target of the attack. Alignment Unaligned Languages — Skills Stealth +10 Str 13 (+2) Dex 18 (+5) Wis 13 (+2) Con 14 (+3) Int 2 (–3) Cha 11(+1)
Features of the Area Ceiling: The ceiling is roughly level, rising 20 feet above the western side of the chamber and 40 feet above the eastern side. Tunnel Mouth: The tunnel from the cellar bottoms out here in a steep slope of crumbling stone. Characters must make a successful DC 20 Athletics check to safely descend. On a failed check, a character slides the last 10 feet to the cavern floor (taking 1d6 damage) and is knocked prone. Stalactites and Stalagmites: These narrow columns of stone extend from the ceiling and floor of the cavern, providing cover. AC 5, Reflex 5, Fortitude 10; hp 40. Rubble: These areas of loose scree are difficult terrain. A character who runs through rubble must make a DC 20 Acrobatics check or fall prone. Characters can move at normal speed without difficulty. Cliff: This steep slope drops 20 feet from the western side of the cavern to the east. Scaling the cliff requires a successful DC 20 Athletics check. A creature that drops down from above takes 2d10 falling damage. Also see Doomspore Gauntlet.
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The Shadow Rift of Umbraforge
Transfer Portal Encounter Level 6 (1,325 XP)
Setup A shadar-kai witch (one of Sarshan’s personal guard) keeps watch over this area. A large cage on a cart holds two shadow hounds that the dark creepers are in the process of transferring to the warehouse, where they’ll be shipped out of the city to their new owners. The cage has a magical property that prevents the hounds from teleporting. The intelligent hounds are far from happy about their fate.
3 dark creepers (D) 2 shadow hounds (H) 1 shadar-kai witch (W)
When the PCs are at the head of the stairs, read: A savage howl echoes up the stairs as you approach. A lantern is burning somewhere beyond, giving a glimpse of a finished stone chamber set with marble f lagstones. When the PCs can see the entire chamber, read: This odd-shaped chamber extends outward in three sections, and it is about 60 feet wide at its end. Though its frescoed walls suggest a sort of temple, it resembles a storeroom now, with boxes and crates stacked in piles. In the center of room stands an enormous open stone archway. Adjacent to it is a large steel cage on a low cart, somehow obscured in shadow. Within the cage, two fierce hounds appear to be wrapped in darkness as they snarl and claw at the door.
If the witch and the dark creepers have been alerted by the shadowhunter bat, they are hiding behind crates while the bat circles the room. Place the bat’s miniature but do not place the others until they attack. If the other occupants of the room have not been alerted, read: A short figure all in black threatens the snarling hounds with a spear through the bars of the cage. Two more dark creepers push the cart toward the arch. Farther along, a tall, gray-skinned female is inspecting a stack of crates. None of them appear to notice you.
Tactics If they have been alerted, the witch and the dark creepers attack with surprise when three or more PCs have descended the stairs. If not, they are distracted and have their backs to the stairs, giving the party a chance to gain surprise. The dark creepers take the first round to open the shadow hounds’ cage, then hide beneath the cart to avoid behind attacked. Once in melee, the creepers use dark step to shift throughout the area of combat and maintain combat advantage. The enraged hounds race for the PCs, alternating the use of their baying power to maximize its effect. They use shadow ambush to teleport from target to target, attacking with combat advantage. The witch uses her shadow jaunt to dart in and out of melee, targeting slower-moving foes with her blackfire touch and using beshadowed mind against PCs making ranged attacks. If forced into melee, she orders the dark creepers to her side and casts deep shadow as a defensive barrier.
If both the dark creepers are killed, the witch retreats to area 7, summoning the wraiths there and fighting with them in the White Shrine tactical encounter.
Development The shadar-kai witch carries a brass key identical to the one held by the PCs. This activates the Shadowfell gate in area 7 (White Shrine tactical encounter).
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The Shadow Rift of Umbraforge 2 Shadow Hounds (H)
Level 6 Skirmisher
Medium shadow magical beast XP 250 each Initiative +7 Senses Perception +9; darkvision Shroud of Night aura 5; bright light in the aura is reduced to dim light, and dim light becomes darkness. HP 70; Bloodied 35 AC 19; Fortitude 20, Reflex 18, Will 17 Vulnerable 5 radiant Speed 7, teleport 7 m Bite (standard; at-will) +11 vs. AC; 1d8 + 4 damage; see also shadow ambush. C Baying (minor; recharge ⚄ ⚅ ) ✦ Fear Close burst 5; deafened creatures are immune; +8 vs. Will; the target takes a –2 penalty to all defenses until the end of the shadow hound’s next turn. Shadow Ambush When the shadow hound teleports adjacent to an enemy, it gains combat advantage and deals an extra 1d6 damage on the next attack it makes against that enemy this turn. Alignment Unaligned Languages — Skills Endurance +10, Stealth +10 Str 19 (+7) Dex 15 (+5) Wis 13 (+4) Con 14 (+5) Int 6 (+1) Cha 16 (+6)
Features of the Area Illumination: A lantern hangs on the north side of the teleportation portal archway (bright 10). Frescoes: Faded images adorn the walls here, most appearing to show humans in the act of worshiping faint, shadowy creatures. Cart and Cage: This well-built steel cage is 10 feet square and stands 5 feet high, with bars set every 6 inches (AC 8, Reflex 8, Fortitude 8; hp 30). It is imbued with a magical property that prevents creatures within it from teleporting. The cage sits on a four-wheeled heavy wooden cart. The cart and cage provide cover and can be climbed with a successful DC 10 Athletics check. A Small creature can drop prone under the cart to gain superior cover.
Shadar-kai Witch (W)
Level 7 Controller
Medium shadow humanoid XP 300 Initiative +6 Senses Perception +4; low-light vision HP 77; Bloodied 38 AC 21; Fortitude 18, Reflex 19, Will 19 Speed 6; see also shadow jaunt m Blackfire Touch (standard; at-will) ✦ Fire, Necrotic +11 vs. Reflex; 2d6 + 4 fire and necrotic damage. R Beshadowed Mind (standard; recharge ⚃ ⚄ ⚅ ) ✦ Necrotic Ranged 10; +11 vs. Will; 2d6 + 4 necrotic damage, and the target has no line of sight to anything more than 2 squares from it (save ends). C Deep Shadow (standard; sustain minor; encounter) ✦ Necrotic Aura 2; thick, writhing shadows surround the shadar-kai witch. The witch and any other shadow creatures in the aura gain concealment. In addition, enemies that enter or start their turns in the aura take 5 necrotic damage, and enemies (including flying ones) also treat the area within the aura as difficult terrain. The shadar-kai witch can sustain the aura as a minor action. However, the effect ends if she uses shadow jaunt or moves more than half her speed on her turn. Shadow Jaunt (move; encounter) ✦ Teleportation The shadar-kai witch teleports 3 squares and becomes insubstantial until the start of her next turn. Alignment Unaligned Languages Common Skills Acrobatics +8, Arcana +12, Religion +12, Stealth +13 Str 13 (+4) Dex 16 (+6) Wis 12 (+4) Con 13 (+4) Int 19 (+7) Cha 17 (+6)
With a successful DC 15 Strength check (a move action), a character can move the cart and cage forward or backward 2 squares. Crates: These squares provide cover. A stack of crates stands 5 feet high and can be climbed with a successful DC 10 Athletics check. Teleportation Portal: This black stone archway is a semicircle 30 feet in diameter and 15 feet high. Silver crystals are set within the stone in a random pattern. Runes in Common cover it, but their ancient dialect requires a DC 17 History check to decipher.
3 Dark Creepers (D)
Level 4 Skirmisher
Small shadow humanoid XP 175 each Initiative +8 Senses Perception +4; darkvision HP 54; Bloodied 27; see also killing dark AC 18 (see also dark step); Fortitude 15, Reflex 17, Will 15 Speed 6 m Dagger (standard; at-will) ✦ Weapon +9 vs. AC; 1d4 + 4 damage. R Dagger (standard; at-will) ✦ Weapon Ranged 5/10; +9 vs. AC; 1d4 + 4 damage. C Killing Dark (when reduced to 0 hit points) Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark creeper explodes in a spout of darkness. Combat Advantage The dark creeper deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. Dark Step (move; at-will) The dark creeper moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to. Alignment Unaligned Languages Common Skills Stealth +11, Thievery +11 Str 11 (+2) Dex 18 (+6) Wis 14 (+4) Con 14 (+4) Int 13 (+3) Cha 13 (+3) Equipment black garments, 5 daggers
They identify the arch as an ancient shadar-kai teleportation portal. The portal acts as a permanent teleportation circle, affecting any creature or object that passes through it from either side. If the archway is touched, its interior displays a view into a darkened warehouse stacked high with crates and boxes. The PCs can step through the portal to find themselves in a Tradetown warehouse a few blocks from the Happy Beggar. The other side of the portal is a permanent teleportation circle scribed on the warehouse wall. The warehouse can be used as an alternate entrance to the secret caverns, but it does not otherwise play a part in this adventure.
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The Shadow Rift of Umbraforge
The White Shrine Encounter Level 7 (1,500 XP)
Another dark creeper stands before the arch, his hands pressed to it as he mutters an incantation. Suddenly aware of your presence, he spins toward you, then vanishes.
Setup This chamber holds the portal connecting the caverns to the Shadowfell.
Modra, dark creeper shadowborn stalker (M) 5 wraiths (W) 1 seething wraith (R)
When the PCs enter this area, read: This enormous darkened chamber has walls and ceiling of white marble. The northwest corner of the room has collapsed, a fall of stone spreading out across the f loor. To the south, a stone arch similar to that seen in the chamber to the east stands against the wall. Another archway stands in the center of the chamber. However, the interior of this arch is obscured by a wall of black mist that roils and twists as if blown by a fierce wind. If the witch from the Transfer Portal encounter did not come here, Modra stands before the Shadowfell gate, attempting to activate it without the use of the brass key. (He knows that the witch carries a key, but he cannot take on her and the dark creepers together.) The witch and the creepers in area 6 are unaware of Modra’s presence here, since he hid behind the rubble pile when the portal was activated as they passed through it. When the PCs see Modra at the portal, read:
Modra, Shadowborn Stalker
Level 7Elite Lurker
Small shadow humanoid, dark creeper XP 600 Initiative +11 Senses Perception +5; darkvision HP 124; Bloodied 62; see also killing dark AC 23 (see also dark step), Fortitude 20, Reflex 22, Will 20 Saving Throws +2 Speed 6 Action Points 1 m Short Sword (standard; at-will) ✦ Weapon +12 vs. AC; 1d6 + 5 damage. M Double Strike (standard; at-will) ✦ Weapon Requires combat advantage; Modra makes 2 short sword attacks. If both attacks hit the same target, the target takes ongoing 5 damage (save ends). R Dagger (standard; at-will) ✦ Weapon Ranged 5/10; +12 vs. AC; 1d4 + 5 damage. A Cloud of Darkness (minor; encounter) ✦ Zone Close burst 1; this power creates a zone of darkness that remains in place until the end of Modra’s next turn. The zone blocks line of sight for all creatures except Modra. Any creature entirely within the area (except Modra) is blinded. Combat Advantage Modra deals an extra 1d6 damage on melee and ranged attacks against any target he has combat advantage against. Dark Step (move; at-will) Modra moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that he ends his move adjacent to. Cloak of Shadows (minor; encounter) ✦ Illusion Modra is invisible until the end of his next turn. Alignment Evil Languages Common Skills Bluff +9, Stealth +12, Thievery +12 Str 11 (+3) Dex 18 (+7) Wis 14 (+5) Con 14 (+5) Int 13 (+4) Cha 13 (+4) Equipment black cloak, chainmail, short sword, 5 daggers
If the witch fled here, the PCs see her taking cover behind the archway, while Modra hides behind the main rubble pile to the northwest. Both the witch and Modra know that this chamber is protected by undead guardians. As soon as the PCs appear, one of them summons the wraiths. When the wraiths are summoned, read: The words of an incantation in Common ring out through the chamber: “Protect this place with shadow’s claws!” Suddenly, the dark mist obscuring the archway is torn through by a flash of white light. Six spectral shapes emerge from the archway, racing toward you. 5 Wraiths (W)
Level 5 Lurker
Medium shadow humanoid (undead) XP 200 each Initiative +10 Senses Perception +2; darkvision HP 37; Bloodied 18 Regeneration 5 (if the wraith takes radiant damage, regener tion is negated until the end of the wraith’s next turn) AC 16; Fortitude 13, Reflex 16, Will 14 Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant (see also regeneration above) Speed fly 6 (hover); phasing ; see also shadow glide m Shadow Touch (standard; at-will) ✦ Necrotic +8 vs. Reflex; 1d6 + 4 necrotic damage, and the target is weakened (save ends). Combat Advantage ✦ Necrotic The wraith deals an extra 1d6 necrotic damage against any target it has combat advantage against. Shadow Glide (move; encounter) The wraith shifts 6 squares. Spawn Wraith Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. Alignment Chaotic evil Languages Common Skills Stealth +11 Str 4 (–1) Dex 18 (+6) Wis 10 (+2) Con 13 (+3) Int 6 (+0) Cha 15 (+4) September 20 08
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The Shadow Rift of Umbraforge
Seething Wraith (R)
Level 7 Controller
Medium shadow humanoid (undead) XP 300 Initiative +8 Senses Perception +6; darkvision Seething Whispers (Psychic) aura 3; deafened creatures are immune; any enemy in the aura at the start of its turn takes 5 psychic damage and is dazed until the start of its next turn. (If the mad wraith takes radiant damage, the aura is negated until the end of the seething wraith’s next turn.) HP 76; Bloodied 38 AC 19; Fortitude 16, Reflex 19, Will 18 Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant (see also seething whispers above) Speed fly 6 (hover); phasing m Touch of Hate (standard; at-will) ✦ Psychic +9 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to Will defense (save ends). M Touch of Chaos (standard; recharge ⚄ ⚅ ) ✦ Psychic +10 vs. Will; 2d6 + 4 psychic damage, and the target moves up to its speed and makes a basic attack against its nearest ally as a free action. Spawn Wraith Any humanoid killed by a seething wraith rises as a freewilled seething wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. Alignment Chaotic evil Languages Common Skills Stealth +13 Str 6 (+1) Dex 20 (+8) Wis 6 (+1) Con 12 (+4) Int 11 (+3) Cha 19 (+7)
Tactics The wraiths work together to flank foes, using their shadow touch with combat advantage. The mad wraith throws itself at the PCs, hoping to catch as many as it can within the area of its mad whispers. It uses touch of chaos against the most powerful-looking melee combatants, and it uses touch of madness while waiting for that power to recharge. The wraiths do not attack shadow creatures. They pursue foes out of this area if necessary, but they
cannot pass through the gate if the PCs flee to the Shadowfell. They otherwise fight until destroyed. After using his cloak of shadows to vanish, Modra stays as far away from the fight as possible, taking cover behind rubble and throwing daggers at PCs who attempt to close with him.
Dark Bargain Modra is desperate to retrieve the brass key and return to the Shadowfell and his allies there. In the second round of combat, he shouts out to the closest PC that he is willing to strike a bargain. If the PCs give him the brass key, he promises to call off the wraiths (he can’t) and leave the party in peace. The PCs can make Sense Motive checks against Modra’s Bluff check. If they decide to give him the key, the dark creeper laughs as he runs behind the archway, fits the key, then disappears into the roiling black mists.
Into the Shadowfell One way or another, the PCs must go through the Shadowfell gate in pursuit of Modra. If they give him the brass key (either the original or the one they took off the witch), they can use the other key to follow. If they seem disinclined to do so (even to escape the wraiths), you might have to take matters into your own hands. If necessary, have a tremor in the Shadowfell (see “Umbraforge,” page 25) strike while the PCs are in the thick of combat here or investigating the archway in the aftermath of the fight. The tremor can’t be felt in the world, but it creates a surge of energy within the gate. Tendrils of shadow lash out into the room, carrying the PCs (and Modra if necessary) into the Shadowfell.
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The Shadow Rift of Umbraforge
Development Modra is meant to escape this encounter. However, if the PCs have the upper hand, don’t force the issue. Once they are in the Shadowfell, the party can hear rumors that lead them in the direction of one of Modra’s allies, who takes over his goal of crippling Sarshan’s operations. Simply change his name in the later encounters.
Features of the Area Rubble: Where the northwest corner of the chamber has collapsed, it spreads into areas of loose scree that are difficult terrain. A character who runs through rubble must make a successful DC 20 Acrobatics check or fall prone. Characters can move at normal speed without difficulty. Larger rubble piles provide cover. The main rubble pile in the northwest corner provides superior cover. Teleportation Portal: This black stone archway is a semicircle 30 feet in diameter and 15 feet high, set against the stone wall of the chamber. Silver crystals are set within the stone in a random pattern. Runes in Common cover it, but their ancient dialect requires a successful DC 17 History check to decipher. They identify the arch as an ancient shadar-kai teleportation portal. Though it resembles the portal in area 6, this archway is inert. Shadowfell Gate: This white stone archway is a semicircle 30 feet in diameter and 15 feet high. Black crystals are set within the stone in a random pattern. Runes in Common cover it, but their ancient dialect requires a successful DC 17 History check to decipher. They identify the arch as an ancient shadar-kai portal leading to the Shadowfell. On the left side of both faces of the arch is a circular indentation set within the stone. This fits one of
the brass keys carried by the PCs and the shadar-kai witch in the Transfer Portal encounter. By fitting the key into the archway (a minor action), the Shadowfell gate is activated for 1 round. The character fitting the key intuitively knows that the arch is attuned to him or her plus up to five additional creatures of his or her choice and any gear they are in contact with as they pass through the portal. Even when activated, the Shadowfell gate does not function for any other creatures.
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The Shadow Rift of Umbraforge
Part 2: Umbraforge The dominion of Sarshan in the Shadowfell is a military enclave that grows larger every day in preparation for war. Two features dominate the site: Tower Umbraforge, the angular edifice that serves as the center of Sarshan’s operations, and the magma shadow rift that flows from a low, rocky ridge overlooking the area. Close to the tower stands the arcane foundry where Sarshan magically augments living creatures for combat. This second part of the adventure takes place in the camps, training grounds, and other areas around the tower. (Part three of the adventure takes place within the tower.) As they seek the escaped Modra
once more, the PCs learn the nature of this place and discover the full extent of Sarshan’s arms-running operations. The areas around Umbraforge—including the magma shadow rift—will see further development when the PCs return here later on in the adventure path.)
Arrival When the PCs step through the Shadowfell gate beneath the Happy Beggar, they find themselves in a mirror-image copy of the chamber they just left (see area 1, below).
You feel a wrenching sensation as bitter darkness swallows you. Then the light returns, dimmed somehow. As your eyes grow accustomed to the gloom, you find yourself in a chamber that appears to be a strange inversion of the one you just left. The walls, floor, and ceiling here are jet black, and the orientation of the room is reversed so that the door now lies to the west and the second stone arch is on the north wall. What was a rubble fall to the northeast is now a rift where the floor has collapsed in the southwest. Along the walls, globes of gray glass give off a dim light. Though the chamber is deserted, overturned stools and a burning brazier show that it has been recently occupied. A successful DC 20 Perception check notes signs of a struggle. A pair of dark creeper guards here
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The Shadow Rift of Umbraforge
S
Umbraforge
arshan’s domain is a chaotic collection of mercenary camps, training grounds, slave pens, and the marketplaces that serve this massive military enclave. Over it all, the shadowy pall of the magma shadow rift glows a dull red. 1. The Black Shrine (Encounter T5): The cavern the PCs arrive in after passing through the Shadowfell gate is a mirror-image inversion of the White Shrine (area 7 and encounter G4 in the first part of the adventure). The walls, floor, and ceilings here are black stone. The teleportation portal is white stone with silver crystals inlaid, while the Shadowfell arch is black stone inset with white crystals. The fall of rubble in the northwest corner of the White Shrine is a collapsed rift in the southeast corner of the black shrine. Unlike in the mirror-image white shrine, the teleportation portal against the north wall here is functional. Touching it reveals a forest shrouded in shadow (area 10 of Umbraforge Tower), but any PC trying to enter the archway is pushed back by an unseen force. A successful DC 22 Arcana check indicates that the portal is attuned to a specific creature. 2. Magma Shadow Rift: A low black ridge dominates the landscape around which the camps of Umbraforge spread. A rift along the northeast face of the ridge vents what appears to be black-streaked lava to the air. From the road below, one can see that the lava is shot through with what appears to be liquid shadow, a magical effect that Sarshan draws on to power his foundry. Creatures within 10 feet of the edge of the rift or the lava channel must make successful DC 20 Endurance checks against the extreme heat or lose one healing surge. Creatures that enter the lava take 4d12 fire damage per round.
3. Mercenary Camps: These tightly packed tent villages spread across the plain between the tower and the ridge. At least twice a day, a mercenary company packs up and heads out to the east or west to a location from which they can subsequently be deployed to the world. New mercenaries trickle in along the roads at the same rate. See the “Sarshan’s Secrets” skill challenge (page 27) for more information. 4. Training Grounds (Encounter S1): These open fields of stinking mud and cast-off armor and weapons are in use day and night by the mercenary companies of the camps. 5. Slave Bazaar (Encounter S2): In addition to his mercenaries and arms dealing, Sarshan has recently begun to transport slaves into and across the Shadowfell. The slaves confined here represent a host of lesser races, from dark ones and shadowgoblins (see encounter S3), to goblins, kobolds, elves, humans, gnomes, and dwarves. A majority of these wretches are destined to become conscript troops or workers in the war effort that Sarshan’s operations support. However, the shadar-kai also uses the bazaar as a source of creatures to be transformed in the dark foundry. Aside from being the peripheral location for encounter S2, the slave bazaar plays no part in this adventure. If this rankles players or PCs who feel that the party has an obligation to try to correct this injustice, create some extreme defenses for the slave pens and let the PCs know that it’s not time to take on the slavers yet. Then when the camp is overthrown in the aftermath of encounter T5, let the players know that the slave masters of the bazaar have been permanently overthrown. 6. Market Tents: With the mercenaries that pass through Umbraforge come the crafters and traders who support them. These areas are composed of virtual villages of tents and wagons. Their specific features are left up to you, but the PCs can find any goods or services here normally available in a large town.
7. Bridge: This arched stone bridge rises 40 feet above the smoking flow of the lava trench below. The heat is intense enough to be felt from the bridge, but it presents no danger. A force of dark creepers and shadowgoblins guard the bridge at all times. They keep only a nominal watch on traffic east, west, and south, but no one proceeds north to the tower without an escort by Sarshan’s house guard. 8. Forges: This collection of buildings serves as the center of Sarshan’s armaments operation. Crews of dark ones and shadowgoblins work here night and day, forging the weapons and armor on which Sarshan’s wealth is built. 9. Dark Foundry (Encounter S3): The most recent addition to Sarshan’s war machine, this foundry produces weapons of a different sort. Fell beasts of battle are created here by dark arcane craft, as are humanoid soldier races spawned of the slaves in the bazaar. Two entrances lead into the foundry—the main gate, normally guarded by a force of dark creepers, and a break in the eastern wall caused by one of the recent tremors (see the “Life in Umbraforge” skill challenge and encounter S3 for details). When the PCs enter this area, the regular guards have been overcome and replaced by shadowgoblins loyal to Modra. See the Dark Foundry tactical encounter (page 35) for details. 10. Umbraforge Tower: Sarshan’s tower is a monolithic edifice of black stone set atop a rocky rise. Its squared sides are indented and planed in smooth straight lines, and four round towers stand at its corners. The tower rises 80 feet, its upper level sloping to a dome and topped with a four-pointed spire. From the outside, the PCs can move no closer to the tower than the bridge (see area 6, above). However, even from there, they can see that the open gatehouse is heavily guarded, preventing a frontal assault. See the third part of the adventure (starting on page 38) for the interior of the tower.
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The Shadow Rift of Umbraforge attacked Modra as he came through, then chased after him as he fled. (If the PCs come through the gate immediately after Modra, they see the dark creepers tearing out of the cavern.) The mouth of the chamber emerges from a rocky hillside. There, an incredible vista opens up. The land before you is like nothing you’ve ever seen before. A wide plain of gray-green grass and stunted black trees spreads beneath a sky scoured by fast-moving clouds. The sun is bright above but somehow doesn’t cut the darkness that drapes every rock and every blade of grass in gray gloom. This is the Shadowfell. From the mouth of the cavern, a wide and well-traveled road runs in a curving line to the north. There, perhaps a quarter-mile away, a military camp spreads. Buildings are scattered here and there, with tents and pavilions spreading between them. Torches and fires burn brightly against the ever-present shadow, and lone trees and tall stands of graygreen grass are whipped by a hissing wind. Looming above it all, a rise of black rock to the west is rent by a seething volcanic rift. Black-streaked lava courses from it to descend into a narrow channel, and a permanent pall of glowing red-black smoke rises above it. Over this molten flow, a great stone bridge is arched. This wide eastwest road meets the road north from the cavern. North of the bridge, a tall tower stands and a lower building spreads in its shadow.
Approaching Umbraforge The PCs are likely to expect that they have to make a stealthy approach into the camps outside the tower. However, as they move past the halfway mark from the cavern (whether on the road or in the fields), they are hailed by a pair of dark creeper sentries on patrol.
(Assume that the dark creepers’ Stealth checks beat the PCs’ Perception checks if applicable.) A voice rings out, and two dark creeper sentries suddenly appear where the shadows of the tall grass had hidden them. “All mercenaries stay within the borders of the camps!” one shouts angrily. “Next time you go wandering, you get shot, sellswords!” The camps at Umbraforge are completely open to the PCs, who are assumed to be either prospective customers of Sarshan or mercenaries looking to join one of the companies forming up on the plain beneath the tower. You approach the frontier of the mercenary camps unchallenged, and a virtual city spreads out before you. Beneath patched canvas tents stand open-air taverns, market stalls, apothecaries and herbalists, weaponsmiths and armorers, butchers and greengrocers—all doing roaring trade. Training grounds open up between the various camps, and soldiers of different races clash against each other with sword and shield. In the quieter corners, you see combat casters training—the f lare of arcane fire dancing between them. But as you approach, you notice with surprise that these are not Shadowfell mercenaries for the most part. Though shadar-kai and dark ones are well represented, the fields and camps are packed with orcs and hobgoblins, ogres and trolls, lizardfolk and kobolds and a dozen other monstrous races of the world.
As they discover later, mercenaries and buyers coming to Sarshan’s domain typically reach the Shadowfell by way of more distant portals, traveling overland to come here. The PCs should infer from this that it’s a good idea to keep their knowledge of the Overlook gate to themselves. If they insist on trumpeting this information, they inevitably attract the attention of a squad of Sarshan’s house guards and a bonus combat encounter, to be placed within the skill challenge on the next page. Use the statistics for the shadar-kai in the Library tactical encounter (page 40).
Tremors The flow from the magma shadow rift has been tapped by Sarshan to fuel the arcane engines within his foundry. Doing so has affected the complex pressure of shadow and elemental fire within the rift. Minor tremors pass through the area at regular intervals, enough to be felt by the PCs but not to affect movement or deal damage. The residents of the camps around the tower have grown used to these tremors, so they pay them no mind. Over the course of the adventure, the intensity of the tremors builds. See the Smoke and Shadow and Last Stand encounters for more information.
The Brass Key The brass key plays no further part in this adventure. However, since the PCs cannot return through the Shadowfell gate without it, it is imperative that they hang onto it while they are here.
The camps around the tower hold a total population of approximately two thousand. The PCs can find private tent accommodation for 1 gp each per day.
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The Shadow Rift of Umbraforge
The Shadow Rift of Umbraforge
Rumors
Once the PCs have established themselves in the camps of Umbraforge, they seek out information regarding Sarshan’s operations—and discover chilling rumors of war spreading unseen across the world. Sarshan’s Secrets Skill Challenge
Level 6 XP 1,000
As you make your way through the camps around the tower, you have the opportunity to interact with mercenaries and war chiefs, slaves and slave-traders, forge workers, merchants, and more. What information will you discover? Can it help you find a way around without attracting hostile attention?
This skill challenge lets the PCs explore the areas around Umbraforge, posing either as mercenaries or as prospective buyers of Sarshan’s services. Interrupt the skill challenge for the Training Session and Smoke and Shadow encounters, which should be played after the PCs attempt a skill check in the challenge in the appropriate area. If the PCs are short on experience (especially if they failed to attain 5th level after the first part of the adventure), increase the level of these encounters. When the players talk about their intended actions in the skill challenge, ask them what specific area they are working in when they make the check. Certain skill checks have modifiers depending on the area in which they are made, as indicated. Complexity 4 (requires 10 successes before 3 failures). Primary Skills Arcana, Diplomacy, Endurance, Intimidate, Streetwise. Other Skills Bluff.
1 “This is Umbraforge, dominion of Sarshan, a trader of great reputation and even greater wealth. The tower, foundry, and forges are his. The camps are those of the mercenaries and slaves whose services he sells across the Shadowfell and the world.” 2 “Sarshan is shadar-kai, an outcast who made a name for himself as the leader of a legendary mercenary band known as the Black Arrow. At their height, the Arrow put so much fear in generals and kings alike that Sarshan would take payment to fight for one group, then take a bigger payment from their foe to stand down.” 3 “Modra is known well in Umbraforge, but for all the wrong reasons now. He was one of Sarshan’s trusted lieutenants before he tried to a broker a weapons deal that Sarshan had already turned down.” 4 “The job that Sarshan refused was some orc king’s raid on a dwarven citadel. Sarshan never makes a sale if it has a chance of coming back to him, and for good reason. This job went bad, they say, and people know that Modra sold the orc his weapons.” 5 “Modra is long gone from Umbraforge and the Shadowfell, believe me. Sarshan’s got a long arm and a longer memory. The creeper would have to be crazy to come back here.”
6 “The foundry is the new jewel of Sarshan’s operations. Its power comes from the fire and shadow driving its furnaces. Sarshan’s sages create beasts of battle there, born killers with magic in their blood.” 7 “It used to be that Sarshan brokered mercenaries mostly within the Shadowfell, but that’s changing. Dark ones and shadar-kai are still his elite troops, but more and more, he brings creatures from the world to Umbraforge for training, then marches them off to places unknown.” 8 “The Shadowfell is only a stopping-off place for Sarshan’s mercenaries. A force of archons from the Elemental Chaos was here not six months ago. I saw githzerai from the Astral Sea in Umbraforge once. I don’t know what job they took for Sarshan, but woe be to whoever got in their way.” 9 “Sarshan’s slave bazaar is about more than just servants and soldiers. His experiments in the foundry only begin with dumb beasts. He’s building new soldier races there, born from the slaves he traffics.” 10 “Sarshan’s mercenary operations have tripled in size in months past, but it’s not the Shadowfell they’re fighting in. When his forces are bought and sent on the march, they’re bound for portals to the world. Shadar-kai, dark ones, undead, giants, ogres, trolls, gnolls, orcs— Sarshan has the armies of two planes on the march. War is brewing in the world, but the forces that will fight it are moving into position in the Shadowfell, unseen.”
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Victory In addition to the information in the rumors table, the PCs’ movement around the foundry lets them discover a break in the wall out of sight of any guards or patrols. When Leena directs them to the foundry (see below and the Dark Foundry encounter), they have the opportunity to enter unseen. Defeat The PCs fail to note the break in the foundry wall, and they must fight their way through the main doors in the Dark Foundry tactical encounter. Whether the PCs fail or succeed in the skill challenge, see Friends on the Inside, below.
Arcana DC 12 (1 success, maximum 3 successes; see Bluff ). This check can be made only in the vicinity of the foundry. On a successful check, the characters learn one piece of information from the rumor table. The PC uses his or her insight into arcane craft to observe the activities taking place around the foundry. Diplomacy DC 12 (1 success, maximum 2 successes; see Bluff ). On a successful check, the PC learns one piece of information from the rumor table. If this skill is used within any of the markets, the PC gains a +2 bonus to the check.
The PC acts as a confidante to one of the creatures of the camps. Endurance DC 12 (1 success, maximum 2 successes). This check can be made only in the mercenary camps or the training grounds. On a successful check, the characters learn one piece of information from the rumor table. On a failed check, any subsequent checks in the skill challenge made by the PC in the mercenary camps or the training grounds take a –2 penalty. The PC hooks up with a mercenary unit for martial training, keeping his or her ears open for information.
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Intimidate DC 7 (1 success, maximum 3 successes; see Bluff ). On a successful check, the characters learn one piece of information from the rumor table. If this skill is used within the slave bazaar or the markets, the PC gains a +2 bonus to the check. Once a PC makes an Intimidate check, any subsequent Bluff, Diplomacy, or Streetwise checks he or she makes take a –2 penalty. The PC singles out weaker characters for coercion and questioning. Streetwise DC 12 (1 success, maximum 2 successes). On a successful check, the characters learn one piece of information from the rumor table. This check can be made only in the markets, the slave bazaar, or the mercenary camps.
The PC seeks out rumors in the mess halls and tent taverns that spread around the tower. Bluff DC 17 (0 successes). On a successful check, the PC gains a +2 bonus to his or her next Arcana, Diplomacy, or Intimidate check. The PC plays the part of an Umbraforge insider or a powerful visitor to the tower.
actively working in, or you can decide what to reveal based on their specific lines of inquiry. The rumors of war (including the fact that Sarshan is brokering powerful forces from the Elemental Chaos and the Astral Dominion) play no direct part in this adventure. However, they provide hooks and foreshadowing for later episodes of the adventure path.
Rumors of War
Friends on the Inside
As the PCs progress through the skill challenge, they hear rumors from the table below. Information should be given out according to the area the PCs are
In the course of the skill challenge, the PCs meet Leena, a shadar-kai war witch working to train combat casters in the mercenary camps. She is a follower of Sarshan and a former ally of Modra, but her sense of honor caused her to break with the dark
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The Shadow Rift of Umbraforge creeper when he decided to work behind Sarshan’s back. Introduce her to the PCs early on in the skill challenge, making her one of the many people they talk to or eavesdrop on in their attempts to uncover the truth behind Sarshan’s operations. The shadar-kai witch wears a black cloak edged with adamantine beads, and she keeps her long hair plaited to hang down her back. Gold piercings line her ears and lower lip, and a black starburst tattoo encloses her right eye. Whether the PCs succeed or fail on the initial check in the skill challenge, Leena suspects that they are not who they pretend to be. She keeps an eye on the party as they complete the skill challenge. Then at the end Shadar-kai War Witch
Level 5 Controller
Medium shadow humanoid XP 200 Initiative +5 Senses Perception +3; low-light vision HP 61; Bloodied 30 AC 19; Fortitude 15, Reflex 18, Will 17 Speed 6; see also shadow jaunt m Blackfire Touch (standard; at-will) ✦ Fire, Necrotic +9 vs. Reflex; 2d6 + 3 fire and necrotic damage. R Beshadowed Mind (standard; recharge ⚃ ⚄ ⚅ ) ✦ Necrotic Ranged 10; +9 vs. Will; 2d6 + 3 necrotic damage, and the target has no line of sight to anything more than 2 squares from it (save ends). R Shadow Bind (standard; encounter) Tendrils of shadow make separate attacks against 3 different targets: Ranged 10; +9 vs. Reflex; 1d8 + 3 damage, and the target is immobilized (save ends). Shadow Jaunt (move; encounter) ✦ Teleportation The shadar-kai war witch teleports 3 squares and becomes insubstantial until the start of her next turn. Alignment Unaligned Languages Common Skills Acrobatics +7, Arcana +11, Religion +11, Stealth +12 Str 13 (+3) Dex 16 (+5) Wis 12 (+3) Con 13 (+3) Int 19 (+6) Cha 17 (+5)
of the skill challenge (whether the PCs succeed or fail), Leena seeks them out. Leena is a kind of moral reflection of Sarshan. Every bit the opportunist, she is happy to take advantage of the march to war as long as it offers profit for her. However, like many of her kind, Leena’s conception of the world is as a land of weak, immoral, and alien creatures. The mercenaries and warmasters who travel to the Shadowfell to do business with Sarshan do nothing to soften this impression. In meeting the PCs, Leena has a chance to witness a nobility and a sense of purpose she has never seen in creatures of the world before. Though the PCs might be concerned about Leena betraying them to Sarshan’s forces, any successful Insight check shows her trustworthiness.
if Sarshan captures him, he’ll die slowly. If it’s you, I’ll hope you make it quick.”
Modra’s Gambit After their last success or failure in the skill challenge, Leena approaches the PCs. Having clandestinely observed their inquiries, she has guessed that the traitor Modra—once a close friend—is their target. After revealing that she knows the PCs’ plan, she confides the following. “Modra and I worked together for a time, but when he elected to go behind Sarshan’s back, I told him we were done. I heard word of him in the camps even before you started asking around. He has a plan to disrupt Sarshan’s operations by destroying the foundry, then the tower. Sarshan has a private tunnel connecting the two, and Modra is planning on venting the foundry’s destructive energy there. A mass of mercenaries is moving out tonight. He’ll be using that as cover when he goes inside. “Modra’s made his bargain with fate, and honor decrees that he die for his betrayal. He won’t get tears from me. But
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Training Session Encounter Level 5 (1,000 XP)
Setup As the PCs wander into one of Umbraforge’s combat training grounds, they inadvertently find themselves targeted by a squad of mercenaries. These young ogres see the PCs as a way to show off for their more powerful kin.
2 ogre umbral savages (O) 2 ogre umbral skirmishers (S) 1 tangler beetle (B)
As the PCs cross the training grounds, read: You find yourselves surrounded by a mob of hulking ogres, one leading an enormous beetle on a leash. In broken Common, the largest shouts: “You mercenaries? You think you good enough to fight alongside Bonecruncher clan? Think again!” As the group moves to attack, you see a crowd of ogres move up to watch, shouting insults at you and words of encouragement to your foes.
Close Combat Though this encounter takes place in the open space of the training grounds, the shaded area around the edge of the tactical map represents a very real barrier. Some two dozen ogre spectators gather around to hem the PCs and their assailants in, jeeringly pushing them back into the thick of combat if they stumble too close. Any creature that enters one of the shaded squares is pushed back by the ogre mob. Medium and Small creatures slide 1d6 squares; Large creatures slide 1d4
squares. Roll 1d6 for direction relative to the edge or corner the creature is pushed back from (1–2 left diagonal, 3–4 straight back, 5–6 right diagonal). A creature whose slide would take it into an occupied square stops moving and must make a successful DC 20 Acrobatics check to stay standing. On a failed check, the creature falls prone in the square in which it stopped.
Tactics The ogres are unsophisticated combatants. The savages tear into the closest foes while the beetle attempts to immobilize the strongest-looking melee combatants with entangling spittle between bite attacks. The skirmishers make a hurling charge against spellcasters, then stay in constant motion in melee. The ogres would rather die than lose face in front of their kin. All creatures here fight to the death.
Development The ogres are spoiling for a fight, but their primary goal is to make themselves look good. If the PCs break off or ask for quarter with all the party members at bloodied hit points or fewer, the ogres accept their concession and let them go. However, the PCs can make no further Intimidate checks in the skill challenge. If the ogres fall, their disgusted clan kin make no effort at retribution. Additionally, a PC gains a +2 bonus to the next Intimidate check made in the skill challenge.
Features of the Area Illumination: Torches flicker along the edges of the training ground (bright throughout). Foul-Smelling Mud: A field of wastewater has created a foul mud pit in the middle of the training ground. These squares are difficult terrain. Creatures knocked prone in the mud are weakened (save ends). Broken Weapons: The remains of shattered blades and spears litter the battlefield. A creature moving through one of these squares is subject to an attack: +5 vs. Reflex; 1d6 damage. 2 Ogre Umbral Skirmishers (S) Level 5 Skirmisher
Large natural humanoid XP 200 each Initiative +2 Senses Perception +2 HP 67; Bloodied 33 AC 19; Fortitude 19, Reflex 17, Will 15 Speed 8 m Club (standard; at-will) ✦ Weapon Reach 2; +10 vs. AC; 1d8 + 2 damage; see also skirmish. R Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +10 vs. AC; 1d8 + 2 damage; see also skirmish. M Hurling Charge (standard; encounter) ✦ Weapon The ogre umbral skirmisher makes a javelin attack followed by a charge attack. Skirmish +1d8 If, on its turn, the ogre umbral skirmisher ends its move at least 4 squares away from its starting point, it deals an extra 1d8 damage on its melee attacks until the start of its next turn. Alignment Chaotic evil Languages Common, Giant Str 18 (+6) Dex 14 (+4) Wis 11 (+2) Con 19 (+6) Int 4 (–1) Cha 6 (+0) Equipment hide armor, club, quiver of 6 javelins
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2 Ogre Umbral Savages (O)
Level 5 Brute
Large natural humanoid XP 200 each Initiative +2 Senses Perception +2 HP 81; Bloodied 40 AC 16; Fortitude 18, Reflex 13, Will 13 Speed 8 m Greatclub (standard; at-will) ✦ Weapon Reach 2; +8 vs. AC; 2d10 + 3 damage. M Flatten (standard; recharge ⚅ ) ✦ Weapon The ogre umbral savage makes a greatclub attack; on a hit, the target is also pushed 1 square and knocked prone. Alignment Chaotic evil Languages Giant Str 21 (+7) Dex 11 (+2) Wis 11 (+2) Con 21 (+7) Int 4 (–1) Cha 6 (+0) Equipment hide armor, greatclub
Tangler Beetle (B)
Level 5 Controller
Large natural beast XP 200 Initiative +2 Senses Perception +3; darkvision HP 62; Bloodied 31 AC 19; Fortitude 17, Reflex 13, Will 14 Speed 6 m Bite (standard; at-will) Reach 2; +10 vs. AC; 1d10 + 4 damage. R Entangling Spittle (standard; recharge ⚃ ⚄ ⚅ ) Ranged 5; +8 vs. Reflex; the target is immobilized (save ends). Alignment Unaligned Languages — Str 18 (+6) Dex 10 (+2) Wis 12 (+3) Con 14 (+4) Int 1 (–3) Cha 8 (+1)
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Smoke and Shadow Encounter Level 4 (875 XP)
Setup As the PCs make their way alongside the area of the slave bazaar, they feel another of Umbraforge’s intermittent earth tremors. However, this tremor is accompanied by a volcanic fissure that acts as a portal to the Elemental Chaos, spewing forth a pack of creatures bent on destruction.
2 fire bats (B) 1 hell hound (H) 1 magma hurler (M)
As the PCs approach the slave bazaar, read: A sudden rumbling rises as another tremor rattles through the area. However, while previous incidents have passed quickly, this one builds to a furious shaking that threatens to knock you off your feet. At the same time, a blast of molten rock and raw darkness erupts from the earth ahead of you. The fissure abuts the palisade fence that blocks off the slave bazaar. The PCs can hear shouts of fear as the slaves beyond the fence flee the area. However, while the rift is not an imminent threat, the creatures that emerge from it are.
These creatures have been formed from the raw essence of the Elemental Chaos by the increasing instability of the magma shadow rift.
Tactics The fire bats keep to the air, using their fiery swoop to target as many PCs as possible. If only two characters can be targeted, both bats attack them in turn. The hell hound stays in the thick of combat, trying to maximize the number of targets in the area of its fire shield and fiery breath. While waiting for that power to recharge, the hound focuses its bite attacks on lightly armored PCs. The magma hurler stays at the edge of combat, hurling its magma ball into the midst of any group of PCs to maximize the effect of a miss. Because all these creatures have resistance to fire damage, they don’t worry about striking each other with their attacks. Likewise, they cross through the rift at will, hoping to prevent the PCs from following them.
Development
Features of the Area Illumination: Torches flicker along the fenced perimeter of the slave bazaar (bright 5). The rift exudes a dull red glow (dim 5). Rift Vent: A hissing geyser of fire and shadow spews out from this section of upthrust ground. Any creature that enters the rift takes 2d12 fire damage. Any creature that ends its turn adjacent to the rift takes 1d12 fire damage. The rift’s power is tied to the Elemental Chaos. As a result, it deals no damage to the creatures it creates (including the monsters in this encounter). Thickets: These areas of dense undergrowth provide concealment and are difficult terrain. Any power with the fire descriptor that deals damage in a square containing a thicket sets that square and all adjacent squares ablaze. The thicket burns for 2 rounds before flaring out, during which time it deals 1d8 fire damage to any creatures in the area. Fence: This 8-foot-high palisade of logs lashed together with rope surrounds the slave bazaar. It takes a successful DC 10 Athletics check to climb the fence.
The vent continues to spew fire and shadow for a few minutes after combat ends. It then begins to slowly close until all traces of it have gone. The party’s selfless act of bravery within sight of the slave bazaar does not go unnoticed. Any subsequent Diplomacy or Streetwise checks made in the area gain a +2 bonus.
Even as the tremor subsides, you see movement through a haze of smoke and shadow. From the boiling fissure, a pair of winged shapes erupts—plus a large hound and a humanoid creature claws their way up behind them. All four creatures writhe with living f lame, howling as they attack. September 20 08
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Hell Hound (H)
Level 7 Brute
Medium elemental beast (fire) XP 300 Initiative +5 Senses Perception +11 Fire Shield (Fire) aura 1; any creature that enters or begins its turn in the aura takes 1d6 fire damage. HP 96; Bloodied 48 AC 20; Fortitude 18, Reflex 17, Will 18 Resist 20 fire Speed 7 m Bite (standard; at-will) ✦ Fire +10 vs. AC; 1d8 + 2 plus 1d8 fire damage. C Fiery Breath (standard; recharge ⚃ ⚄ ⚅ ) ✦ Fire Close blast 3; +9 vs. Reflex; 2d6 + 3 fire damage. Alignment Unaligned Languages — Str 14 (+5) Dex 14 (+5) Wis 17 (+6) Con 16 (+6) Int 2 (–1) Cha 10 (+3)
Magma Hurler (M) Level 4 Artillery
Medium elemental humanoid (earth, fire) XP 175 Initiative +8 Senses Perception +4 HP 41; Bloodied 20 AC 18; Fortitude 15, Reflex 17, Will 13 Immune petrification; Resist 10 fire; Vulnerable cold (slowed until the end of the magma hurler’s next turn) Speed 4 m Slam (standard; at-will) +8 vs. AC; 1d6 + 4 damage. R Magma Ball (standard; at-will) ✦ Fire Ranged 15; +7 vs. Reflex; 1d6 + 6 fire damage. Miss: Creatures adjacent to the target take 1d6 fire damage. Alignment Unaligned Languages Primordial Skills Endurance +7 Str 18 (+6) Dex 22 (+8) Wis 14 (+4) Con 11 (+2) Int 5 (–1) Cha 8 (+1)
2 Fire Bats (B)
Level 5 Skirmisher
Medium elemental beast (fire) XP 200 each Initiative +8 Senses Perception +8 HP 60; Bloodied 30 AC 20; Fortitude 15, Reflex 20, Will 13 Resist 10 fire Speed 2 (clumsy), fly 8; see also fiery swoop m Fiery Touch (standard; at-will) ✦ Fire +6 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends). M Fiery Swoop (standard; at-will) ✦ Fire The fire bat shifts up to 4 squares and can move through occupied squares as it moves. It makes a melee basic attack against any creature whose space it enters. The fire bat cannot attack a target more than once in this fashion, and it must end its movement in an unoccupied square. Alignment Unaligned Languages — Str 6 (+0) Dex 19 (+6) Wis 12 (+3) Con 12 (+3) Int 2 (–2) Cha 7 (+0)
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Dark Foundry Encounter Level 8 (1,852 XP)
Setup Modra and a band of shadowgoblins loyal to him have taken control of Sarshan’s dark foundry after killing the dark creeper guards there. Modra plans to disrupt the great arcane engines that leech power from the flow of fire and shadow, destroying his former master’s operations as a means of ending his threat.
8 shadowgoblin maulers (M) 2 shadowgoblin snarlers (S) 1 death boar (B) Modra, dark creeper shadowborn stalker
As the PCs prepare to enter the foundry, read: A claxon call of horns sounds out from the west. A haze of red light glimmers against the clouds as the cascade of the magma shadow rift f lares. As Leena predicted, a huge force of mercenaries is on the move, heading out along the east road. The area around the foundry is deserted; the guards at the tower and the bridge have turned eastward to watch as Sarshan’s forces move out.
Into the Foundry If the PCs succeeded on the “Sarshan's Secrets” skill challenge (page 27), they enter the foundry through a break in the wall, out of sight of any guards or patrols. It takes a successful DC 17 Thievery check to secure the wall against collapse, followed by a successful DC 12 Strength check to open the break wide enough for a Medium creature to squeeze through. Once inside, the PCs can attack Modra and his guards with surprise.
If the PCs failed the skill challenge, they cannot find the break in the wall and must enter the foundry through the front doors. Getting the doors open requires either a successful DC 12 Strength check or a successful DC 21 Bluff check to convince the shadowgoblin guards that the PCs are allies of their master. If the PCs can open the door with a single Strength check, they gain surprise. Otherwise, the shadowgoblins are ready for them. Any combat in the entrance is noticed by Modra and the others. When the PCs enter the foundry, read: The red glow of the lava trench is shrouded by shifting clouds of shadow and steam. Huge stone vats with steel doors line both sides of this massive chamber, where great arrangements of pipes and vents connect them. When the PCs can see Modra and his followers, read: Two squads of what look like hobgoblins, their bodies seemingly cloaked in shadow, work here, supervised by another cloaked figure. They work busily at two sections of pipe that divert and channel the lava f low. Closer to the door, two other shadowgoblins stand guard. Modra is intentionally dressed in dark clothes that make him indistinguishable from his shadowgoblin minions. Place him as a goblin initially unless a PC succeeds at a DC 20 Perception check. As soon as combat begins, Modra rushes to the nearest vat and breaks its seals, releasing the two-headed death boar and revealing himiself.
When Modra releases the death boar, read: The dark creeper snarls as he sprints for the closest vat, pulling down on a great lever next to the door. He dodges out of the way of a blast of steam. As the door opens, it spills a huge mass to the ground in a fountain of viscous green fluid. Out of it rises an enormous two-headed boar, bellowing as it claws the ground. The creature takes 1 round to shake itself out of its birth stupor before it attacks.
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The Shadow Rift of Umbraforge Modra, Shadowborn Stalker
Level 7 Elite Lurker
Small shadow humanoid, dark creeper XP 600 Initiative +11 Senses Perception +5; darkvision HP 124; Bloodied 62; see also killing dark AC 23 (see also dark step), Fortitude 20, Reflex 22, Will 20 Saving Throws +2 Speed 6 Action Points 1 m Short Sword (standard; at-will) ✦ Weapon +12 vs. AC; 1d6 + 5 damage. M Double Strike (standard; at-will) ✦ Weapon Requires combat advantage; Modra makes 2 short sword attacks. If both attacks hit the same target, the target takes ongoing 5 damage (save ends). R Dagger (standard; at-will) ✦ Weapon Ranged 5/10; +12 vs. AC; 1d4 + 5 damage. A Cloud of Darkness (minor; encounter) ✦ Zone Close burst 1; this power creates a zone of darkness that remains in place until the end of Modra’s next turn. The zone blocks line of sight for all creatures except Modra. Any creature entirely within the area (except Modra) is blinded. Combat Advantage Modra deals an extra 1d6 damage on melee and ranged attacks against any target he has combat advantage against. Dark Step (move; at-will) Modra moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that he ends his move adjacent to. Cloak of Shadows (minor; encounter) ✦ Illusion Modra is invisible until the end of his next turn. Alignment Evil Languages Common Skills Bluff +9, Stealth +12, Thievery +12 Str 11 (+3) Dex 18 (+7) Wis 14 (+5) Con 14 (+5) Int 13 (+4) Cha 13 (+4) Equipment black cloak, chainmail, short sword, 5 daggers
Tactics The maulers throw themselves at the PCs in the defense of their master, attacking by twos and threes to take advantage of shadow soldier. The snarlers use snarling shot as often as possible, attempting to immobilize foes for the boar. The shadowgoblins use the terrain of the foundry to best advantage. See Features of the Area.
2 Shadowgoblin Snarlers (S) Level 5 Artillery
Medium natural humanoid XP 200 each Initiative +6 Senses Perception +4; low-light vision HP 51; Bloodied 25 AC 18; Fortitude 14, Reflex 16, Will 14 Speed 6 m Mace (standard; at-will) ✦ Weapon +6 vs. AC; 1d8 + 3 damage. r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +10 vs. AC; 1d10 + 5 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against the same target. R Snarling Shot (standard; recharge ⚃ ⚄ ⚅ ) ✦ Weapon Ranged 20/40; +10 vs. AC; 1d10 + 5 damage, and the target is immobilized by strands of shadow (save ends). Shadowgoblin Resilience (immediate reaction, when the shadowgoblin snarler suffers an effect that a save can end; encounter) The snarler makes a saving throw against the effect. Shadow Soldier The shadowgoblin snarler gains concealment while at least one shadowgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Athletics +6, Stealth +11 Str 14 (+4) Dex 19 (+6) Wis 14 (+4) Con 15 (+4) Int 11 (+2) Cha 10 (+2) Equipment leather armor, longsword, longbow, quiver of 30 arrows
If it cannot attack a prone target, the death boar attacks heavily armored PCs, making two gore attacks in an attempt to maximize damage and knock foes prone. If two PCs are adjacent, it makes a furious charge and separate bite attacks on each target, hoping to knock both prone or into the lava trench. Having fled from the PCs before, Modra is determined to finish them this time. He uses dark step to maintain combat advantage as he moves from foe to foe, making double strike attacks against single targets if possible. He uses cloak of shadows or cloud of darkness to reorient himself in the fight if he is pressed by more than one PC or targeted with ranged attacks. All the creatures here fight to the death.
Death Boar (B) Level 6 Elite Brute
Huge natural beast (mount) XP 500 Initiative +3 Senses Perception +2 HP 170; Bloodied 85; see also death strike AC 19; Fortitude 23, Reflex 19, Will 18 Saving Throws +2 Speed 8 Action Points 1 m Gore (standard; at-will) +9 vs. AC; 1d10 + 4 damage, or 1d10 + 9 damage against a prone target. M Frenzied Gore (standard; at-will) The death boar makes two gore attacks. If it hits with both attacks against the same target, the target is knocked prone. M Death Strike (when reduced to 0 hit points) The death boar makes a gore attack. Furious Charge When a death boar charges, its gore attacks deal an extra 5 damage, pushes the targets 2 squares, and knocks the targets prone on a hit. Alignment Unaligned Languages — Str 19 (+7) Dex 10 (+3) Wis 9 (+2) Con 15 (+5) Int 2 (–1) Cha 8 (+2)
8 Shadowgoblin Maulers (A)
Level 8 Minion
Medium shadow humanoid XP 88 each Initiative +6 Senses Perception +6; low-light vision HP 1; a missed attack never damages a minion. AC 22; Fortitude 20, Reflex 18, Will 18 Speed 6 m Mace (standard; at-will) ✦ Weapon +10 vs. AC; 6 damage. Shadowgoblin Resilience (immediate reaction, when the shadowgoblin mauler suffers an effect that a save can end; encounter) The mauler makes a saving throw against the effect. Shadow Soldier The shadowgoblin mauler gains concealment while at least one shadowgoblin ally is adjacent to it. Combat Advantage The shadowgoblin mauler deals an extra 2 damage on melee attacks against any target it has combat advantage against. Alignment Evil Languages Common, Goblin Skills Athletics +10, Stealth +11 Str 19 (+8) Dex 14 (+6) Wis 14 (+6) Con 15 (+6) Int 11 (+4) Cha 10 (+4) Equipment black leather armor, mace September 20 08
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Development
Features of the Area
The PCs’ intervention here prevents Modra from completing his sabotage and destroying the tower. However, the damage his team has done is enough to cause a failure of the foundry’s systems during the Last Stand tactical encounter. If the PCs investigate the area where the shadowgoblins were working, they note damage to the great pipes channeling the lava flow, though it appears superficial. Within the vats, the PCs can see various creatures in the midst of a dark transformation. A successful DC 22 Perception check made to search the area confirms the rumors the PCs have heard—half the creatures here are humanoids mutated into horrible warlike forms, their skin growing spiky armor plates, their hands turned to razor-sharp claws, and so on.
Illumination: The chamber is lit by the fiery glow of the lava flow (dim throughout). Ceiling: The arched ceiling rises to a height of 30 feet. Lava Trench: The river of lava and liquid shadow courses through this chamber, interrupted by a network of pipes and conduits that magically siphon off arcane power for Sarshan’s metamorphosis vats. The sluggish surface of the lava rises to 5 feet below the lip of the trench. Creatures entering the lava take 2d12 fire damage per round. (The processes by which Sarshan’s equipment draws arcane energy from the lava trench reduces the damage as compared to outside.) The temperature in the enclosed foundry is stifling. When first entering the area, creatures must make successful DC 17 Endurance checks against the heat or lose one healing surge. (Modra and the shadowgoblins protected themselves with magic before entering the foundry.) Creatures that have no healing surges remaining lose hit points equal to their level. When a creature is first bloodied, it must make a successful Crates and Barrels: These crates and barrels contain the toxic reagents that fill the vats. Squares containing barrels and crates provide cover. A stack of crates stands 5 feet high and can be climbed with a successful DC 10 Athletics check. It costs 2 squares of movement to hop up onto a barrel. Bridges: These rough stone bridges arch 5 feet above the ground (so they rise 10 feet above the lava in the trench). They have no railings. A creature running across a bridge must make a successful DC 15 Acrobatics check or slip and fall to the lava below. A creature that slips can make a saving throw to throw itself at the opposite bank. Creatures that fall into the
Into the Tower The secret door to the west leads to a tunnel serving as Sarshan’s private access between the foundry and the tower. It can be located with a successful DC 20 Perception check. After what they’ve observed around Umbraforge, the PCs should hopefully be ready to enter the tower in search of more information about Sarshan’s plans. However, if they linger too long in the foundry, feel free to have a squad of dark creeper and shadar-kai guards appear at the main doors. Remind the PCs of the secret door if necessary, then give them time to move into the tunnel before being spotted by the guards.
lava take 1d10 falling damage plus 2d12 fire damage per round. Vents and Piping: Each vat is connected to a complex mass of metal and ceramic piping that plunges into the lava trench. Most of these pipes run up to and across the ceiling, but a series of main conduits runs across the foundry floor, each a bundle of pipe set with pressure release valves. As a standard action, a creature can smash through a pressure release valve anywhere along the length of the conduit to create a close blast 3; +5 vs. Reflex, 1d8 fire damage. A creature that ends its turn adjacent to a section of conduit takes 1d6 fire damage. Stepping over a conduit costs 2 squares of movement. Bodies: These dark creeper guards were killed guarding against Modra’s incursion. Metamorphosis Vats: These great vats hold the fruits of Sarshan’s dark experiments. Each stone vat is 15 feet on a side, open at the top, and fronted by a huge steel door with a quick-release lever. As a standard action, a creature can open the vat, releasing the creature within and a wave of viscous green fluid that creates a close blast 5; +5 vs. Reflex; 1d10 damage and the target is slowed (save ends). Unless the PCs are having too easy a time with this encounter, any additional creatures in the vats have not completed their transformation. They die immediately after being released.
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Part 3: Umbraforge Tower From the foundry, the PCs make their way to the lower level of the tower by way of Sarshan’s private tunnel access. There, they take on Sarshan’s guards, some of his allies, and finally come face to face with the shadar-kai.
Levitation Lift Within the center of the tower, a 15-foot wide opening in the ceiling or floor of each level serves as a
magical levitation lift for Sarshan and his servants. Characters stepping into any square of the open area are subject to a levitation effect. Characters hover in midair until they mentally command the lift to move them. As a move action, a character can rise or descend one level, or can move up to 15 feet horizontally (from one side of the lift to the other). As a minor action, a character can shift 1 square horizontally. Moving from the tower’s lower level to Sarshan’s quarters on the top level thus requires three move actions (to climb) and a minor action (to shift from the open lift to the floor again).
While within the lift (whether moving or not), a creature is unsteady, taking a –2 penalty to AC and Reflex defense. Characters who stand within the area of the lift on the tower’s ground floor feel unsteady on their feet and take the above penalties. However, unless they mentally command the lift to carry them up, they can move through the area normally. Creatures that move into the open area of the lift (as opposed to simply stepping into it) continue their movement through midair. A creature can travel across the open space of the lift by making a DC 15 Acrobatics check as part of the move action that takes it into the lift. On a result of 20 or higher, the creature gains 2 extra squares of movement. On a failed check, the creature loses momentum and slides to the center of the lift.
Shock and Aftershock The penultimate climax of the adventure (Last Stand tactical encounter) takes place in the aftermath of another tremor caused by the magma shadow rift. Foreshadow this by having harmless tremors ripple through the tower at different points.
No Quarter The tower is an occupied fortress, and once this stage of the adventure begins, the PCs have no opportunity to take an extended rest. Early on, the Library encounter can easily spill over into the Great Hall tactical encounter, which can in turn pull in additional guards from the gatehouse for an extended melee. This might create problems later if the party returns to Overlook since the climactic battle could have already exhausted their healing surges and daily powers. Though Sarshan regularly uses the foundry tunnel, he is not aware of the lost shrine there (area 2). If the PCs need an extra boost, that hidden chamber provides a secure place for them to rest up. September 20 08
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Umbraforge Tower
T
his is Sarshan’s domain, and with the number of troops at his disposal, he doesn't fear attack. His guards watch the tower’s interior and gate house, but it has no ramparts or exterior patrols. Walls, Floors, and Ceilings: The interior of the tower is polished gray marble from floor to ceiling. The ceilings on each level of the tower are uniformly 20 feet high. Doors and Windows: Wooden doors within the tower are unlocked (with the exception of the gate house). Each room of the tower features narrow windows looking out on the ground below. These windows are wide enough only for a Small character to squeeze through. Illumination: Magic lamps shed dim light in all areas of the tower, allowing those with low-light vision (most of the tower’s inhabitants) to see clearly. 1. Foundry Tunnel: This 5-foot wide tunnel connects the foundry with the library in the tower. Sarshan and his personal guards are the only ones allowed access to it. Though it is locked from the foundry side, the library door opens easily. 2. Lost Shrine: Halfway along the foundry tunnel, an undiscovered secret door (DC 26 Perception) leads to an ancient shrine. The crumbling walls of this chamber were once covered with muted frescoes, but only fragments of plaster now remain. In the center of the room, a black stone altar rises, its surface buried beneath a thick layer of dust. Sarshan does not know of the shrine’s existence, and the PCs can take an extended rest here. 3. Library (Tactical Encounter): These two adjoining chambers are the research center for Sarshan’s sages. Shelves of books and scrolls line the walls here. Two shadar-kai guard the entrance to the foundry, while two more are working here when the PCs enter. 4. Guest Quarters (Tactical Encounter): Important visitors reside in these well-appointed rooms while in the tower. The guest quarters are currently occupied by a pack of gnolls negotiating a mercenary contract for their clan.
5. Laboratory: These tower chambers are all functionally identical, though you can change up their specific descriptions as need be. Dark experiments realized in the foundry are first carried out here. The various laboratories feature a wealth of alchemical equipment and reagents, ritual components, dead creatures in jars of clear oil, vials of brightly colored powders and viscous fluids, and other experimental gear. The lower northeast laboratory (adjoining the library) is empty. All other laboratories have a 50% chance of being occupied by a noncombatant shadar-kai or dark one sage at work. If the PCs attack, treat the sages as minions with no attacks of their own. However, unless they are attacked, the sages of the tower assume that the PCs work for Sarshan. They yell at the characters for interrupting their work, but allow them to pass through. If combat occurs in area 9, sages in adjacent laboratories cower under a table until the danger passes. 6. Great Hall (Tactical Encounter): Most of the main floor is given over to this visitor’s gallery and feast hall. Dark tapestries line the walls, and thick carpets cover the floors. A banquet table occupies the center of the room, and comfortable couches are arrayed along the walls. A fire pit before the doors burns with magical flame. When the PCs enter, a pair of shadar-kai guards and one of Sarshan’s dark one allies are arguing here. 7. Sages’ Quarters: These chambers are the residences of the sages who labor to perfect Sarshan’s vile experiments. Each chamber has four beds and is occupied by two noncombatant shadar-kai or dark one sages, either sleeping (if no combat has occurred in an adjacent chamber) or cowering beneath a bed (if it has). Treat the sages as minions with no attacks. 8. Gate House: The interior doors to area 6 are locked and barred, requiring a successful DC 26 Thievery check and a successful DC 21 Strength check to open. The exterior stone double doors are normally open so the guards within can see the road and the bridge. They can be closed with two standard actions (one for each door) and barred from the inside (a successful DC 40 Strength check to open).
Four shadar-kai warriors and four shadar-kai chainfighters are on guard here at all times. However, they do not expect trouble from inside the tower, and so they are distracted if the PCs enter from area 6. Use the statistics from the Library and Great Hall tactical encounters. 9. Garden of Shadows (Tactical Encounter): The second level of the tower is given over to a shadar-kai pleasure garden. Tall trees, hoary ferns, and dense thickets of shrubs grow here. Within the foliage of this chamber lurk three rot scarab swarms and a shadow beetle kept as pets by Sarshan. They ignore shadow creatures but attack all others. To the south stands the teleportation portal that takes Sarshan to the black shrine (see area 1 on page 25). Normally the portal can be used only by Sarshan. 10. Training Floor: This is the private training area for the guards of the tower. 11. Guards’ Mess: Two large tables fill this mess hall, and a magical fire burns in the fire pit to the northeast. Six guards are here at any given time—they can be warriors, gloomblades, or chainfighters (use the statistics from the Library and Great Hall tactical encounters). 12. Guards’ Barracks: Sarshan’s house guards live here when off duty. Five sets of triple bunks in each chamber house thirty guards total, with half the bunks occupied at any given time. Guards found here have a 50% chance of being asleep, which means they require 2 rounds to grab weapons if attacked. Guards not sleeping are distracted and require 1 round to grab weapons. Use the statistics for the shadar-kai warrior, gloomblade, and chainfighter from the Library and Great Hall tactical encounters. None of the guards are in armor; they take a –4 penalty to AC. 13. Sarshan’s Chambers: The shadar-kai’s sanctum occupies the space beneath the tower’s upper dome. Unlike the lower levels, the open area of the levitation lift is walled off here. The door here is locked (DC 26 Thievery). This area contains only mundane personal effects, since Sarshan keeps all important documents and relics hidden outside the tower.
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Library
When the trap is triggered, read:
Encounter Level 7 (1,500 XP)
Setup
The shadar-kai backpedals toward the door, hitting a mechanical switch set into the wall. With a hiss, the air is filled with streaks of shadow.
Four members of Sarshan’s personal guard are here— two warriors guarding the access to the foundry passage, a gloomblade running an errand for one of the tower’s sages, and a witch in the midst of researching an experiment.
Once the trap is triggered, darts of magical shadow fill the air in both sections of the room. They shoot out from tiny holes in the frames of the chamber’s bookshelves.
2 shadar-kai warriors (S) 1 shadar-kai gloomblade (G) 1 shadar-kai witch (W) When the PCs can see into this area, read: Dim light fills this area from globes of gray glass set around the room. Shelves of books and scrolls line the walls here, and a large table covered with scrolls and bound volumes dominates an adjoining chamber. A female shadar-kai stands there, looking up in astonishment. Two shadar-kai warriors, katars at their belts, scramble away from the door in surprise. A third warrior is digging through books on a nearby shelf, his greatsword leaning against the wall a few feet away. The shadar-kai know that only Sarshan uses the foundry tunnel. They treat the PCs as intruders and attack at once.
Shadow Dart Attack In addition to the guards stationed here, a deadly trap wards this entrance into the tower. The trap is not active when the PCs enter, but it is manually triggered by the shadar-kai witch in the second round of combat.
Shadow Dart Wall Trap
Tactics
Level 6 Blaster 250 XP
A host of immaterial black darts streaks through the air, filling the room with a deadly web of shadow. Trap: Each round on its initiative, the trap fires a barrage of immaterial shadow darts that randomly attack 2d4 targets in range. Shadow creatures are not targeted by the magic darts. Perception ✦ DC 17: The character notices the small holes within the frames of the bookshelves along the walls. ✦ DC 21: The character notices the switch by the west door. Initiative +7 Trigger When the switch beside the west door is flipped (a standard action), the trap rolls initiative. Attack Standard Action Ranged 10 Targets: 2d4 targets (not including shadow creatures) in range. Attack: +11 vs. AC Hit: 1d8 + 2 damage and ongoing 5 necrotic damage (save ends) Countermeasures ✦ A character adjacent to the switch, which is now locked into its position, can disable the trap with a DC 21 Thievery check. ✦ A character who ends his or her turn directly adjacent to one of the interior walls (not adjacent to the open doorway) gains a +5 bonus to AC against the dart attacks. ✦ A character who moves no more than 1 square on a turn gains a +5 bonus to AC against the dart attacks.
The shadar-kai warriors focus their first attacks on the most powerful-looking melee combatants, hoping to restrain them using cage of gloom. They use shadow jaunt consistently to protect themselves from damage, pulling down a bookshelf first to slow pursuers and compensate for their decreased movement. The gloomblade uses veil of shadows to move invisibly between attacks, using gloomstrike to blind PCs making ranged attacks. Once bloodied, he uses shadow jaunt to protect himself from damage as he attacks the strongest-looking melee combatants. Shadar-kai Witch (W) Level 7 Controller
Medium shadow humanoid XP 300 Initiative +6 Senses Perception +4; low-light vision HP 77; Bloodied 38 AC 21; Fortitude 18, Reflex 19, Will 19 Speed 6; see also shadow jaunt m Blackfire Touch (standard; at-will) ✦ Fire, Necrotic +11 vs. Reflex; 2d6 + 4 fire and necrotic damage. R Beshadowed Mind (standard; recharge 4 5 6 ) ✦ Necrotic Ranged 10; +11 vs. Will; 2d6 + 4 necrotic damage, and the target has no line of sight to anything more than 2 squares from it (save ends). C Deep Shadow (standard; sustain minor; encounter) ✦ Necrotic Aura 2; thick, writhing shadows surround the shadar-kai witch. The witch and any other shadow creatures in the aura gain concealment. In addition, enemies that enter or start their turns in the aura take 5 necrotic damage, and enemies (including flying ones) also treat the area within the aura as difficult terrain. The shadar-kai witch can sustain the aura as a minor action. However, the effect ends if she uses shadow jaunt or moves more than half her speed on her turn. Shadow Jaunt (move; encounter) ✦ Teleportation The shadar-kai witch teleports 3 squares and becomes insubstantial until the start of her next turn. Alignment Unaligned Languages Common Skills Acrobatics +8, Arcana +12, Religion +12, Stealth +13 Str 13 (+4) Dex 16 (+6) Wis 12 (+4) Con 13 (+4) Int 19 (+7) Cha 17 (+6)
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Shadar-kai Gloomblade (G) Level 6 Lurker
Medium shadow humanoid XP 250 Initiative +12 Senses Perception +5; low-light vision HP 54; Bloodied 27; see also veil of shadows AC 20; Fortitude 17, Reflex 18, Will 15 Speed 5; see also shadow jaunt m Greatsword (standard; at-will) ✦ Weapon +11 vs. AC; 1d10 + 3 damage; see also gloomstrike. Gloomstrike If the shadar-kai gloomblade hits a target that can’t see him, the target is blinded until the end of the gloomblade’s next turn. Shadow Jaunt (move; encounter) ✦ Teleportation The shadar-kai gloomblade teleports 3 squares and becomes insubstantial until the start of his next turn. Veil of Shadows (move; at-will) ✦ Illusion The shadar-kai gloomblade turns invisible and moves up to his speed. The gloomblade cannot use this power while bloodied. Alignment Unaligned Languages Common Skills Acrobatics +14, Stealth +14 Str 17 (+6) Dex 20 (+8) Wis 15 (+5) Con 12 (+4) Int 10 (+3) Cha 11 (+3) Equipment chainmail, greatsword
In the first round, the witch uses beshadowed mind against the first PC through the secret door. She then activates the shadow dart wall trap in the second round. In the third round, she uses her deep shadow power, maintaining it as she closes with the warriors to grant them concealment. She uses blackfire touch against PCs at the periphery of melee, reserving subsequent beshadowed mind attacks for spellcasters and ranged combatants. If the witch is bloodied and the other shadar-kai are killed, she flees to area 6 (Great Hall tactical encounter) through the closest door and summons the shadar-kai chainfighters there. If the PCs enter area 6, add the witch to the Great Hall encounter. If the PCs stay in area 3, the chainfighters and the witch enter after 1 round. The dark haunter remains in area 6 but sends the mad wraith in to attack the PCs.
2 Shadar-kai Warriors (S) Level 8 Soldier
Medium shadow humanoid XP 350 each Initiative +11 Senses Perception +6; low-light vision HP 86; Bloodied 43 AC 24; Fortitude 19, Reflex 20, Will 17 Speed 5; see also shadow jaunt m Katar (standard; at-will) ✦ Weapon +13 vs. AC; 1d6 + 3 damage (crit 1d6 + 9). M Double Attack (standard; at-will) ✦ Weapon The shadar-kai warrior makes two katar attacks. M Cage of Gloom (standard; recharge 5 6 ) The shadar-kai warrior makes a katar attack. If the attack hits, the shadar-kai warrior makes a secondary attack as strands of shadow coil around the target. Secondary Attack: +11 vs. Reflex; the target is restrained (save ends). Shadow Jaunt (move; encounter) ✦ Teleportation The shadar-kai warrior teleports 3 squares and becomes insubstantial until the start of its next turn. Alignment Unaligned Languages Common Skills Acrobatics +15, Stealth +15 Str 17 (+7) Dex 20 (+9) Wis 14 (+6) Con 14 (+6) Int 12 (+5) Cha 11 (+4) Equipment shadowmail, 2 katars
Development Combat in this area puts the gnolls in area 4 on alert for 5 minutes, though they do not come to investigate. No one is in the northeast tower, and the sound of combat cannot be heard on the level above. If the PCs take a few minutes to examine the books the gloomblade was retrieving or the scrolls and books the witch was working with, they find confirmation of the dark research going on here. Sarshan’s long-term plans involve breeding advanced races of warrior-slaves to be sold to the highest bidder.
Features of the Area Illumination: Magic lanterns provide light to the area (dim throughout). Bookshelves: These freestanding heavy wooden shelves stand 10 feet high and 4 feet wide, and they
are stacked with scrolls and leather-bound volumes. Standing bookshelves have no effect on movement. However, a creature can pull a shelf down as a minor action, which turns the 2 squares in front of the shelf into difficult terrain. A character standing in a square where a shelf falls is subject to an attack at +5 vs. Reflex; 1d6 damage and the target is stunned until the start of its next turn. Table: The table is tall enough that a Small creature can move under it and gain cover (–2 penalty to attack rolls). It costs 2 squares of movement to hop up onto a table. A successful DC 10 Strength check allows a character to tip over a table, which then grants superior cover (–5 penalty to attack rolls). Chairs: These are difficult terrain.
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Great Hall Encounter Level 5 (1,000 XP)
Setup The shadar-kai chainfighters (both members of Sarshan’s personal guard) are engaged in a heated argument with a dark haunter whose lord is reconsidering his allegiance to Sarshan. The dark haunter’s mad wraith bodyguard floats nearby. The creatures here are distracted while they argue. Unless the witch alerts them (see the Library tactical encounter), they do not hear combat in area 3. 2 shadar-kai chainfighters (C) 1 dark haunter (D) 1 mad wraith (W) When the PCs can see into this area, read: This chamber appears to be a great hall or gallery, with fine couches spaced along walls hung with dark tapestries. In the center of the ceiling is an opening 15 feet across, and dim light is visible from the f loor above. The f loor directly beneath the opening has tiles of a lighter shade of gray than the rest of the room. On the far side of the chamber, two shadar-kai armed with spiked chains argue with an angry cloaked figure. At the creature’s side, a spectral wraith shifts within a cloud of shadow, and the shadar-kai watch it carefully.
When the creatures here see the PCs, read: Suddenly you are spotted, and the shadar-kai lose all interest in their argument with the dark one as they shout a challenge and race toward you. The dark figure steps back as it appraises you, then orders the wraith forward with a command to attack. 2 Shadar-kai Chainfighters (C) Level 6 Skirmisher
Medium shadow humanoid XP 250 each Initiative +9 Senses Perception +5; low-light vision HP 68; Bloodied 39 AC 20; Fortitude 19, Reflex 19, Will 17 Speed 6; see also dance of death and shadow jaunt m Spiked Chain (standard; at-will) ✦ Weapon Reach 2; +11 vs. AC; 2d4 + 3 damage. M Dance of Death (standard; recharge 6 ) ✦ Necrotic, Weapon The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can attack a given enemy only once, but he deals an extra 1d6 necrotic damage with each successful hit. Shadow Jaunt (move; encounter) ✦ Teleportation The shadar-kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn. Alignment Unaligned Languages Common Skills Acrobatics +14, Stealth +14 Str 17 (+6) Dex 18 (+7) Wis 14 (+5) Con 12 (+4) Int 10 (+3) Cha 11 (+3) Equipment leather armor, spiked chain
Dark Haunter (D) Level 6 Lurker
Small shadow humanoid XP 250 Initiative +12 Senses Perception +5; darkvision HP 57; Bloodied 28; see also killing dark AC 20 (see also dark step); Fortitude 17, Reflex 20, Will 19 Speed 6 m Scimitar (standard; at-will) ✦ Weapon +11 vs. AC; 1d8 + 3 damage (crit 1d8 + 11). R Dagger (standard; at-will) ✦ Weapon Ranged 5/10; +11 vs. AC; 1d4 + 3 damage. A Dark Fog (standard; sustain minor; encounter) ✦ Zone Area burst 4 within 10; creates a zone of darkness that blocks line of sight (creatures with darkvision ignore this effect). C Killing Dark (when reduced to 0 hit points) Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark haunter explodes in a spout of darkness. Combat Advantage The dark haunter deals an extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against. Dark Step (move; at-will) The dark haunter moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to. Invisibility (minor; recharge 3 4 5 6 ) ✦ Illusion The dark haunter becomes invisible until the end of its next turn. Alignment Unaligned Languages Common Skills Stealth +13, Thievery +13 Str 12 (+4) Dex 21 (+8) Wis 14 (+5) Con 15 (+5) Int 14 (+5) Cha 19 (+7) Equipment black garments, scimitar, 4 daggers
PCs who can eavesdrop (DC 10 Perception) make out that the discussion focuses on the dark one’s liege lord reneging on a promise to grant Sarshan’s mercenary forces access to a portal to the world within his territory.
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Mad Wraith (W) Level 6 Controller
Medium shadow humanoid (undead) XP 250 Initiative +8 Senses Perception +6; darkvision Mad Whispers (Psychic) aura 3; deafened creatures are immune; any enemy in the aura at the start of its turn takes 5 psychic damage and is dazed until the start of its next turn. (If the mad wraith takes radiant damage, the aura is negated until the end of the mad wraith’s next turn.) HP 54; Bloodied 27 AC 18; Fortitude 15, Reflex 18, Will 17 Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant (see also mad whispers above) Speed fly 6 (hover); phasing m Touch of Madness (standard; at-will) ✦ Psychic +8 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to Will defense (save ends). M Touch of Chaos (standard; recharge 5 6 ) ✦ Psychic +9 vs. Will; 2d6 + 4 psychic damage, and the target moves up to its speed and makes a basic attack against its nearest ally as a free action. Spawn Wraith Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. Alignment Chaotic evil Languages Common Skills Stealth +13 Str 6 (+1) Dex 20 (+8) Wis 6 (+1) Con 12 (+4) Int 11 (+3) Cha 19 (+7)
Tactics The shadar-kai chainfighters use dance of death to weave through the PCs and attack poorly armored foes, then flank a single target with spiked chain attacks. The chainfighters do not coordinate attacks with either the dark haunter or the wraith. Both fight to the death. The wraith targets the strongest-looking melee combatant with touch of chaos, then strikes the closest foes with touch of madness attacks. If the PCs have left any creatures in the library unconscious, the
wraith enters that area in the third round and attacks with touch of madness, hoping to spawn additional mad wraiths. The dark haunter uses dark step to target spellcasters and ranged combatants. If taken to 10 hit points or fewer, it flees south through the main doors and out of the tower, followed by the wraith (if it survives). Half the guards in the gatehouse follow the dark haunter, while the others (two warriors and two chainfighters) join the fight against the PCs.
Features of the Area Illumination: Magic lanterns provide light to the area (dim throughout). Levitation Lift: The ceiling of this chamber features a 15-foot wide opening, and the floor beneath it is marked out in tiles of lighter gray. This magic lift allows creatures to reach the floor above. As a move action, a character can rise to the next level. Once on that level, the character moves up to 15 feet horizontally as a move action. As a minor action, a character in the air can shift 1 square horizontally. Characters who stand within the area of lighter tiles feel unsteady on their feet and take a –2 penalty to their AC and Reflex defense. However, unless they mentally command the lift to carry them up, they can move through the area normally. Table: The table is tall enough that a Small creature can move under it and gain cover (–2 penalty to attack rolls). It costs 2 squares of movement to hop up onto a table. A successful DC 17 Strength check allows a character to tip over the oversized table,
which then grants superior cover (–5 penalty to attack rolls). Chairs: These are difficult terrain. Couches: These elegantly upholstered couches provide cover. It costs 2 squares of movement to hop up on a couch. Fire Pit: This magic fire pit is difficult terrain. Any creature that enters the fire pit takes 1d8 + 5 fire damage.
Guest Quarters Encounter Level 4 (900 XP)
Setup A pack of gnoll mercenaries of the Wicked Fang page resides here, awaiting their next mission after selling their packs’ services to Sarshan. Each gnoll wears a
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The Shadow Rift of Umbraforge symbol of a bloody, serrated fang in a prominent place on their armor. The gnolls go on alert for 5 minutes after any combat in area 3. They are otherwise distracted (and can be surprised if the PCs approach quietly). 2 gnoll huntmasters (H) 1 gnoll claw fighter (C) 1 gnoll marauder (M) If the PCs listen at this door, read: Growling voices can be heard from beyond the door. A yipping snarl punctuates them. When the PCs enter this area, read: This pair of adjoining rooms appears to be well-appointed guest chambers. Unfortunately, the present occupants seem ill-suited to their comforts. Four gnolls are here, and a reek of dog fills the air and the blankets on the beds pulled off and piled in the corners. If the gnolls are not surprised, read: The closest two snarl as they lunge at you with spear and claw, and the others prepare their longbows as they take cover behind a couch.
2 Gnoll Huntmasters (H) Level 5 Artillery
Medium natural humanoid XP 200 each Initiative +6 Senses Perception +11; low-light vision HP 50; Bloodied 25 AC 19; Fortitude 16, Reflex 17, Will 14 Speed 7 m Handaxe (standard; at-will) ✦ Weapon +9 vs. AC; 1d6 + 3 damage, or 1d6 + 5 damage while bloodied; see also pack attack. R Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +10 vs. AC; 1d10 + 4 damage, or 1d10 + 6 damage while bloodied; see also pack attack. Pack Attack The gnoll huntmaster deals an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the huntmaster’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Intimidate +7, Stealth +11 Str 16 (+5) Dex 19 (+6) Wis 14 (+4) Con 14 (+4) Int 8 (+1) Cha 7 (+0) Equipment leather armor, handaxe, longbow, quiver of 30 arrows
Gnoll Marauder (M) Level 6 Brute
Medium natural humanoid XP 250 Initiative +5 Senses Perception +7; low-light vision HP 84; Bloodied 42 AC 18; Fortitude 18, Reflex 15, Will 15 Speed 7 m Spear (standard; at-will) ✦ Weapon +10 vs. AC; 1d8 + 6 damage, or 1d8 + 8 while bloodied; see also quick bite and pack attack. M Quick Bite (free, when the gnoll marauder hits a bloodied enemy with a melee attack; at-will) The gnoll marauder makes a bite attack against the same target: +7 vs. AC; 1d6 + 2 damage, or 1d6 + 4 damage while bloodied. Pack Attack The gnoll marauder deals an extra 5 damage on melee attacks against an enemy that has two or more of the marauder’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Intimidate +8, Stealth +10 Str 20 (+8) Dex 14 (+5) Wis 14 (+5) Con 14 (+5) Int 9 (+2) Cha 7 (+1) Equipment leather armor, light shield, spear
Gnoll Claw Fighter (C) Level 6 Skirmisher
Medium natural humanoid XP 250 Initiative +7 Senses Perception +6; low-light vision HP 70; Bloodied 35 AC 20; Fortitude 18, Reflex 16, Will 15 Speed 8; see also mobile melee attack m Claw (standard; at-will) +11 vs. AC; 1d6 + 4 damage, or 1d6 + 6 while bloodied; see also pack attack below. M Clawing Charge (standard; at-will) The gnoll claw fighter charges and makes two claw attacks against a single target instead of one melee basic attack. M Mobile Melee Attack (standard; at-will) The gnoll claw fighter can move up to 4 squares and make one melee basic attack at any point during that movement. The gnoll doesn’t provoke opportunity attacks when moving away from the target of its attack. Pack Attack The gnoll claw fighter deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll claw fighter’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Intimidate +8 Str 19 (+7) Dex 15 (+5) Wis 12 (+4) Con 14 (+5) Int 9 (+2) Cha 7 (+1) Equipment leather armor
Tactics The huntmasters shoot from behind the cover of the wall, falling back behind one of the beds if the PCs press them. They concentrate their fire on those characters engaged by the claw fighter and the marauder to deal extra damage with their pack attack. The gnoll claw fighter uses its mobile melee attack against the weakest-looking PC, then moves into position with the marauder so the huntmasters gain their pack attack bonus. If the marauder falls, it switches to clawing charge attacks against the strongest melee combatants. The gnoll marauder focuses its spear attacks against the weakest-looking PCs, hoping for a chance to use its quick bite.
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Development Among the gnolls’ personal effects is a letter outlining their clans’ proposed deal with Sarshan. It has only sketchy details of the assignment and terms, but Sarshan speaks of “a great need for troops ready to take advantage of unforeseen disaster.”
Features of the Area Illumination: Magic lanterns provide light to the area (dim throughout). Beds: A bed provides cover (–2 penalty to attack rolls). It costs 2 squares of movement to hop up on a bed. A successful DC 15 Strength check allows a character to tip over a bed, which then grants superior cover (–5 penalty to attack rolls). Table: The table is tall enough that a Small creature can move under it and gain cover (–2 penalty to attack rolls). It costs 2 squares of movement to hop up onto a table. A character can make a DC 10 Strength check to tip over a table, which then grants superior cover (–5 penalty to attack rolls). Chairs: These are difficult terrain. Blankets: The gnolls have piled blankets from the beds to create rough dens for themselves. These areas are difficult terrain. Fire Pit: This magic fire pit is difficult terrain. Any creature that enters the fire pit takes 1d8 + 5 fire damage.
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Garden of Shadows Encounter Level 6 (1,250 XP)
Setup This uninhabited garden poses no threat to shadow creatures. All others draw the unwelcome attention of the creatures that dwell here. 3 rot scarab swarms (R) 1 shadow beetle (B) When the PCs enter this area, read: Dim light from globes of gray glass casts faint shadows throughout a dark garden. Though the trees and other foliage here appear healthy and luxurious, the leaves, stems, and flowers of these plants are sickly shades of dark blue, gray, and black. Along the south wall of this chamber stands a stone arch identical to the teleportation portals you’ve seen before. The rot scarab swarms and the shadow beetle are well hidden within the foliage (DC 20 Perception). If the PCs do not spot them, give the party a round or two to explore before the insects attack with surprise. Do not place their miniatures unless they are spotted or until they attack. When the PCs see the lurking insects, read: A hissing sound precedes a cloud of insects suddenly boiling up from the shadows, swarming to attack. At the same time, what appeared to be a mass of mottled leaves rises up to reveal itself as an enormous beetle, which has viscous black fluid dripping from its joints as it lurches toward you.
3 Rot Scarab Swarms (R) Level 8 Soldier
Medium shadow beast (swarm) XP 350 each Initiative +9 Senses Perception +7; darkvision Swarm Attack aura 1; the rot scarab swarm makes a basic attack as a free action against each enemy that begins its turn in the aura. HP 88; Bloodied 44 AC 22; Fortitude 21, Reflex 21, Will 19 Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks Speed 8, climb 8 m Swarm of Mandibles (standard; at-will) ✦ Necrotic +12 vs. Reflex; 1d8 + 5 necrotic damage, and ongoing 5 necrotic damage (save ends). Alignment Unaligned Languages — Str 20 (+9) Dex 16 (+7) Wis 16 (+7) Con 16 (+7) Int 1 (–1) Cha 11 (+4)
Shadow Beetle (B) Level 5 Controller
Large shadow beast XP 200 Initiative +2 Senses Perception +3; darkvision HP 62; Bloodied 31 AC 19; Fortitude 17, Reflex 13, Will 14 Speed 6 m Bite (standard; at-will) +10 vs. AC; 1d10 + 4 damage. C Shadow Spray (standard; recharge 5 6 ) Close blast 3; +8 vs. Reflex; 2d6 damage, plus the target is immobilized and all creatures have concealment against it (save ends). Alignment Unaligned Languages — Str 18 (+6) Dex 10 (+2) Wis 12 (+3) Con 14 (+4) Int 1 (–3) Cha 8 (+1)
The View From Above If the PCs reach this area without going through the great hall (area 6, Great Hall tactical encounter), they can see and hear the argument between the shadarkai and the dark haunter before the insects attack. When combat breaks out here, the shadar-kai ascend the lift to join in. The dark haunter sends the mad wraith up, but stays in area 6.
Tactics The rot scarab swarms stay close together to catch as many foes as possible in the area of their swarm attack aura. They concentrate their swarm of mandibles attacks on the same targets, hoping to drop one foe before moving onto the next. The swarm cannot move through the area of the levitation lift. The shadow beetle hits the strongest-looking melee or ranged combatants with its shadow spray, making bite attacks against lightly armored foes while it waits for that power to recharge. The beetle moves through the area of the levitation lift without making Acrobatics checks. All these creatures fight to the death.
Features of the Area Levitation Lift: The floor and ceiling of this chamber feature 15-foot wide openings. This magical lift allows creatures to reach the floors above or below. Characters in the area of the lift hover in midair until they mentally command the lift to move them. As a move action, a character can rise or descend one level, or can move up to 15 feet horizontally. As a minor action, a character can shift 1 square horizontally. While within the lift (whether moving or not), a creature is unsteady, taking a –2 penalty to AC and Reflex defense. Creatures that move into the open area of the lift (as opposed to simply stepping into it) continue their movement through midair. A creature can travel across the open space of the lift by making a successful DC 15 Acrobatics check as part of the move action that takes it into the lift. On a result of 20 or higher, the creature gains 2 extra squares of movement. On a failed check, the creature loses momentum and slides
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The Shadow Rift of Umbraforge to the center of the lift (but can use another move action or a minor action to continue its move). Trees: Squares containing trees are difficult terrain (requiring 1 extra square of movement to enter) and provide concealment (–2 penalty to attack rolls) to anyone standing in them. A tree’s trunk provides cover (–2 penalty to attack rolls) to anyone standing adjacent to it. Thickets: These areas of dense undergrowth provide concealment and are difficult terrain. Stagnant Pool: This pool of dark water is only 2 feet deep at its center but is thick with black slime. A character who runs through the pool must make a successful DC 20 Acrobatics check or fall prone. Characters can move at normal speed without difficulty.
Teleportation Portal: This black stone archway is a semicircle 30 feet in diameter and 15 feet high, set against the stone wall of the chamber. Silver crystals are set within the stone in a random pattern. Runes in Common cover it, but their ancient dialect requires a successful DC 17 History check to decipher. They identify the arch as an ancient shadar-kai teleportation portal. This arch functions as the arch in the black shrine (page 25). If it is touched, it reveals that area within it, but the PCs cannot pass through. The portal can normally be used by only Sarshan. See the Last Stand tactical encounter for more information.
Unexpected Parley When the PCs have completed the last of the previous three encounters, they find their luck running out. Sarshan’s guards, alerted by the combat in the tower, begin to close in. Do not allow the PCs a short rest in the aftermath of the previous encounter. If the party is not in area 10, modify the read aloud text accordingly. As soon as the previous combat is done, read: Before you can catch your breath, a sudden shout comes from below. Through the open f loor, you see shadar-kai guards coming through the main doors.
bared as they hiss. “Stand down!” the captain shouts, “or your lives are forfeit!” The shadar-kai captain is Thannu (see the Last Stand tactical encounter for his statistics). Though he means business, his inclination to slay the PCs outright is tempered by his knowledge that the absent Sarshan will want to question them first. The PCs should hopefully recognize that this is a fight they cannot win, and that standing down is their best bet in the short term. However, if the party is more the fight-to-the-death crowd, allow them to strike back but have a pair of shadar-kai witches show up to immobilize them with magic. Be careful not to be too heavy-handed with this scenario. This section of the adventure involves important revelations and decisions for the PCs. Allowing the players to feel like they’re being railroaded is likely to undercut the importance of what they learn here. The PCs are outnumbered to such a degree that Thannu does not bother taking their weapons or equipment. If the party is not in area 10, Thannu orders them to be taken up to the guards’ quarters on the third level for questioning. Adjust the following read aloud text and use it when the PCs and their escorts are passing through the garden of shadows. Once the PCs stand down, read:
Give the PCs time to strategize, then continue: Six shadar-kai hit the levitation lift, and footsteps in the distance herald groups of four coming through the doors of each of the towers. The squad that comes up from below is led by a grizzled captain, who has ritual scars standing out on his cheeks. Two panthers move at his side with teeth
Suddenly, the garden is illuminated by a pulse of white light. The archway to the south flares as it reveals the black shrine, and a familiar figure steps from that chamber to this. It’s the veteran you spoke to in the Happy Beggar, but he is no longer stooped with the appearance of age and his scarred skin turns gray before your eyes.
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The Shadow Rift of Umbraforge The guards around you salute the shadar-kai, who doesn’t hide his surprise at seeing you. He takes in the scene before him with a cold eye. “I am Sarshan. I assume someone has an explanation for this?” Whatever the PCs’ initial response, Thannu quickly interrupts to deliver a military-style report on the PCs’ incursion of the tower, noting the areas they’ve infiltrated and the number of the dead and wounded. However, before he can finish, additional information arrives. Even as the captain finishes, a warrior enters at a run, calling to his master. As he approaches to whisper in Sarshan’s ear, the shadar-kai turns to you with a look of wonder. “You are, quite literally, the last people I ever expected to see here. The charges leveled by my captain warrant torture and death. However, I am told that an episode of sabotage in my foundry appears to have been thwarted, and that the traitorous Modra has been executed by persons unknown. What might you know of this?”
If the PCs admit to the action in the foundry, Sarshan nods thoughtfully. If they are suspicious enough of Sarshan’s motivations that they deny everything, assume that his Sense Motive automatically beats their Bluff. “As far as you’ve managed to infiltrate my operations, I can only assume you know a little of who I am. My wealth and reputation turn largely on honor, obligation, and secrecy. When I spoke to you of Modra, I hoped you would kill him and save me the risk of more exposure than he had already caused. The fact that you journeyed here to do the job is
a surprise, but for your part in ending his threat to me and whatever he meant to do in the foundry, I am in your debt. However, for your role in the death of my personal guards, you are more greatly in mine. Here is a bargain that balances the obligation for all of us. Join me.” Allow the PCs a chance to respond, then continue: “Your skill at arms is clearly first rate. I offer you a place to use and advance that skill. Moreover, I offer you a place where you might live long enough to enjoy the fruits of your bravery. In a month, or six, or a year, your world will be a place you will not want to live. Join me here instead.” If the PCs attempt to question Sarshan on what he means, he equivocates. “Though I am nicely positioned to take advantage of these things, I know relatively little yet. What I do know, I cannot share for professional reasons, but trust me when I say that you do not want to know. Name your choice, friends.” If the PCs refuse outright to join Sarshan, or if they attempt to kill time before making a decision, go to the Last Stand encounter.
The Easy Way Out If the PCs decide to pretend to accept Sarshan’s bargain as a means of avoiding combat with his elite troops, allow a single character speaking for the party to make a DC 21 Bluff check. Up to two other characters can aid the first. On a failed check, Sarshan tells the PCs they should leave lying to those more skilled at it. Go to the Last Stand tactical encounter. If the check is successful, Sarshan accepts the PCs into his service. He orders Thannu to escort the party
to the guards’ quarters on the third level, saying that he will have orders for them once they have rested. How you play out the end of this scenario is up to you, but consider the following two options. • Shortly after the PCs are taken to the guards’ quarters, the larger tremor described in the Last Stand encounter rips through the tower. Thannu and his guards leave to investigate, allowing the PCs to slip back to the portal in the garden, then flee. • Sarshan might be fooled by the PCs, but his captain isn’t. Thannu waits until Sarshan is gone before ordering his troops to slay the party. For either of these scenarios, adopt the Last Stand encounter accordingly, but you should end up with the PCs facing Thannu and his panthers in the garden while they try to activate the portal and escape.
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Last Stand Encounter Level 7 (1,500 XP)
Setup The party has either rejected Sarshan’s offer of employment outright, or the Shadar-kai has seen through their false consent. One way or the other, the PCs are prepared to meet their fate. Thannu, elite shadar-kai warrior battle champion (T) 2 umbral panthers (P) When Sarshan’s offer falls through, read: You feel a familiar shaking beneath your feet as another tremor rises and falls quickly. The shadar-kai’s dark eyes blaze, but he smiles as he shakes his head. “Your conviction is to be commended. A pity it failed you in the end.” Then suddenly, an ear-splitting explosion shakes the tower. Near the eastern side of the chamber, one of Sarshan’s guards shouts out: “My lord! The foundry is in flames!” The guards are in motion, Sarshan all but ignoring you as he barks orders. One group is sent to the foundry, and another receives orders to keep the mercenary camps under control. Sarshan takes a last squad of chainfighters with him as he moves for the lift. Thannu and his panthers are the only ones left with you. “If I was as cruel as my reputation implies, I would send you back to watch your world die,” Sarshan calls. “Be thankful that I am merciful.” Then to Thannu: “Kill them.”
Thannu, Shadar-kai Battle Champion (T) Level 8 Elite Soldier Medium shadow humanoid XP 700 Initiative +11 Senses Perception +6; low-light vision HP 172; Bloodied 86 AC 26; Fortitude 21, Reflex 23, Will 19 Saving Throws +2 Speed 5; see also shadow jaunt Action Points 1 m Katar (standard; at-will) ✦ Weapon +13 vs. AC; 1d6 + 3 damage (crit 1d6 + 11). M Double Attack (standard; at-will) ✦ Weapon Thannu makes two katar attacks. M Cage of Gloom (standard; recharge 5 6 ) Thannu makes a katar attack. If the attack hits, he makes a secondary attack as strands of shadow coil around the target. Secondary Attack: +11 vs. Reflex; the target is restrained (save ends). Battle Lord Tactics Thannu and his allies deal an extra 1d6 damage against enemies that he flanks. Battle Talent Thannu can score critical hits on attack rolls of natural 19 and 20. Inspiring Assault Whenever he scores a critical hit, Thannu and all allies within 5 squares of him regain 4 hit points. Shadow Jaunt (move; encounter) ✦ Teleportation Thannu teleports 3 squares and becomes insubstantial until the start of his next turn. Alignment Unaligned Languages Common Skills Acrobatics +15, Stealth +15 Str 17 (+7) Dex 20 (+9) Wis 14 (+6) Con 14 (+6) Int 12 (+5) Cha 11 (+4) Equipment shadowmail, 2 katars
2 Umbral Panthers (P) Level 6 Lurker
Medium shadow beast XP 250 each Initiative +12 Senses Perception +9; low-light vision HP 76; Bloodied 38 AC 20; Fortitude 19, Reflex 21, Will 17 Speed 7 m Claws (standard; at-will) +11 vs. AC; 2d6 + 4 damage. M Tail Spike (immediate reaction, when an enemy moves or shifts into a square adjacent to the umbral panther; at-will) +11 vs. AC; 1d6 + 1 damage. Combat Advantage The umbral panther deals an extra 2d6 damage against any target it has combat advantage against. Invisibility (standard, usable only while in spectral form; atwill) ✦ Illusion The umbral panther is invisible until it makes an attack. It can end this effect on its turn as a free action. Spectral Form (standard; at-will) The umbral panther becomes insubstantial. It gains a +5 power bonus to Stealth checks but deals only half damage with its attacks. It can end this effect on its turn as a free action. Alignment Unaligned Languages — Skills Stealth +13 (+18 in spectral form) Str 15 (+5) Dex 21 (+8) Wis 13 (+4) Con 16 (+6) Int 2 (–1) Cha 12 (+4)
Tactics Thannu targets the most powerful-looking combatant with cage of shadow, then makes double attacks against the closest foes. He uses shadow jaunt to avoid the difficult terrain of the garden and reduce any damage from attacks made against him. The umbral panthers flank with Thannu, dealing extra damage from their own combat advantage and his battle lord tactics. They stay close in combat, hoping that foes attacking the other panther trigger a tail spike attack. They give up an attack to use their spectral form only if bloodied, ending the effect before they attack the creature that bloodied them.
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The Shadow Rift of Umbraforge Thannu and his panthers have the utmost faith in their superiority over the PCs. They fight to the death.
Through the Arch If the PCs activate the portal during combat (as opposed to dispensing with Thannu and his panthers first), the captain orders the panthers to pursue the party. He does not pass through the arch himself, believing that his cats can handle the PCs and sensing the gravity of the situation outside the tower.
Configuring the Portal This skill challenge sees the PCs attempt to reconfigure Sarshan’s teleportation portal to function for any creature, allowing them to escape the tower. Configuring the Portal Skill Challenge
Level 7 XP 300
Overlook, a fortified city on the eastern slopes of the Stonehome Mountains, is a bustling center of commerce and trade. Among its many people, you’re sure to find more information about those who hunt you. Now you just need to figure out how you want to go about unearthing this information.
Complexity: 1 (requires 4 successes before 3 failures). Primary Skills: Arcana, History, Perception, Thievery. Victory: The portal is properly reconfigured to allow use by any creature. The PCs (and the umbral panthers) can step through it to be taken to the black shrine (area 1, page 25). Failure: The PCs partially restore the portal’s full function. Though any creature can now use it, the teleportation effect remains attuned to Sarshan, causing any other creatures stepping through the arch to lose one healing surge. Creatures that have no healing
surges remaining (including the umbral panthers) lose hit points equal to their level. Arcana DC 14 (2 successes). The PC detects magic to tap into the creature-specific configuration of the arch. On a failed check, arcane feedback deals 1d6 damage to the PC. History DC 14 (2 successes; see Arcana). The PC studies the ancient runes inscribed on the arch, gleaning insight into its initial construction and its subsequent reconfiguration. On a result of 23 or higher, a PC also gains a +2 bonus to the next Arcana check made in the challenge. Perception DC 14 (2 successes; see Thievery). The PC makes a close examination of the construction of the arch, seeing several points where the silver crystals set into the stone have been augmented with a kind of alchemical reagent. On a result of 23 or higher, a PC also gains a +2 bonus to the next Thievery check made in the challenge. Thievery DC 14 (2 successes). The PC carefully reconfigures the pattern of crystals inset into the stone, altering the flow of arcane power within the archway.
Door Number One It should be obvious to the PCs that the teleportation portal and the Shadowfell gate beyond it are their best hope for getting out of the tower and back to the world while avoiding the chaos outside. However, if the PCs ignore the arch (perhaps believing that the climax of the adventure is set to take place in the foundry), have another tremor collapse the gatehouse and the access to the foundry tunnel. Likewise, if the PCs take out Thannu and his panthers, then decide to take their time looking around the tower once more, use additional aftershocks,
incursions of new guards, or both to convince them to start moving.
The Getaway Though the PCs might already have enough of a sense of Sarshan’s threat to want to eliminate him, it is imperative that he escapes this encounter. The opportunistic shadar-kai arms dealer plays an even larger part in an upcoming episode of the adventure path. However, if the PCs make an honest effort to reach Sarshan, don’t be too heavy-handed with them. Though his statistics are not provided here, you can let the party get in a couple of good shots before the shadar-kai’s guards close in and allow him to limp away.
Development Any PCs peering out the eastern windows can see the foundry being consumed by ongoing explosions of shadow and flame. Although Modra didn’t complete his sabotage in a way that would destroy the tower, the foundry’s systems have failed, releasing the arcane energy that fuels Sarshan’s dark experiments. From the south windows, chaos can be seen in the camps as mercenary bands try to pull back from the destruction. The pens of the slave bazaar have been broken open, and the slaves have overthrown their masters and started fleeing to the north. If the PCs pass through the portal alone, go to the Shadows of Doom encounter on the next page. If the umbral panthers follow them, continue this encounter in the black shrine (area 1, page 25). Use the tactical map for the white shrine (White Shrine tactical encounter, page 21), rotated 90 degrees and altered as per the area description (page 15).
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Features of the Area Levitation Lift: The floor and ceiling of this chamber feature 15-foot wide openings. This magical lift allows creatures to reach the floors above or below. Characters in the area of the lift hover in midair until they mentally command the lift to move them. As a move action, a character can rise or descend one level, or can move up to 15 feet horizontally. As a minor action, a character can shift 1 square horizontally. While within the lift (whether moving or not), a creature is unsteady, taking a –2 penalty to AC and Reflex defense. Creatures that move into the open area of the lift (as opposed to simply stepping into it) continue their movement through midair. A creature can travel across the open space of the lift by making a successful DC 15 Acrobatics check as part of the move action that takes it into the lift. On a result of 20 or higher, the creature gains 2 extra squares of movement. On a failed check, the creature loses momentum and slides to the center of the lift (but can use another move action or a minor action to continue its move). Trees: Squares containing trees are difficult terrain (requiring 1 extra square of movement to enter) and provide concealment (–2 penalty to attack rolls) to anyone standing in them. A tree’s trunk provides cover (–2 penalty to attack rolls) to anyone standing adjacent to it. Thickets: These areas of dense undergrowth provide concealment and are difficult terrain. Stagnant Pool: This pool of dark water is only 2 feet deep at its center but is thick with black slime. A character who runs through the pool must make a successful DC 20 Acrobatics check or fall prone. Characters can move at normal speed without difficulty.
Teleportation Portal: This black stone archway is a semicircle 30 feet in diameter and 15 feet high, set against the stone wall of the chamber. Silver crystals are set within the stone in a random pattern. Runes in Common cover it, but their ancient dialect requires a successful DC 17 History check to decipher. They identify the arch as an ancient shadar-kai teleporta-
tion portal. This arch functions as the arch in the black shrine (page 25). If it is touched, it reveals that area within it, but the PCs cannot pass through. The portal can normally be used by only Sarshan. See the Last Stand tactical encounter for more information.
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Shadows of Doom
characters see the six specters emerge before they slip through the arch.
When the specters emerge through the arch in the white shrine, read:
6 specters (S)
The boiling field of shadow within the archway is suddenly rent by the five figures as they claw their way through it. With a shriek like shredding steel, the black mists within the Shadowfell gate are torn apart, the six specters seeming to absorb the darkness as it fades away.
Encounter Level 5 (875 XP)
Setup The PCs pass through the teleportation portal from the tower and arrive back at the Shadowfell gate that can take them home. From the cavern entrance, they see the destruction of Umbraforge in the distance. The guards normally stationed here have returned to the tower, giving the PCs a chance to take a short rest if they wish to. When the big tremor hits, the PCs are likely to flee at once. Interrupt or paraphrase the read aloud text according to their actions, but make sure the
When the PCs have completed a short rest, or if they are intent on immediately activating the Shadowfell gate, read: A skittering fall of rock down the rift gives a split-second’s warning of another tremor, bigger this time. The cavern pitches around you—a crack like thunder echoing as the northern wall splits and heaves. And with a groan, the archway you just passed through crumbles and falls as a blast of arcane energy slams out across the chamber. Where it strikes the Shadowfell archway, a f lare of black erupts from the stone, congealing into six humanoid forms. It is most likely that the PCs will flee through the arch in the hope that the specters cannot follow. In that case, this encounter uses the tactical map and features of the white shrine (page 21), below. If the PCs choose to play out the encounter entirely in the Shadowfell’s black shrine before returning to the world, use the tactical map for the white shrine, rotated 90 degrees and altered as per the area description (page 21). When the PCs finally cross through to the world, have a tremor burn out the Shadowfell gate as they pass through it for the last time.
The Shadowfell gate has just burned out and the six specters have consumed its power. 6 Specters (S) Level 4 Lurker
Medium shadow humanoid (undead) XP 175 each Initiative +8 Senses Perception +6; darkvision Spectral Chill (Cold) aura 1; enemies in the aura take a –2 penalty to all defenses. HP 30; Bloodied 15 AC 16; Fortitude 16, Reflex 16, Will 17 Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant Speed fly 6 (hover); phasing m Spectral Touch (standard; at-will) ✦ Necrotic +7 vs. Reflex; 1d6 + 2 necrotic damage. C Spectral Barrage (standard; recharge 5 6 ) ✦ Illusion, Psychic Close burst 2; targets enemies; +7 vs. Will; 2d6 + 2 psychic damage, and the target is knocked prone. Invisibility (standard; at-will) ✦ Illusion The specter becomes invisible until it attacks or until it is hit by an attack. Alignment Chaotic evil Languages Common Skills Stealth +9 Str 10 (+2) Dex 15 (+4) Wis 8 (+1) Con 13 (+3) Int 6 (+0) Cha 15 (+4)
Tactics The specters attempt to keep the PCs in melee, maximizing the effect of their spectral touch. If a specter is targeted by more than one foe or by ranged attacks, it uses its turn to become invisible, using spectral barrage
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against the maximum number of targets in the following round. The specters fight until destroyed.
Concluding the Adventure
Expanding the Encounter
In the aftermath of the final battle against the power of the Shadowfell, the PCs can take a well-deserved rest. The noise of the battle is heard in the Happy Beggar, with Prashant and Ausma discovering the secret cellar and the route the PCs took into the caverns below. They arrive just as the PCs are cleaning up and are astounded to discover what lies beneath their establishment. The paladins take care of contacting the Overlook authorities. While they wait for the city guard to arrive, the PCs can confirm that the Shadowfell gate has been permanently destroyed. Sarshan’s route into Overlook has been shut down for good. With their religious background, Ausma and Prashant can give the PCs more information on the white shrine, since they recognize it as a place of ancient demon worship. They conclude that the dark power that created the specters has festered within both sides of the Shadowfell archway all this time—a potentially grave danger to Overlook that the PCs have eliminated. The teleportation portal is still operational, but it can be shut down by representatives of the Council. The discovery and destruction of the Shadowfell gate makes the PCs heroes in Overlook, especially when Sarshan’s connection to the recent orc raid is revealed. The shadar-kai’s warehouses will be raided, but in the aftermath of Modra’s treachery, Sarshan has been careful to clean up any evidence of his recent activities. Though his operations are shut down for good, no further information on the shadar-kai’s presence in Overlook can be found.
Feel free to take this encounter into the other areas of the secret caverns beneath the Happy Beggar. The specters pursue the PCs into any area if they attempt to flee and can even move into the almshouse or the streets around it if you wish. Have the specters drawn to the life force of the creatures in the city, which could put the PCs into a position to protect the innocent as they take on this final threat.
Features of the Area Rubble: Where the northwest corner of the chamber has collapsed, it spreads into areas of loose scree that are difficult terrain. A character who runs through rubble must make a successful DC 20 Acrobatics check or fall prone. Characters can move at normal speed without difficulty. Larger rubble piles provide cover. The main rubble pile in the northwest corner provides superior cover. Teleportation Portal: This black stone archway is a semicircle 30 feet in diameter and 15 feet high, set against the stone wall of the chamber. Silver crystals are set within the stone in a random pattern. Runes in Common cover it, but their ancient dialect requires a successful DC 17 History check to decipher. They identify the arch as an ancient shadar-kai teleportation portal. Though it resembles the portal in area 6, this archway is inert. Shadowfell Gate: This white stone archway is a semicircle 30 feet in diameter and 15 feet high. The gate is nonfunctioning now that its magic has been drained by the specters.
The PCs have plenty of time to rest up and plan their subsequent moves. Little do they know, however, that their notoriety will take an unexpectedly dark turn in the next adventure. G
About the Author
Scott Fitzgerald Gray (9th-level layabout, vindictive neutral) started gaming in high school and has worked as a writer and editor much of the time since then. After belatedly realizing he could combine both vocations in 2004, he’s been making up for lost time as a freelance RPG editor and designer, primarily for Wizards of the Coast. He lives in the Canadian hinterland with a schoolteacher, two daughters, and a large number of animal companions.
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“This is a mission for heroes who have shown their mettle in the defense of others. If the evidence you have uncovered is true, the Siege of Bordrin’s Watch was but the first sortie in a larger campaign, against which Overlook and Elsir Vale cannot stand for long. I will tell you of the Karak Lode, and of lost wealth with which we might defend our land against the war that is coming.”
The Lost Mines of Karak
by Greg A. Vaughan with James Larrison illustrations by Wayne Reynolds, Rob Alexander, and Ryan Barger cartography by Mike Schley
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
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“The Lost Mines of Karak” is an adventure for five 6th-level characters. Characters should be midway through 7th level by the adventure’s end. This adventure is the sequel to “The Shadow Rift of the Umbraforge” and the fourth part of the Scales of War adventure path. However, with a little modification, it can be played as a standalone adventure or integrated into any existing wilderness campaign in an area where a dwarven kingdom might once have stood.
ADVENTURE BACKGROUND The city of Overlook stands at the base of the Stonehome Mountains at the farthest western reaches of the Elsir Vale. This age-old redoubt was the center of the ancient dwarf-kingdom that once dominated the vale, but which faded into obscurity generations ago. Though little is remembered of this lost kingdom, its folk ventured far and wide in their day. One dwarf clan—the Ironfell—made forays in search of mineral wealth in the deserts beyond the Thornwaste to the southwest of Elsir Vale. There, they established a mine they called the Karak Lode, after the first dwarf of Clan Ironfell to fall in its defense. Over long years, Karak became a legendary source of wealth as its folk pulled rich deposits of gold, silver, and other precious metals from beneath the desert sands. A supply depot was established at the desert’s edge to service the caravans traveling between the mine and Elsir Vale, but the location of the Karak Lode was kept a closely guarded secret. Only oathsworn members of Clan Ironfell ever made the final leg of the journey across the sands.
Dwarves hold their secrets close, and their grip is doubly tight where wealth is concerned. So it was that Karak’s secrecy eventually became its downfall. Under the pressure of monstrous marauders, famine, and migrant human tribes, the dwarf kingdom of Elsir Vale declined. As its resources were taxed past the breaking point, the kingdom’s borders began to contract until little more than the territory immediately surrounding Overlook was left. In time, sandstorms struck the southern wastes and the Karak supply depot was abandoned. Soon, all contact with the mine was lost, and the Karak Lode was consigned to history.
ADVENTURE SYNOPSIS After their successes in “Siege of Bordrin’s Watch” and “Shadow Rift of the Umbraforge,” the PCs have established something of a reputation for themselves within Overlook. The party is introduced to a wealthy dwarf named Bram Ironfell, a member of the Elsir Consortium and scion of Clan Ironfell. Bram takes the PCs into his confidence as he tells them of the recent discovery of a parchment connected to the shadar-kai arms dealer Sarshan. Bram believes that the parchment details the location of the Karak Lode—a mine belonging to his clan that has been lost for generations. Bram hopes that if the mine is found, its wealth can be used to defend Overlook and the Elsir Vale against the brewing conflict that the PCs saw hints of in the Shadowfell. Following the directions on the ancient scroll, the party heads south past the Westdeep and into the dry lands known as the Thornwaste. There, they are beset by dwarf warriors from a rival clan who have caught
wind of Bram’s discovery. They also encounter a wanderer named Mag Blackthorn, from whom they can seek guidance through the treacherous wastes. Beyond the Thornwaste, the PCs come to Dunesend—a small village at the edge of the desert, controlled by a cruel gnoll called the Warden. After defeating the Warden and his allies, the PCs learn that the village is held in thrall by a mysterious desert despot calling herself Shephatiah, Queen of the Drylands. The Warden’s path through the desert follows a forgotten track to Shephatiah’s lair in a lost mine—the
QUESTS “Lost Mines of Karak” offers the opportunity for PCs to earn quest XP in a couple of places. Provided here is the list of quests, and their rewards, in the adventure. Major Quest—Lost Karak: The PCs undertake an arduous journey across wasteland and desert in an attempt to locate the lost mines of the Karak Lode. They complete this quest upon their successful return to Overlook, having secured the mines against the depredations of Queen Shephatiah and her followers. Reward: 1,250 XP. Minor Quest—Saving Dunesend: The folk of the tiny village of Dunesend have become unwitting vassals of the Queen of the Drylands. By overcoming the immediate threat of Shephatiah’s lieutenant (the Warden) and routing her in Karak, the PCs free the village from further threats and earn the gratitude of its people. Reward: 250 XP.
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Karak Lode. However, the PCs find the ancient dwarven ruins occupied and defended by desert raiders and foul subterranean creatures led by an evil dryad. However, though the PCs make short work of the queen and her followers, they can find no trace of the mines. As they wait out a sandstorm, the PCs find themselves beset by a band of cavern choker assassins led by a troglodyte curse chanter. Only by retracing the steps of these marauders do the characters locate the previously hidden entrance to the mines. There, the true Queen Shephatiah holds court. Exploring the ancient dwarven caverns, the PCs battle Shephatiah’s followers before confronting the real Queen of the Drylands—a powerful naga. Having discovered a rift linking the mines with the Elemental Chaos, Shephatiah has made the Karak Lode her lair. However, after defeating the naga and her servants, the PCs uncover evidence that Karak’s wealth is now controlled by an unknown group from another plane. The PCs return to Overlook and recount their findings to Bram Ironfell, who tells them he will leave the mine sealed. However, the forces responsible for shipping the mine’s wealth through the Elemental Chaos have a long reach and dark plans.
PREPARING FOR ADVENTURE “Lost Mines of Karak” takes the PCs across the arid badlands known as the Thornwaste, then into the desert beyond in search of the Karak Lode. On their journey of exploration, the PCs find themselves under assault by Queen Shephatiah’s forces aboveground and below, culminating in a deadly showdown along-
side a rift leading to the Elemental Chaos. If you are pressed for time before beginning the adventure, read the adventure background and synopsis, “Part 1: The Road to Karak,” “Through the Thornwaste,” and the first two encounters. This gets the PCs caught up in the adventure and into the village of Dunesend—an action-packed first session of play.
What You Need to Play This adventure contains everything you need to play, including background information, setup, and encounters (including tactical maps). Reading through the DUNGEONS & DRAGONS 4th Edition rules is your first best step to understanding and preparing to run the adventure. As mentioned above, read through at least the opening sections and initial encounters before starting. This review enables you to become familiar with the material and the style of presentation. The sections below describe the adventure format.
Using Tactical Encounters
Setup This section of a tactical encounter provides you with the basic parameters of the encounter. First, it provides a key to the monsters in the encounter so you can locate them on the tactical map. Next, it provides context or background information for the encounter. The map of each encounter area indicates where the monsters are located when the encounter begins. The setup section also describes what the monsters are doing and how they react when the PCs arrive.
Read Aloud Text Read aloud text provides information detailing what the characters can see and are aware of. You do not have to read it word for word; feel free to paraphrase and use your own words when describing this information. Use read aloud text wisely. It is written for the most common approach to a particular situation, but what your player characters do might require you to alter the information in any number of ways.
Each encounter includes several common elements.
Monster Statistics
Encounter Level
Encounters include stat blocks for each monster type present in the encounter. If more than one monster of a particular kind is present, the stat block indicates how many creatures can be found.
Each tactical encounter assumes a group of five player characters. An encounter of average difficulty is one where the encounter level is equal to the level of the party. Encounters that are 1 or 2 levels lower than the party are easy encounters, while encounters that are a higher level than the party are difficult encounters. For overcoming an encounter, a group earns the XP value noted beside the encounter level. This amount should be divided by the number of group members, and an equal amount should be awarded to each character.
Tactics This entry describes special actions the monsters take to defeat the adventurers. Sometimes this means the monsters take advantage of special features of the area or make use of special powers or equipment.
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Treasure Preparation
Each encounter includes a map keyed with the initial locations of each monster. The map also indicates the location of any special features of the area.
As with the previous installments of the Scales of War adventure path, this adventure makes use of the parcel system of treasure rewards described in the Dungeon Master’s Guide. The characters should accumulate 14 parcels by the end of the adventure. You can supply these treasures in whatever way you wish, but the following sidebar presents the most likely areas to feature treasure. During your preparation, assign parcels from those that follow to the areas in the spaces provided. Use the players’ wish lists to come up with magic items for the first six parcels.
Features of the Area This section describes special features noted on the map. If the location has items or areas of interest with which the characters can interact, those features are described here. Look here to see if a door is out of the ordinary, if an altar has a secret compartment, or if the area includes treasure.
TREASURE PARCELS Parcel A: _________________________________ , Clan Rivals. Parcel B: ________________________________, The Warden. Parcel C: ________________________________, The Warden. Parcel D: _______________________________ , Desert Patrol. Parcel E: __________________________________ , Courtyard. Parcel F: ____________________________________ , Area 10. Parcel G: _________________________________ , Guard Hall.
Parcel H: __________________________________, Great Hall. Parcel I: ___________________________________, Great Hall. Parcel J: ______________________________________, Crypts. Parcel K: ______________________________ , Mine Entrance. Parcel L: ________________________________ , Chaos Mines. Parcel M: ____________________________ , Queen’s Retinue. Parcel N: ____________________________ , Queen’s Retinue.
Based on the guidelines in the Dungeon Master’s Guide, the following parcels can go in the spaces above. Rely on the wish lists your players gave you for the first four parcels. Parcel 1: Magic item, level 10 Parcel 2: Magic item, level 9 Parcel 3: Magic item, level 9 Parcel 4: Magic item, level 8 Parcel 5: Magic item, level 7 Parcel 6: Magic item, level 7 Parcel 7: Two 250 gp art objects + 500 gp Parcel 8: 900 gp Parcel 9: Four 100 gp gems + 400 gp Parcel 10: One 250 gp art object + two potions of healing + 250 gp Parcel 11: 600 gp Parcel 12: Three 100 gp gems Parcel 13: One potion of healing + two 100 gp gems + 50 gp Parcel 14: Two potions of healing + 100 gp
PART 1: THE ROAD TO KARAK The adventure begins in the city of Overlook, where the PCs were left at the end of “Shadow Rift of the Umbraforge.” However, if the PCs have traveled elsewhere since the end of that adventure, the initial setup below can take place in Brindol or any other settlement between Elsir Vale and the mountains.
Sarshan’s Plots As a result of saving the city not once but twice, the PCs have become well known in Overlook. This notoriety sees them approached by Kalad, the dwarf paladin they rescued in “Siege of Bordrin’s Watch.” In the aftermath of the thwarted raid, Kalad has taken up a position as a sergeant in the Overlook watch. It is official business that brings him to the PCs, where he asks them to meet with a member of the Elsir Consortium (see “Siege of Bordrin’s Watch,” page 19). If Kalad did not survive the previous adventure, some other emissary of the guard seeks the party out. At a time of the PCs’ choosing, Kalad escorts them to a private room in an upscale Elftown tavern. There, he introduces them to a well-dressed dwarf wearing the rich robes of a successful merchant, his golden beard braided with silver bands. “Greetings, Heroes of Overlook. I am Bram Ironfell of the Clan Ironfell and representative of the Elsir Consortium. Your reputations precede you, and for your actions, you have my personal thanks in addition to that of the city. I have a tale I wish to share with you, over dinner and drinks of course.”
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the name of Clan Ironfell. I had never seen this parchment before. However, at the watch’s request, I undertook a bit of research into my family’s archives. If what I discovered there holds true, this parchment holds the directions to the Karak Lode.” Although Bram Ironfell obviously has a personal stake in the search for the lost mines, he downplays his own self-interest. If the information the PCs discovered in “Shadow Rift of the Umbraforge” has not yet become common knowledge in Overlook, Bram has already guessed correctly that the siege of Bordrin’s Watch represents a larger threat to Elsir Vale.
Bram relates the information found in the “Adventure Background” section, which you can read or paraphrase as you see fit. Then read the following. “The location of the Karak Lode was known to few even within the clan, and it was thought that all who had such knowledge were lost when the mines were reclaimed by the desert. Even within the clan, Karak is all but forgotten. However, recent events might change that. “The destruction of Sarshan’s operations in Overlook saw the shadar-kai’s many warehouses and transit points raided. In one of those raids, the watch uncovered documents connected to Sarshan’s operations, including an ancient fragment of parchment. On it was written a list of landmarks and bearings for a journey, along with
“Discovering what became of my kin would end a sad chapter in Ironfell history, but that is not my primary motive in seeking your aid. If the Karak Lode can be found, its wealth offers the means to shore up the defenses of Overlook and the Elsir Vale. However, it is anyone’s guess what manner of creatures might lair there, or what defenses the last of the clan left to guard the mines. This is not a job for the city watch, I fear.” Bram offers the PCs 1,000 gp (half in gold, half in gems) as an upfront payment for undertaking the search for the Karak Lode. In addition, the PCs can claim any other treasure they recover along the way. Following the directions to the Karak Lode, the PCs first head south across the Thornwaste that stretches between Elsir Vale and the Stonehome Mountains. (On the area map in “Rescue at Rivenroar,” the Thornwaste is the area directly west of the Wyvernwatch Mountains.) A four-day journey takes the PCs to a location Bram believes was once the ancient supply depot for the mines. From there, the PCs must head south into the heart of the desert.
Bram Ironfell’s Secret The parchment is genuine, but there is more to Bram Ironfell’s story than he lets on. For more than a year, the dwarf has been one of Sarshan’s agents in the city, using his position on the Elsir Consortium to aid the shadar-kai’s operations. Bram’s story of how the directions to Karak were found in one of Sarshan’s warehouses is the truth. However, it was the dwarf who originally sent them to Sarshan after discovering them in a cache of family records months before. Bram was in the process of seeking the shadar-kai’s aid in locating and clearing out the mine. With Sarshan’s operations shut down, the dwarf now needs a new set of agents to find the Karak Lode and overcome whatever defenses might be found there. The PCs can make Sense Motive checks against Bram, but the dwarf ’s stated intention in using the wealth of the mines to defend Overlook and Elsir Vale is entirely truthful. If the PCs have previously heard of the consortium’s secret plots to replace the ruling council with a hand-picked body loyal to the merchants’ own interests, Kalad confirms that Bram is known to be opposed to that group. (In truth, the canny dwarf opposes them because he plans to one day rule the council single-handedly.) Kalad is familiar with the Ironfell clan and vouches for Bram’s good character. However, his duties with the watch prevent him from accompanying the party on their mission.
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Through the Thornwaste Skill Challenge
Level 6 XP 750
South of the Westdeep, the broken ground of the Thornwaste stretches before you. Ridges of knife-edged stone spread as far as the eye can see, interspersed with heavy growths of twisted brambles. Your first investigation of these reveal that their thorns are iron-sharp, capable of drawing blood even through the thickest clothing. No trail or tracks lead into the wasteland ahead. This skill challenge sees the PCs make their way across the desolate landscape of the Thornwaste, seeking the supply depot that marks the beginning of their journey into the desert. The Thornwaste is a parched landscape of washed-out gullies and tangled briars. The directions from the parchment indicate that a road once passed this way, but it has long since disappeared. Though the area appears inhospitable, dozens of species of desert animal dwell here, hunted by predators including lions and wild boar. The PCs meet Mag Blackthorn (see below) after their second success or first failure (whichever comes first) in the skill challenge. The first combat encounter (“Clan Rivals,” page 72) takes place after the party’s fourth success or second failure. Complexity 3 (requires 8 successes before 3 failures). Primary Skills Endurance, Nature, Perception. Other Skills Nature, Perception. Victory If the PCs achieve 8 successes before 3 failures, they emerge from the Thornwaste near Dunesend. Defeat If the PCs get 3 failures before attaining 8 successes, they stumble out of the Thornwaste one day away from Dunesend. This extra day of travel costs each PC 1 extra healing surge. Additionally, the party attracts the attention of a satyr rake that shadows them, then joins the combat in “The Warden” encounter. Special If the PCs ally themselves with Mag Blackthorn, they gain a +2 bonus to further checks in this skill challenge. Endurance (DC 12). The PCs must endure the harsh environment and deadly briars of the barren Thornwaste as they make their way south. This is a group check. One character acts as lead, while the others make checks to aid that character. Each ally that gets a result of 10 or higher provides a +2 bonus to the lead character’s check (which counts as the check to determine a success or a failure). A failed check indicates that all members of the party lose one healing surge, in addition to counting as a failure for the challenge.
Nature (DC 12). The PC makes a Nature check to help find a safe path through the briars, or to find sufficient water to sustain the group. Perception (DC 17). The PC seeks and finds a good vantage point atop a stony ridge, from which the best path can be seen through the scrubland ahead. Nature or Perception (DC 12). The PC notes signs of predatory beasts or finds a remnant of the ancient dwarf track through the wastes. On a successful check, the next primary skill check made in the challenge gains a +2 bonus. This use of these skills does not count as a success or failure toward the completion of this challenge.
Mag Blackthorn After their second success or first failure in the skill challenge, the PCs happen upon another wanderer in the Thornwaste. In the distance, you spot something. Slipping through the brush and brambles is a human male in a tattered black coat and leggings. A battered, wide-brimmed hat shrouds his face, his boots held together with coarse twine. He carries a spear in one hand, a leather-bound book in the other. Mag Blackthorn is a ranger and a disciple of the Ghostlord—a legendary druid lich said to linger within the Thornwaste. (The Ghostlord appears in the 3rd edition adventure Red Hand of Doom, but does not play a part in this adventure path.) Mag hails the PCs, declaring himself protector of the Thornwaste and demanding to know their business. If the characters react in an even-handed manner and indicate that they are simply passing through, Mag relaxes and becomes friendly. If the PCs react with hostility, Mag challenges one of them to a duel for the right of passage. Once the challenge is issued, a DC 18 Diplomacy check is necessary to get Mag back on friendly footing. If the PCs take up his challenge, this DC increases to
Mag Blackthorn, Ranger
Level 6 Skirmisher
Medium natural humanoid (human) XP 250 Initiative +6 Senses Perception +8 HP 70; Bloodied 35 AC 20; Fortitude 16, Reflex 19, Will 19 Speed 6 m Spear (standard; at-will) ✦ Weapon +11 vs. AC; 1d8 + 6 damage. r Crossbow (standard; at-will) ✦ Weapon Ranged 15/30; +11 vs. AC; 1d8 + 6 damage Defensive Mobility Mag gains a +2 bonus to AC against opportunity attacks. Hunter’s Quarry (minor; at-will) Mag can designate the enemy nearest to him as his quarry. Once per round, he deals +1d6 damage to his quarry. This effect remains active until the end of the encounter, until the quarry is defeated, or until he designates a different target as his quarry. Nimble Strike (standard; at-will) ✦ Weapon Ranged 15/30; +11 vs. AC; 1d8 + 6 damage; Mag shifts 1 before or after the attack. Disruptive Strike (immediate interrupt, when Mag or an ally is attacked by a creature; encounter) ✦ Weapon Ranged 15/30; +11 vs. AC; 1d8 + 6 damage. Hit: The target takes a –6 penalty to its attack roll. Splintering Shot (standard; daily) ✦ Weapon Ranged 15/30; +11 vs. AC. Hit: 3d8 + 6 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a –1 penalty to attack roles until the end of the encounter. Weave Through the Fray (immediate interrupt, when an enemy moves adjacent to Mag; encounter) Mag can shift 3 squares. Alignment Unaligned Languages Common, Elven Skills Nature +11, Endurance +10 Str 13 (+4) Dex 16 (+6) Wis 16 (+6) Con 14 (+5) Int 11 (+3) Cha 10 (+3) Equipment warhammer, crossbow, quiver of 15 bolts
23. If Mag is fought and defeated in single combat, he becomes automatically friendly (and apologetic) if he is allowed to live. Mag knows nothing of Karak if he is asked about the mines, though he identifies Dunesend as the only settlement in the vicinity of the PCs route.
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He is willing to escort the PCs through the Thornwaste, granting a +2 bonus to subsequent checks in the skill challenge. Once within sight of Dunesend, Mag wishes the party well and departs back into the scrubland.
Showdown in Dunesend The village of Dunesend marks the frontier of two equally desolate lands. To the north lies the forbidding Thornwaste, across which only the most experienced— or most desperate—explorers tread. To the south, endless desert dunes march to the far horizon. As the PCs approach the edge of the village from the north, they find one of Queen Shephatiah’s lieutenants— a gnoll demonic scourge called “the Warden”—in the process of collecting the village’s tribute. Tactical Encounter: The Warden (page 74).
Dunesend Village, Population 183 Dunesend was built on the ruins of the dwarven supply depot that once served Clan Ironfell’s hidden mining operations in the desert. All that remains of the original dwarven enclave are scattered foundations and a single watchtower. However, the dwarves’ carefully constructed system of spring-fed wells and cisterns still functions, allowing those who dwell here to farm the scrubland and eke out an existence in the harsh landscape. In years past, trade caravans made Dunesend a waypoint along an east-west road. Today, the road is sand and the caravans have all but vanished. The handful of families remaining in Dunesend do so because they have nowhere else to go.
Leadership: Lotho Elberesk, owner of the Dunesend caravansary is a village elder and the settlement’s de facto leader. Demographics: The isolated population of Dunesend are all human with the exception of Bede, the halfling baker. Though they have little exposure to nonhumans, the folk of the village have no malice or prejudice against them.
1. Serpent Wall This weathered stone wall is formed of ancient basalt blocks and carved in the form of a serpentine creature with a crest running down its back. It stretches for miles in either direction, marking the end of the rolling desert sands and the beginning of the Thornwaste. A wooden stockade gate of recent construction features great serpent-headed gate posts. With a DC 17 History check, a PC recalls that the serpent wall was here long before the dwarven supply depot was established. It dates back thousands of years to an ancient serpent kingdom that once ruled this region.
2. Public Well This bucket-drawn stone well features a wooden roof set on stanchions. This can be lowered during high winds to keep blown sand out of the village’s water supply. The well is part of the ancient dwarven waterworks, and holds an inexhaustible supply of fresh water even during the driest months.
3. Smithy An aged human named Darkus Comahni works the forge here, repairing tools and household implements for the villagers. Though he has little call for it, he can repair weapons and armor as well.
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The Lost Mines of Karak 4. Dunesend Caravansary Built on the foundations of an older dwarven hostel, the caravansary once served the traders that regularly passed through this farflung outpost. A low wall of mud bricks surrounds a courtyard that encloses another well, an outbuilding, and a small herd of goats. On those rare occasions when travelers stop in Dunesend, an adjacent paddock is opened up for their animals. Lotho Elberesk is the proprietor here. He lives within the main building, where he runs a poorly stocked trading post. Twice a week, the caravansary courtyard becomes a barter market where the locals trade crops, goat, lamb, and wild boar hunted in the Thornwaste.
5. Bede’s Bakery A wizened halfling from distant eastern lands runs a bakery whose half-dozen tables provide the village’s only communal gathering place. Old Bede can usually be found by the fire pit, smoking an exotic pipe as he strokes his long gray mustache. He is an excellent source of information regarding the village, though his accent is heavy. Bede keeps accounts for the villagers who spend their evenings here, trading his goods for labor. PCs can buy a cup of sweet tea and a pastry for 1 cp.
6. Dwarf Tower This stout watchtower is built of great blocks of granite imported from the Wyvernswatch mountains. The only surviving part of the dwarven supply depot, it serves as Dunesend’s defensive redoubt as well as a shrine to Melora, the village’s matron deity. It is attended by the aging priestess Fawma Bruth, a cleric who retired to the wilderness long ago. She has the
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healing word power (3rd level), which she uses for any PCs who make a stand against the Warden.
7. Villagers’ Huts Each of these simple structures of mud bricks and scavenged wood holds a single family of eight villagers and their animals.
8. Irrigated Fields These are just two of a dozen fields of crops bordering the Thornwaste along the wall to the east and west of the village. Each has a crude wooden pump house containing still-functioning dwarven pumps that bring water from underground cisterns to the surface.
The Situation in Dunesend In the aftermath of the encounter with the Warden, the PCs find themselves in a complex dilemma. The folk of Dunesend have been saved from the predations of the Warden and his allies, but they fear that reprisals from Queen Shephatiah will soon follow. As a result, most of the villagers are noticeably cool toward the PCs, though none are hostile. If Darkus Comahni is approached as he gathers up the remains of his apprentice for burial, a DC 12 Diplomacy check inspires him to speak to the PCs. Likewise, a DC 17 Diplomacy check inspires Lotho Elberesk or the halfling Bede to open up. Attempts to communicate with other villagers result only in sullen anger. “The queen’s wrath will surely come down on us. Where will you outsiders be then, I wonder?”
In response to specific questions, Elberesk, Darkus, or Bede respond with the following: What was going on here? Who was that gnoll and those other creatures? “That creature was the Warden, a foul tyrant that serves the Queen of the Drylands. The blue worm was his steed and enforcer, and it has slain several among us in recent months. The others were creatures of the Thornwaste in league with the Warden. They are the ones that prevent us from fleeing this place or seeking aid for our plight. “The Warden was here to make his monthly collection of tribute. Poor weather has delayed our crops, but he accused us of holding out. He used poor Vaudnim to set an example for us all.” Where did the Warden come from? Why was he collecting tribute? Who is the Queen of the Drylands? “The Warden first appeared from the desert a year ago, stating that Queen Shephatiah had come to reclaim her ancient throne. The name meant nothing to us, but the Warden slew several of our strongest when we stood against him. Now he orders us to pay tribute in goods and food or his blue worm will devour us.”
carry no more than a few days’ water to get here. A few of our folk tried to follow the Warden’s trail when he first appeared, but they never returned. All I can tell you is that the Warden came once with a shifter who spoke out loud of returning to somewhere called Karak. This creature was soundly beaten by the Warden for his slip.” If the PCs indicate their intent to end the threat from Queen Shephatiah, Lotho puts them up and feeds them free of charge at the caravansary while they prepare for their journey.
Desert Trek Setting out from Dunesend, the PCs make their way into the desert. Though the arid sands are inhospitable, their hard-packed dunes make for easier going than the Thornwaste. As you travel, the intermittent desert landmarks you pass are a perfect match for the course set out by Bram’s directions. These are a scattered series of basalt pillars, the remnants of long-ago volcanic eruptions rising now like sentinels from the sand. On the second day of travel, the PCs are spotted and attacked by a patrol sent out by Queen Shephatiah. Tactical Encounter: Desert Patrol (page 76).
Where can this Queen Shephatiah be found? Are there more of her followers? “The satyrs live within the Thornwaste along the desert frontier. Like the shifter brigands of the desert, they have eagerly pledged themselves to the Warden’s service. The Warden comes always from the desert to the south. Where his queen is, we do not know, but he and his followers
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PART 2: FORTRESS IRONFELL Deep in the desert three days south of Dunesend, an isolated outcropping of basalt marks the location of the famous Karak Lode. When the members of Clan Ironfell began their excavations here, they constructed a defensible fortress to protect the mines below. Within the rock of the basalt bluff, they carved a multilevel complex whose gatehouse was the only sign of what lay below. From this bastion, the Ironfells controlled the desert for 50 miles in all directions. As part of the complex’s unparalleled security, access from the fortress to the mines was carefully hidden. Only by using special signet rings could the dwarves of the clan access the mines once their secret gate was sealed. In case the fortress ever fell to
invaders, the clan created false trails leading off into the desert, creating the appearance that the fortress was simply a stop-over point for shipping ore back to the supply depot.
Approaching the Fortress The PCs reach Karak the day after the “Desert Patrol” encounter. Earlier that morning, the course you have been following became a rocky track leading toward another basalt bluff in the distance. However, as the track curves around to its south side, you see two guard towers of hewn stone set into the face of the bluff. Narrow gouges that might be arrow slits flank a narrow track leading directly into the rock. Though worn by long years of sand and wind, the towers are clearly of dwarven construction, standing as strong as the day they were built.
Secret History Despite what the PCs have been told, the history of the mines of Karak is more complicated than Bram Ironfell would have them believe. Though the mines were rich with deposits of precious metals, the caverns of Karak were tainted by veins of raw elemental energy. These were the physical remnants of powerful magical experiments performed here by the sorcerers of the serpent kingdom that ruled this area millennia ago. The arcanists of Clan Ironfell determined that the elemental energy of the mines presented no danger. However, though the mines made the clan rich, so too were they the dwarves’ undoing. A rift leading directly to the Elemental Chaos was uncovered in the deepest part of Karak, its energy flooding the mines with madness. The dwarves of Ironfell turned on each other, the folk of the supply depot waiting in vain
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when an expected shipment of riches from the mines failed to appear. Though expeditions were made in search of Karak, none but the dwarves within knew its location. Eventually, the supply depot was abandoned, and the Karak Lode passed from memory.
Outside the Mines The fortress guarding the Karak Lode consists of two levels within the basalt bluff, plus a lower level that hides the secret entrance to the mines. The basalt bluff is 50 feet high and requires a DC 15 Athletics check to climb. From its top, the PCs have a view of the desert for several miles in every direction. Fireplaces and braziers within the complex are vented to chimneys that route through narrow cracks and crevices, making entry from above impossible. However, in the long years since the mine was lost, a collapse on the bluff above has created an entrance into area 9. A flight of harpies lairs here (see the “Courtyard” tactical encounter, page 80), but these creatures raise no alarm at the approach of intruders. They can be spotted atop the bluff with a DC 17 Perception check. If their nest is explored, it contains only the foul remains of the desert creatures on which the harpies feed.
The Fortress The ancient halls of the Karak lode remain essentially unchanged since the days of the dwarves. Illumination: Unless otherwise noted, there is no illumination within the fortress. Walls, Floors, and Ceilings: The interior spaces of the fortress are constructed of close-fitted stone (DC 20 to climb). Ceilings are 20 feet high except as noted.
Portals: Rusted iron portcullises bar the way into the fortress. See individual encounter areas for specific information on raising and lowering the portcullises. All doors within the complex are of sturdy wood (Strength DC 16 to break open if locked). Except for the main gates (which are barred), all the doors within the complex, as well as the portcullises, can be opened or activated by the touch of an Ironfell signet ring (a minor action). The curse chanter in the “Foiled Ambush” encounter (page 86) carries an Ironfell signet ring, as does the real Queen Shephatiah (the “Queen’s Retinue” encounter, page 92). Rot and Debris: With the exception of area 19, much of the fortress has been given over to filth and decay. Rubble and the dry-rotted remains of furniture are spread across the floors, and the walls are stained with condensation and mildew. In the year since Karak was reoccupied, Shephatiah’s followers have discarded rotten food and other filth in the areas they do not inhabit.
1. Entry Tunnel A rusted portcullis blocks this long tunnel, with another raised and hidden beyond it. The down portcullis can be raised only from this area, but it cannot be locked in the up position. Arrow slits and murder holes along the length of the tunnel provide defenders with multiple angles of attack. Anyone looking in through the arrow slits sees shadowy figures beyond (see below or the tactical encounter). Tactical Encounter: Gatehouse (page 78).
2. West Gatehouse Sand blown in through the southern arrow slits spreads across the floor. Straw dummies have been erected behind the arrow slits to give the illusion of numerous guardians. Tactical Encounter: Gatehouse.
3. East Gatehouse Old weapons racks line the wall of this chamber. The rotting and rusted polearms they once held have been used to arm more straw dummies. Tactical Encounter: Gatehouse.
4. West Upper Gatehouse Bones scattered across the floor show where a desert predator once laired in this chamber. Tactical Encounter: Gatehouse.
5. East Upper Gatehouse A winch in this chamber once controlled the first portcullis in area 1. However, it is rusted and broken, so that the portcullis cannot be raised from here or locked in the down position.
6. Southern Overlook This chamber allowed defenders to fire down through murder holes into the entry tunnel, or through arrow slits into the courtyard below. A working winch controls the second portcullis in area 1. Tactical Encounter: Gatehouse.
7. West Guardhouse Stone benches and a rusted brazier mark this as a resting place for off-duty gate guards. Access to the northern overlook (area 19) is barred by a portcullis along the passage to the north.
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The Lost Mines of Karak 8. East Guardhouse This chamber is identical to area 7. A portcullis along the passage to the north blocks access to area 19.
9. Courtyard This vast chamber features an arched ceiling supported by massive carved columns. A portion of the ceiling has collapsed, covering the floor here in wind-blown sand and creating an opening to the top of the basalt bluff. Tactical Encounter: Courtyard (page 80).
10. Stables and Cart Storage Dusty bones, rotting wood, and bands of rusted iron are scattered across the floor here. These are the remains of the wide-wheeled wagons once used to haul ore shipments across the desert and the mules that pulled them. A scattering of blue scales show where the behir has made this area its lair.
11. Stable Master’s Quarters This chamber was taken over by the Warden. A rough bed built of scavenged wood sits against one wall, while the gnoll’s filthy and foul-smelling gear is strewn across the room.
12. Ore Storage Ore from the mines was stored here and made ready for transport. Though the area is empty, the dust of the floor shows where crates have been moved through here recently (Perception DC 12).
13. Entry Hall This corridor once guarded entry into the fortress’s great hall. Footprints show where numerous creatures have recently passed this way. Tactical Encounter: Great Hall (page 83).
14. West Guard Post
15. East Guard Post
This former guard chamber is the habitat of a sussur tree growing up from the cracked stone floor. See the tactical encounter for a description. Tactical Encounter: Great Hall.
Like area 14, this chamber is empty except for a pair of sussur trees growing through the stone of the floor. Tactical Encounter: Great Hall.
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16. Great Hall
19. Northern Overlook
21. Smithy
The dwarves of Karak once feasted here before the high seat of their mine-thane. This chamber is now the lair of an evil dryad who has raised a grove of sussur trees within it. Tactical Encounter: Great Hall.
Cold forges and dusty anvils show where dwarf smiths repaired and crafted the mine’s weapons and tools.
This chamber now serves as the den of a pair of cacklefiend hyenas. An open well accesses a cistern filled with drinkable water. Tactical Encounter: Great Hall.
This defensive position commanded a view of the courtyard below. Along its northern wall were the quarters of the mine-thane, the clan accountant, and the head of the guard, as well as a private latrine. The personal chambers have long since been stripped of any valuables. As well as being easily defensible, this area is free of the stench and squalor that fills much of the rest of the fortress. It makes a good place for the PCs to take an extended rest. Tactical Encounter: Foiled Ambush (page 86).
18. Larder
20. Alehouse
A layer of rot and mold surrounds the roots of a lone sussur tree. Tactical Encounter: Great Hall.
This storage area contains only a few dry and splintered kegs.
17. Kitchen
22. Coal Storage Dusty lumps of anthracite are scattered across the floor here, a pair of rusted shovels set against the wall.
23. Guard Hall This wide hall blocks access to the fortress’s lower level with a portcullis controlled from the barracks. The desert brigands who occupy the fortress have filled this area with supplies taken from caravans they have attacked. A rusted iron statue of a dwarf miner stands on the stairwell landing below. Tactical Encounter: Guard Hall (page 81).
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The Lost Mines of Karak 24. Latrine This privy contains nothing of interest or use. Tactical Encounter: Guard Hall.
25. Barracks The miners, crafters, and guards of the Karak Lode lived in this area, while the smaller side chamber housed shift-captains. Six stone bunks stand here, along with roughly made wooden tables, benches, and chairs. Tactical Encounter: Guard Hall.
26. Lower Guard Hall This locked door controlled access to the fortress’s lower level. Tactical Encounter: Guard Hall.
27. Lower Guard Post When the fortress was occupied, guards here maintained a watch through the arrow slit looking out onto the hall. Tactical Encounter: Guard Hall.
28. Guardroom A squad of guards watched over the empty cells in area 29—actually the secret entrance to the mines below.
29. Dungeon Four cells with barred portcullis doors are empty except for stone cots and manacles set into the walls. Set within the floor of one of the cells is the only entrance to the Karak Lode, but it cannot be detected from this side as long as it is closed. See the “Foiled Ambush” tactical encounter (page 86) for more information.
30. Storerooms
31. Crypts
These chambers once held supplies for the maintenance and upkeep of the fortress. A fine layer of moldy debris is all that remains
The dwarves of Ironfell interred their dead here. The vaults were half filled (mostly with victims of mining accidents or folk who died in the desert) by the time the mine was abandoned. Tactical Encounter: Crypts (page 85).
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THE BIRDMAN When the PCs first explore area 29, they find one of the cells with a prisoner recently captured by a patrol. This ancient dungeon shows signs of recent use, with scuff marks along the floor indicating traffic in both directions. Four large cells stand in the center of the chamber, the entrance of each blocked by a lowered portcullis controlled by a nearby winch and pulley. From the darkness ahead comes a bright chirping sound. The southwest cell is occupied by an aged human male, his lined face sporting a snow-white beard to match his fringe of hair. He wears the garb of a simple desert peasant, and appears to have not been here long. Seven yellow canaries perch on his shoulders and hop around his cell. The Birdman whistles and chirps at his tiny charges. If spoken to, he simply nods and smiles. The prisoner offers no resistance and allows himself to be led about by the PCs. If any survivors from the fortress are questioned, they state that the Birdman is a simple-minded peasant found wandering the desert not far from Dunesend a few days before. He was captured and brought here to feed the behir. The Birdman wanders those areas of the fortress already cleared out by the PCs, hiding from any subsequent combat. He accepts food and water if it is offered, smiling if spoken to but otherwise ignoring the party. The Birdman plays a role in the aftermath of the “Foiled Ambush” encounter (page 86).
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PART 3: THE LOST MINES OF KARAK Beyond the secret portal in the dungeon lies the Karak Lode—now the lair and sanctum of the real Queen Shephatiah and her followers. The Karak mines are a meandering series of tunnels extending deep underground. Karak’s abandoned passages are not mapped. They contain nothing of interest and play no part in the adventure. In the areas the PCs explore, they notice seams of red stone glowing with a dull light. A DC 17 Dungeoneering or Nature check reveals that this is not a known Underdark phenomena. A DC 17 Arcana check identifies the stuff as veins of raw elemental energy that has somehow leached into the natural world.
1. Mine Entrance The secret portal in the dungeon (area 29, above) leads to a lift system descending down an 80-foot passage. There, a final portcullis and guardroom are defended by a force of troglodytes. Beyond lies access to the dark caverns of the Karak Lode. Tactical Encounter: Mine Entrance (page 88).
2. Chaos Mines In the heart of Karak, this open gallery chamber leads off into a half-dozen shafts under excavation when the mines were lost. A vein of elemental energy passes through the cavern, bolstering the barlgura (Shephatiah’s devoted servant) that guards this area with the help of a host of undead and monstrous creatures. Tactical Encounter: Chaos Mines (page 90).
3. Queen’s Retinue This deep cavern is the lair of Shephatiah, and the place where the Queen of the Drylands and her followers make a final stand. A rift to the Elemental Chaos lies at the bottom of a deep chasm here—the source of the deadly energy that flooded the mines and destroyed Clan Ironfell. Tactical Encounter: Queen’s Retinue (page 92).
CONCLUSION In the “Queen’s Retinue” encounter, the PCs discover how Shephatiah reopened the Karak Lode, and that the naga works for unseen masters to whom the mine’s output is being shipped by way of the elemental rift. If the PCs return to Dunesend, they are welcomed as heroes. The folk of the village provide food and supplies for the party’s return trip to Overlook. Once back in the mountain city, the PCs can relay their findings to Bram Ironfell. The dwarf is disheartened by the news, and he tells the PCs that he will leave the mines closed in order to prevent others from suffering the fate of his clanfolk who perished there. However, though Bram promises to seal off the mines, the forces controlling Shephatiah have a long reach and dark plans. Though neither the dwarf nor the PCs know it yet, they are all caught up in a dark plot whose full extents have yet to be revealed.
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CLAN RIVALS
If the bolters are spotted, or when the PCs approach the ravine, read:
Encounter Level 6 (1,250 XP)
Setup 3 dwarf hammerers (D) 2 dwarf bolters (B) 1 hell hound (D) As the PCs make their way across the Thornwaste, they discover that dwarves of the rival Hammerfist Clan have caught wind of their expedition and seek to steal the secret directions to the lost mines. This ambush occurs after the party’s fourth success or second failure in the “Through the Thornwaste” skill challenge (page 61). The area the PCs pass through is thick with thorn brambles and studded with outcroppings of rock. The dwarves attack at dawn or sunset, depending on whether the PCs are traveling by day or night. The PCs begin the encounter with their miniatures along the northern edge of the tactical map. The two dwarf hammerers are hiding in the brambles with total concealment, while the other creatures in the encounter are behind boulders and out of line of sight. If the PCs spot the dwarf hammerers, read: Hidden within the brambles, two dwarves lie in wait, warhammers in hand.
Over the crest of a large outcropping just beyond a ravine ahead, a crossbow appears, trained on your group. A scuff ling to the east reveals another dwarf bolter rising from behind a hedge of screening brambles. Show the dwarf bolters when they appear, but do not place the miniatures for the hammerers and the hell hound unless they are spotted or until they attack. 3 Dwarf Hammerers
Level 5 Soldier
Medium natural humanoid XP 200 Initiative +4 Senses Perception +4; low-light vision HP 64; Bloodied 32 AC 23; Fortitude 18, Reflex 15, Will 17 Saving Throws +5 against poison effects Speed 5 m Warhammer (standard; at-will) ✦ Weapon +11 vs. AC; 1d10 + 3 damage. M Shield Bash (minor; recharge 5 6 ) +9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked prone or pushed 1 square (dwarf hammerer’s choice). R Throwing Hammer (standard; at-will) ✦ Weapon Ranged 5/10; +10 vs. AC; 1d6 + 3 damage. Stubborn (immediate interrupt, when an enemy tries to push the dwarf or knock it prone; at-will) The hammerer makes a melee basic attack against the enemy. Stand Your Ground When an effect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone. Alignment Unaligned Languages Common, Dwarven Skills Dungeoneering +11, Endurance +5 Str 17 (+5) Dex 10 (+2) Wis 14 (+4) Con 16 (+5) Int 11 (+2) Cha 12 (+3) Equipment plate armor, heavy shield, warhammer, 3 throwing hammers
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2 Dwarf Bolters
Level 4 Artillery
Medium natural humanoid XP 175 Initiative +5 Senses Perception +8; low-light vision HP 46; Bloodied 23 AC 17; Fortitude 16, Reflex 16, Will 14 Saving Throws +5 against poison effects Speed 5 m Warhammer (standard; at-will) ✦ Weapon +8 vs. AC; 1d10 + 2 damage. R Crossbow (standard; at-will) ✦ Weapon Ranged 15/30; +10 vs. AC; 1d8 + 3 damage. Aimed Shot The dwarf bolter gains a +2 bonus to attack rolls and deals an extra 1d6 damage with ranged attacks against creatures that don’t have cover. Stand Your Ground When an effect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone. Alignment Unaligned Languages Common, Dwarven Skills Dungeoneering +10, Endurance +7 Str 14 (+4) Dex 16 (+5) Wis 12 (+3) Con 16 (+5) Int 11 (+2) Cha 10 (+2) Equipment chainmail, warhammer, crossbow with 20 bolts
Hell Hound
Level 7 Brute
Medium elemental beast (fire) XP 300 Initiative +5 Senses Perception +11 Fire Shield (Fire) aura 1; any creature that enters or begins its turn in the aura takes 1d6 fire damage. HP 96; Bloodied 48 AC 20; Fortitude 18, Reflex 17, Will 18 Resist 20 fire Speed 7 m Bite (standard; at-will) ✦ Fire +10 vs. AC; 1d8 + 2 plus 1d8 fire damage. C Fiery Breath (standard; recharge 4 5 6 ) ✦ Fire Close blast 3; +9 vs. Reflex; 2d6 + 3 fire damage. Alignment Unaligned Languages — Str 14 (+5) Dex 14 (+5) Wis 17 (+6) Con 16 (+6) Int 2 (–1) Cha 10 (+3)
Tactics The bolters open fire while the hammerers charge forward in an attempt to force the PCs into the ravine. If the PCs attempt to cross the ravine, the third hammerer releases the hell hound to charge them, then follows quickly behind. The hell hound tries to catch any PCs in the ravine in its fiery breath while the hammerer attacks anyone trying to climb out. The dwarves are sure of their combat superiority. They and their hell hound fight to the death.
Treasure: In addition to any treasure you place here (see “Treasure Parcels,” page 59), one of the dwarves bears a fist-and-hammer crest on the side of his warhammer. A DC 15 History check (DC 10 for a resident of Elsir Vale) recognizes the crest as that of Hammerfist, a clan of local dwarves that have long been bitter rivals of the Ironfells. One of the dwarves also carries a journal hinting at his clan’s hunger to claim the lost Karak Lode in defiance of Clan Ironfell. This journal makes note of “the secret route to the mine” being discovered months before, but makes no mention of who did so.
Features of the Area Illumination: Dim light. Thorn Brambles: These thick, thorny brambles grow to a height of 8 feet and are difficult terrain. Within the brambles, adjacent creatures have concealment, while creatures not adjacent have total concealment. Boulders: These 5-foot-high rocks provide cover. A boulder can be climbed with a DC 10 Athletics check. A creature on top of a boulder reduces concealment for creatures in the brambles within 4 squares of it, from full concealment to concealment, or from concealment to none. Rock Outcropping: These outcroppings of basalt stand 20 feet high and can be climbed with a DC 15 Athletics check. Creatures on top of an outcropping have superior cover against creatures below. Ravine: This ravine is 10 feet deep with steep, crumbling sides. A creature in the ravine has cover against all creatures not adjacent to the edge. Scaling the sides of the ravine requires a DC 15 Athletics check.
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THE WARDEN
As the PCs approach, read:
Encounter Level 8 (1,750 XP)
In the center of the settlement, sun-darkened human villagers observe in angry silence as a massive gnoll raises a bloodflecked flail over its head. At its feet, a human male lies dead. Behind the gnoll coils a serpentine creature with glittering blue scales and dozens of legs. It watches the villagers hungrily.
Setup The Warden, gnoll demonic scourge (G) 1 behir (B) 3 satyr rakes (R) 12 villagers (V) The PCs’ arrival in Dunesend comes at a critical moment. Believing that the villagers are holding out on tribute of crops and livestock to Queen Shephatiah, the Warden has decided to teach them a deadly lesson. In addition to his behir, the Warden has a trio of satyr rakes patrolling the perimeter of the village. The satyrs are hidden as the PCs approach. Perception Check DC 12: A rustling in the thorny bracken reveals the presence of a creature ahead. DC 17: You catch a glimpse of a bearded face, its forehead marked with goat’s horns. It snarls as it turns and races away to the south, quickly disappearing within the briars. As the PCs enter Dunesend, read: You crest a low rise to see the expanse of thorns suddenly end, a great sea of sand beyond it. At the transition from the Thornwaste to the desert, a decrepit village sprawls, its huts and fields spreading to either side of an ancient stone tower. A sudden cry of pain drifts toward you on the wind.
The satyrs remain hidden in the briars off the map until the PCs make a move. (They are loyal to Shephatiah but not anxious to get in the Warden’s way.) Do not place their miniatures unless they are spotted or attack. The Warden, Level 8 Brute (Leader) Gnoll Demonic Scourge Medium natural humanoid XP 350 Initiative +6 Senses Perception +7; low-light vision Leader of the Pack aura 5; allies in the aura gain a +1 bonus to attack rolls. While this creature is bloodied, the bonus increases to +2. HP 106; Bloodied 53 AC 20; Fortitude 21, Reflex 18, Will 18 Speed 5 m Heavy Flail (standard; at-will) ✦ Weapon +13 vs. AC; 2d6 + 5 damage, or 2d6 + 7 while bloodied; against a bloodied enemy, this attack also knocks the target prone; see also pack attack. Bloodthirst If the gnoll demonic scourge bloodies an enemy with a melee attack, an ally adjacent to the enemy can make a melee attack against that enemy as an immediate reaction. Overwhelming Attack (free; encounter) The gnoll demonic scourge applies its bloodthirst power to two allies instead of one. Pack Attack The gnoll demonic scourge deals an extra 5 damage on melee attacks against an enemy that has two or more of the demonic scourge’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Insight +10, Intimidate +13, Religion +10 Str 20 (+9) Dex 14 (+6) Wis 12 (+5) Con 16 (+7) Int 13 (+5) Cha 15 (+6) Equipment hide armor, heavy flail
Juvenile Behir Thunderlance
Level 10 Artillery
Large natural magical beast (reptile) XP 500 Initiative +6 Senses Perception +7, darkvision HP 87; Bloodied 43 AC 22; Fortitude 24, Reflex 22, Will 22 Resist 15 lightning Speed 8, climb 4 m Bite (standard; at-will) +17 vs. AC; 1d8 + 5 damage. R Lightning Breath (standard; recharge 3 4 5 6 ) ✦ Lightning Area blast 1 within 10; +15 vs. Reflex; 3d6 + 5 lightning damage, and all creatures adjacent to the target take 5 lightning damage. Miss: Half damage. R Thunder Lance (standard; encounter) ✦ Lightning The behir thunderlance sends a spear of crackling electricity from its mouth. The behir thunderlance targets up to two creatures with its thunder lance; the first target must be within 10 squares of the behir, and the second target must be within 10 squares of the first; +15 vs. Reflex; 3d8 + 5 lightning damage, and the target is pushed 2 and knocked prone. M Devour (standard; sustain minor; recharge when no creature is affected by this power) +19 vs. Reflex; 2d8 + 4 damage and the target is grabbed (until escape). While grabbed, the grabbed creature is pulled into the behir’s space, is restrained, and can only target the behir. The behir thunderlance can sustain the power as a minor action, dealing 10 damage and maintaining the grab. After escaping, the target is placed in any square adjacent to the behir. Alignment Unaligned Languages Common Skills Athletics +14 Str 19 (+9) Dex 13 (+6) Wis 14 (+7) Con 21 (+10) Int 7 (+3) Cha 12 (+6)
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3 Satyr Rakes
Level 7 Skirmisher
Medium fey humanoid XP 300 Initiative +9 Senses Perception +9; low-light vision HP 80; Bloodied 40 AC 21; Fortitude 18, Reflex 19, Will 19 Speed 6 m Short Sword (standard; at-will) ✦ Weapon +12 vs. AC; 1d6 + 4 damage. r Shortbow (standard; at-will) ✦ Weapon Ranged 15/30; +12 vs. AC; 1d8 + 4 damage. M Feint (move; at-will) +10 vs. Reflex; the satyr rake gains combat advantage against the target (see below). M Harrying Attack (standard; recharge 5 6 ) ✦ Weapon The satyr rake makes a basic attack, shifts 3 squares, and makes another basic attack. Combat Advantage The satyr rake deals an extra 2d6 damage against any target it has combat advantage against. Alignment Unaligned Languages Common, Elven Skills Bluff +12, Nature +9, Stealth +12 Str 12 (+4) Dex 18 (+7) Wis 12 (+4) Con 16 (+6) Int 10 (+3) Cha 18 (+7) Equipment leather armor, short sword, shortbow, quiver of 30 arrows
Tactics The Warden and the behir turn their attention to the PCs as soon as they are spotted. The villagers flee for cover and do not return until the battle is over. The Warden wades into melee with his heavy flail against the most powerful looking combatants. Once the banshrae and satyrs arrive, he stays close to them to maximize the effect of his bloodthirst and pack attack powers. The behir stays at the edge of melee to make breath weapon attacks against spellcasters and ranged combatants. While waiting for its breath weapon to recharge, it makes bite attacks against the closest foes.
The satyrs make their first attacks with superior cover from behind the northernmost houses. The rakes make shortbow attacks against lightly armored PCs until they are pressed into melee. They then draw short swords, fighting close to the warden to take advantage of his bloodthirst and pack attack powers. The Warden and his behir fight to the death. The satyrs are strictly hired help, and they flee if the Warden and the behir are both killed.
Features of the Area Illumination: Bright light (sunlight by day; lanterns hanging on the adjacent buildings at night). Wooden Huts: The huts of the villagers are crudely constructed of mud and bramblewood thatch. A hut can be climbed with a DC 10 Athletics check. A creature on the roof of a hut has cover against creatures on the ground. The wall of a hut can be broken through with a DC 13 Strength check. A hut provides superior cover to anyone inside it. Stone Tower: The stone walls of this three-story dwarf-built tower still stand strong, though its wooden interior floors have long since rotted away. It has no door, but creatures within the open doorway gain cover against those outside. Covered Well: The low stone wall that surrounds this well provides cover to anyone behind it. Its wooden roof is supported on stanchions 8 feet above the ground. The well is 60 feet deep and holds 10 feet of cool, fresh water.
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DESERT PATROL
When the PCs first see a razorclaw stalker, read:
Encounter Level 6 (1,200 XP)
A bestial humanoid suddenly rises from the ground, the layer of sand that concealed it streaming down its mottled brown cloak. It wields a razor-sharp short sword, snarling as it attacks.
Setup 1 howling hag (H) 3 razorclaw stalkers (R)
When the PCs see the hag in her true form, read: As they make their way across the desert, the PCs are harried by one of Queen Shephatiah’s patrols. As the PCs approach from the north, the razorclaw stalkers spot their dust from behind the cover of the dune ridge. The razorclaws cover themselves with cloaks and a layer of sand that grants them total concealment. Do not place their miniatures unless they are spotted or until the PCs attack. The howling hag’s miniature should reflect her human form. As the PCs enter the area, read: Ahead, a figure emerges from a haze of wind-blown sand. The emaciated form of an elderly human female crawls toward you on hands and knees, her face lined and sunburned beneath the hood of a ragged cloak. Her voice raised against the wind, she calls out: “Turn back! Nothing but death awaits you in the heart of the desert!” Perception Check DC 22: A cloaked form lies on the ground a short distance behind the old woman, all but invisible beneath a thin layer of sand. The PCs have a chance to spot the closest razorclaw stalker, but the rest are out of line of sight on the other side of the dune ridge.
The old woman’s form shimmers like heat haze. In her place stands a wizened hag, pointed teeth bared in a hideous smile as she laughs. Howling Hag
Level 7 Controller
Medium fey humanoid XP 300 Initiative +7 Senses Perception +10; low-light vision Baleful Whispers (Psychic) aura 5; an enemy that ends its turn in the aura takes 1d6 psychic damage. HP 83; Bloodied 41; see also shriek of pain AC 21; Fortitude 20, Reflex 19, Will 18 Resist 10 thunder Speed 6; see also fey step m Quarterstaff (standard; at-will) ✦ Weapon +9 vs. AC; 1d8 + 4 damage. C Howl (standard; at-will) ✦ Thunder Close blast 5; +10 vs. Fortitude; 1d6 + 4 thunder damage, and the target is pushed 3 squares. C Shriek of Pain (standard; recharges when first bloodied) ✦ Thunder Close blast 5; +8 vs. Fortitude; 3d6 + 4 thunder damage, or 3d6 + 9 thunder damage if the howling hag is bloodied. Miss: Half damage. Change Shape (minor; at-will) ✦ Polymorph A howling hag can alter its physical form to appear as an old crone of any Medium humanoid race (MM 280). Fey Step (move; encounter) ✦ Teleportation The howling hag can teleport 10 squares. Alignment Evil Languages Common, Elven Skills Bluff +11, Insight +10, Intimidate +11, Nature +10 Str 18 (+7) Dex 18 (+7) Wis 15 (+5) Con 19 (+7) Int 12 (+4) Cha 16 (+6) Equipment quarterstaff
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3 Razorclaw Stalkers
Level 7 Skirmisher
Medium natural humanoid, shifter XP 300 Initiative +7 Senses Perception +9; low-light vision HP 79; Bloodied 39 AC 21; Fortitude 20, Reflex 20, Will 18; see also razorclaw shifting Speed 6; see also razorclaw shifting m Short Sword (standard; at-will) ✦ Weapon +13 vs. AC; 1d6 + 4 damage; see also skirmish. M Short Sword Riposte (free, when an enemy makes an opportunity attack against the razorclaw stalker; at-will) ✦ Weapon The razorclaw stalker makes a short sword attack against the enemy. Skirmish +1d6 If, on its turn, the razorclaw stalker ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its attacks until the start of its next turn. Razorclaw Shifting (minor, usable only while bloodied; encounter) Until the end of the encounter or until rendered unconscious, the razorclaw stalker gains +2 speed and a +1 bonus to AC and Reflex defense. Alignment Unaligned Languages Common Skills Acrobatics +12, Stealth +12, Streetwise +8 Str 18 (+7) Dex 14 (+5) Wis 13 (+4) Con 15 (+5) Int 12 (+4) Cha 11 (+3) Equipment leather armor, short sword
Tactics
Features of the Area
The howling hag in crone form attempts to lure the PCs toward her through the soft sand. With a successful Insight check made against her Bluff check (+11), a PC senses that all is not as it appears. As soon as two or more PCs come within 5 squares of her (or if she is attacked at once), the hag unleashes her shriek of pain and uses fey step to teleport to the south side of the dune ridge. She then changes into her natural form, using howl to push PCs into areas of soft sand and staying out of melee with fey step. The razorclaw stalkers hold their positions until the PCs cross over the dune ridge in pursuit of the howling hag. They then rise from hiding and attack. They stay in constant motion to make use of their skirmish power, while trusting their short sword riposte to turn opportunity attacks against their foes.
Illumination: Bright light by day; dim light at night. Sand Dunes: The hard-packed sand in this area rises and falls in sweeping dunes. The direction of each dune’s slope is indicated on the map. The upward slope of a dune is difficult terrain, but moving along the downward slope incurs no penalty. Creatures on opposite sides of a dune slope have cover against each other. Soft Sand: These patches of deep shifting sand are difficult terrain. Additionally, movement through soft sand requires a DC 17 Acrobatics or Athletics check. On a failed check, a creature is restrained as its movement stops and it sinks up to its knees. With a DC 20 Nature check, a creature recognizes all the squares of soft sand adjacent to it. (Seeing a creature sink in soft sand automatically warns other creatures of the effect in that square.) The razorclaw stalkers and the howling hag know the location of all patches of soft sand in the area.
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GATEHOUSE Encounter Level 7 (1,450 XP)
Setup 1 troglodyte curse chanter (C) 2 troglodyte impalers (I) 2 troglodyte maulers (M) This encounter takes place in areas 1, 2, 3, 4, 5, and 6 of the fortress map. Troglodyte Curse Chanter
Level 8 Controller (Leader)
Medium natural humanoid (reptile) XP 350 Initiative +5 Senses Perception +13; darkvision Troglodyte Stench aura 1; living enemies in the aura take a –2 penalty to attack rolls. HP 93; Bloodied 46 AC 23; Fortitude 22, Reflex 17, Will 22 Speed 5 m Quarterstaff (standard; at-will) ✦ Weapon +12 vs. AC; 1d8 + 2 damage. m Claw (standard; at-will) +10 vs. AC; 1d4 + 2 damage. R Poison Ray (standard; at-will) ✦ Poison Ranged 10; +11 vs. Fortitude; 1d6 + 5 poison damage, and the target is weakened (save ends). R Cavern Curse (standard; recharge 3 4 5 6 ) ✦ Necrotic Ranged 5; +11 vs. Fortitude; the target takes ongoing 5 necrotic damage and is slowed (save ends both). C Tunnel Grace (minor 1/round; recharge 4 5 6 ) Close burst 10; all allies in the burst gain +5 speed until the end of the troglodyte shaman’s next turn. C Chant of Renewal (standard; encounter) ✦ Healing Close burst 5; bloodied allies in the burst regain 15 hit points. Alignment Chaotic evil Languages Draconic Skills Dungeoneering +13, Endurance +14, Religion +9 Str 15 (+6) Dex 12 (+5) Wis 18 (+8) Con 21 (+9) Int 10 (+4) Cha 14 (+6) Equipment robes, quarterstaff, skull mask
Queen Shephatiah has placed a group of troglodytes on guard at the entrance to the fortress. After several months with no sign of anyone even approaching Karak (never mind attacking), their attention to duty has grown lax. The troglodytes have placed straw dummies in front of the arrow slits facing the entrance hall, hoping to create the appearance that the fortress is well guarded or haunted. This facade is also designed to distract intruders’ attention from the portcullis trap the troglodytes have prepared. When the PCs enter this area, read: The darkened entry corridor extends inward between rows of arrow slits. At the far end, a massive stone gate banded
with iron stands closed. Halfway along the corridor, a rusty portcullis blocks further movement. The sand that has drifted in to cover the corridor f loor is well marked by recent footprints and signs of heavy objects being dragged. Perception Check DC 7: Dark figures loom on the other side of the closest arrow slits, silently watching you. A foul odor comes from beyond. DC 12 (automatic if a light source is introduced into the arrow slit): The unmoving figure is a crudely made straw dummy, an old dwarven helm on its head and an ancient polearm lashed to it with rope. DC 17: The shadows of the corridor ceiling conceal a deep groove 10 feet before the stone door. Spikes can be seen within, another portcullis there, ready to be dropped.
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2 Troglodyte Impalers
Level 7 Artillery
Medium natural humanoid (reptile) XP 300 Initiative +5 Senses Perception +9; darkvision Troglodyte Stench aura 1; living enemies in the aura take a –2 penalty to attack rolls. HP 69; Bloodied 34 AC 22; Fortitude 22, Reflex 19, Will 18 Speed 5 m Spear (standard; at-will) ✦ Weapon +11 vs. AC; 1d8 + 4 damage. m Claw (standard; at-will) +9 vs. AC; 1d4 + 4 damage. r Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +12 vs. AC; 1d6 + 4 damage. R Impaling Shot (standard; recharge 3 4 5 6 ) ✦ Weapon Requires javelin; ranged 10; +12 vs. AC; 2d6 + 4 damage, and the troglodyte impaler makes a secondary attack against the same target. Secondary Attack: +10 vs. Fortitude; the target is restrained (save ends). Alignment Chaotic evil Languages Draconic Skills Athletics +12, Endurance +13 Str 19 (+7) Dex 14 (+5) Wis 13 (+4) Con 21 (+8) Int 7 (+1) Cha 9 (+2) Equipment spear, quiver of 6 javelins
Tactics As long as the troglodytes remain behind arrow slits and murder holes, the PCs are unaffected by their stench. If possible, the troglodytes wait until two or more PCs have reached the gates before springing their trap. At that point, the curse chanter releases the northern portcullis with a minor action, locking it in place. It then attacks PCs south of the portcullis with poison ray and cavern curse, targeting them through one of the murder holes in the floor. The troglodyte impalers fling javelins through the murder holes against targets south of the portcullis, using their impaling shot as often as possible.
2 Troglodyte Maulers
Level 6 Soldier
Medium natural humanoid (reptile) XP 250 Initiative +6 Senses Perception +5; darkvision Troglodyte Stench aura 1; living enemies in the aura take a –2 penalty to attack rolls. HP 74; Bloodied 37 AC 22; Fortitude 21, Reflex 18, Will 19 Speed 5 m Greatclub (standard; at-will) ✦ Weapon +12 vs. AC; 2d4 + 4 damage, and the target is marked until the end of the troglodyte mauler’s next turn. m Claw (standard; at-will) +10 vs. AC; 1d4 + 4 damage. M Bite (minor 1/round; at-will) Requires combat advantage; +10 vs. Fortitude; 1d6 + 4 damage, and until the end of the troglodyte mauler’s next turn, healing on the target restores only half the total amount. R Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +12 vs. AC; 1d6 + 4 damage. Alignment Chaotic evil Languages Draconic Skills Athletics +12, Endurance +12 Str 18 (+7) Dex 12 (+4) Wis 15 (+5) Con 18 (+7) Int 6 (+1) Cha 8 (+2) Equipment greatclub, 2 javelins
The troglodyte maulers target PCs trapped north of the portcullis, hurling javelins through the arrow slits. All the creatures here are content to snipe at the PCs from behind cover. If the PCs break through the gates, all the troglodytes rush to the first level. They attempt to keep the PCs in the corridor as they fight to the death.
Stone Gates: The stone gates are closed and barred from within with rough timbers (Strength DC 18 to break through). Rusted Portcullises: The southern portcullis is down but its winch (on the second level of this area) is damaged. It cannot be locked in place (up or down), and can be lifted with a DC 15 Strength check. If the northern portcullis is dropped from above by the troglodyte impalers, it can be locked in place, requiring a DC 23 Strength check to raise or break through. A character at the winch on the second level can lower the northern portcullis as a minor action, or can raise it with two move actions and a DC 10 Strength check. The portcullis can also be raised or lowered in 1 round by anyone bearing an Ironfell signet ring that is touched to the bars or the winch (a minor action). Arrow Slits and Murder Holes: These apertures provide superior cover to creatures on either side of them. However, they allow attacks to be made only in the two squares adjacent to them. A creature standing in a square adjacent to the wall 5 feet or more from an arrow slit cannot be seen by anyone on the other side. Creatures on the second level more than 5 feet from a murder hole cannot be seen by creatures below.
Features of the Area Illumination: During the day, the entrance corridor is filled with bright light for 10 squares, while sunlight through the southern arrow slits fills both gatehouses with dim light. The rest of this area is dark. Ceiling: 20 feet high.
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COURTYARD Encounter Level 6 (1,300 XP)
Setup 1 carrion crawler (C) 4 harpies The carrion crawler lairs out of sight beneath the great sand pile that has collected beneath the hole in the ceiling. The harpies begin the encounter in their lair on the bluff above the hole, out of line of sight from below. Do not place the monsters’ miniatures unless they are spotted or until they attack.
Carrion Crawler
Level 7 Controller
Large aberrant beast XP 300 Initiative +6 Senses Perception +5; darkvision HP 81; Bloodied 40 AC 20; Fortitude 19, Reflex 18, Will 17 Speed 6, climb 6 (spider climb) m Tentacles (standard; at-will) ✦ Poison Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the target takes ongoing 5 poison and is slowed (save ends both). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is stunned instead of immobilized (save ends). Saving throws made against the carrion crawler’s paralytic tentacles take a –2 penalty. M Bite (standard; at-will) +12 vs. AC; 1d10 + 5 damage. Alignment Unaligned Languages — Str 20 (+8) Dex 16 (+6) Wis 14 (+5) Con 17 (+6) Int 2 (–1) Cha 16 (+6)
When the PCs can see into this area, read:
Perception Check DC 25: Within the sand pile, something is stirring.
The ceiling of this huge pillared chamber has collapsed, a great pile of sand collecting near the east wall. Three sets of doors exit this area, arrow slits lining the walls high above.
The carrion crawler bursts from the sand pile when the first PC passes the midpoint of the room.
Tactics The carrion crawler makes tentacle attacks against any PCs within reach, focusing on targets previously immobilized or stunned. The harpies fly down in the second round, using their alluring song to pull PCs into melee with the carrion crawler. The crawler has gained immunity to their alluring song but takes damage from their deadly screech. If two harpies are killed, the survivors flee through the hole in the ceiling once both are bloodied. The carrion crawler fights to the death.
4 Harpies
Level 6 Controller
Medium fey humanoid XP 250 Initiative +5 Senses Perception +5 HP 71; Bloodied 35 AC 20; Fortitude 17, Reflex 17, Will 19 Resist 10 thunder Speed 6, fly 8 (clumsy) m Claw (standard; at-will) +11 vs. AC; 1d8 + 2 damage. C Alluring Song (standard; sustain minor; at-will) ✦ Charm Close burst 10; deafened creatures are immune; +12 vs. Will; the target is pulled 3 squares and immobilized (save ends). When the harpy sustains the power, any target that has not yet saved against the effect is pulled 3 squares and immobilized (save ends). C Deadly Screech (standard; recharge 5 6 ) ✦ Thunder Close burst 4; +12 vs. Fortitude; 1d6 + 4 thunder damage, and the target is dazed (save ends). Alignment Evil Languages Common Skills Stealth +10 Str 15 (+5) Dex 15 (+5) Wis 14 (+5) Con 15 (+5) Int 10 (+3) Cha 19 (+7)
Features of the Area Illumination: Dim light by day; dark at night. Ceiling: 40 feet high. The hole rises through 10 feet of rough rock to the top of the bluff beyond. Pillars: These provide cover and can be climbed with a DC 15 Athletics check. Sand Pile: This pile of wind-blown sand stands 10 feet high and is difficult terrain. It takes a DC 12 Acrobatics or Athletics check to move through the area of the sand pile.
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GUARD HALL Encounter Level 5 (1,125 XP)
Setup 2 longtooth hunters (L) 1 iron cobra guardian (I) 5 human lackeys (H) This encounter takes place in areas 23, 24, 25, 26, and 27 of the fortress map. The guards stationed here are charged with preventing access to the lower level. The portcullis is always down and locked. One human lackey pulls watch duty in the hallway while the others eat or sleep in the barracks. The longtooth hunters maintain a post down below. Do not place the other lackeys, the longtooth hunters, or the iron cobra unless they are spotted or until they attack. When the PCs can see into the first section of corridor, read: The corridor ahead is stacked high with boxes, barrels, and crates. Beyond them, a lowered portcullis blocks access to a wide stairway leading down. A single human male, his face and cloak tanned by the sun, stands guard here. When the PCs have a good view of the stairwell, read: Halfway down the stairs is a landing upon which stands a rusted iron statue of a dwarf, an upraised pickaxe in one hand and a smith’s hammer in the other. Around its waist is a gleaming steel belt.
2 Longtooth Hunters
Level 6 Soldier
Medium natural humanoid, shifter XP 250 Initiative +7 Senses Perception +9; low-light vision HP 71; Bloodied 35 AC 22; Fortitude 20, Reflex 17, Will 16 Speed 5 m Longsword (standard; at-will) ✦ Weapon +12 vs. AC; 1d8 + 5 damage, and the target is marked until the end of the longtooth hunter’s next turn. M Hamstring (standard; encounter) ✦ Weapon The longtooth hunter makes a longsword attack. If the attack hits, it makes a secondary attack against the same target. Secondary Attack: +9 vs. Reflex; the target is slowed (save ends). Follow Quarry (immediate reaction, when an adjacent enemy shifts; at-will) The longtooth hunter shifts toward the enemy. Longtooth Shifting (minor, usable only while bloodied; encounter) ✦ Healing Until the end of the encounter or until rendered unconscious, the longtooth hunter gains a +2 bonus to damage rolls. In addition, for as long as it is bloodied, the longtooth hunter gains regeneration 2. Alignment Unaligned Languages Common Skills Athletics +14, Endurance +11, Nature +9 Str 20 (+8) Dex 14 (+5) Wis 13 (+4) Con 15 (+5) Int 10 (+3) Cha 9 (+2) Equipment chainmail, light shield, longsword
The statue’s ornate steel belt is actually an iron cobra charged with guarding this area. Perception Check DC 17: What appeared to be a steel belt is some sort of creature or construct, moving slowly as you approach. The iron cobra maintains its position as part of the stairwell sculpture until the PCs enter its guarded area (see the statistics block).
Tactics
Iron Cobra Guardian
Level 6 Skirmisher
Medium natural animate (construct, homunculus) XP 250 Initiative +7 Senses Perception +9; darkvision HP 75; Bloodied 37 AC 20; Fortitude 20, Reflex 18, Will 17 Immune disease, poison Speed 7; see also slithering shift m Bite (standard; at-will) ✦ Poison +11 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage (save ends). R Poison the Mind (standard; recharge 3 4 5 6 ) ✦ Psychic Ranged 10; only affects creatures taking ongoing poison damage; +8 vs. Will; the target is dazed and slowed (save ends both); see also guard area. Guard Area The iron cobra has been attuned to guard the landing of the stairwell, as well as the first 2 squares up and down the adjacent stairs. It defends this area with its life. The iron cobra can use its poison the mind power against any creature in its guarded area, even if the power hasn’t recharged and even if the target isn’t taking ongoing poison damage. Slithering Shift (move; at-will) The iron cobra shifts 3 squares as a move action. Alignment Unaligned Languages — Skills Stealth +10 Str 17 (+6) Dex 15 (+5) Wis 13 (+4) Con 19 (+7) Int 5 (+0) Cha 12 (+4)
5 Human Lackeys
Level 7 Minion
Medium natural humanoid XP 75 Initiative +3 Senses Perception +4 HP 1; a missed attack never damages a minion. AC 19; Fortitude 17, Reflex 14, Will 15; see also mob rule Speed 6 m Club (standard; at-will) ✦ Weapon +12 vs. AC; 6 damage. Mob Rule The human lackey gains a +2 power bonus to all defenses while at least two other human lackeys are within 5 squares of it. Alignment Unaligned Languages Common Str 16 (+6) Dex 11 (+3) Wis 12 (+4) Con 14 (+5) Int 10 (+3) Cha 13 (+4) Equipment leather armor, club
The human lackey on guard shouts out as soon as he sees the PCs. The others emerge from the barracks
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1 round later (or 1 round after they hear any sound of combat in the corridor). The lackeys fight in close proximity to take advantage of their mob rule power, flanking for combat advantage if possible. At any sound of combat from above, the longtooth hunters move onto the stairs and wait for the PCs to come through the portcullis. They open with hamstring attacks, then flank with their longswords. Once bloodied, they use longtooth shifting to stay in the fight. The iron cobra attacks any PCs that enter its guarded area, using poison the mind as often as possible.
Development If any of these guards are captured and interrogated, they reveal what they know of the complex in exchange for their freedom. However, their knowledge is incomplete. They believe that Queen Shephatiah is an eladrin who lairs in the great hall, and they know nothing of the mines below the fortress. See area 16 (page 68) and the “Great Hall” encounter (page 83) for more information.
Features of the Area Illumination: Lanterns shed bright light in the barracks, the upper corridor, and the lower guard post. Dim light on the stairs and the landing. Ceiling: 20 feet high. Crates and Boxes: These low stacks of crates and boxes provide cover and are difficult terrain. They hold rations stolen from Dunesend and a handful of caravans attacked by Queen Shephatiah’s raiders. Rusted Portcullis: The portcullis is locked in place, requiring a DC 23 Strength check to raise or break through. A character at the winch in the barracks can raise the portcullis with two move actions and a DC 10 Strength check, or can lower it as a
minor action. The portcullis can also be raised or lowered in 1 round by anyone bearing an Ironfell signet ring that is touched to the bars or the winch (a minor action). Barracks: This area housed the miners, crafters, and guards of the Karak Lode, while the smaller side chamber housed shift-captains. The stairs lead up to another barracks that is not part of this encounter area. Bunks: These triple-deck stone bunks are anchored to floor and ceiling. A few are in use by the guards, and are covered by rough mattresses and threadbare blankets. The side chamber holds double bunks of similar construction, though these remain unused.
Tables and Benches: A long trestle table with benches has been haphazardly constructed from old crates. An old table and a set of chairs sized for dwarves occupies the side room, but these are so full of dry rot that they crumble into dust and splinters if used. Lower Guardroom: A single bunk and table with two chairs occupies this small chamber. An arrow slit looks out into the corridor beyond. The door is locked (the longtooth hunters each have a key). Iron Statue: The statue on the landing stands 10 feet tall and depicts a dwarf miner of the Ironfell Clan.
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GREAT HALL Encounter Level 8 (1,625 XP)
Setup 1 dryad (D) 5 human lackeys (H) 1 longtooth hunter (L) 2 cacklefiend hyenas (C) This encounter takes place in areas 13, 14, 15, 16, 17, and 18 of the fortress map. Queen Shephatiah has placed a loyal dryad follower in command of the fortress, creating an effective decoy in the event that intruders manage to slip past the defenders of the upper levels. The real queen’s duplicity extends so far as to having all her servants in the fortress believe that this dryad is their true leader. The dryad cloaks herself in the illusion of an eladrin female. When the PCs enter this area, read: The heavy scent of decay is sharp here. Strange trees with silver-gray bark and gnarled branches rise almost to the ceiling, their thick roots punching down into the stone of the floor. Atop a dais to the north, an eladrin female sits upon an ornate throne. Five human brigands and a shifter warrior stand between you and the throne, moving to attack. If a PC succeeds on an Insight check opposed to the dryad’s Bluff, read: As if a veil had been lifted, you see through the corporeal disguise of the eladrin queen, revealing a foul humanoid plant creature beneath.
Dryad
Level 9 Skirmisher
Medium fey humanoid (plant) XP 400 Initiative +9 Senses Perception +12 HP 92; Bloodied 46 AC 23; Fortitude 22, Reflex 21, Will 21 Speed 8 (forest walk) m Claws (standard; at-will) +14 vs. AC; 1d8 + 4 damage, or 1d8 + 9 damage if the target is the only enemy adjacent to the dryad. Deceptive Veil (minor; at-will) ✦ Illusion The dryad can disguise itself to appear as any Medium humanoid, usually a beautiful elf or eladrin. A successful Insight check (opposed by the dryad’s Bluff check) pierces the disguise. Treestride (move; at-will) ✦ Teleportation The dryad can teleport 8 squares if it begins and ends adjacent to a tree, a treant, or a plant of Large size or bigger. Alignment Evil Languages Common, Elven Skills Bluff +10, Insight +12, Stealth +12 Str 19 (+8) Dex 17 (+7) Wis 17 (+7) Con 12 (+5) Int 10 (+4) Cha 13 (+5)
5 Human Lackeys
Level 7 Minion
Medium natural humanoid XP 75 Initiative +3 Senses Perception +4 HP 1; a missed attack never damages a minion. AC 19; Fortitude 17, Reflex 14, Will 15; see also mob rule Speed 6 m Club (standard; at-will) ✦ Weapon +12 vs. AC; 6 damage. Mob Rule The human lackey gains a +2 power bonus to all defenses while at least two other human lackeys are within 5 squares of it. Alignment Unaligned Languages Common Str 16 (+6) Dex 11 (+3) Wis 12 (+4) Con 14 (+5) Int 10 (+3) Cha 13 (+4) Equipment leather armor, club
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Longtooth Hunter
Level 6 Soldier
2 Cacklefiend Hyenas
Level 7 Brute
Medium natural humanoid, shifter XP 250 Initiative +7 Senses Perception +9; low-light vision HP 71; Bloodied 35 AC 22; Fortitude 20, Reflex 17, Will 16 Speed 5 m Longsword (standard; at-will) ✦ Weapon +12 vs. AC; 1d8 + 5 damage, and the target is marked until the end of the longtooth hunter’s next turn. M Hamstring (standard; encounter) ✦ Weapon The longtooth hunter makes a longsword attack. If the attack hits, it makes a secondary attack against the same target. Secondary Attack: +9 vs. Reflex; the target is slowed (save ends). Follow Quarry (immediate reaction, when an adjacent enemy shifts; at-will) The longtooth hunter shifts toward the enemy. Longtooth Shifting (minor, usable only while bloodied; encounter) ✦ Healing Until the end of the encounter or until rendered unconscious, the longtooth hunter gains a +2 bonus to damage rolls. In addition, for as long as it is bloodied, the longtooth hunter gains regeneration 2. Alignment Unaligned Languages Common Skills Athletics +14, Endurance +11, Nature +9 Str 20 (+8) Dex 14 (+5) Wis 13 (+4) Con 15 (+5) Int 10 (+3) Cha 9 (+2) Equipment chainmail, light shield, longsword
Large elemental beast XP 300 Initiative +5 Senses Perception +11; low-light vision HP 96; Bloodied 48; see also acid bloodspurt AC 19; Fortitude 20, Reflex 17, Will 18 Resist 20 acid Speed 8 m Bite (standard; at-will) ✦ Acid +10 vs. AC; 1d6 + 5 damage, and ongoing 5 acid damage (save ends); see also pack attack. C Fiendish Cackle (minor; recharge 5 6 ) ✦ Fear Close burst 3; deafened creatures are immune; targets enemies; +8 vs. Will; the target takes a –2 penalty to attack rolls until the end of the cacklefiend hyena’s next turn. C Acid Bloodspurt (when first bloodied; encounter) ✦ Acid Close burst 1; automatic hit; 2d8 acid damage, and ongoing 5 acid damage (save ends). Pack Attack A cacklefiend hyena deals an extra 1d6 damage against an enemy adjacent to two or more of the cacklefiend hyena’s allies. Harrier If a cacklefiend hyena is adjacent to an enemy, all other creatures have combat advantage against that enemy when making melee attacks. Alignment Chaotic evil Languages Abyssal, Common Str 20 (+8) Dex 14 (+5) Wis 14 (+5) Con 16 (+6) Int 6 (+1) Cha 10 (+3)
Tactics
behind one of her sussur trees if a PC steps onto the dais or hits her with a ranged attack. She stays at the edge of combat, hoping to pick off a lone PC to deal extra damage with her claw attacks.
The human lackeys stay close to take advantage of mob rule as they prevent anyone from reaching their queen. The longtooth hunter chooses a lightly armored target for his first hamstring attack. He stays in the thick of melee, flanking with the human lackeys or the cacklefiend hyenas if possible. The cacklefiend hyenas enter the fray in the second round, using fiendish cackle to harry foes, then following up with bite attacks. The dryad stays out of combat for as long as possible, holding her action and using treestride to teleport
Features of the Area Illumination: Dim light from shrouded oil lamps set high on the pillars. Ceiling: 40 feet high. Pillars: These provide cover and can be climbed with a DC 15 Athletics check. Dais and Throne: This stone platform stands 2 feet above the floor. Atop it is a marble throne carved
with bas-reliefs of dwarf miners at work. The throne provides superior cover to anyone who squeezes behind it. Sussur Trees: The power of the dryad has caused a grove of sussur trees to erupt through the flagstones of the floor, their topmost limbs brushing the ceiling. Also known as deeproot trees, sussurs grow only in the caverns of the Underdark. Their gnarled branches have few leaves but feature sprawling clusters of aerial roots. With a DC 17 Nature check, a PC determines that these trees must somehow be feeding on energy within the ground (the subtle emanations of chaos energy from the mines below). The trunks of these trees can be climbed with a DC 17 Athletics check. The sparse branches of a tree (beginning 10 feet up) provide concealment to anyone within them. Kitchen: The fortress’s main kitchen lies just off the great hall. It includes a side larder, now empty except for a lone sussur tree. Tables: These stone tables are tall enough that a Small creature can move under them and gain cover. It costs 2 squares of movement to hop up onto a table. A character can make a DC 17 Strength check to tip over a stone table, which then grants superior cover. Cistern: A well shaft descends 20 feet to a cistern of cold, crystal-clear water. A steel bucket and chain are bolted to the wall nearby. Dead Villager: The decomposing corpse of a villager from Dunesend lies next to the throne. If the PCs see through the dryad’s deceptive veil before she enters combat, they see her feet turn to roots digging deep into the body.
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CRYPTS
When the PCs enter this area, read:
Encounter Level 7 (1,500 XP)
Where this long hall turns back on itself, its walls are lined to both sides with steel doors etched with glowing Dwarven runes.
Setup 1 lesser berbalang (B) The dwarves of Karak interred their dead here. A berbalang now makes its lair among these ancient corpses.
When the berbalang emerges, read: One of the vault doors slams open. Within is a hideous creature with batlike wings and feral claws, shrieking as it attacks.
Tactics The berbalang summons a duplicate each round in an adjacent cell. The creatures focus on one or two lightly armored PCs, flanking to make use of their Lesser Berbalang
Level 7 Solo Skirmisher
Medium immortal humanoid XP 1,500 Initiative +13 Senses Perception +6 AC 22; Fortitude 19, Reflex 22, Will 18; see also psychic deflection HP 312; Bloodied 156 Saving Throws +5 Speed 6, fly 8 Action Points 2 m Claw (standard; at-will) +11 vs. AC; 1d8 + 5 damage. Summon Duplicate (minor, not while bloodied; at-will) ✦ Conjuration, Psychic The berbalang manifests an exact duplicate of itself in an unoccupied adjacent square. It can have no more than four duplicates at once, and duplicates cannot summon other duplicates. When a duplicate appears, it makes an initiative check and joins the battle on that initiative count. All damage a duplicate deals is treated as psychic damage. A duplicate has the same statistics as the berbalang except for its hit points. When the berbalang manifests a duplicate, the berbalang loses onequarter of its current hit points and the duplicate appears with that quantity of hit points. The berbalang’s maximum number of hit points remains the same. Duplicates last until the berbalang reaches 0 hit points, absorbs them, or uses sacrifice. A duplicate must stay within 10 squares of the berbalang at all times or it disappears.
berbalang sneak attack. When a duplicate is reduced to 20 hit points or fewer, the berbalang maneuvers next to it to make use of its sacrifice power. If reduced to 50 hit points or fewer, the berbalang flees the crypt and the fortress.
Features of the Area Illumination: The glowing runes of the vault doors fill the area with dim light. Ceiling: 20 feet high. Burial Vaults: The steel vault doors are scribed with glowing runes that list the names of those interred within. The remains held here have mostly been consumed by the berbalang.
Absorb Duplicate (standard, at-will) ✦ Healing The berbalang absorbs a duplicate adjacent to it and regains 30 hit points. Berbalang Sneak Attack A berbalang or a duplicate that flanks an enemy with another duplicate deals an extra 1d8 damage on melee attacks against that enemy. A Sacrifice (standard; at-will) ✦ Psychic Area burst 1 centered on a duplicate; the berbalang can cause one of its duplicates to explode in a burst of psychic gore; +8 vs. Fortitude; 2d8 + 5 psychic damage, plus the target is dazed (save ends). Miss: No damage, but the target is dazed (save ends). Hit or Miss: The berbalang takes 15 damage. Psychic Deflection (immediate reaction, when the berbalang is damaged by an attack; at-will) ✦ Psychic The berbalang can deflect the damage it takes from an attack to one of its duplicates. Any effects or secondary attacks included in the attack are also deflected to the duplicate. The damage a duplicate takes in this way is considered psychic damage. Alignment Evil Languages Supernal Str 16 (+8) Dex 22 (+11) Wis 13 (+6) Con 14 (+7) Int 14 (+7) Cha 15 (+7)
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FOILED AMBUSH Encounter Level 6 (1,225 XP)
Setup 1 troglodyte curse chanter (T) 5 cavern chokers (C) This encounter occurs only after the party has finished exploring the upper levels. Before the PCs can make further plans, a sandstorm descends on the area, forcing them to linger within the fortress. When the PCs return to the entry tunnel, read: The path you followed around the bluff is gone, swallowed by a raging sandstorm. It is not clear how long the storm will last, but the empty fortress offers shelter. However, on the sand-strewn floor past the portcullis, you notice something. Humanoid tracks have been laid down by bare feet, a telltale yellow feather trodden beneath them. The Birdman appears to have left the fortress, setting out into the deadly storm. If the PCs are inclined to go after the Birdman, they can brave the storm for only a few minutes before being forced back to shelter. No sign of the Birdman can be found. Queen Shephatiah learns of the PCs’ infiltration when the dryad fails to appear at area 29 with her daily report. The troglodyte curse chanter is charged with maintaining contact with the dryad, opening the secret tunnel from the mines with his Ironfell signet ring (see “Return to the Cells,” below). When the dryad failed to report and the curse chanter saw the Birdman’s cell empty, he sent word to Shephatiah and took a team of chokers to investigate.
Troglodyte Curse Chanter
Level 8 Controller (Leader)
Medium natural humanoid (reptile) XP 350 Initiative +5 Senses Perception +13; darkvision Troglodyte Stench aura 1; living enemies in the aura take a –2 penalty to attack rolls. HP 93; Bloodied 46 AC 23; Fortitude 22, Reflex 17, Will 22 Speed 5 m Quarterstaff (standard; at-will) ✦ Weapon +12 vs. AC; 1d8 + 2 damage. m Claw (standard; at-will) +10 vs. AC; 1d4 + 2 damage. R Poison Ray (standard; at-will) ✦ Poison Ranged 10; +11 vs. Fortitude; 1d6 + 5 poison damage, and the target is weakened (save ends). R Cavern Curse (standard; recharge 3 4 5 6 ) ✦ Necrotic Ranged 5; +11 vs. Fortitude; the target takes ongoing 5 necrotic damage and is slowed (save ends both). C Tunnel Grace (minor 1/round; recharge 4 5 6 ) Close burst 10; all allies in the burst gain +5 speed until the end of the troglodyte shaman’s next turn. C Chant of Renewal (standard; encounter) ✦ Healing Close burst 5; bloodied allies in the burst regain 15 hit points. Alignment Chaotic evil Languages Draconic Skills Dungeoneering +13, Endurance +14, Religion +9 Str 15 (+6) Dex 12 (+5) Wis 18 (+8) Con 21 (+9) Int 10 (+4) Cha 14 (+6) Equipment robes, quarterstaff, skull mask
This encounter assumes that the PCs set up camp in the northern overlook (area 19 of the fortress map). This area is the least despoiled and most defensible area of the complex. If the PCs choose to rest in another location, rework the encounter as necessary. This encounter occurs 4 hours after the PCs finish their previous exploration. This interrupts any attempt to take an extended rest. If some of the PCs indicate they are sleeping, note which characters are awake and which are on watch. The troglodyte curse chanter and one cavern choker come up from area 25. Four more cavern chokers approach from the courtyard and the corridor to
5 Cavern Chokers
Level 4 Lurker
Medium natural humanoid XP 175 Initiative +9 Senses Perception +3; darkvision HP 42; Bloodied 21 AC 17 (see also chameleon hide); Fortitude 15, Reflex 15, Will 13 Speed 6, climb 6 (spider climb) m Tentacle Claw (standard; at-will) Reach 2; +9 vs. AC; 1d8 + 3 damage, and the target is grabbed (until escape). A target trying to escape the grab takes a –4 penalty to the check. M Choke (standard; at-will) Grabbed target only; +9 vs. Fortitude; 1d8 + 3 damage. Body Shield (immediate interrupt, when targeted by a melee or a ranged attack against Reflex or AC; recharges when the choker makes a successful tentacle claw or choke attack) The cavern choker makes its grabbed victim the target instead. The choker cannot use this power to redirect attacks made by a creature it is currently grabbing. Chameleon Hide (minor; at-will) The cavern choker gains concealment until the start of its next turn. It can’t use this power while grabbing a creature or while grabbed. Alignment Unaligned Languages Common Skills Stealth +10 Str 17 (+5) Dex 17 (+5) Wis 13 (+3) Con 12 (+3) Int 6 (+0) Cha 6 (+0)
the west after slipping through the fortress’s lower level. The curse chanter uses his Ironfell signet ring to open any locked doors and raise the portcullis. Perception Check DC 17 (if the PCs left the portcullis down): From beyond the eastern door, you hear the rattling of a portcullis being raised. Just before the attack, the PCs receive a mysterious warning: Suddenly, the silence is shattered by a frantic chirping. The Birdman’s canaries are nowhere to be seen, yet their shrill warning echoes from the stones.
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When the chokers attack, read: You see sudden movement at the arrow slits along the south wall. Three gray-skinned creatures with long, spindly arms are squeezing through the narrow gaps. If the PCs have barred or spiked the eastern door, it takes the troglodyte 1d4 rounds to break through. When the troglodyte enters, read: A hulking troglodyte with a skull mask and staff bursts through the east door, another gray-skinned choker behind him.
Tactics The chokers make tentacle claw attacks against lightly armored PCs, grabbing in order to choke. They stay in the thick of melee with grabbed foes, trusting their body shield to deflect attacks. The troglodyte curse chanter hits the chokers with tunnel grace each round, using cavern curse against the strongest-looking melee combatants. It uses poison ray against PCs on the edge of the fray. All these creatures fight to the death for the Queen of the Drylands.
Development Any search of the curse chanter reveals the Ironfell signet ring he carries.
and a DC 10 Strength check, or can lower it as a minor action. A portcullis can also be raised or lowered in 1 round by anyone bearing an Ironfell signet ring that is touched to the bars or the winch (a minor action). Arrow Slits: These apertures provide superior cover to creatures on either side of them. However, they allow attacks to be made only in the two squares adjacent to them. A creature standing in a square adjacent to the wall 5 feet or more from an arrow slit cannot be seen by anyone on the other side. The cavern chokers’ rubbery bones allow them to squeeze through these narrow openings at half speed.
Features of the Area
RETURN TO THE CELLS
Illumination: Whatever the PCs use. Ceiling: 20 feet high. Rusted Portcullises: The portcullises are locked in place, requiring a DC 23 Strength check to raise or break through. A character at a winch near one of the arrow slits can raise a portcullis with two move actions
In the aftermath of combat, any Perception check notices a scattering of yellow feathers near the passage to area 16. Subsequent checks reveal more feathers in the hall at area 23 and outside area 29. If the PCs enter the area of the cells, they see the following.
The solid f loor of the southeast cell now contains a perfectly round hole at the head of a smooth-walled shaft leading straight down. Below the floor, an aging pulley system descends into darkness. The pulley raises and lowers an 8-foot-wide wooden lift platform that sits now a few feet below the hole. The battered platform is emblazoned with the faded crest of Clan Ironfell. Touching an Ironfell signet ring to the floor of the cell causes the magic portal to close or open. Of the mysterious Birdman, there is no further sign.
The Way Down The ancient hoist shows signs of repair and much use. Unless the PCs elect to descend the shaft in some other way (it takes a DC 25 Athletics check to scale its smooth walls), up to six characters can descend on the platform. It takes a DC 10 Strength check to lower the lift and a DC 15 Strength check to raise it. Up to two other characters can aid the character making the check.
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MINE ENTRANCE Encounter Level 8 (1,625 XP)
Setup 3 troglodyte spear warriors (W) 1 troglodyte mauler (M) 2 troglodyte impalers (I) The entrance to Queen Shephatiah’s mines are guarded by a force of troglodytes and the ancient dwarven trap they have restored. The troglodytes are on alert and waiting for the return of the curse chanter’s strike team. The tactical map shows their position if the PCs approach unseen and unheard (for example, by sending a scout down to reconnoiter). If these creatures are aware of the PCs’ approach, see below. When the PCs can see beyond the portcullis, read: The passage ahead is blocked by a portcullis, a pair of troglodytes on guard beyond it. From behind them comes the sound of voices speaking in hushed tones. The troglodytes sound an alarm as soon as they see the PCs, or if the curse chanter and its party do not reappear immediately after the descent of the lift. If the PCs take more than 1 round to decide how to attack, the troglodytes all move into defensive positions in the corridor.
Tactics The troglodytes initially stay back from the portcullis, trying to lure the PCs into approaching and triggering the poisoned dart wall trap. Once that trap is activated or bypassed, they approach. (The trap fires only south of the portcullis.)
3 Troglodyte Spear Warriors
Level 12 Minion
Medium natural humanoid (reptile) XP 175 Initiative +6 Senses Perception +5; darkvision Troglodyte Stench aura 1; living enemies in the aura take a –2 penalty to attack rolls. HP 1; a missed attack never damages a minion. AC 25; Fortitude 25, Reflex 22, Will 21 Speed 5 M Longspear (standard; at-will) ✦ Weapon Reach 2; +15 vs. AC; 7 damage. Alignment Chaotic evil Languages Draconic Skills Athletics +14, Endurance +13 Str 18 (+9) Dex 12 (+6) Wis 11 (+5) Con 16 (+8) Int 6 (+3) Cha 8 (+4) Equipment light shield, longspear
Troglodyte Mauler
Level 6 Soldier
Medium natural humanoid (reptile) XP 250 Initiative +6 Senses Perception +5; darkvision Troglodyte Stench aura 1; living enemies in the aura take a –2 penalty to attack rolls. HP 74; Bloodied 37 AC 22; Fortitude 21, Reflex 18, Will 19 Speed 5 m Greatclub (standard; at-will) ✦ Weapon +12 vs. AC; 2d4 + 4 damage, and the target is marked until the end of the troglodyte mauler’s next turn. m Claw (standard; at-will) +10 vs. AC; 1d4 + 4 damage. M Bite (minor 1/round; at-will) Requires combat advantage; +10 vs. Fortitude; 1d6 + 4 damage, and until the end of the troglodyte mauler’s next turn, healing on the target restores only half the total amount. R Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +12 vs. AC; 1d6 + 4 damage. Alignment Chaotic evil Languages Draconic Skills Athletics +12, Endurance +12 Str 18 (+7) Dex 12 (+4) Wis 15 (+5) Con 18 (+7) Int 6 (+1) Cha 8 (+2) Equipment greatclub, 2 javelins
Until the PCs raise the portcullis, the troglodyte warriors harry them with spear attacks from 2 squares away. Once the portcullis is up, the warriors
2 Troglodyte Impalers
Level 7 Artillery
Medium natural humanoid (reptile) XP 300 Initiative +5 Senses Perception +9; darkvision Troglodyte Stench aura 1; living enemies in the aura take a –2 penalty to attack rolls. HP 69; Bloodied 34 AC 22; Fortitude 22, Reflex 19, Will 18 Speed 5 m Spear (standard; at-will) ✦ Weapon +11 vs. AC; 1d8 + 4 damage. m Claw (standard; at-will) +9 vs. AC; 1d4 + 4 damage. r Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +12 vs. AC; 1d6 + 4 damage. R Impaling Shot (standard; recharge 3 4 5 6 ) ✦ Weapon Requires javelin; ranged 10; +12 vs. AC; 2d6 + 4 damage, and the troglodyte impaler makes a secondary attack against the same target. Secondary Attack: +10 vs. Fortitude; the target is restrained (save ends). Alignment Chaotic evil Languages Draconic Skills Athletics +12, Endurance +13 Str 19 (+7) Dex 14 (+5) Wis 13 (+4) Con 21 (+8) Int 7 (+1) Cha 9 (+2) Equipment spear, quiver of 6 javelins
form a defensive line, holding the PCs in place while the impalers and the mauler make ranged attacks from behind. The troglodyte impalers launch javelin attacks against lightly armored PCs and anyone making ranged attacks, using impaling shot as often as possible. Once the PCs move past the warriors, they continue to make ranged attacks for as long as possible, falling back into the northern chamber. An impaler makes spear attacks if surrounded, but it takes any opportunity to move back into javelin range. The troglodyte mauler moves up with his warrior allies to fight in the first rank when the PCs raise the portcullis. He targets the strongest-looking melee combatant in the first rank of PCs, marking the foe with greatclub attacks. All these creatures fight to the death.
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Seams of Chaos
Poisoned Dart Wall Trap
Within the rough mine shafts to the north, the PCs catch their first sight of the mysterious veins of red stone lining the walls of the mine.
Darts fire from the wall, preventing characters from advancing along the corridor.
Within the damp gray stone of the cavern walls, a faint light pulses. On close examination, you see veins of dark red twisting through the stone of the walls and ceiling, glowing with a dull light. A DC 17 Dungeoneering or Nature check reveals that this is not a known Underdark phenomena. A DC 17 Arcana check identifies the stuff as veins of raw elemental energy that has somehow leached into the natural world.
Features of the Area Illumination: None. Ceiling: 10 feet high Entry Shaft: The shaft descends 80 feet from the cell above to the mine below. Its sheer walls can be climbed with a DC 25 Athletics check. Lift Platform: The 8-foot-wide lift platform can carry up to six Medium or smaller creatures. It takes a DC 10 Strength check to lower the lift and a DC 15 Strength check to raise it. Up to two other characters can aid the character making the check. Mine Entrance: Just below the entry shaft, this finished stone chamber is piled high with ore carts, storage bins, shoring timbers, and spare parts for the hoist system. Guardroom: The guardroom contains a rough table and chairs, as well as the winch that controls the portcullis. Chairs: These are difficult terrain.
Level 6 Blaster XP 250
Trap: Each round on its initiative, the trap fires a barrage of poison darts that randomly attack 2d4 targets in the entire area south of the portcullis. Perception ✦ DC 17: The character notices the small holes in the walls. ✦ DC 21: The character notices the tripwire trigger. Initiative +7 Trigger When a character moves across the tripwire south of the portcullis, the trap rolls initiative. Attack Standard Action Ranged 20 Targets: 2d4 targets in range Attack: +11 vs. AC Hit: 1d8+2 damage and ongoing 5 poison damage (save ends). Countermeasures ✦ An adjacent character can disable the tripwire with a DC 17 Thievery check. ✦ A character who moves no more than 1 square on a turn gains a +5 bonus to AC against the dart attacks.
Tables: A table is tall enough that a Small creature can move under it and gain cover. It costs 2 squares of movement to hop up onto a table. A character can make a DC 10 Strength check to tip over a table, which then grants superior cover. Rusted Portcullis: The portcullis is locked in place, requiring a DC 23 Strength check to raise or break through. A character at the winch in the guardroom can raise the portcullis with two move actions and a DC 10 Strength check, or can lower it as a minor action. The portcullis can also be raised or lowered in 1 round by anyone bearing an Ironfell signet ring that is touched to the bars or the winch (a minor action).
Tunnels: Beyond the guardroom, the tunnels and chambers of the mine become hewn stone shored up by ancient timbers. Rubble: These sections of crumbling stone are difficult terrain.
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CHAOS MINES Encounter Level 7 (1,500 XP)
Setup 1 bloodweb spider swarm (S) 1 barlgura (B) 1 chillborn zombie (Z) 2 carrion crawlers (C) As the PCs make their way through the mine, they see signs of ancient battles and renewed mining activity. Recent tracks along the main passageway lead you on. The central caverns you pass through show signs of recent mining activity, though on a much smaller scale than the dwarves’ operations of old. Here and there, dwarf skeletons are strewn across the rocky ground, rusted weapons lying nearby. The dwarves of Karak appear to have slain each other in the end. Oddly, however, many of the skeletons appear to be missing their skulls. The track the PCs follow leads them to a former main cavern that now guards access to Queen Shephatiah’s lair. One of her demonic lieutenants has taken charge of marshalling the natural predators that lair here. As the PCs approach from the southeast, the barlgura watches from the cover of his ledge. When the PCs enter this area, read: A vast gallery opens up here where the dwarves of Ironfell once worked, their long-rotted bodies now scattered before you. The rickety remains of ancient ladders and carts are spread across the cavern. One prominent vein of the strange, red-glowing stone crosses this chamber’s f loor and climbs its walls, its cold light pulsing brightly.
Perception Check DC 7: As in the chambers above, more than half the dwarven bodies here are missing their skulls. DC 12: From around the corner of an outcropping, the shaggy head of a huge beast watches you. DC 17: The sounds of skittering stone echo faintly from further into the chamber, an unseen creature moving there. The chillborn zombie rises as soon as a PC passes through any square of elemental energy adjacent to it. When the chillborn zombie rises, read: A rustling in the rubble reveals a gray-skinned hand grasping the air. A bearded face follows, the animated corpse of a long-dead dwarf lurching to its feet. A cold mist f lows from between its black teeth. Bloodweb Spider Swarm
Level 7 Soldier
Medium natural beast (spider, swarm) XP 300 Initiative +12 Senses Perception +6; tremorsense 5 Swarm Attack aura 1; the bloodweb spider swarm makes a basic attack as a free action against each enemy that begins its turn in the aura. In addition, an enemy that enters or starts its turn in the aura is slowed (save ends) by strands of crimson webbing. HP 80; Bloodied 40 AC 21; Fortitude 16, Reflex 20, Will 16 Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks Speed 4, climb 4 (spider climb) m Swarm of Fangs (standard; at-will) ✦ Poison +10 vs. Reflex; 2d6 + 2 damage, and ongoing 5 poison damage (save ends). Alignment Unaligned Languages — Skills Stealth +15 Str 14 (+5) Dex 24 (+10) Wis 16 (+6) Con 16 (+6) Int 1 (–2) Cha 8 (+2)
Barlgura
Level 8 Brute
Large elemental beast (demon) XP 350 Initiative +7 Senses Perception +12; low-light vision HP 108; Bloodied 54; see also savage howl AC 19; Fortitude 20, Reflex 17, Will 17 Resist 10 variable (1/encounter; see glossary) Speed 8, climb 8 m Slam (standard; at-will) Reach 2, +10 vs. AC; 1d8 + 6 damage, or 2d8 + 6 damage if the barlgura is bloodied. M Double Attack (standard; at-will) The barlgura makes two slam attacks. Savage Howl (free, when first bloodied; encounter) The barlgura and all allies within 5 squares of the barlgura gain a +2 bonus to attack rolls until the end of the barlgura’s next turn. Alignment Chaotic evil Languages Abyssal Skills Athletics +15 Str 22 (+10) Dex 16 (+7) Wis 16 (+7) Con 18 (+8) Int 6 (+2) Cha 12 (+5)
Chillborn Zombie
Level 6 Soldier
Medium natural animate (cold, undead) XP 250 Initiative +5 Senses Perception +3; darkvision Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage. HP 71; Bloodied 35; see also death burst AC 22; Fortitude 20, Reflex 16, Will 16 Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant Speed 4 m Slam (standard; at-will) ✦ Cold +11 vs. AC; 1d6 + 4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends); see also ice reaper. C Death Burst (when reduced to 0 hit points) ✦ Cold The chillborn zombie explodes. Close burst 1; +9 vs. Fortitude; 2d6 + 2 cold damage, and the target is slowed (save ends). Ice Reaper ✦ Cold The chillborn zombie deals an extra 5 cold damage to an immobilized creature. Alignment Unaligned Languages — Str 19 (+7) Dex 10 (+3) Wis 10 (+3) Con 15 (+5) Int 2 (–1) Cha 6 (+1)
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2 Carrion Crawlers
Level 7 Controller
Large aberrant beast XP 300 Initiative +6 Senses Perception +5; darkvision HP 81; Bloodied 40 AC 20; Fortitude 19, Reflex 18, Will 17 Speed 6, climb 6 (spider climb) m Tentacles (standard; at-will) ✦ Poison Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the target takes ongoing 5 poison and is slowed (save ends both). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is stunned instead of immobilized (save ends). Saving throws made against the carrion crawler’s paralytic tentacles take a –2 penalty. M Bite (standard; at-will) +12 vs. AC; 1d10 + 5 damage. Alignment Unaligned Languages — Str 20 (+8) Dex 16 (+6) Wis 14 (+5) Con 17 (+6) Int 2 (–1) Cha 16 (+6)
Tactics The chillborn zombie wades into the largest group of PCs with slam attacks, targeting immobilized creatures for extra damage from its ice reaper power. The carrion crawlers surge into battle as soon as the zombie rises, targeting individual PCs with repeated attacks in the hope of a quick kill. The bloodweb spider swarm stays in the thick of combat to maximize the effect of its swarm attack aura, slowing the PCs in the hope of making them easier targets for the carrion crawlers. If it is not spotted, the barlgura waits until the PCs are engaged by the chillborn zombie or the bloodweb spider swarm before attacking. Once in melee, it makes double attacks, staying close to its servants to maximize the effect of its savage howl. It stays within the vein of elemental energy whenever possible, hoping that the area’s effect hinders any PC making melee attacks against it.
Development The chillborn zombie was once the mine-thane of Karak, killed with the rest of his people and raised to undeath by the lingering power of the elemental energy in this area. Any Perception check made to search the body shows that the ring finger on its right hand has been recently hacked off (when Shephatiah found and took the Ironfell signet ring).
Features of the Area Illumination: The vein of elemental energy fills the chamber with dim light. Ceiling: 60 feet high. Ledge: The barlgura’s ledge is 20 feet high. It can be climbed with a DC 20 Athletics check. Rubble: These sections of crumbling stone and debris are difficult terrain. Elemental Chaos: A vein of glowing red stone tainted with elemental energy crosses the cavern floor and climbs the walls. Creatures of chaotic evil alignment standing in a square of elemental chaos gain a +2 bonus to attack rolls and damage rolls. Creatures of any other alignment standing in a square of elemental chaos take a –2 penalty to attack rolls and damage rolls. Eggs: This clutch of a dozen 1-foot-diameter green ovoid spheres are carrion crawler eggs. If any PC approaches within 10 squares of the eggs during combat, the carrion crawlers gain a +2 bonus to attack rolls against that character.
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QUEEN’S RETINUE Encounter Level 10 (2,600 XP)
Setup Shephatiah, guardian naga (N) 2 lesser mezzodemons (M) 1 firelasher (F) This deep cavern was Clan Ironfell’s downfall. When the dwarves broke into this area, they uncovered a Queen Shephatiah, Guardian Naga
Level 12 Elite Artillery
Large immortal elemental* magical beast (reptile) XP 1,400 Initiative +10 Senses Perception +13; darkvision HP 186; Bloodied 93 AC 25; Fortitude 23, Reflex 24, Will 22 Saving Throws +2 Speed 6 Action Points 1 m Tail Slap (standard; at-will) Reach 2; +16 vs. AC; 1d8 + 3 damage, and the target is pushed 2 squares. R Word of Pain (standard; at-will) ✦ Psychic Ranged 20; +17 vs. Will; 2d8 + 4 psychic damage, and the target is immobilized (save ends). C Spit Poison (standard; recharge 5 6 ) ✦ Poison Close blast 3; +15 vs. Fortitude; 1d8 + 2 poison damage, and the target takes ongoing 5 poison damage, a –2 penalty to Fortitude defense, and a –2 penalty to saving throws (save ends all). A Thunderstrike (standard; recharge 5 6 ) ✦ Thunder Area burst 1 within 20; +16 vs. Fortitude; 2d10 + 4 thunder damage, and the target is dazed (save ends). Miss: Half damage, and the target is not dazed. Alignment Evil Languages Common, Deep Speeh, Draconic, Abyssal, Primordial Skills Arcana +15, History +15, Insight +13 Str 16 (+9) Dex 18 (+10) Wis 14 (+8) Con 15 (+8) Int 18 (+10) Cha 12 (+7) * Shephatiah is considered to be an elemental creature while she wears her primordial ring.
2 Lesser Mezzodemons
Level 7 Soldier
Large elemental humanoid (demon) XP 300 Initiative +9 Senses Perception +13; darkvision HP 113; Bloodied 56 AC 23; Fortitude 21, Reflex 18, Will 19 Resist 20 poison, 10 variable (2/encounter; MM 282) Speed 6 m Trident (standard; at-will) ✦ Weapon Requires trident; reach 2; +14 vs. AC; 1d8 + 4 damage. M Skewering Tines (standard; at-will) ✦ Weapon Reach 2; +14 vs. AC; 1d8 + 4 damage, ongoing 5 damage target enemies only and the target is restrained (save ends both). While the target is restrained, the mezzodemon can’t make trident attacks. C Poison Breath (standard; recharge 5 6 ) ✦ Poison Close blast 3; targets enemies; +12 vs. Fortitude; 2d6 + 2 poison damage, and ongoing 5 poison damage (save ends). Alignment Chaotic evil Languages Abyssal Skills Intimidate +11 Str 20 (+10) Dex 15 (+7) Wis 16 (+8) Con 17 (+8) Int 10 (+5) Cha 13 (+6) Equipment trident
rift leading directly to the Elemental Chaos. Disaster struck as the rift flared, its terrible energy spreading along the veins of chaos stone throughout all the caverns of Karak. The dwarves of Clan Ironfell turned on each other in madness and were slain to the last. When those in the fortress above came down in search of their kin, they too were lost. The guardian naga Queen Shephatiah found her way to this cavern from the Elemental Chaos, discovering and learning how to control the rift. (Shephatiah is treated as an elemental creature by virtue of the primordial ring she wears. See the treasure entry in “Features of the Area.”) When the PCs can see into this area, read: A circular cavern before you shows signs of excavation on its far side. However, the way ahead is blocked by a wide
crevice that pulses with a lurid red glow. In the shadow of that light stand two red-skinned demons, slashing the air with three-clawed hands. Behind them are piled hundreds of dwarven skulls, a gruesome bier on which coils a serpentine creature with a humanlike face.
Tactics Queen Shephatiah and her defenders remain on their side of the rift, intent on forcing the PCs to come to them. The mezzodemons move to the edge of the rift and use poison breath against targets in range. They make
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Firelasher
Level 11 Skirmisher
Large elemental magical beast (air, fire) XP 600 Initiative +12 Senses Perception +5 HP 108; Bloodied 54 AC 25; Fortitude 21, Reflex 25, Will 20 Immune disease, poison; Resist 25 fire Speed fly 8 (hover) m Fire Lash (standard; at-will) ✦ Fire Reach 2; +14 vs. Reflex; 2d8 + 5 fire damage. C Wildfire Cyclone (standard; recharge 5 6 ) ✦ Fire Close burst 2; +14 vs. Reflex; 2d6 + 5 fire damage, and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone. Whirlwind Dash (standard; recharge 6 ) ✦ Fire The firelasher can move up to twice its speed. It can move through spaces occupied by other creatures without provoking opportunity attacks. It must end its move in an unoccupied space. Any creature whose space the firelasher enters takes 10 fire damage. Mutable Shape The firelasher can squeeze through spaces as though it were a Medium creature. Alignment Unaligned Languages Primordial Str 11 (+5) Dex 21 (+10) Wis 11 (+5) Con 12 (+6) Int 7 (+3) Cha 8 (+4)
trident attacks against PCs within reach on the rift’s far side, or against those who attempt to cross it. Once engaged in melee, they make skewering tines attacks. Shephatiah uses word of pain and thunderstrike against targets on the far side of the rift, targeting ranged combatants or PCs not engaging the mezzodemons. If the PCs cross the rift, she moves behind the skull pile and continues to attack at range, making word of pain attacks. The firelasher lurks in the rift, emerging in the second round. It moves through the PCs with its whirlwind dash, making wildfire cyclone attacks in an attempt to push targets into the rift. If Shephatiah is killed or knocked unconscious, the firelasher and the mezzodemons flee through the
rift and disappear into the Elemental Chaos. The selfstyled Queen of the Drylands fights to the finish.
Conclusion Set apart from the refuse and debris of Shephatiah’s lair, the PCs find clues that explain how the naga reopened the mines—and hints of future conflicts. A DC 17 Search check within the chamber turns up a set of scrolls holding parchment correspondence written and transported by the naga’s mezzodemon lieutenants. The missives are in Deep Speech, and require a DC 17 Intelligence check to translate. The parchments detail how Shephatiah discovered the portal leading to the Karak Lode on a sojourn within the Elemental Chaos. They also make reference to the reopening of the mines being financed by a group that the scrolls do not name. These unknown masters have claimed the wealth of the Karak Lode for themselves, and are having that wealth shipped to them by way of the elemental rift. While the parchments indicate that this group intends to ramp up production in the mines in response to an increasing need for ore, the cryptic notes indicate that Shephatiah herself does not know the identity of those she works for. (If Queen Shephatiah is kept alive for questioning, do not let the PCs find the scrolls. Instead, have the naga bitterly bargain for her freedom, offering the PCs the above information if they allow her to flee.)
Features of the Area Illumination: The rift fills the area with dim light. Ceiling: 20 feet high. Bed of Skulls: Queen Shephatiah’s nest is composed of hundreds of dwarven skulls taken from the bodies that litter the mines. The pile provides cover and is difficult terrain for any creature smaller than Large.
Elemental Chaos Rift: A 20-foot-deep chasm cuts through the stone floor of the cavern, filled at the bottom with what appears to be bubbling magma shot through with vibrant hues of purple and blue. This barrier of elemental energy is a gate to the Elemental Chaos. The walls of the rift can be climbed with a DC 20 Athletics check. Elemental creatures can jump into the rift to pass through to the Elemental Chaos (a move action that deals no damage). All other creatures jumping or falling into the rift take 2d10 falling damage. Nonelemental creatures that hit the bottom of the rift find themselves waist-deep in a field of raw elemental energy. This is difficult terrain and deals 3d6 damage per round to nonelemental creatures within it. Treasure: In addition to any other treasure you place here, Queen Shephatiah wears a primordial ring on the tip of her tail and has an Ironfell signet ring hidden behind her bed of skulls (Perception DC 17).
Primordial Ring
Level 14
This ring consists of twisted metal bands whose colors shift before your eyes. Item Slot: Ring 21,000 gp Property: You are treated as an elemental creature (MM 281) as long as the ring is worn. Power (Daily): Minor Action: Gain resistance 10 variable (MM 282) until the end of the encounter or for 5 minutes. You cannot use this power to resist a damage type to which you have a vulnerability. If you’ve reached at least one milestone today, your resistance 10 variable becomes (2/encounter). G
About the Author Greg is a lifelong gamer who has been writing adventures for the past half-dozen years. He received his first ENnie award this year leaving only the Heisman Trophy and Nobel Prize left on his list of lifetime goals. He considers himself to be well ahead of schedule.
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"The armies that today march across the fi elds and mountains of the world will tomorrow be forgotten, as will we all. But do not fear the progress of history, nor give up in today’s fight, for our efforts are far from futile. Instead, prepare your sword and shield and stand against the tide that threatens to overwhelm our lands. For though you and I may be forgotten in the years to come, what we do today will echo through the ages and determine the fate of all those who follow in our footsteps."
by Rodney Thompson illustrations by Jason A. Engle, Rob Alexander and Steve Prescott ✦ cartography by Mike Schley
Den of the Destroyer An adventure for 7th-level characters
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
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“Den of the Destroyer” is an adventure for five 7thlevel characters. By the end of the adventure, the characters should reach 9th level. You can run this adventure as the sequel to “The Lost Mines of Karak,” continuing the unfolding story of the Scales of War adventure path, or run it as part of a campaign of your own design. In this adventure, the PCs are called back to Brindol by a surprising summons that sees them undertake a dangerous mission to an abandoned githzerai fortress. Along the way, they must deal with bounty hunters hired by an old enemy, and confront a vile gang of gnolls terrorizing Elsir Vale.
BACKGROUND Some months ago, a mysterious figure calling himself only the Emissary contacted the hobgoblin chieftain Sinruth and spurred him into reviving the marauding horde known as the Red Hand of Doom. Unbeknownst to both Sinruth and the PCs, this Emissary was the shadar-kai arms dealer Sarshan. Simultaneously, Sarshan began sending messages to the leader of a band of gnoll mercenaries, a disciple of Yeenoghu named Fangren, in the hopes of inciting the gnolls in a similar fashion. The gnolls were not so easily commanded, however, forcing Sarshan to take more drastic steps. While the goblins were content to raid Brindol thanks to little more than motivational letters, the gnoll mercenaries required something more. In order to secure their services, Sarshan arranged for the gnolls to receive several shipments of shadar-kai weapons from his storehouses in the Shadowfell. In exchange, Fangren agreed to lead his mercenaries
across Elsir Vale, pillaging, plundering, and seizing as many captives as possible. Fangren and his mercenaries went about the agreed-upon task with gusto, carving a swath of destruction across the borders of Elsir Vale. Using an ancient gith zerai monastery known as Fortress Graystone for their base of operations, the gnolls began kidnapping innocent inhabitants of the Vale for their own sinister pleasures. Most of their raids focused on outlying settlements, allowing them to wreak havoc without drawing the attention of more powerful parties. As the gnolls found more and more success in their raids on the Vale, their leader grew even hungrier for power. Soon, Fangren came to believe that their success was not due to shadar-kai weaponry but by the favor of the demon lord Yeenoghu. Fangren quickly started to see himself not as merely the leader of a band of gnolls, but as a chosen one of Yeenoghu, with a destiny to become one of the demon lord’s exarchs. While he sent his bands of mercenaries across the Vale, Fangren began gathering the components for the bloody ritual that would infuse him with the foul power of Yeenoghu. The gnoll shaman has completed the first phase of the ritual deep inside the githzerai fortress, opening an energy conduit to the Elemental Chaos in the hope of embracing the power of the Ruler of Ruin. However, the creation of this conduit and the powerful magic of Fangren’s ritual have had an effect the gnoll shaman did not expect. Within the Hall of Great Valor in Brindol, magic long hidden within an ancient ceremonial sword has been awoken. A week past, the sword spoke, begging the aid of a group of heroes—and asking for the PCs by name.
ADVENTURE SYNOPSIS In the aftermath of “Rescue at Rivenroar,” the PCs recovered not only the kidnapped inhabitants of Brindol but also several relics of great historical value to the inhabitants of Elsir Vale. Among these was a ceremonial platinum longsword. Though the folk of the vale have no knowledge of the sword being magic (and though the PCs would have detected no magic within it), it contains a primal essence that has been reawakened by Fangren’s powerful rituals. (If the PCs did not recover the treasures of the Hall of Great Valor, the sword was recovered by a local patrol that mopped up at Rivenroar after the party left.) The PCs are assumed to be in the city of Overlook when the adventure begins, most likely after returning and resting up from their adventures in “The Lost Mines of Karak.” The PCs hear that a messenger has recently arrived from Brindol, desperately seeking the party. On further investigation, the PCs discover that this messenger has been captured by a band of Lost Ones, the powerful thieving guild the PCs faced off against in “Shadow Rift of Umbraforge.” After rescuing the messenger, the players are beseeched to return to Brindol. Arriving in the town, the PCs head to the Hall of Great Valor and speak with the curator Sertanian, then with the sword itself. Identifying itself as Amyria, the sword charges the party with a mission: travel to an abandoned githzerai fortress now occupied by savage gnoll mercenaries, then perform a ritual to transform the sword into its true form. Even as the PCs weigh their next move, bounty hunters from Overlook attack the museum, wrecking the place as they target the party on behalf of an unknown patron.
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With the sword in their possession, the PCs travel to the githzerai fortress. However, the arduous journey is made more dangerous by another bounty hunter—the elf Gilgathorn, who knows that Sarshan is the one who has put a price on the PCs’ heads. The PCs arrive at the monastery and fight their way through its gnoll defenders, Gilgathorn waiting for an opportune moment to make his move. In the end, the PCs find the ritual chamber and face off against Fangren. The energy conduit to the Elemental Chaos has been opened, the shaman channeling the power of Yeenoghu against the PCs. After defeating Fangren, the PCs perform the ritual that transforms the spirit of Amyria into its true form—a mysterious young woman who will come to play a central role in the events the PCs are caught up in.
THE QUESTS “Den of the Destroyer” offers the opportunity for PCs to earn quest XP in two places. Provided here is a list of quests, and their rewards, in the adventure. Major Quest—The Ritual of Amyria The PCs must reach the ritual chamber in Fortress Graystone, then perform the ritual described to them by the spirit trapped within the platinum longsword. Reward: 2,000 XP. Minor Quest—The Captives’ Fate The PCs need to discover what happened to the citizens of Elsir Vale who have been kidnapped by the gnolls. Reward: 350 XP.
PREPARING FOR ADVENTURE “Den of the Destroyer” takes the PCs from the city of Overlook to Brindol, and then to a gith zerai fortress hidden in the Giant’s Shield mountains. As they seek to end the threat of the gnoll shaman Fangren and his followers, the PCs are pursued by bounty hunters who they eventually discover have been sent by the shadar-kai arms dealer Sarshan. One of those bounty hunters—the elf Gilgathorn—is an ongoing threat as the PCs take the fight to the gnolls in Fortress Graystone. If you are anxious to start the adventure, read the introductory material (including the “Finding the Messenger” skill challenge) and the first two encounters (“Kidnappers” and “The Hall of Great Valor”). This will take the PCs up to the point where the sword asks for their aid, providing an exciting first adventure session. The bulk of the combat encounters take place within the ancient githzerai monastery known as Fortress Graystone. Some of the encounters within the fortress can take place in different areas, so familiarize yourself with the citadel’s overall layout.
What You Need to Play This adventure contains everything you need to play, including background information, setup, and encounters (including tactical maps). Reading through the DUNGEONS & DRAGONS 4th Edition rules is your first best step to understanding and preparing to run the adventure. As mentioned above, read through at least the opening sections and initial encounters before starting. This review enables you
to become familiar with the material and the style of presentation. The sections below describe the adventure format.
REVELATIONS “Den of the Destroyer” leads directly into the climax of the heroic tier adventures in the Scales of War adventure path. Many of the disparate pieces of information the PCs have gathered over the course of their previous adventures begin to come together in this adventure. As such, you will want to emphasize the following points of revelation to the players. ✦ The gnolls of the Wicked Fang pack have been hired by the shadar-kai arms dealer Sarshan to do his bidding in Elsir Vale. He has given them specific instructions, including seizing (and holding) Fortress Graystone and kidnapping powerful individuals from across the Vale. ✦ A bounty has been placed on the PCs’ heads by Sarshan himself. ✦ Fortress Graystone is more than an ancient ruin. The gith zerai who built it did so to protect a long-dormant energy conduit that links the site to both the Elemental Chaos and the Astral Sea. ✦ Sinruth, from “Rescue at Rivenroar,” was also manipulated into doing Sarshan’s bidding by the arms dealer’s deception. ✦ The platinum sword from Brindol is in reality the alternate form of a divine being whose full identity and purpose are yet to be revealed.
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Using Tactical Encounters
Monster Statistics
Features of the Area
Each encounter includes several common elements.
Encounters include stat blocks for each monster type present in the encounter. If more than one monster of a particular kind is present, the stat block indicates how many creatures can be found.
This section describes special features noted on the map. If the location has items or areas of interest with which the characters can interact, those features are described here. Look here to see if a door is out of the ordinary, if an altar has a secret compartment, or if the area includes treasure.
Encounter Level Each tactical encounter assumes a group of five player characters. An encounter of average difficulty is one where the encounter level is equal to the level of the party. Encounters that are 1 or 2 levels lower than the party are easy encounters, while encounters that are a higher level than the party are difficult encounters. For overcoming an encounter, a group earns the XP value noted beside the encounter level. This amount should be divided by the number of group members, and an equal amount should be awarded to each character.
Setup This section of a tactical encounter provides you with the basic parameters of the encounter. First, it provides a key to the monsters in the encounter so you can locate them on the tactical map. Next, it provides context or background information for the encounter. The map of each encounter area indicates where the monsters are located when the encounter begins. The setup section also describes what the monsters are doing and how they react when the PCs arrive.
Read Aloud Text Read aloud text provides information detailing what the characters can see and are aware of. You do not have to read it word for word; feel free to paraphrase and use your own words when describing this information. Use read aloud text wisely. It is written for the most common approach to a particular situation, but what your player characters do might require you to alter the information in any number of ways.
Tactics This entry describes special actions the monsters take to defeat the adventurers. Sometimes this means the monsters take advantage of special features of the area or make use of special powers or equipment.
Map Each encounter includes a map keyed with the initial locations of each monster. The map also indicates the location of any special features of the area.
Treasure Preparation As with the previous installments of the Scales of War adventure path, this adventure makes use of the parcel system of treasure rewards described in the Dungeon Master’s Guide. The characters should accumulate fifteen parcels by the end of the adventure. You can supply these treasures in whatever way you wish, but the sidebar presents the most likely areas to feature treasure. During your preparation, assign parcels to the areas in the spaces provided.
TREASURE PARCELS Parcel A: Parcel B: Parcel C: Parcel D: Parcel E: Parcel F: Parcel G:
_____________________________ , Temple of Pelor. ___________________________ , Hall of Great Valor. __________________________________ , The Stairs. __________________________, Githzerai Mind Trap. __________________________________ , The Cells. ___________________________ , Training Chamber. _________________________ , Meditation Chamber.
Parcel H: ____________________________ , Marshaling Point. Parcel I: Parcel 14, Marshaling Point. Parcel J: ______________________________ , Ritual Chamber. Parcel K: _____________________________ , Ritual Chamber. Parcel L: ______________________________ , Thorn’s Attack. Parcel M: Parcel 15, Thorn’s Attack. Parcel N: Parcel 16, Thorn’s Attack.
Based on the guidelines in the Dungeon Master’s Guide, the following parcels can go in the spaces above. Rely on the wish lists your players gave you for the first four parcels. Parcel 1: Magic item, level 11 Parcel 2: Magic item, level 11 Parcel 3: Magic item, level 9 Parcel 4: Magic item, level 8 Parcel 5: 1,500 gp art object + 400 gp Parcel 6: Three 500 gp gems + 200 gp Parcel 7: 500 gp gem + 800 gp Parcel 8: 1,100 gp Parcel 9: Eleven 100 gp gems
Parcel 10: Three 250 gp art objects + two potions of healing Parcel 11: 600 gp Parcel 12: Four 100 gp gems Parcel 13: One 250 gp art object + 50 gp Parcel 14: Wicked Fang* Parcel 15: Figurine of wondrous power: elderwood falcon* Parcel 16: Figurine of wondrous power: ironwood hound* * See “Appendix II, New Items,” page 96.
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STARTING THE ADVENTURE The adventure begins after the PCs return to Overlook following the events of “The Lost Mines of Karak.” Though a sense of urgency should prevail once things get underway, there is no set time frame for the messenger to arrive from Brindol. In particular, if the PCs are behind their expected XP totals (each character should be at about the midpoint of 7th level going into this adventure), feel free to run a side trek adventure to get them to where they need to be.
MESSAGE FROM BRINDOL The adventure begins when a messenger from Brindol arrives in Overlook searching for the PCs. The messenger, a young human woman named Alys, arrived in Overlook a day before. Unfortunately, when she sought the PCs out through the city watch, her queries also reached the ears of the Lost Ones (see “Siege of Bordrin’s Watch,” page 15, and “Shadow Rift of Umbraforge,” page 9). Alys’s arrival was unfortunately timed. Mere days ago, a bounty was placed on the PCs by Sarshan, the shadar-kai arms dealer the party dealt with in “The Shadow Rift of Umbraforge.” Sensing opportunity, the Lost Ones have kidnapped the messenger, hoping to glean information from her that might allow them to get the advantage over the PCs.
When the players are ready to begin, read the following. The day is dreary, the sky threatening rain. Suddenly a voice calls out behind you, and you turn to see a familiar face. While the PCs are out in the city, they run into either Kalad (the dwarf paladin from “Siege of Bordrin’s Watch” and “Lost Mines of Karak”) or Reniss (the half-elf ranger they met in “Shadow Rift of Umbraforge”). After initial greetings, the NPC passes on the following information. “Word on the street is that someone’s looking for you. A messenger from Brindol. She was in the market, asking everyone in earshot if they knew you. She said her name was Alys, sounded desperate.”
Settling Old Scores If the PCs tussled with the Lost Ones in “Siege of Bordrin’s Watch,” the kidnapping marks the party’s third encounter with the members of that underworld guild. Those previous encounters (and the drubbing the Lost Ones likely received at the PCs hands) have left them hungry for revenge. One of the guild’s underbosses, a human named Szagyn, assumes that Alys is a compatriot of the PCs, and hopes to use what she knows to gain the advantage. If the PCs’ previous skirmishes with the Lost Ones were particularly memorable (and especially if you added additional run-ins between the party and the guild), feel free to play up this encounter as a kind of final showdown. If the PCs are unlucky in the skill challenge below, the Lost Ones gain unexpected allies—a group of mysterious killers targeting the PCs.
The Death Squad In “Siege of Bordrin’s Watch,” the PCs might have tussled with a murderous group featuring two doppelgangers. In the aftermath, they likely discovered a note with the names of a number of adventurers, including four of the party. These death squads are actually agents hired by Sarshan with a specific goal: hunting down and slaying professional adventurers that might interfere with his plans. Following his encounter with the PCs in the Shadowfell, Sarshan dispatched one of his most powerful death squads to hunt down and slay them. Thus far, the PCs have eluded them, but should the party fail the following skill challenge, they must face both the Lost Ones and the death squad simultaneously. If the PCs do face the death squad in the temple of Pelor, they find another list among the doppelgangers’ belongings, this time with detailed descriptions of the PCs, sketches, and extensive notes on the party’s exploits. Though this does not tell them who hired the death squad, the note combined with the news of the bounty on their heads should be a strong indicator that someone is out to get them.
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Finding the Messenger Skill Challenge
Level 7 XP 1,500
By a combination of investigation and stealth, you must track the kidnapped messenger across the city. As the PCs attempt to find Alys, the messenger from Brindol, they discover that she has been kidnapped by agents of the Lost Ones. Because the PCs do not immediately know that Alys has been kidnapped, this information is revealed after their first success in the skill challenge. Have an NPC the PCs are interacting with report the following: “Alys you say? That girl from Brindol, said she was looking for them that put down the orc raid? She passed this way an hour ago, but I saw her go off with some of them Lost Ones. They seemed a little too happy to see her, if you know what I mean.” Complexity 5 (requires 12 successes before 3 failures). Primary Skills Insight, Intimidate, Perception, Stealth, Streetwise, Thievery. Other Skills Bluff, Diplomacy Victory If the PCs achieve 12 successes before 3 failures, they discover that Alys is being held in an abandoned temple of Pelor in the Nine Bells district, and they are able to make their way there without drawing attention to themselves. Defeat If the PCs get 3 failures before 12 successes, they discover where Alys is being held, but their actions bring them to the attention of Sarshan’s death squad. In the “Kidnappers” encounter (page 71), the PCs face two separate groups and a much tougher challenge. Special Some of the skill checks below have specific requirements that must be met before a PC can make them. For example, the PCs must use Streetwise to track down a Lost Ones operative in order to use Intimidate. Making Intimidate checks against random people on the street yields no information. Insight (DC 14) The PC draws on his or her previous experiences fighting the Lost Ones to intuit the group’s revenge motive against the PCs, or to determine where in the city Lost Ones agents are most likely to be found. Intimidate (DC 14) After locating a Lost Ones operative or ally with a Streetwise check, the PC can seek answers by force.
Perception (DC 14) The PC spots evidence of the Lost Ones’ passage along the route where Alys was taken—a scrap of parchment with the PCs’ names on it, reeking muddy bootprints that indicate the kidnappers have recently spent time in Nine Bells, and so on. Stealth (DC 19) The PC eavesdrops on merchants, beggars, and other denizens of the streets in order to pick up information that those afraid of the Lost Ones will not reveal directly. Streetwise (DC 14) The PC keeps his ear to the ground, picking up information from his contacts within the city. In addition, a successful Streetwise check is necessary before the party can make an Intimidate or Thievery check. Thievery (DC 19) After locating a Lost Ones’ meeting place with a successful Streetwise check, the PC uncovers details of the kidnapping. Bluff or Diplomacy (DC 14) By interacting with merchants, street urchins, or associates of the Lost Ones, the PC helps to narrow down the search. With a successful check, the PC gains a +2 bonus on his or her next Insight, Perception, or Streetwise check.
Gilgathorn’s Warning Before the PCs enter the temple of Pelor to deal with Szagyn and the other kidnappers, they encounter an elf by the name of Gilgathorn. This encounter can take place at any point during the skill challenge, as you see fit. At a natural break in the action, read the following: “I’d be careful if I were you,” calls a voice from above. Looking up, you see a heavily armed elf sitting casually on the slanted eaves above the door of a nearby building. The elf wears a patch across one eye, appraising you carefully with the other. “The Lost Ones aren’t going to be gentle when you find them. They’ve got reason enough to kill you, even if you didn’t have a bounty on your head.”
The elf introduces himself as Gilgathorn, “Thorn to my friends.” He calls himself a mercenary by trade, but in truth, he is a bounty hunter. Like the Lost Ones, he has discovered that the PCs have had a large bounty placed on their heads. However, knowing the party’s reputation, he has no intention of confronting them openly. Thorn shows up later in the adventure, first in Brindol, then in Fortress Graystone where he finally makes his move. Though the PCs might be initially suspicious of Thorn, he is sincere in wanting to make sure the party survives the encounter with the Lost Ones (though only to prevent them from claiming the bounty themselves). Thorn confirms for the PCs that the Lost Ones are behind Alys’s disappearance, and that they seek revenge for their previous defeats at the party’s hands. Assuming her to be an accomplice of the PCs, the Lost Ones plan to interrogate her in order to obtain information on the party’s movements, then to set up an ambush. Thorn tells the PCs that the bounty on their heads is the hefty sum of 1,000 gp, and that the identity of the person wanting them dead remains as yet unknown. However, while it is true that the Lost Ones have no idea who they work for, the canny Thorn has already connected the bounty with Sarshan. If the PCs ask Thorn how he knows these things, he simply smiles and tells them he keeps his ear to the ground, like them. If they need further convincing, allow them to confirm what Thorn tells them with subsequent checks in the skill challenge. Thorn intends to secretly follow the PCs to the Lost Ones’ hideout in Nine Bells, watching in order to size them up. However, if the PCs have trouble in that encounter (most likely because the failed skill challenge increases the odds against them), you can
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Warning on the Road
have Thorn step in to aid them. Though his goal is to slay the PCs at a point when their resources have been depleted, he is too smart to do so within the city.
The Abandoned Temple of Pelor The temple of Pelor is part of the Divine Knot, the cluster of nine temples that give the Nine Bells district its name. Abandoned for years, the temple has been taken over by the sacrilegious Lost Ones as a secret meeting place where they can avoid the attention of the city watch. Tactical Encounter: “Kidnappers” (page 71).
RETURN TO BRINDOL With the Lost Ones defeated and Alys rescued, the PCs learn the reason for the messenger’s search. Though she was beaten by the Lost Ones, Alys is strong, and she recovers herself quickly when she realizes who the PCs are. She explains that she has
been a messenger in Elsir Vale for many years, and has run into trouble more than once in her career. Alys speaks with the measured countenance of someone reciting a memorized message. “Greetings from Sertanian, castellan of the Hall of Great Valor. I beseech you to return to Brindol with all haste, as your presence is needed here. The matter concerns one of the relics that you recovered while saving myself and our town’s other captives in Rivenroar, and is most urgent.” Sertanian appeared in “Rescue at Rivenroar,” and the PCs should remember him well. If he did not survive that adventure, the message is from his apprentice Aeomon, who inherited responsibility for the Hall of Great Valor after his master’s death. Alys knows nothing more than what she has been told, though she confides to the party that she has never seen old Sertanian as fearful as when he sent her forth. The PCs have time to tie up any loose ends in Overlook before they depart for Brindol with Alys as escort.
The journey from Overlook to Brindol is relatively uneventful. However, as they approach the point where the Dwarf Road meets the Old North Road at the foot of Lake Restin, the PCs encounters a band of soldiers on patrol. They are stopped for questioning, their names quickly recognized if they give them. The leader of the patrol identifies himself as Zoram Splintershield, a dwarf whose folk dwell in the foothills of the Giant’s Shield. He and his troop are patrolling the roads around the lake and the Blackfens. Zoram tells the PCs that in the past few weeks, there have been a number of unprovoked attacks and abductions in the north of Elsir Vale. Though patrols like his scour the roads in search of these bandits, they have so far come up empty. Moreover, Zoram informs the PCs that the abductions seem to be perpetrated by gnolls, who have traditionally stayed well clear of the vale. The PCs have heard or seen no sign of gnolls during their time on the road. As such, Zoram bids them a safe journey to Brindol, but warns them to keep a wary eye out for any trouble.
Arrival at Brindol The journey to Brindol takes a little over a week. Arriving late at night, the PCs find the Hall of Valor closed up tight, Alys telling them that Sertanian will likely already be in bed at his home outside of town. However, the party’s arrival is noted by a family member of one of the captives rescued from Rivenroar. The PCs are invited to dinner and offered comfortable lodging. While speaking with their hosts, they learn the following.
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“Things have been quiet in Brindol since that awful business, all thanks to your brave efforts, again and always. Still, there’s families packing up and taking to the road, more and more each week. There’s talk of gnolls attacking settlements in the north, and word of the orcs rising up in the Stonehome. Dark days are coming, or so it seems.”
The Hall of Great Valor The next morning, the PCs make their way to the Hall of Great Valor to meet Sertanian. This adventure assumes that the PCs had the opportunity to see the hall at some point during “Rescue at Rivenroar.” If not, paraphrase the following. The Hall of Great Valor is as you last saw it, its glass cases lining the walls with relics of Elsir Vale’s past. Three freestanding displays show off artifacts of the vanquished Red Hand of Doom, a large map of the surrounding lands updated with details of the Hand’s most recent forays against Elsir Vale and its people. Where he dusts relics in a display case across the room, a familiar grey-haired figure rises. Sertanian smoothes out his stained smock as he bows. “My friends,” he says. “Welcome back to Brindol.” Sertanian thanks the PCs for their quick arrival, but any Insight check reveals the castellan’s unease. Only after locking the doors of the hall will he tell the party why he has summoned them here. “You recall the platinum blade that was one of the treasures taken by Sinruth and his hobgoblin horde. Upon its return to the hall, it seemed none the worse for its ordeal. It is a relic of some worth and sentimental value, but holds no magic that I or any of my predecessors here have noted. But then a week ago, while working late at night, I heard a voice, calling
me. From its case, the sword spoke to me, beseeching me to summon heroes to its aid. It asked for all of you by name.” Sertanian explains that after the sword began speaking, he removed it from its display case and hid it in the hall’s back room. He leads the PCs to a cluttered workspace, where the platinum longsword lies beneath a cloth on a table. When the cloth is removed, read the following. Without warning, the small workroom is filled with a woman’s voice, weak. “You have come, my heroes, but my thanks must be brief. I am Amyria, and I have summoned you here from great need. I know it must seem strange to hear me speak, but I assure you that this form is only temporary. It is for that reason that I beseech you for your aid. “Decades ago, a race of monastics born of the Elemental Chaos established a fortress in Elsir Vale. These were the githzerai, who lived secretly in their remote outpost before suddenly vanishing. Their Fortress of Graystone was well hidden, and remained uninhabited for long years. “Some months ago, Fortress Graystone was invaded and claimed by a pack of gnoll mercenaries calling themselves the Wicked Fang. Their leader, a sadistic follower of the demon lord Yeenoghu, has begun to send his raiders out into Elsir Vale and beyond. In recent weeks, this gnoll chieftain Fangren has managed to open a conduit of power to Yeenoghu’s realm in the Elemental Chaos. He plans to claim some small fragment of the demon lord’s power, transforming himself into an exarch of the Beast of Butchery. It was the creation of this conduit that awoke me from my age-long slumber. “If Fangren completes his ritual, demonic forces will have gained a foothold in the mortal realm. More importantly, that conduit to the Elemental Chaos can be
manipulated through a ritual that I will provide to you. This is the boon that I pray you grant me. Bring me to Fortress Graystone and free me from this prison.” The sword explains that it can provide directions to Fortress Graystone, and that it will answer any questions as best it can. What will the ritual you are giving us do? “The ritual will free me from my current form, restoring me to my rightful body. I can say no more than that. Though I am granted the power to speak to you, my memory has been fractured by long years of sleep.” Why does the ritual have to be performed in Fortress Graystone? “In opening the conduit to the Elemental Chaos, Fangren unwittingly set the stage for my restoration. The ritual will alter the conduit such that it can channel energy from other planes to fuel my transformation.” What about the gnolls? “The Wicked Fang tribe is not to be underestimated. They are strong and steeped in demon worship. While making your way to the fortress will almost certainly be dangerous, the threat to Elsir Vale and the wider world is great.” What else do you know about Fortress Graystone? “The fortress is built into the side of a peak of the Giant’s Shield. No roads or trails travel to the fortress, so the journey will be arduous.” Can you tell us what we will find at the fortress? “Alas, I cannot. When the rift was opened, Fangren’s thoughts and plans came to me as in a dream that woke my own mind. I have not seen him since, and
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my spirit grows weaker with every hour that passes. Before long, I fear that my voice and thought will be lost once more.” At a natural break in the exchange between Amyria and the PCs, trouble arrives in the form of bounty hunters intent on collecting the price on the PCs’ heads. The bounty hunter Thorn puts in an appearance, and is there to speak to the PCs in the aftermath. Tactical Encounter: “The Hall of Great Valor” (page 73).
DEPARTING BRINDOL The attack by the bounty hunters should reinforce the warning Thorn gave the PCs in Overlook. The elf tells the PCs that he is as surprised to find them there as they are to see him. He speaks of how he was passing through Brindol on his way to a job in Marthton when he saw the burning hall and came to lend what assistance he could. He also adds that before he left Overlook, he heard rumors of the PCs’ confrontation with the Lost Ones, and that the bounty on their heads had been doubled in the aftermath. Thorn’s story is, of course, a lie. He followed the bounty hunters to Brindol in the hope that they would kill the PCs, after which he would slay them and take the credit for himself. At the very least, he expected the fight to weaken the PCs enough for him to take them on, but the party’s prowess in battle has proved even more formidable than he expected. Having been eavesdropping outside the Hall of Great Valor, Thorn knows all that the PCs know of Amyria and her quest. His plan now is to get to Fortress Graystone ahead of the party, setting traps along the
way as a means of forcing them to expend resources. By chance, Thorn has been inside Fortress Graystone, and he knows a great deal about its defenses.
Amyria’s Plight When the sword spoke to the PCs in the Hall of Great Valor, they noted the weakness of its voice. If and when the PCs attempt to speak to Amyria en route to Fortress Graystone, the spirit within the sword reiterates that each time it talks, its waning life force is further diminished. If the PCs have specific questions that Amyria can answer, the sword makes the effort to speak. However, Amyria does not know any information regarding their journey beyond the general route to the fortress that she earlier described. Travel to Fortress Graystone Skill Challenge
Level 7 XP 900
The journey to Fortress Graystone is well off the established trade roads and trails of Elsir Vale. You have many challenges ahead, and you have only yourselves to rely on as you make your way to the stronghold. In addition to the natural challenges of the trip, the bounty hunter Thorn plans to wear the PCs down during their journey to the citadel, then to kill them there. The PCs must navigate the hazardous wilderness of the Giant’s Shield as they seek Fortress Graystone. However, an unseen foe shadows their route, and is intent on making their journey much more dangerous. Complexity 3 (requires 8 successes before 3 failures). Primary Skills Athletics, Endurance, History, Nature, Perception. Other Skills Perception. Victory If the PCs achieve 8 successes before 3 failures, they manage to safely reach Fortress Graystone without a significant loss of resources.
Defeat If the PCs get 3 failures before 6 successes, they reach Fortress Graystone but their delays and setbacks leave them exhausted. Each PC loses 1 healing surge. Special This skill challenge features an enemy actively working against the PCs as they attempt to find their way to Fortress Graystone. The first time the PCs fail an Athletics or Nature check, or if a successful check beats the DC by 5 or more, they see evidence that whatever hazard or pitfall they attempted to avoid has been set up for them by agents unknown. Once the PCs realize that they are being shadowed, they can make secondary Perception checks to be on the lookout for signs of ambush or entrapment. Athletics (DC 8) The PC scales a tree or climbs a rock outcropping to spot signs of the path ahead, or to catch a glimpse of Fortress Graystone in the distance. Endurance (DC 14) The PCs sleep less, take longer watches, and scout increasingly farther ahead in an attempt to thwart the actions of whoever is stalking them. This check can be made only after the PCs realize that someone is actively seeking to hinder their progress (see “Special,” above). This is a group check. One character acts as lead, while the others make checks to aid that character. Each ally that gets a result of 10 or higher provides a +2 bonus to the lead character’s check (which counts as the check to determine a success or a failure). History (DC 14) The PC attempts to recall lore regarding the history of Fortress Graystone, identifying major landmarks that help the party find a safe route. Nature (DC 14) The PC identifies natural hazards and potential dangers on the journey, finding a route that goes through easier terrain. Perception (DC 19) The PC is able to spot hazards and dangers that have been intentionally hidden or created by the unknown forces shadowing the party. A successful Perception check grants a single PC a +2 bonus to his or her next primary skill check made in the challenge.
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FORTRESS GRAYSTONE Fortress Graystone sits built into the side of a low peak of the Giant’s Shield mountains. The structure is well hidden from the eyes of the inhabitants of Elsir Vale, as was the intention of its builders. A massive stone staircase leading into the side of the mountain is the only entrance. Fortress Graystone was constructed by a band of githzerai monastics whose reasons for dwelling in the mortal realm have been lost to history. Later explorers found evidence that the citadel was built as a place of training and meditation for the githzerai, and assumed that its remote location had been chosen for its defensive value. However, what no one realized is
that Fortress Graystone was built to defend what lies hidden within it. In their home in the Elemental Chaos, the githzerai discovered a thinning in the barrier between that plane and the world. Making their way to the world, they searched for and found this planar breach in the Giant’s Shield mountains. There, they built a fortress around the point of planar instability, attempting to prevent the damage that might occur to both planes should the breach be fully opened. Decades ago, the githzerai inhabiting Fortress Graystone vanished without a trace. Recently, Sarshan ordered the gnolls of the Wicked Fang pack to travel here and secure the fortress as part of their deal with the shadar-kai arms dealer. Little did
Sarshan know what Fangren would find there. Though he is hardly a scholar, the gnoll shaman obtained knowledge of planar magic that allowed him to tap into the power hidden within the fortress. Now, he seeks to use it for his own dark ends. When the PCs approach the fortress, read the following. For the last day, thick forest has been giving way to rolling foothills. Now, the hills rise to a sudden wall of rocky peaks rising high above the trees. A rough gravel path winds its way along the base of the mountains, the first sign of a true trail that you have seen since your departure from Brindol.
The Fortress Fortress Graystone reflects the aesthetic of the githzerai who built it, demonstrating balance between the chaos of their birthplace and the order they sought to impose upon their own lives. The fortress takes its name from the distinctive gray stone found in this area of the Giant’s Shield, colored that way by prevalent veins of platinum ore. The stone walls of the fortress are decorated with bas reliefs and carvings that have withstood the passage of years with little deterioration. However, the arrival of the Wicked Fang gnolls has changed that.
Features of the Fortress Different areas of Fortress Graystone share the following common features. Illumination: All rooms within the fortress except the meditation chamber are brightly lit. The secret passages are dark, except for two small areas beneath the open trapdoors at the marshaling point. Doors: The doors in Fortress Graystone are unlocked, with two exceptions. The door leading from
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the marshaling point to the ritual chamber requires a key (possessed only by Fangren) or a DC 14 Thievery check to open. Likewise, the door leading into the marshaling point requires a key (possessed only by the Wicked Fang warmaster and the ruin-touched beastcaller) or a DC 19 Thievery check to open. Doors open inward from the adjacent corridors. Stairs: The rubble-strewn stairs within the fortress are difficult terrain. Secret Passages: The githzerai built several secret passages within Fortress Graystone, with entrances in the githzerai mind trap, the meditation chamber, and at the marshaling point. Thorn knows of these passages, and uses them to avoid the effects of the fortress’s traps as he reactivates them.
Extended Rests Fortress Graystone provides few places where the PCs can take an extended rest without having the gnolls regroup to search for them. In the event that the party needs to restore itself, the PCs will need to retreat into the forest outside to do so. Taking an extended rest allows any gnolls alerted to the PCs’ presence to regroup and call for backup. Feel free to use an extended rest as an opportunity for Thorn to attack (see page 77), as well as a chance to set up reinforcement encounters within the citadel. Place these new encounters in areas the PCs have already cleared out, but make sure that such encounters don’t overly tax the party’s newly replenished resources. With the PCs 7th or 8th level by now, most reinforcement encounters should be 4th or 5th level— enough to demonstrate the Wicked Fang’s resources but not to be a significant drain on the party. (Minions are a great way to fill up a reinforcement encounter.)
When the PCs end their extended rest, let them see or hear reinforcements arriving and entering the citadel. Unless the party wants to deal with the new threat immediately (in which case, you can improvise an encounter outside the fortress entrance), give the PCs time to plan for these additional encounters once they go back inside.
1. The Entrance The wide stairs rising up the mountainside climb toward a set of double doors flanked by four statues. The Wicked Fang gnolls have set up their first line of defense here. Tactical Encounter: “The Stairs” (page 75).
2.–4. Githzerai Mind Trap The mind trap is a special chamber designed by the githzerai to guard the fortress against incursion. This trap consists of a series of linked teleportation portals that shift destinations rapidly, making it impossible to quickly move a large strike force into the fortress. Called a mind trap due to the mental discipline required to pass through it to the interior of the fortress, the portal system was deactivated by Fangren when the gnolls first arrived. Unfortunately for the gnolls guarding this area, Thorn reactivated the trap before moving deeper into the building, leaving several gnolls stuck trying to find their way out when the PCs arrive. Tactical Encounter: “Gith zerai Mind Trap” (page 79).
5. The Cells This oddly shaped chamber was once the living quarters of the githzerai. It currently serves as a makeshift prison within which the Wicked Fang pack keeps a
handful of prisoners. Fangren has been using these Elsir Vale captives in twisted experiments, transforming them into abyssal wretches. Tactical Encounter: “The Cells” (page 81).
6. Training Chamber A waterfall flows into this room from above, driving a system of shallow aqueducts that allowed the githzerai of the fortress to simulate the chaos of battle in their combat training. This chamber is currently occupied by several ruin-touched gnolls and their slaughterfang hyena mounts. Knowing that the ruin-touched gnolls had undergone horrific rituals to infuse them with demonic power, Fangren called upon them to aid his quest when he first devised his plan to ascend to the status of exarch of Yeenoghu. Tactical Encounter: “Training Chamber” (page 83).
7. Meditation Chamber The doors leading into this area are covered with scrawled warnings in Common and Abyssal to stay out. This room is divided into two distinct chambers. The smooth walls of the southern portion are designed to represent the peace of law, while the rough stone of the northern chamber represents the tumult of chaos. Githzerai warriors would meditate here at the boundary between chaos and order. Spiritual echoes of the githzerai and manifestations of their inner chaos plague this chamber. The gnolls consider it a haunted place, and they will not enter. Tactical Encounter: “Meditation Chamber” (page 85).
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8. Marshaling Point Once a gathering place for the gith zerai, this area has been transformed into a training ground and living space for the gnolls. Debris and refuse litter the f loor, while recruits train here under the watchful eye of their pack’s warmaster and a shadar-kai agent sent from Sarshan. The doors are locked but the ruin-touched beastcaller (in the training chamber) has a key. Present in the marshaling point is a shadar-kai weaponmaster by the name of Kyrion. One of Sarshan’s most trusted agents, Kyrion has traveled
NO PRISONERS If Kyrion is killed or flees before the PCs can interrogate him, any search of the chamber finds the following note among his belongings: Kyrion, Let me make my orders clear: you are there only to train the gnolls, not to fight for them. Watch yourself; they are a bloodthirsty and violent lot, and they may turn on you. You may need to remind them from time to time that I pay them well for their services, and that I can withdraw my support for their butchery at any time. Be careful of their leader, for he is far more cunning than others would give him credit for. I would not have even considered trying to trick them into service with that “Emissary” deception that riled up that fool Sinruth. These gnolls have the power of their foul god on their side. They are not to be trifled with. — Sarshan
to the world to deliver the sword Wicked Fang to the gnolls and to train them in the use of shadar-kai weapons. Kyrion has no loyalty to the Wicked Fang tribe, and fights only to defend himself. Tactical Encounter: “Marshaling Point” (page 87).
Sarshan’s Plots Whether Kyrion flees, is slain, or is captured alive, the PCs can discover his connection to the gnolls— and to the party’s previous adventures. If he is captured and questioned, Kyrion offers up his story and a pledge to leave Elsir Vale in exchange for his freedom and a weapon to defend himself. Whether Kyrion is interrogated or not, see the skill challenge on the next page. If Kyrion is freed by the PCs, he stays true to his word to leave Elsir Vale. Interrogating the Weaponmaster Skill Challenge
Level 8 XP 350
If he survives his encounter with the party, the shadar-kai weaponmaster Kyrion offers the PCs their best chance to uncover the full truth of the plots unfolding around them. The shadar-kai knows the truth behind the gnolls’ plots in Elsir Vale. Now the PCs just need to convince him to talk. Complexity 1 (requires 4 successes before 3 failures). Primary Skills Bluff, Diplomacy, Heal, Insight, Intimidate. Victory The PCs learn that Kyrion was sent by Sarshan to train the gnolls in the use of shadar-kai weapons. They also learn that Sarshan is responsible for convincing the gnolls to seize Fortress Graystone and to go on a kidnapping spree across Elsir Vale. Finally, they learn that Sarshan was also responsible for provoking Sinruth into reviving the Red Hand of Doom. In addition, the PCs learn that the sword wielded by the gnoll warmaster is a unique weapon, crafted specifically for the Wicked Fang pack on Sarshan’s orders. According to Kyrion, Wicked Fang—so named in honor of Fangren’s pack— is said to carry a curse and have a history steeped in blood.
Defeat If the PCs fail the skill challenge, Kyrion still imparts the knowledge from the first paragraph above, but not the second paragraph, hoping the PCs will overlook the importance of the weapon. Bluff (DC 14) The PC attempts to trick Kyrion into thinking that Fangren has betrayed him, hoping that the shadar-kai will betray the gnolls in turn. Diplomacy (DC 14) The PC earns Kyrion’s respect by praising the shadar-kai’s battle prowess. Heal (DC 8) The PC binds Kyrion’s wounds, earning his grudging gratitude by ensuring that he will live to fight again. Insight (DC 19) By listening to and watching the shadar-kai, the PC intuits some aspect of his true relationship with the gnolls. Intimidate (DC 19) The PC manages to break Kyrion’s resolve with base threats of violence.
Ritual Chamber The ritual chamber was built around the planar rift discovered within the mountain by the githzerai. Using dark rituals stolen from his ruin-touched allies, Fangren has corrupted the energy of this place, creating a conduit to the Elemental Chaos and the power of the demon lord Yeenoghu.
SHADAR-KAI WEAPONS Their shadar-kai weapons give the gnolls an advantage in their raids, but these blades require the special training Kyrion provides. The shadarkai short sword is statistically identical to the katar (PH 218), while the shadar-kai greatsword is statistically identical to the fullblade (Adventurer’s Vault 9). Though the weapons have a jagged and shadowy appearance, this provides no additional mechanical benefit.
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instructs the PCs to draw it and perform its ritual. If one of the PCs has the Ritual Caster feat, the sword directs its instructions to that character. Otherwise, any PC can perform the ritual under the sword’s direction. The ritual takes 10 minutes. A vortex of brilliant energy opens up in the air as the platinum sword is gently tugged from your hands. It rises to hover in the air before the newly formed conduit, tendrils of silver light reaching out to touch it. You are blinded by a brilliant flash, then an instant later, the ritual chamber falls silent. Standing before you is a young human female of unearthly beauty and grace. Her silver hair hangs down her back, a band of chalk-white pigment stretching from one temple to the other across her eyes. She is garbed in armor made of slender, overlapping plates. In one hand, she holds a leather-bound tome; in the other, the platinum longsword. “I am Amyria,” she says. “Who are you, and why am I here?”
Unlike with most planar portals, physical objects and creatures cannot pass through the conduit, which serves only to draw energy into the mortal realm. This planar energy is critical to Fangren’s dream of ascending to exarch status, as well as to Amyria’s ritual. Tactical Encounter: “Ritual Chamber” (page 89).
AMYRIA’S RITUAL With the conduit safely closed and the threat of Fangren and his allies ended, the platinum sword from Brindol begins to speak once more. The voice sounds even weaker, its life force all but spent as it
The ritual has transformed the spirit within the platinum longsword into Amyria, a being who is far more than she appears. However, much to her own consternation, Amyria is not fully certain why she has been brought here. She does not recognize the PCs or their names, and has no memory of her words to them while her spirit lingered within the sword. “I remember that I am Amyria,” she says softly, “and I have lived many lives. I was in the sword. I remember you freed me. The ritual you performed transformed the planar breach in this place, allowing it to channel the energy of the Astral Sea. Energy necessary for my transformation.” She looks to you, eyes bright. “I have been reborn with purpose, even if that purpose is yet unclear to me.”
Beyond her minimal recollections, Amyria is a clean slate—her transformation a literal rebirth. Though she is of an adult mindset, she knows nothing of her own past. The leather-bound tome is a ritual book that Amyria gives to the party with her thanks. It contains a modified version of the ritual just performed, allowing them to stop the flow of energy that fuels a planar portal.
Seal Portal You close a portal between two locations safely, ensuring that nothing can come through it in the future. Level: 8 Category: Binding Time: 10 Minutes Duration: Permanent
Component Cost: 100 gp Market Price: 680 gp Key Skill: Arcana
You sever the magical connections that bind one place to another by way of a portal. The completion of this ritual successfully shuts a currently active portal and seals it. No creature, object, or energy can pass through a sealed portal. The portal is not destroyed, though it becomes both invisible and intangible, meaning that it cannot be perceived or interacted with while sealed. If the portal would normally disappear after a certain amount of time, it does so. At the completion of this ritual, make an Arcana check. A sealed portal can be reopened with the linked portal, planar portal, or true portal rituals, but the creature performing the ritual to reopen the portal must make an Arcana check that equals or exceeds the results of the Arcana check you made when performing this ritual. You can remove the seal on a portal you have sealed by performing this ritual on it again.
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The magic of a sealed portal can be detected with the Arcana skill. The level of the magical phenomenon (the seal, not the portal itself ) is equal to your level at the time you performed this ritual.
Amyria, Scion of Bahamut The following statistics for Amyria represent her current form. Though this concludes this adventure (and Amyria will be going her own way once the PCs reach Overlook), DMs can use these statistics as both a point of reference and an NPC statistics block in case a particular campaign calls for it. Amyria
Level 10 Elite Skirmisher (Leader)
Medium immortal humanoid XP 1,000 Initiative +11 Senses Perception +10 Aura of Recovery aura 2; allies that start their turn in Amyria’s aura gain a +1 bonus to all saves until the start of their next turn. HP 200; Bloodied 100 AC 24; Fortitude 19, Reflex 22, Will 23 Resist radiant 10 Saving Throws +2 Speed 6 Action Points 1 m Longsword (standard; at-will) ✦ Radiant, Weapon +15 vs. AC; 1d8 + 5 damage plus 1d6 radiant damage. M Crusader’s Assault (standard; at-will) ✦ Radiant, Weapon Requires longsword; +15 vs. AC; 1d8 + 5 damage plus 1d6 radiant damage, and one of Amyria’s allies within 10 squares makes a basic attack as a free action against the same target. C Radiant Rebuke (immediate interrupt; when targeted by a melee attack; at-will) Close burst 1; +13 vs. Reflex; 2d6 + 5 radiant damage. Memory of A Thousand Lifetimes (free; encounter) Amyria adds 1d6 to a d20 roll she just made. Alignment Lawful good Languages Common, Draconic, Supernal Skills Diplomacy +13, Religion +15 Str 10 (+5) Dex 12 (+6) Wis 21 (+10) Con 12 (+6) Int 18 (+9) Cha 16 (+8)
Instructions from Sarshan When the PCs search Fangren’s body, they find a series of notes and missives from Sarshan to the gnoll chieftain. They relay orders to the Wicked Fang pack, including the following. I cannot stress the importance of holding Fortress Graystone. Among the assignments I have given you, this should be your top priority. I have armed you well enough that you should be able to repel all invaders. Do what you will with your prisoners, but continue taking them. Focus your efforts on those who seem to be of some importance; do not waste your time with farmers and commoners. I am sending someone to train your recruits in the use of our weapons, at your request. However, I expect you to leave this one alone. The witch I sent to you was one of my personal advisors, and now she is ruined. Do not treat my people so callously as you do your own.
CONCLUDING THE ADVENTURE Having rid Fortress Graystone of the Wicked Fang pack, performed the ritual to transform the platinum sword into Amyria, and sealed the conduit to the planes, the PCs have finished their mission and can depart at their leisure. As they exit the fortress, Amyria requests that they accompany her to Overlook, not back to Brindol, as she believes she has business there. Should the PCs resist, she will not put up a fight, though she will set off for the city without them should they choose to go elsewhere. Eventually, however, the PCs need to return to Overlook. Not only is this the starting point of the
RETURN TO THE SHADOWFELL At the conclusion of this adventure, the PCs have learned that Sarshan stands at the center of many of their recent adventures. It is understandable that the PCs might be inclined to head straight to the Shadowfell in order to deal with the shadar-kai. However, if you wish to allow such action, be aware that the PCs won’t face the arms dealer directly until a later adventure. When the PCs arrive at Umbraforge, they discover the tower’s windows dark and the entire complex seemingly abandoned. The tent camps at the foot of Sarshan’s tower remain intact and inhabited, but the only shadar-kai who remain were not in Sarshan’s service. They can tell the PCs that, shortly after their departure, Sarshan and his entire organization departed from Umbraforge for parts unknown. With no knowledge of where Sarshan went, this should put the PCs off his trail, for a while at least.
next adventure, it is (as the PCs will soon discover) a critical location in a war that expands far beyond what they suspect. If the PCs accompany Amyria to Overlook, she bids them farewell once they reach the entrance to the city, slipping away into the crowd. If any of the party should attempt to follow her, she goes to the Temple of Ioun in the Nine Bells district. There, she immediately becomes lost in prayer, lingering indefinitely.
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KIDNAPPERS Encounter Level 9 (2,150 XP) Encounter Level 11 (3,050 XP)*
Setup 4 Lost One kidnappers (K) 2 ravenous attack dogs (R) Szagyn, Lost One underboss (U) 3 death squad assassins (A)* * Only if the PCs failed the “Finding the Messenger” skill challenge. After completing the skill challenge, the PCs make their way to the abandoned temple of Pelor where the messenger from Brindol is being held by the Lost Ones. When the PCs approach the temple, read: As you enter Nine Bells, the rain that has been threatening all day begins to fall. By the time you locate the temple of Pelor, the streets are all but empty, the inhabitants of the district fled to shelter. From the outside, the temple entrance is set above a short flight of stone stairs. The f lare of lightning shows where relief carvings once adorned the temple’s outer walls, but these are unrecognizable after years of neglect and abuse. When the PCs enter, read: Water covers the cracked marble floor where broken freestanding frescoes block four doors in the far wall. Rain pours down through a square opening in the ceiling, shards of stained glass clinging to its edges. Beneath it, a
young woman in tattered traveling garb has been gagged, blindfolded, and bound to a wooden chair. Perception Check DC 14: Well-gnawed bones spread across the room and the reek of wet fur suggest the presence of dogs somewhere within the temple. DC 19: A f lash of lightning through the open ceiling reveals faint movement behind the frescoes, figures lurking there. A sentry at the door alerted the Lost Ones to the PCs’ approach, giving them time to bind and gag Alys and get into position behind the frescoes. 4 Lost One Kidnappers (K)
Level 7 Soldier
Medium natural humanoid XP 300 Initiative +6 Senses Perception +4 HP 79; Bloodied 39 AC 23; Fortitude 20, Reflex 18, Will 18 Speed 6 m Longsword (standard; at-will) ✦ Weapon +14 vs. AC; 1d8 + 5 damage M Grab and Go (standard; at-will) +12 vs. Fortitude; 1d8 + 5 damage, and the Lost One kidnapper slides 2 squares, then slides the target 2 squares. The target must end its slide adjacent to the kidnapper’s new position. Kidnap (free; encounter) When the Lost One kidnapper hits a target with its Grab and Go ability, the distance both creatures slide is increased to 4 squares. Alignment Unaligned Languages Common Skills Stealth +9 Str 19 (+7) Dex 13 (+4) Wis 13 (+4) Con 15 (+5) Int 9 (+2) Cha 12 (+4) Equipment leather armor, long sword
2 Ravenous Attack Dogs (R)
Level 7 Skirmisher
Small natural beast XP 300 Initiative +7 Senses Perception +3 HP 80; Bloodied 40 AC 21; Fortitude 19, Reflex 18, Will 16 Speed 6 m Bite (standard; at-will) +12 vs. AC; 1d4 + 7 damage M Tripping Lunge (standard; recharge 5 6 ) +10 vs. Reflex; 2d4 + 9 damage, and the target is knocked prone. M Drag off Prey (immediate interrupt; when an adjacent opponent moves away; at-will) +10 vs. Fortitude; 1d4 + 3 damage, and the ravenous attack dog slides 1 square, then slides the target 1 square. The target must end its slide adjacent to the attack dog’s new position. Circle for the Kill (move; at-will) The ravenous attack dog shifts 2 squares. Alignment Unaligned Languages — Skills Intimidate +6 Str 13 (+4) Dex 14 (+5) Wis 10 (+3) Con 16 (+6) Int 2 (–1) Cha 6 (+1)
Lost One Underboss (U) Level 8 Controller (Leader) Medium natural humanoid XP 350 Initiative +9 Senses Perception +7 Underboss’s Presence aura 2; at the start of each ally’s turn, if that ally is within the aura and the Lost One underboss’s line of sight, the ally gains 4 temporary hit points. HP 87; Bloodied 43 AC 22; Fortitude 19, Reflex 21, Will 20 Speed 6 m Dagger (standard; at-will) ✦ Weapon +13 vs. AC; 2d4 + 4 damage A Storm of Daggers (standard; at-will) ✦ Weapon Requires a number of daggers equal to number of enemies in burst; area burst 1 within 10; targets enemies the Lost One Underboss can see; +10 vs. Reflex; 2d4 + 4 damage. Get Into Position (minor 1/round; at-will) One ally within 10 squares shifts 1 square. Alignment Evil Languages Common, Dwarven Skills Bluff +12, Intimidate +12, Stealth +11 Str 12 (+5) Dex 14 (+6) Wis 16 (+7) Con 15 (+6) Int 15 (+6) Cha 17 (+7) Equipment leather armor, 18 daggers
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3 Death Squad Assassins (A)
Level 7 Lurker
Medium natural humanoid (shapechanger) XP 300 Initiative +11 Senses Perception +6 HP 61; Bloodied 30 AC 21; Fortitude 18, Reflex 20, Will 19 Speed 6 m Assassin’s Longblade (standard; at-will) ✦ Weapon +12 vs. AC; 1d6 + 6 damage. M Shapeshifter Feint (minor; at-will) +10 vs. Reflex; the death squad assassin gains combat advantage against the target until the end of the death squad assassin’s next turn. M Assassin’s Quarry (standard; recharge 6 ) ✦ Weapon +10 vs. Reflex; 3d6 + 8 damage, and ongoing 5 damage (save ends). Change Shape (minor; at-will) ✦ Polymorph A doppelganger can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (MM 280). Combat Advantage The death squad assassin deals an extra 2d6 damage against any target it has combat advantage against. Alignment Unaligned Languages Common Skills Bluff +10, Insight +11, Stealth +12 Str 10 (+3) Dex 19 (+7) Wis 16 (+6) Con 13 (+4) Int 13 (+4) Cha 14 (+5) Equipment dark robes, assassin's longblade
Tactics Unless they are spotted, the Lost Ones hold their attacks until at least half the PCs are inside the temple. The kidnappers use their grab and go power against lightly armored PCs or ranged attackers, pulling targets behind the frescoes and into melee range. Szagyn stays in the thick of combat, using storm of daggers as often as possible and making dagger attacks while that power recharges. The ravenous attack dogs target PCs at the periphery of combat, harrying melee combatants with tripping lunge and using drag off prey to keep their foes close.
If the death squad assassins appear in this encounter, they enter combat in the third round, having followed the PCs on their search for Alys. The doppelgangers focus assassin’s quarry attacks against the strongest-looking melee combatants, making assassin’s longblade attacks against lightlyarmored PCs while assassin’s quarry recharges. The doppelgangers are not allies of the Lost Ones, but they know that the guild fears them. The Lost Ones and the doppelgangers do not target each other, but they do not treat each other as allies.
Features of the Area Illumination: Dim light through the open ceiling. The triangular chambers beyond the doors are dark. Doors: The double doors at the front of the temple are swollen and warped, requiring a DC 14 Strength check to pull open. The doors leading to the triangular chambers open easily. Pooled Water: Most of the rain coming in through the hole in the ceiling disappears through cracks in the stone floor. However, the area directly beneath the hole is slick with pooled water and is difficult terrain. Frescoes: Numerous holes have been punched through these damaged frescoes. They provide cover to creatures standing at their corners, or total cover to creatures behind them.
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THE HALL OF GREAT VALOR Encounter Level 8 (1,750 XP)
Setup 1 bounty hunter snaremaster (N) 2 bounty hunter strongarms (T) 2 bounty hunter subduers (U) A band of bounty hunters from Overlook catches up to the PCs at the Hall of Great Valor. A half ling snaremaster, two dwarf strongarms, and two human subduers are spoiling for a fight after their long
journey from Overlook, and they will go to any lengths to collect their reward. Near the end of the encounter (or sooner if the PCs are having a tough time), Thorn appears to provide assistance. If the PCs are having an easy time in the fight, have one or more of the bounty hunters attempt to flee only to be taken out by Thorn waiting at the door. Award the PCs full experience, however. For more information, see “Departing Brindol,” below. At a break in the PCs’ questioning of Amyria, read: A sudden crash from the hall outside is punctuated by an explosion of fire. A burning bottle has been lobbed through one of the hall’s windows, shattering to spread flaming liquid across tables and display cases. A moment later, the locked front door is kicked open, a squad of armed figures bursting in. Bounty Hunter Snaremaster (N)
Level 7 Artillery
Small natural humanoid, halfling XP 300 Initiative +7 Senses Perception +11 HP 61; Bloodied 30 AC 19; Fortitude 18, Reflex 20, Will 19 Speed 6 m Rapier (standard; at-will) ✦ Weapon +14 vs. AC; 1d8 + 5 damage. r Bolas (standard; at-will) ✦ Weapon Ranged 10/20; +12 vs. Reflex; 2d4 + 5 damage, and the target is restrained (save ends). R Keep ’Em Separated (standard; recharge 5 6 ) ✦ Weapon Requires bolas; ranged 10/20; three targets in range; +10 vs. Reflex; 4d4 + 5 damage, and the target slides 2 squares and is restrained (save ends). Second Chance (immediate interrupt; when the bounty hunter snaremaster would be hit by an attack; encounter) The bounty hunter snaremaster forces the attacker to reroll the attack and take the new result. Alignment Unaligned Languages Common, Dwarven Str 10 (+3) Dex 19 (+7) Wis 16 (+6) Con 13 (+4) Int 13 (+4) Cha 10 (+3) Equipment leather armor, rapier, 6 bolas
2 Bounty Hunter Subduers (U) Level 7 Skirmisher Medium natural humanoid, human XP 300 Initiative +8 Senses Perception +5 HP 76; Bloodied 38 AC 21; Fortitude 20, Reflex 19, Will 18 Speed 6 m Maul (standard; at-will) ✦ Weapon +12 vs. AC; 2d6 + 5 damage. M Knockout Blow (standard; recharge 5 6 ) ✦ Weapon Requires maul; +10 vs. Fortitude; 4d6 + 5 damage, and the target is knocked prone and dazed (save ends). Combat Advantage The bounty hunter subduer deals an extra 2d6 damage on melee attacks against any target it has combat advantage against. Alignment Unaligned Languages Common Skills Nature +10 Str 18 (+7) Dex 16 (+6) Wis 14 (+5) Con 12 (+4) Int 10 (+3) Cha 10 (+3) Equipment leather armor, maul
2 Bounty Hunter Strongarms (T)
Level 7 Brute
Medium natural humanoid, dwarf XP 300 Initiative +4 Senses Perception +11; low-light vision HP 98; Bloodied 49 AC 19; Fortitude 20, Reflex 17, Will 19 Speed 5 m Greataxe (standard; at-will) ✦ Weapon +10 vs. AC; 1d12 + 8 damage. C Clear The Area (standard; recharge 6 ) ✦ Weapon Requires greataxe; close burst 1; +8 vs. AC; 2d12 + 10 damage, and the target is pushed 1 square. Brute Rush When a bounty hunter strongarm makes a bull rush attack, he pushes the target 2 squares instead of 1 square. Stand Your Ground When an effect forces the bounty hunter strongarm to move—through a push, a pull, or a slide—the bounty hunter strongarm moves 1 square less than the effect specifies. When an attack would knock the bounty hunter strongarm prone, the bounty hunter strongarm can roll a saving throw to avoid falling prone. Alignment Unaligned Languages Common, Dwarven Str 13 (+4) Dex 12 (+4) Wis 16 (+6) Con 18 (+7) Int 11 (+3) Cha 8 (+2) Equipment leather armor, greataxe
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Tactics The bounty hunters have no interest in the history of the Hall of Great Valor, and even less compunction against destroying it as they target the PCs. The bounty hunter subduers use their knockout blow as often as possible, flanking with maul attacks for combat advantage while that power recharges. The snaremaster targets powerful-looking melee combatants with keep ’em separated or individual bola attacks, hoping to keep PCs out of the fight. The strongarms stay in the thick of melee to maximize the use of their clear the area power. They make bull rush attacks with brute rush to keep the PCs in motion, giving the subduers room to maneuver.
Features of the Area Illumination: Bright light throughout Burning Floor: The wooden floors of the Hall of Great Valor become hazardous as the fire spreads. Start the fire in a square of your choice. Each round that it burns (until the PCs successfully complete the “Dousing the Flames” skill challenge), the fire spreads into an additional 1d4 squares at random. See the skill challenge and the hazard statistics block for more information. Freestanding Displays: These tall slabs of solid stone support artifacts relating to the incursions of the Red Hand of Doom. The displays provide cover. Clambering over a display costs 1 extra square of movement. Map of Elsir Vale: This three-dimensional model represents the Elsir Vale region and depicts the major sites of battles against the Red Hand of Doom. It initially provides cover. However, the map and its underlying table are fragile, and will collapse if any creature attempts to clamber over it or if it takes more
than 10 points of damage from area attacks. Once it collapses, the map and its table count as difficult terrain.
Dousing the Flames Even as they fight, the PCs must deal with the fire spreading within the Hall of Great Valor. This skill challenge allows the PCs to get the fire under control before the hall is consumed. Setup: The Hall of Great Valor is burning, and you must work fast if you hope to save it. Level: 6 (250 XP ) Complexity: 1 (requires 4 successes before 3 failures). Primary Skills: Athletics, Perception, Thievery. Special: The PCs do not earn failures in the skill challenge for failing a skill check. Instead, they accrue 1 failure at the end of any round in which no success was gained. When the top of the initiative order comes up, the failure occurs before the first creature’s turn. In addition to the checks below, a success in the skill challenge is gained by a PC who targets 1 or more squares of burning floor with a power that deals any amount of cold damage. Athletics (DC 8): With a show of strength, the PC tips over a display case to smother the flames. Perception (DC 14): The PC determines which way the flames are spreading, and can direct his or her allies’ efforts in that direction. Thievery (DC 14): The PC pries up burning floorboards, creating gaps so the flames cannot spread any further. On a failed check, the PC takes 1d6 fire damage. Success: If the PCs achieve 4 successes before 3 failures, they manage to keep the museum from
burning down, preserving the heritage of the people of Brindol. The PCs gain a +2 bonus to Diplomacy checks in Brindol until they depart for Fortress Graystone. Failure: If the PCs get 3 failures before 4 successes, the Hall of Great Valor is consumed by fire. The PCs’ efforts to save it cost each member of the party 1 healing surge. Additionally, the folk of Brindol blame them for drawing the murderous bounty hunters down on their community. Word quickly spreads, and all PCs take a –2 penalty to Diplomacy, Gather Information, and Intimidate checks made in Elsir Vale until the end of this adventure. Burning Floor Hazard
Level 4 Obstacle XP 175
The fire started by the bounty hunters spreads along the dusty timbers of the floor. Hazard: Anyone passing through the flames runs the risk of taking fire damage. Perception No check is necessary to notice the fire. Trigger The fire attacks when a creature enters a square of burning floor. Special Each round that the fire burns, it extends its range into 1d4 additional squares, chosen at random. Attack Opportunity Action Melee Target: Creature in the flames Attack: +7 vs. Reflex Hit: 1d6 + 2 fire damage. Countermeasures Any attack that deals cold damage targeting 1 or more squares of burning floor douses the flames in those squares. However, until the skill challenge has been successfully completed, new squares of flame will erupt in subsequent rounds.
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THE STAIRS Encounter Level 7 (1,500 XP)
Setup 2 Wicked Fang sentries (E) 2 Wicked Fang scouts (C) 1 stonewalker spirit (S) When the PCs climb the great stairs leading up and into Fortress Graystone, they are challenged by the defenders placed here by Fangren. Gnoll sentries are aided by a creature sent by agents of the demon Lord Yeenoghu—a stonewalker spirit that lurks among the statues on the stairs. Thus far, the guards have dealt with little more than animals wandering in from the forest, and they are spoiling for a real fight. When the PCs see the stairs, read: Against the cliff face ahead, a massive stone staircase rises, narrowing as it reaches a set of double stone doors set into the rock wall. Four large statues, each depicting a githzerai warrior in full combat regalia, stand on pedestals watching over the entrance to Fortress Graystone. A small waterfall f lows down the side of the mountain, eroding a stone balcony set further up the cliff face and leaving the stone steps slick and treacherous.
2 Wicked Fang Scouts (C)
Level 7 Skirmisher
Medium natural humanoid XP 300 Initiative +7 Senses Perception +10, low-light vision HP 77; Bloodied 38 AC 21; Fortitude 19, Reflex 19, Will 18 Speed 7 m Shadar-Kai Short Sword (standard; at-will) ✦ Weapon +12 vs. AC; 1d6 + 9 damage (crit 1d6 + 15), or 1d6 + 11 damage (crit 1d6 + 17) while bloodied; see also pack attack. r Hand Crossbow (standard; at-will) ✦ Weapon Range 10/20; +12 vs. AC; 1d6 + 9 damage, or 1d6 + 11 damage while bloodied; see also pack attack. Cowardly Shot (standard; at-will) ✦ Weapon Requires hand crossbow; ranged 10/20; +12 vs. AC; 1d6 + 9 damage, or 1d6 + 11 damage while bloodied; the gnoll scout can shift 2 squares both before and after making the attack; see also pack attack. Pack Attack The gnoll scout deals an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the scout’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Str 16 (+6) Dex 15 (+5) Wis 14 (+5) Con 13 (+4) Int 10 (+3) Cha 10 (+3) Equipment: hide armor, shadar-kai short sword, hand crossbow, 20 bolts
2 Wicked Fang Sentries (E)
Level 7 Soldier
Medium natural humanoid XP 300 Initiative +6 Senses Perception +11, low-light vision HP 80; Bloodied 40 AC 23; Fortitude 20, Reflex 18, Will 19 Speed 7 m Shadar-Kai Greatsword (standard; at-will) ✦ Weapon +14 vs. AC; 1d12 + 5 damage (crit 1d12 + 17), or 1d12 + 7 damage (crit 1d12 + 19) while bloodied, and the target is marked until the end of the gnoll sentry’s next turn; see also pack attack. C Defend the Pack (standard; recharge 6 ) ✦ Weapon Close burst 1; +12 vs. AC; 1d12 + 5 damage, or 1d12 + 7 damage while bloodied, and the target is marked until the end of the gnoll sentry’s next turn; see also pack attack. Defensive Lure (move; encounter) The gnoll sentry shifts 3 squares, then pulls all targets it has marked 3 squares. Pack Attack The gnoll sentry deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll sentry’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Str 19 (+7) Dex 13 (+4) Wis 16 (+6) Con 16 (+6) Int 10 (+3) Cha 8 (+2) Equipment: hide armor, shadar-kai greatsword
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Stonewalker Spirit (S)
Level 7 Lurker
Medium elemental magical beast (earth) XP 300 Initiative +10 Senses Perception +5 HP 45; Bloodied 22 AC 21; Fortitude 19, Reflex 19, Will 20 Immune disease, petrification, poison; Resist insubstantial Speed fly 6 (hover) m Spectral Grasp (standard; at-will) +10 vs. Reflex; 2d4 + 7 damage. M Petrifying Touch (standard; recharge 6 ) +10 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save), and is considered to be a statue for the purposes of the possess statue ability. Possess Statue (free, when entering the same space as a statue; at-will) The stonewalker spirit assumes the form of a possessed statue. Use the possessed statue stat block instead of the stonewalker spirit’s stat block. Flee the Form (free, when a possessed statue is reduced to 0 hit points; at-will) The stonewalker spirit takes 16 damage (ignores insubstantial) as it reverts to its normal form, then moves up to its speed. Alignment Unaligned Languages Abyssal, Primordial Skills Stealth +11 Str 10 (+3) Dex 17 (+6) Wis 14 (+5) Con 16 (+6) Int 11 (+3) Cha 19 (+7)
Perception Check DC 14: Though you see no sign of anyone on the stairs, telltale shadows give away the presence of creatures hiding behind the statues. As the PCs climb the stairs, read: With a yelp, four gnolls slip out of hiding places behind the statues and race forward to attack. The stonewalker spirit begins the encounter hovering behind one of the statues, which it possesses in the first round.
Possessed Statue
Level 7 Brute
Large natural animate XP — Initiative +10 Senses Perception +5 HP 24; Bloodied 12 AC 21; Fortitude 20, Reflex 17, Will 20 Speed 5 m Stone Fists (standard; at-will) +10 vs. AC; 2d8 + 7 damage. M Thundering Charge (standard; recharge 5 6 ) ✦ Thunder +10 vs. AC; 4d8 + 7 damage; the possessed statue can move up to its speed before making this attack, and any creature that hits the possessed statue with an opportunity attack during this movement takes 1d8 + 7 thunder damage. Surefooted The possessed statue ignores difficult terrain. Merely a Shell A possessed statue has a hit point total of its own, and does not share hit points with its stonewalker spirit form. Damage dealt to the possessed statue is not dealt to the stonewalker spirit form. Alignment Unaligned Languages Abyssal, Primordial Str 19 (+7) Dex 11 (+3) Wis 14 (+5) Con 19 (+7) Int 11 (+3) Cha 19 (+7)
Tactics The stonewalker spirit possesses a statue in the first round, attacking in that form. It uses thundering charge as often as possible, laying into the PCs with its stone fists while it waits for that power to recharge. If forced to flee a statue, the stonewalker spirit uses its petrifying touch power on a spellcaster or ranged combatant before possessing another statue. The gnoll sentries stay front and center in melee, maximizing the effect of their defend the pack attacks, then making greatsword attacks while that power recharges. The gnoll scouts snipe with shortbows against any PCs on the outskirts of melee. If pressed, they drop their bows and attack with short swords.
The gnolls on the stairs fight in close proximity to take advantage of their pack attack power.
Features of the Area Illumination: Bright sunlight during the day; dim starlight at night. Stairs: The wide stone stairs leading up to the entrance are difficult terrain when ascending. Characters descending or moving horizontally along the stairs treat them as normal terrain. Waterfall: Where the waterfall flows down the stairs, the stone has been worn smooth and slippery. Any creature that falls prone in one of those square slides 1 square down the stairs. Statues: The four statues depict the ancient githzerai who built Fortress Graystone. A statue provides cover unless possessed by the stonewalker spirit. When possessed by the stonewalker spirit, the statue breaks free of its pedestal, destroying it and turning the squares it occupied into difficult terrain. Wall and Balcony: The balcony juts out from the wall 50 feet above the top of the stairs. The crumbling stone wall cannot be climbed.
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THORN’S ATTACK Encounter Level 11 (3,000 XP)
Setup Thorn, bounty hunter 2 elderwood falcons 2 ironwood hounds
Perception Check DC 19: A faint sound betrays footsteps behind you. The elf mercenary Thorn is attempting to approach unheard, two fierce-looking hounds at his side and a pair of hunting falcons on his shoulders. As you see him, he snarls a command, the dogs bounding forward as the falcons take to the air. 2 Elderwood Falcons
Though he has shown great caution as he follows the PCs and reactivates the traps in Fortress Graystone, the bounty hunter Thorn eventually makes his move against the party. This encounter can take place at any time once the PCs have arrived at Fortress Graystone, at your discretion. Thorn should attack at a point when the PCs’ resources have been depleted—after a difficult encounter, halfway through an attempt to take an extended rest, and so on. (Allow the PCs to take a short rest before Thorn attacks, as they are likely to need their encounter powers and have a chance to heal up in order to defeat him.) Since this encounter can take place anywhere in Fortress Graystone, use the “Features of the Area” from the appropriate location. If Thorn attacks when the PCs have left the fortress to take an extended rest in the forest, map the area to incorporate the features presented below. Thorn attempts to catch the PCs unawares in order to gain a surprise round, either approaching by way of one of the secret doors in the fortress or attacking from cover elsewhere.
Level 6 Skirmisher
Medium natural animate XP 250 Initiative +9 Senses Perception +6; low-light vision HP 70; Bloodied 35 AC 20; Fortitude 17, Reflex 19, Will 18 Speed 2, fly 6 (hover) m Talon (standard; at-will) +11 vs. AC; 2d4 + 4 damage, and the target slides 1 square. M Swoop (standard; at-will) The elderwood falcon shifts 1 square, makes a talon attack, then shifts 1 square. Alignment Unaligned Languages — Str 8 (+2) Dex 19 (+7) Wis 16 (+6) Con 14 (+5) Int 2 (–1) Cha 6 (+1)
2 Ironwood Hounds
Level 6 Soldier
Medium natural animate XP 250 Initiative +6 Senses Perception +4; low-light vision HP 69; Bloodied 34 AC 22; Fortitude 18, Reflex 17, Will 16 Speed 6 m Bite (standard; at-will) +13 vs. AC; 2d6 + 2 damage, and the target is marked until the end of the ironwood hound’s next turn. M Drive Back (standard; at-will) +11 vs. Fortitude; 2d6 + 2 damage, and the target is pushed 2 squares and the ironwood hound can shift 2 squares. The ironwood hound must end its shift adjacent to the target’s new position. Alignment Unaligned Languages — Skills Intimidate +7 Str 16 (+6) Dex 13 (+4) Wis 12 (+4) Con 13 (+4) Int 2 (–1) Cha 8 (+2)
Thorn
Level 9 Solo Skirmisher
Medium fey humanoid, elf XP 2,000 Initiative +11 Senses Perception +7 HP 388; Bloodied 194 AC 25; Fortitude 21, Reflex 24, Will 23 Saving Throws +5 Speed 6 Action Points 2 m Longsword (standard; at-will) ✦ Weapon +14 vs. AC; 1d8 + 5 damage r Hand Crossbow (standard; at-will) ✦ Weapon Range 10/20; +14 vs. AC; 1d6 + 6 damage R Double Bolts (standard; at-will) ✦ Weapon Thorn makes two hand crossbow attacks. R Gripping Net (minor; recharge 6 ) ✦ Weapon Range 2/5; Requires net; +12 vs. Reflex; target is restrained (save ends). R Pepper Bomb (minor; recharge 4 5 6 ) ✦ Weapon Range 5/10; Requires pepper bomb; +12 vs. Reflex; target is blinded (save ends). R Retaliatory Shot (immediate reaction; when hit by a ranged or area attack; at-will) Thorn makes a hand crossbow attack against the target that hit him. A Bolt Storm (standard; encounter) ✦ Weapon Requires hand crossbow; area burst 2 within 10; +12 vs. AC; 3d6 + 8 damage. A Desperate Bolt Storm (free; when first bloodied; encounter) ✦ Weapon Thorn’s bolt storm recharges, and he uses it immediately. Elven Accuracy (free; encounter) Thorn can reroll an attack roll. He must use the second roll, even if it is lower. Wild Step Thorn ignores difficult terrain when he shifts. Alignment Unaligned Languages Common, Elven Skills Bluff +12, Insight +12, Stealth +14, Survival +12, Thievery +14 Str 13 (+5) Dex 20 (+9) Wis 16 (+7) Con 17 (+7) Int 11 (+4) Cha 10 (+4) Equipment leather armor, hand crossbow with 40 bolts, longsword, net, 6 pepper bombs
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Tactics The first full round, Thorn takes two minor actions to target a wizard or other controller with pepper bomb and hit a melee combatant with gripping net. He then makes hand crossbow attacks against lightly armored foes, using bolt storm if he can target three or more PCs. While wielding his hand crossbow, he uses retaliatory shot to target PCs engaged by the hounds or the falcons. If pressed into melee, he spends his action
points to make additional pepper bomb or gripping net attacks, resorting to longsword attacks only if he has no other option. The ironwood hounds stay in the thick of melee, making bite attacks and using drive back to keep combatants away from Thorn. The elderwood falcons make swoop attacks against lightly armored PCs, staying out of melee range and sliding foes who try to engage Thorn.
Aftermath If Thorn is kept alive, he can be easily convinced to tell the PCs his story in exchange for his life. The bounty hunter is happy to bargain away his knowledge of the fortress’s secret passageways, and to fill the PCs in on the layout of any sections they have not yet seen. In addition, Thorn knows most of the history of the fortress (having explored it in his youth), and he can fill the PCs in on the information presented on page 65. Thorn reserves his most significant knowledge to bargain for his freedom, promising the PCs (truthfully) that he will abandon his pursuit of them if they let him flee the fortress. If the PCs agree, Thorn informs them that Sarshan is behind the bounty placed on their heads in Overlook. (If Thorn does not survive this encounter, the PCs discover a note on his body linking Sarshan to the bounty.)
Features of the Area Use the following features to create an encounter area outside the fortress if Thorn attacks while the PCs are taking an extended rest. Trees: Squares containing trees are difficult terrain and provide concealment to anyone standing in them. A tree’s trunk provides cover to anyone standing adjacent to it. Stream: Where the waterfall hits the tree line, it carves out a narrow stream that flows 5 feet deep and is difficult terrain. Characters in the water gain cover except against attacks from submerged enemies. Fighting in the water imposes a –2 penalty to attack rolls except with spears and crossbows. Boulders: These 5-foot-high rocks provide cover. A boulder can be climbed with a DC 10 Athletics check.
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GITHZERAI MIND TRAP Encounter Level 8 (1,750 XP)
Setup 1 gnoll demonic scourge (D) 2 Wicked Fang maulers (M) 2 Wicked Fang lashers (L) The githzerai mind trap was disabled when the gnolls seized control of the fortress. However, Thorn has beaten the party here and reactivated it, hoping to Gnoll Demonic Scourge (D) Level 8 Brute (Leader) Medium natural humanoid XP 350 Initiative +6 Senses Perception +7; low-light vision Leader of the Pack aura 5; allies in the aura gain a +1 bonus to attack rolls. While this creature is bloodied, the bonus increases to +2. HP 106; Bloodied 53 AC 20; Fortitude 21, Reflex 18, Will 18 Speed 5 m Heavy Flail (standard; at-will) ✦ Weapon +13 vs. AC; 2d6 + 5 damage, or 2d6 + 7 while bloodied; against a bloodied enemy, this attack also knocks the target prone; see also pack attack. Bloodthirst If the gnoll demonic scourge bloodies an enemy with a melee attack, an ally adjacent to the enemy can make a melee attack against that enemy as an immediate reaction. Overwhelming Attack (free; encounter) The gnoll demonic scourge applies its bloodthirst power to two allies instead of one. Pack Attack The gnoll demonic scourge deals an extra 5 damage on melee attacks against an enemy that has two or more of the demonic scourge’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Insight +10, Intimidate +13, Religion +10 Str 20 (+9) Dex 14 (+6) Wis 12 (+5) Con 16 (+7) Int 13 (+5) Cha 15 (+6) Equipment hide armor, heavy flail
wear the PCs down by pitting them against the gnoll defenders now trapped here. The gnoll demonic scourge and his two lashers begin in the second chamber, while the two gnoll maulers begin in the first chamber near the entrance to the fortress.
runes dominates the f loor of the first chamber, while a smaller circle adorns the floor of the room beyond.
Tactics
As the stone doors open, you see a wide octagonal chamber before you. On five of the walls, portals glow and pulse with arcane energy. The far side of the room appears to be made of extremely thick glass, revealing a second chamber beyond with four portals on the wall. A massive circle of carved
The gnoll maulers stay in the thick of melee, using their backhand power as often as possible alongside beat back and greatsword attacks. The gnoll lashers focus whip flay and drag around attacks on spellcasters and ranged combatants. Both the maulers and lashers use their forced movement abilities to force PCs through the portals, splitting the party. The gnoll demonic scourge stays in the area with the maximum number of allies, increasing the effectiveness of its leader of the pack aura and bloodthirst ability.
2 Wicked Fang Maulers (M)
2 Wicked Fang Lashers (L)
When the PCs enter the fortress, read:
Level 7 Brute
Medium natural humanoid XP 300 Initiative +4 Senses Perception +6; low-light vision HP 94; Bloodied 47 AC 19; Fortitude 20, Reflex 18, Will 19 Speed 7 m Shadar-Kai Greatsword (standard; at-will) ✦ Weapon +10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + 10 damage (crit 1d12 + 22) while bloodied; see also pack attack. M Backhand (minor; recharge 5 6 ) +10 vs. AC; 1d6 + 8 damage, or 1d6 + 10 damage while bloodied, and the target is knocked prone; see also pack attack. M Beat Back (standard; at-will) ✦ Weapon +10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + 10 damage (crit 1d12 + 22) while bloodied, and the target is pushed 2 squares; see also pack attack. Pack Attack The gnoll mauler deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll mauler’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Athletics +12 Str 19 (+7) Dex 13 (+4) Wis 17 (+6) Con 14 (+5) Int 10 (+3) Cha 8 (+2) Equipment: hide armor, shadar-kai greatsword
Level 9 Skirmisher
Medium natural humanoid XP 400 Initiative +11 Senses Perception +7; low-light vision HP 93; Bloodied 46 AC 23; Fortitude 21, Reflex 22, Will 21 Speed 7 m Barbed Whip (standard; at-will) ✦ Weapon Reach 2; +14 vs. AC; 1d8 + 4 damage (or 1d8 + 6 damage while bloodied) and ongoing 5 damage (save ends); see also pack attack. M Whip Flay (standard; encounter) ✦ Weapon Requires barbed whip; reach 2; +14 vs. AC; 3d8 + 7 damage (or 3d8 + 9 damage while bloodied) and ongoing 10 damage (save ends); see also pack attack. M Drag Around (standard; recharge 5 6 ) ✦ Weapon Requires barbed whip; reach 2; +12 vs. Fortitude; 2d8 + 5 damage (or 2d8 + 7 damage while bloodied) and the target slides 3 squares; see also pack attack. Pack Attack The gnoll lasher deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll lasher’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Stealth +14 Str 16 (+7) Dex 20 (+9) Wis 16 (+7) Con 13 (+5) Int 10 (+4) Cha 10 (+4) Equipment: hide armor, barbed whip
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RUNNING THE MIND TRAP The gith zerai mind trap’s shifting portals are meant to confuse the PCs, but their movement can be tracked by you in a relatively simple way. When the first creature passes through a portal, make a tally mark indicating that the portals have shifted. On subsequent turns, if a creature steps through a portal in the first room, find that portal in the second or third rooms (treating both as one area), then move a number of portals counterclockwise equal to the current tally. Afterward, add another tally mark. If a creature steps into a portal in the second room, find the correct exit portal in the first room, then move clockwise a number of portals equal to the current tally. (Do not add another tally for creatures moving from the second room to the first.) When your tally reaches 5, the portals have shifted back to their initial positions and you can start again.
in the second, and one in the final chamber. Each of the portals in the first chamber is linked to one of the other portals, as noted by the numbers on each portal. When a creature enters one portal, it exits through the other portal of the same number. However, each time a creature passes through a portal in either direction, the portals in the first chamber shift one position clockwise. For example, portal 1 begins on the north wall of the room. The first time a creature passes through any portal, portal 1 shifts to the south side of the room, with all the other portals moving with it accordingly. Only the portals in the first chamber shift position, and this movement is undetectable by simple
observation. In order to exit the mind trap, each character must reach the exit chamber by passing through portal 1, or by taking the secret door in the second chamber. Secret Door: This portal leads to the secret passages used by the gnolls (and Thorn) to move about the fortress. A DC 19 Perception check reveals the presence of the door, which can be opened normally. Translucent Walls: The stone walls between the three githzerai mind trap chambers have the magical appearance of massive sheets of glass. These walls block line of effect but not line of sight, and allow the PCs to see into the other chambers (helping them determine how to exit the mind trap).
Features of the Area Illumination: Torches on the walls and the arcane runes on the floor fill both chambers with bright light. Arcane Circles: The first and second chambers in the mind trap feature circles of glowing arcane runes that power the area’s portals. A DC 19 Arcana check and 10 minutes work allows a PC to control the circles, stabilizing the portals and preventing them from shifting each time a creature passes through (see below). Mind Trap Portals: The githzerai mind trap is designed to disorient creatures attempting an incursion of Fortress Graystone. The mind trap consists of a set of linked portals, five in the first chamber, four
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THE CELLS Encounter Level 9 (1,900 XP)
Setup 1 Wicked Fang keeper (W) 2 Wicked Fang guards (G) 1 Wicked Fang mauler (M) 1 Wicked Fang lasher (L) Since taking over Fortress Graystone, the gnolls have captured dozens of prisoners on Sarshan’s orders. Three survivors of these raids are currently being held in an area the gnolls refer to as the cells. These prisoners and their unfortunate predecessors are fated to become the subjects of Fangren’s dark experiments. When the PCs first descend the stairs, read: From somewhere ahead comes a foul smell and the barking of harsh voices. When the PCs can see into this area, read: At the bottom of the second staircase is a crescent-shaped chamber set with three doors, its walls and f loors stained red-black with dried blood. The stench of rot and filth is overwhelming, a number of gnolls apparently oblivious to it as they argue among themselves.
Wicked Fang Keeper (W)
Level 8 Elite Controller
Medium natural humanoid XP 700 Initiative +9 Senses Perception +7; low-light vision HP 178; Bloodied 89 AC 24; Fortitude 20, Reflex 23, Will 20 Speed 7 m Shadar-Kai Short Sword (standard; at-will) ✦ Weapon +13 vs. AC; 2d6 + 5 damage (crit 1d6 + 17), or 2d6 + 7 damage (crit 1d6 + 19) while bloodied; see also pack attack. r Handaxe (standard; at-will) ✦ Weapon Ranged 5/10; +13 vs. AC; 2d6 + 5 damage (crit 1d6 + 17), or 2d6 + 7 damage (crit 1d6 + 19) while bloodied; see also pack attack. R Rain of Blades (standard; at-will) The gnoll keeper makes three handaxe attacks, each of which must be against a different target. M No Escape This Time (standard; at-will) ✦ Weapon Requires short sword; +13 vs. AC; 2d6 + 5 damage (crit 1d6 + 17), or 2d6 + 7 damage (crit 1d6 + 19) while bloodied and the target is knocked prone; see also pack attack. M Keeper’s Shackles (minor; recharge 6 ) Targets adjacent prone creature; +12 vs. Fortitude; target is restrained (until escape). Caltrops (minor; encounter) The gnoll keeper can designate a 1-square burst area within 5 squares; that area is filled with caltrops. Until the end of the encounter, any creature that enters a square filled with caltrops without treating it as difficult terrain takes 1d6 + 4 damage. Pack Attack The gnoll keeper deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll keeper’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Intimidate +11 Str 13 (+5) Dex 20 (+9) Wis 17 (+7) Con 17 (+7) Int 10 (+4) Cha 14 (+6) Equipment: hide armor, shadar-kai short sword
2 Wicked Fang Guards (G)
Level 6 Soldier
Medium natural humanoid XP 250 Initiative +7 Senses Perception +4; low-light vision HP 74; Bloodied 37 AC 22; Fortitude 19, Reflex 18, Will 17 Speed 7 m Shadar-Kai Greatsword (standard; at-will) ✦ Weapon +13 vs. AC; 1d12 + 7 damage (crit 1d12 + 19), or 1d12 + 9 damage (crit 1d12 + 21) while bloodied, and the target is marked until the end of the gnoll guard’s next turn; see also pack attack. M Pinning Attack (standard; encounter) ✦ Weapon Requires greatsword; +11 vs. Fortitude; 1d12 + 7 damage (crit 1d12 + 19), or 1d12 + 9 damage (crit 1d12 + 21) while bloodied, and the target is immobilized until the end of the gnoll guard’s next turn; see also pack attack. Pack Attack The gnoll guard deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll guard’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Str 14 (+5) Dex 15 (+5) Wis 13 (+4) Con 18 (+7) Int 10 (+3) Cha 8 (+2) Equipment: hide armor, shadar-kai greatsword
If a PC speaks gnoll, the argument concerns the keeper reminding the other guards that the prisoners cannot be eaten, on Fangren’s orders. The PCs can make Stealth checks against the gnolls’ Perception checks in an attempt to approach unseen. However, the gnolls are alert.
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Wicked Fang Mauler (M)
Level 7 Brute
Wicked Fang Lasher (L)
Level 9 Skirmisher
Medium natural humanoid XP 300 Initiative +4 Senses Perception +6; low-light vision HP 94; Bloodied 47 AC 19; Fortitude 20, Reflex 18, Will 19 Speed 7 m Shadar-Kai Greatsword (standard; at-will) ✦ Weapon +10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + 10 damage (crit 1d12 + 22) while bloodied; see also pack attack. M Backhand (minor; recharge 5 6 ) +10 vs. AC; 1d6 + 8 damage, or 1d6 + 10 damage while bloodied, and the target is knocked prone; see also pack attack. M Beat Back (standard; at-will) ✦ Weapon +10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + 10 damage (crit 1d12 + 22) while bloodied, and the target is pushed 2 squares; see also pack attack. Pack Attack The gnoll mauler deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll mauler’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Athletics +12 Str 19 (+7) Dex 13 (+4) Wis 17 (+6) Con 14 (+5) Int 10 (+3) Cha 8 (+2) Equipment: hide armor, shadar-kai greatsword
Medium natural humanoid XP 400 Initiative +11 Senses Perception +7; low-light vision HP 93; Bloodied 46 AC 23; Fortitude 21, Reflex 22, Will 21 Speed 7 m Barbed Whip (standard; at-will) ✦ Weapon Reach 2; +14 vs. AC; 1d8 + 4 damage (or 1d8 + 6 damage while bloodied) and ongoing 5 damage (save ends); see also pack attack. M Whip Flay (standard; encounter) ✦ Weapon Requires barbed whip; reach 2; +14 vs. AC; 3d8 + 7 damage (or 3d8 + 9 damage while bloodied) and ongoing 10 damage (save ends); see also pack attack. M Drag Around (standard; recharge 5 6 ) ✦ Weapon Requires barbed whip; reach 2; +12 vs. Fortitude; 2d8 + 5 damage (or 2d8 + 7 damage while bloodied) and the target slides 3 squares; see also pack attack. Pack Attack The gnoll lasher deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll lasher’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Stealth +14 Str 16 (+7) Dex 20 (+9) Wis 16 (+7) Con 13 (+5) Int 10 (+4) Cha 10 (+4) Equipment: hide armor, barbed whip
Tactics
The gnoll lashers target spellcasters and ranged combatants with whip f lay and drag around attacks, using their reach to fight past their allies if need be.
The gnoll keeper throws his caltrops to impede the PCs’ movement, then stays back to throw handaxes at lightly armored targets. If pressed into melee, he uses no escape this time to set up his keeper’s shackles attack. The gnoll guards mark the most powerful looking melee combatants in an attempt to keep them occupied. They reserve their pinning attack for a spellcaster or ranged combatant. The gnoll mauler takes on the most powerfullooking melee combatant with beat back and greatsword attacks. When its backhand power is recharged, it uses it to push its current foe into melee with the guards or the lasher, then selects another target.
wealthy landowner, a curate at a church of Pelor, and a retired sage. If any of the gnolls are kept alive for questioning, they speak of Fangren’s experiments in the ritual chamber. They know that he uses the prisoners to test the effects of powerful magic on living subjects, but they do not know his overall plans.
Features of the Area Illumination: Torches shed bright light throughout the area. The cells are dark if their doors are closed; dimly lit if their doors are open. Cells: The cells in which the prisoners are held were once the personal chambers of the githzerai who built the fortress. Their furnishings rotted away long ago, and the prisoners now sleep on beds of filthy straw. The doors are not locked, but the prisoners’ fear keeps them in line.
Development Three prisoners occupy the cells. All are in failing health but have enough strength to flee the fortress if given food and water. The captives have no knowledge of the gnolls’ operations or plans. The prisoners are all from different areas of Elsir Vale, and they have no idea why they were kidnapped by the gnolls. Each is a person of some importance—a
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TRAINING CHAMBER
When the characters can see into this area, read:
Encounter Level 8 (1,850 XP)
The ceiling of this huge chamber rises some 60 feet overhead. The sound of rushing water sounds out faintly, a meager ref lection of its source—a waterfall descending from an opening in the ceiling to a pool set within a raised platform. Two stone gutters carry water down from the pool into channels in the f loor, creating small rivers that f low through circuitous paths in the ground with great speed. Every few seconds, the noise of stone on stone sounds out as these aqueducts in the f loor shift to follow a new path.
Setup 1 ruin-touched beastcaller (R) 2 ruin-touched bloodwalkers (B) 3 slaughterfang hyenas (S) Once a githzerai training ground, this chamber has been given over to the ruin-touched gnolls within the Wicked Fang tribe. The ruin-touched—gnolls who undergo powerful rituals in order to gain the supernatural grace of their demon lord—gave Fangren the knowledge that allowed him to control the planar breach at the heart of Fortress Graystone.
2 Ruin-Touched Bloodwalker
Level 9 Skirmisher
Medium natural humanoid, gnoll XP 400 Initiative +11 Senses Perception +6; low-light vision HP 95; Bloodied 47 AC 23; Fortitude 19, Reflex 22, Will 21; see also blood defense Speed 6 m Jagged Sickle (standard; at will) ✦ Weapon +14 vs. AC; 2d6 + 5 damage (crit 1d6 + 17). m Blood Defense (standard; target must be bloodied; at will) ✦ Weapon +14 vs. AC; 2d6 + 5 damage, and the bloodwalker gains a +2 power bonus to all defenses until the end of its next turn. Bloodwalk (move; recharge 4 5 6 ) ✦ Teleportation The bloodwalker teleports up to 10 squares to a space adjacent to a bloodied creature, including itself if it is bloodied. Blood Frenzy (free; the bloodwalker must be bloodied; at-will) When the bloodwalker makes a successful melee attack, it shifts 2 squares. Pack Attack The bloodwalker deals an extra 5 damage on melee attacks against an enemy that has two or more of the bloodwalker’s allies adjacent to it. Alignment Chaotic Evil Languages Abyssal, Common Skills Intimidate +13, Religion +10, Stealth +14 Str 15 (+6) Dex 21 (+9) Wis 14 (+6) Con 15 (+6) Int 13 (+5) Cha 18 (+8) Equipment: hide armor, jagged sickle
Beastcaller
Level 7 Controller
Medium natural humanoid, gnoll XP 300 Initiative +7 Senses Perception +6; low-light vision HP 81; Bloodied 40 AC 21; Fortitude 19, Reflex 19, Will 21 Speed 6 m Claw (standard; at will) +13 vs. AC; 2d6 + 3 damage. r Javelin (standard; at will) ✦ Weapon Range 5/10; +13 vs. AC; 2d6 + 3 damage. A Murderous Flock (standard; recharge 6 ) Ravens appear from nowhere and descend upon the battlefield. Burst 3 within 20; targets enemies; +11 vs. Reflex; 2d4 + 5 damage, and the target is blinded and takes ongoing 5 damage (save ends both). Miss: Half damage, and ongoing 5 damage (save ends) and the target is not blinded. A Erupting Swarm (standard; recharge 5 6 ) Vermin boil from the earth and ravage everything in their path. Burst 3 within 10; targets enemies on the ground; +11 vs. Fortitude; 2d4 + 5 damage, and the target is immobilized and takes ongoing 5 poison damage (save ends both). Miss: Half damage, and ongoing 5 poison damage (save ends) and the target is not immobilized. Effect: The area becomes difficult terrain until the end of the encounter. R Against the Tide (minor 1/round; at-will) Ranged 10; targets one creature hit by murderous flock or erupting swarm this turn; +13 vs. Fortitude; the beastcaller slides the target 3 squares or the target is knocked prone. Alignment Chaotic Evil Languages Abyssal, Common Skills Religion +11 Str 14 (+6) Dex 17 (+7) Wis 15 (+6) Con 17 (+7) Int 15 (+6) Cha 20 (+9) Equipment leather armor, 3 javelins
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3 Slaughterfang Hyenas (S)
Level 6 Skirmisher
Large natural beast XP 250 Initiative +8 Senses Perception +6; low-light vision HP 71; Bloodied 35 AC 20; Fortitude 19, Reflex 18, Will 18 Speed 8 m Bite (standard; at will) +11 vs. AC; 1d8+4 damage. Harrier If a slaughterfang is adjacent to an enemy, all other creatures have combat advantage against that enemy when making melee attacks. Pack Attack ✦ Mount The slaughterfang hyena deals an extra 5 damage on melee attacks against an enemy that has two or more of the hyena’s allies adjacent to it. When mounted by a friendly rider of 6th level or higher who also has the pack attack trait, the slaughterfang and its rider count as allies for pack attack purposes, meaning they need only one additional adjacent ally to use this ability. Ravaging Charge (when mounted by a friendly rider of 6th level or higher who also has the pack attack trait; at will) ✦ Mount When making a charge attack, the slaughterfang hyena and its rider both deal extra damage as per their pack attack power, even if they have no other allies adjacent to the foe. If they do have at least one other ally adjacent to the foe, their pack attack deals an extra point of damage (that is, 6 rather than 5). Alignment Unaligned Languages — Str 19 (+7) Dex 16 (+6) Wis 16 (+6) Con 15 (+5) Int 2 (–1) Cha 6 (+1)
Tactics The ruin-touched gnolls begin the encounter mounted on the slaughterfang hyenas. Once they are bloodied, the bloodwalkers dismount while the hyenas continue to fight on their own. The ruin-touched beastcaller sends its murderous f lock and erupting swarm against the PCs, employing against the tide to slide individual PCs into the aqueducts or into position for flanking attacks. The ruin-touched bloodwalkers focus on a single target each, making jagged sickle attacks until they are bloodied. They then use their bloodwalk power to regroup or to follow the foe that bloodied them, as appropriate. The slaughterfang hyenas make charge attacks whenever possible, staying close to grant pack attack bonuses to both them and their riders.
Features of the Area Illumination: Braziers built into the walls provide bright light throughout the area. Waterfall and Pool: The waterfall descends from an opening in the ceiling 60 feet above, where a mountain stream has been diverted into the fortress. The water cascades down from the ceiling to land in a pool set within a 10-foot-tall platform, then is shunted into aqueducts (see below). The water in the pool is 3 feet deep and is difficult terrain. Additionally, the force of the falling water deals 1d6 damage to any creature that ends its turn in the pool. The platform provides cover and can be climbed with a DC 15 Athletics check. The magical power that shunts the water through the aqueducts also mutes the noise of the waterfall to a faint roar.
Aqueducts: Shallow aqueducts mark out a circuitous path across the floor of the chamber. Water is magically shunted through these channels with enough force to move creatures, testing the balance and perception of the githzerai who trained here. Stone tiles slide over the aqueduct segments not currently in use, allowing creatures to pass over those squares unhindered. These paths are indicated on the map by red and blue lines, with arrows indicating the direction in which the water flows to drain grates cemented into the stone floor. When the encounter begins, determine which path the water is currently following by rolling 1d6. On an odd result, the water flows along the red path; on an even result, along the blue path. At the beginning of each round, roll again to determine whether the flow of water continues or changes. At the start of a creature’s turn, if it is in a square through which water is flowing, it slides 1 square along the water’s path. If the next square in the path is currently occupied, that creature also slides 1 square, and so on.
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MEDITATION CHAMBER
When the PCs approach this area (whether through the secret door or the double doors), read:
When the first PC passes more than 3 squares from either the main door or the secret door, read:
The door before you appears to have been jammed shut with the broken haft of a spear. Scrawled across its face are warnings written in the Abyssal tongue of the gnolls: “DANGER! HAUNTED! STAY OUT!”
Suddenly, the air in the southern chamber begins to shimmer as the spectral figures of two githzerai appear. Though they wield no weapons, their intentions are clear as they circle around you, preparing to strike. At the same time, the chaotic colors of the walls to the north are suddenly rent by dazzling light. Three translucent forms appear, their shifting colors blazing as they move to attack.
Encounter Level 8 (1,850 XP)
Setup 2 gith zerai psionic echoes (E) 3 mindscramblers (M) The gnolls of the Wicked Fang pack consider this area haunted. As a result, it remains untouched and as it was when the githzerai abandoned this place.
When the PCs can see into this area, read: This huge chamber is divided into two zones. To the south is a wide hall with sweeping, curved walls. To the north is a rough-edged cavern full of odd angles and irregular ridges across the f loor. The walls of this second chamber have been painted in chaotic and clashing colors, three pits along its edge falling off into darkness. A wide wall separates these two areas, cut by a circular platform that rises 15 feet high. When the PCs enter the meditation chamber, their presence disturbs the area’s ancient guardians. In the southern chamber (an area dedicated to law), the ghostlike psionic echoes of two githzerai warriors perceive the PCs as intruders and manifest to attack. At the same time, the githzerai’s appearance summons three mindscramblers in the northern chamber, infused with the energy of primordial chaos.
2 Githzerai Psionic Echoes (E)
Level 9 Soldier
Medium elemental humanoid XP 400 Initiative +9 Senses Perception +9 HP 92; Bloodied 46 AC 25; Fortitude 20, Reflex 21, Will 22 Speed 7 m Unarmed Strike (standard; at-will) +16 vs. AC; 2d6 + 6 damage. r Lesser Mindstrike (standard; at-will) ✦ Psychic Range 10; +14 vs. Will; 1d10 + 9 psychic damage. M Psionic Strike (standard; encounter) ✦ Psychic +14 vs. Will; 2d8 + 9 damage plus 1d8 psychic damage; until the end of its next turn, the target has vulnerable 10 psychic. Iron Mind (immediate interrupt; when the githzerai psionic echo would be hit by an attack; encounter) The githzerai psionic echo gains a +2 bonus to all defenses until the end of its next turn. Unstable Manifestation (immediate reaction; when the githzerai psionic echo takes damage; encounter) The githzerai psionic echo becomes insubstantial until the end of its next turn. Alignment Unaligned Languages Common, Deep Speech Str 14 (+6) Dex 17 (+7) Wis 11 (+4) Con 12 (+5) Int 10 (+4) Cha 20 (+9)
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3 Mindscramblers (M)
Level 8 Skirmisher
Medium elemental animate XP 350 Initiative +9 Senses Perception +3 HP 89; Bloodied 44 AC 22; Fortitude 20, Reflex 20, Will 20 Speed 6 m Chaos Touch (standard; at-will) ✦ Psychic +11 vs. Reflex; 1d6 + 7 psychic damage. M Scrambled Mind (standard; at-will) ✦ Psychic +11 vs. Will; 1d6 + 7 psychic damage, and the target makes a melee basic attack against one of its adjacent allies. M Dizzying Touch (standard; recharge 5 6 ) ✦ Psychic +11 vs. Will; 3d6 + 7 psychic damage, and the target slides 3 squares and is dazed (save ends). R Misdirection (immediate interrupt; when an enemy within 10 squares moves or shifts; encounter) +11 vs. Will; the target is pushed 3 squares and may not continue its movement. Trace Chance (standard; encounter) Ranged 5; no attack roll required; the next melee attack made against the target gains a +5 power bonus and, if it hits, it is automatically a critical hit. Alignment Chaotic evil Languages Primordial Skills Intimidate +12 Str 11 (+4) Dex 16 (+7) Wis 8 (+3) Con 17 (+7) Int 8 (+3) Cha 16 (+7)
Tactics
Features of the Area
The mindscramblers select targets for their trace chance ability, then use their dizzying touch on randomly selected foes. They make chaos touch or scrambled mind attacks while waiting for dizzying touch to recharge, reserving the latter for targets with adjacent allies. The githzerai psionic echoes open with psionic strikes, then make lesser mindstrike attacks against the same target to maximize damage. They follow up with unarmed strike and lesser mindstrike attacks against whatever PCs the mindscramblers are not engaging. The mindscramblers and the psionic echoes are diametrically opposed to each other, but they focus their attacks exclusively on the PCs. However, they do not aid each other or flank.
Illumination: The walls in both parts of the chamber glow with dim light. Ground: The ridges in the northern part of the chamber make the floor in that area difficult terrain. The floor in the southern part of the chamber is normal. Pits: Shadowy illusion magic make the pits in the northern part of the chamber appear bottomless. In actuality, each is only 10 feet deep. A creature that falls into a pit takes 1d10 damage and is blinded by the shadow until it can climb out. It takes a DC 15 Athletics check to escape a pit. Circular Platform: the platform that marks the center of the chamber stands 15 feet high. Its wide steps can be climbed or descended normally. Secret Door: A secret door on the western side of the barrier that divides the chamber leads to the passage running through the fortress. Once located (Perception DC 19), the door can be opened easily.
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MARSHALING POINT
Kyrion, Shadar-kai Weaponmaster (S)
Encounter Level 8 (1,804 XP)
Medium shadow humanoid XP 350 Initiative +11 Senses Perception +7; low-light vision HP 84; Bloodied 42 AC 22; Fortitude 20, Reflex 21, Will 20 Speed 6 m Shadar-Kai Short Sword (standard; at-will) ✦ Weapon +13 vs. AC; 1d6 + 9 damage (crit 1d6 + 15). r Hurl Weapon (standard; at will) ✦ Weapon Ranged 5/10; +13 vs. AC; 1d6 + 9 damage; the shadar-kai weaponmaster can use any melee weapon for this attack. M Disarming Strike (standard; recharge 5 6 ) ✦ Weapon +11 vs. Reflex; 3d6 + 9 damage (crit 1d6 + 27) and the target drops one weapon it is holding. The shadar-kai weaponmaster can choose to catch the dropped weapon in a free hand or have it land on the ground at his feet (in his square). My Weapon Now (free; when the shadar-kai weaponmaster successfully catches a weapon a target drops; at-will) The shadar-kai weaponmaster makes a basic attack with the weapon his target just dropped. Shadow Jaunt (move, encounter) ✦ Teleportation The shadar-kai weaponmaster teleports 3 squares and becomes insubstantial until the start of his next turn. Weapon Master The shadar-kai weaponmaster is considered to be proficient with all weapons. Alignment Unaligned Languages Common Skills Acrobatics +14 Str 17 (+7)Dex 20 (+9) Wis 16 (+7) Con 12 (+5) Int 10 (+4) Cha 10 (+4) Equipment: leather armor, shadar-kai short sword
Setup Kyrion, shadar-kai weaponmaster (S) 1 Wicked Fang warmaster (W) 8 Wicked Fang recruits (R) 2 gnoll huntmasters (H) This former gith zerai great hall has been converted into a training area for new Wicked Fang recruits. A shadar-kai weaponmaster, Kyrion, has been training the recruits in the fighting style of the shadar-kai and instructing the pack’s warmaster in the use of his magic weapon, a barbed sword known as Wicked Fang. Two gnoll huntmasters armed with longbows begin the encounter in the secret passage on the far west side of the room. When the PCs can see into this area, read: The foul scent of gnoll assaults you the moment the door is opened. This massive chamber was once decorated with bas-reliefs, now crumbled and defaced by the marks of weapons. Crude practice dummies scattered across the chamber are under attack by a pack of armed gnolls under the direction of a shadar-kai. The east and west walls of the chamber are lined with dark arrow slits. Two trapdoors in the southern part of the chamber are open, ladders visible and leading down.
Level 8 Skirmisher
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Wicked Fang Warmaster (W) Level 8 Brute (Leader)
2 Gnoll Huntmasters (H)
Medium natural humanoid XP 350 Initiative +6 Senses Perception +7; low-light vision Warmaster’s Aura aura 5; the gnoll warmaster gains a +1 bonus to AC and all defenses for each ally within the aura (maximum +5) HP 107; Bloodied 53 AC 20; Fortitude 20, Reflex 19, Will 20 Speed 7 m Wicked Fang (standard; at-will) ✦ Weapon +11 vs. AC; 2d8 + 8 damage (crit 3d8 + 24), or 2d8 + 10 (crit 3d8 + 26) damage while bloodied; see also pack attack. M Forward the Wicked Fang (standard; encounter) ✦ Weapon Requires Wicked Fang; +11 vs. AC; 4d8 + 8 damage (crit 3d8 + 40), or 4d8 + 10 damage (crit 3d8 + 42) while bloodied, and all gnoll allies within the warmaster’s aura make a basic attack; see also pack attack. Pack Attack The gnoll warmaster deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll warmaster’s allies adjacent to it. Wicked Fang Power (free; when an attack with the weapon keyword hits; daily) The target also takes ongoing 13 damage (save ends). Alignment Chaotic evil Languages Abyssal, Common Skills Intimidate +10 Str 14 (+6) Dex 10 (+4) Wis 16 (+7) Con 17 (+7) Int 14 (+6) Cha 13 (+5) Equipment: hide armor, Wicked Fang (see page 96)
Medium natural humanoid XP 200 Initiative +6 Senses Perception +11; low-light vision HP 50; Bloodied 25 AC 19; Fortitude 16, Reflex 17, Will 14 Speed 7 m Handaxe (standard; at-will) ✦ Weapon +9 vs. AC; 1d6 + 3 damage, or 1d6 + 5 damage while bloodied; see also pack attack. R Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +10 vs. AC; 1d10 + 4 damage, or 1d10 + 6 damage while bloodied; see also pack attack. Pack Attack The gnoll huntmaster deals an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the huntmaster’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Intimidate +7, Stealth +11 Str 16 (+5) Dex 19 (+6) Wis 14 (+4) Con 14 (+4) Int 8 (+1) Cha 7 (+0) Equipment leather armor, handaxe, longbow, quiver of 30 arrows
8 Wicked Fang Recruits (R)
Level 8 Minion
Medium natural humanoid XP 88 Initiative +7 Senses Perception +5; low-light vision HP 1; a missed attack never damages a minion AC 22; Fortitude 20, Reflex 18, Will 18 Speed 7 m Shadar-Kai Greatsword (standard; at-will) +13 vs. AC; 8 damage, or 10 damage while bloodied; see also pack attack. Pack Attack The gnoll recruit deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll recruit’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Str 16 (+7) Dex 12 (+5) Wis 13 (+5) Con 14 (+6) Int 10 (+4) Cha 8 (+3) Equipment: hide armor, shadar-kai greatsword
Level 5 Artillery
Tactics The gnoll warmaster tries to keep minions within his warmaster’s aura at all times, maximizing his defenses. He wields Wicked Fang in melee, using forward the Wicked Fang early on in combat before his minions begin to fall. The gnoll recruits fight with abandon, staying close together in order to take advantage of their pack attack. The gnoll huntmasters enter the fray in the second round, firing their longbows through the arrow slits. They target any creatures that have two or more gnolls adjacent to them in order to take advantage of their pack attack. If the PCs pursue them into the passageway, the gnolls attack with handaxes. However, if all their allies in the main chamber fall, the hunt masters flee the fortress and are not seen again.
Kyrion engages the most powerful-looking melee combatant, using disarming strike to take the target’s weapon, making an attack against the foe with my weapon now, then using hurl weapon to attack one of the PC’s allies. He then focuses short sword attacks on the initial target, hoping for a quick kill. Though the gnolls fight to the finish, Kyrion is more concerned with saving himself. If he is bloodied and the warmaster is killed, he attempts to flee through the secret passage and out of the fortress.
Features of the Area Illumination: Torches in wall sconces fill the area with bright light. The secret passageway is filled with dim light within 10 feet of the open trapdoors, but is dark elsewhere. (The gnolls and Kyrion know the layout of the secret passages, and can move through them at full speed even with no light.) Arrow Slits: Arrow slits along the walls allow a creature to make ranged attacks from within the secret passage. An arrow slit grants a ranged attacker superior cover while granting him or her a clear view of the battlefield. The firer determines the target’s cover from the square just outside the slit. Trap Doors: Two trapdoors here lead to the secret passage running through the fortress. A ladder (Athletics DC 5 to climb) drops down to the passageway below. The trap doors are not hidden, and require a minor action to open or close.
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RITUAL CHAMBER Encounter Level 12 (3,454 XP)
Setup Fangren, gnoll shaman (F) 2 disciples of Yeenoghu (D) 2 crocottas (C) 8 abyssal wretches (A) Within this chamber, Fangren is in the final stages of the ritual that will open the conduit to Yeenoghu’s
realm in the Elemental Chaos. With the link established, the gnoll shaman will be able to ascend to full power as an exarch of the Destroyer. Assisting Fangren in his foul quest are two of his most trusted disciples and two crocottas summoned from the Elemental Chaos. Additionally, eight abyssal wretches lurk in the ritual chamber—all former captives from Elsir Vale that Fangren used as test subjects to evaluate the conduit’s power. Now slaves to the shaman, they defend him with their lives. In addition to Fangren’s followers, the gnoll shaman can manipulate the energy of the conduit to create a fearsome weapon. When the PCs can see into this area, read: A deep thrumming noise echoes throughout this highdomed ritual chamber, the air crackling with energy. Three large cauldrons burn furiously along walls that rise 10 feet to a wide balcony fronted by crimson curtains. An altar sits atop a stepped dais in the center of the room, a group of hooded gnolls around it. A short distance away, the air ripples in a shifting haze of energy where a portal takes form. Scattered around the chamber are a number of hunched humanoid creatures—the helpless captives of Elsir Vale, transformed into horrid abyssal wretches. As they spot you, they raise a keening howl, lurching forward to attack.
Fangren (F)
Level 11 Elite Controller (Leader)
Medium natural humanoid, gnoll XP 1,200 Initiative +8 Senses Perception +7; low-light vision Bloodlust aura 3; all allies within the aura gain a +2 bonus to attack rolls. HP 228; Bloodied 114 AC 27; Fortitude 25, Reflex 22, Will 26 Resist 10 variable (1/encounter; MM 282) Saving Throws +2 Speed 7 Action Points 1 m Caustic Touch (standard; at-will) ✦ Fire +15 vs. Reflex; 2d6 + 5 fire damage, or 2d6 + 7 damage while bloodied; see also pack attack. r Chaos Bolt (standard; at-will) +14 vs. Reflex; 2d4 + 5 damage, and the target is slowed until the end of Fangren's next turn. M Blastback (standard; recharge 5 6 ) ✦ Fire +15 vs. Reflex; 4d8 + 5 fire damage, or 4d8 + 7 fire damage while bloodied, and the target is pushed 6 squares; see also pack attack. A Vortex of Chaos (standard, encounter) ✦ Fire, Psychic Area burst 1 within 10; +13 vs. Reflex; 3d10 + 6 fire damage, and target takes ongoing 10 psychic damage and is dazed (save ends both). Favor of Yeenoghu (minor 1/round; at-will) The Claw of Yeenoghu (see page 91) makes one attack. Shun the Nonbeliever (immediate reaction; when an enemy moves adjacent to Fangren; at-will) The target slides 3 squares. Pack Attack Fangren deals an extra 5 damage on melee attacks against an enemy that has two or more of Fangren’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Arcana +13, Religion +15 Str 12 (+6) Dex 13 (+6) Wis 15 (+7) Con 18 (+9) Int 16 (+8) Cha 21 (+10) Equipment ritual robes, 4 sacrificial daggers
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2 Disciples of Yeenoghu (D)
Level 7 Artillery
Medium natural humanoid XP 300 Initiative +7 Senses Perception +6; low-light vision HP 62; Bloodied 31 AC 19; Fortitude 18, Reflex 20, Will 19 Speed 7 m Sacrificial Dagger (standard; at-will) ✦ Weapon +14 vs. AC; 2d4 + 5 damage, or 2d4 + 7 damage while bloodied; see also pack attack. r Ray of Destruction (standard; at-will) ✦ Necrotic Range 10; +12 vs. Reflex; 2d8 + 5 necrotic damage, or 2d8 + 10 necrotic damage while bloodied; see also pack attack. A Ruinous Burst (standard; recharge 6 ) ✦ Fire, Necrotic Area burst 2 within 10; +10 vs. Reflex; 3d10 + 5 fire and necrotic damage, or 3d10 + 5 fire and necrotic damage while bloodied. Pack Attack The disciple of Yeenoghu deals an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the disciple’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Religion +14 Str 11 (+3) Dex 12 (+4) Wis 16 (+6) Con 14 (+5) Int 18 (+7) Cha 11 (+3) Equipment ritual robes, sacrificial dagger
8 Abyssal Wretches (A)
Level 6 Minion
Medium elemental humanoid XP 63 Initiative +3 Senses Perception +1 HP 1; a missed attack never damages a minion AC 18; Fortitude 17, Reflex 15, Will 16 Speed 6 m Twisted Claw (standard; at-will) +9 vs. AC; 6 damage. C Inspire Revulsion (standard; at-will) ✦ Fear, Psychic Close burst 1; targets one enemy in burst; +7 vs. Will; 6 psychic damage, and the target takes a –2 penalty on attack rolls until the end of the abyssal wretch’s next turn. Alignment Chaotic evil Languages — Str 14 (+5) Dex 10 (+3) Wis 6 (+1) Con 11 (+3) Int 2 (–1) Cha 11 (+3)
2 Crocottas* (C)
Level 9 Skirmisher
Medium elemental beast (demon) XP 400 Initiative +9 Senses Perception +11; darkvision HP 94; Bloodied 47 AC 23; Fortitude 22, Reflex 21, Will 20 Resist 5 variable (1/encounter; MM 282) Speed 8 m Gore (standard; at-will) +14 vs. AC; 2d6 + 4 damage. C Haunting Laughter (standard; encounter) ✦ Fear, Psychic Close burst 3; +12 vs. Will; 2d10 + 6 damage, and the target slides 1 square. Miss: The target slides 1 square. C Morphic Visage (minor; recharge 4 5 6 ) ✦ Illusion Close blast 3; +12 vs. Will; the crocotta gains combat advantage against the target until the end of its next turn. Craven (immediate reaction, when targeted by a power with the fear keyword; at-will) Whenever a crocotta is the target of an attack with the fear keyword, it shifts 4 squares away from the source of the attack. Feint If a crocotta shifts at least 1 square during its turn, its melee attacks deal an extra 1d6 damage. Alignment Chaotic evil Languages — Skills Stealth +12 Str 19 (+8) Dex 17 (+7) Wis 15 (+6) Con 14 (+6) Int 5 (+1) Cha 11 (+4) *First appeared in Dragon #364.
Tactics At the first sign of trouble, Fangren hits the largest group of PCs with vortex of chaos. He then falls back to direct the Claw of Yeenoghu against the party, using shun the nonbeliever and blastback to push enemies within reach of the claw. If the conduit is disabled before the shaman is killed, he attacks the closest PCs in a fury. The Disciples of Yeenoghu stay out of melee, using ray of destruction from the edge of the fray, then climbing to the balcony to use that power and ruinous burst. The crocottas open combat with haunting laughter to draw PCs on the periphery into melee. They then
wade into the fray to make gore attacks, using morphic visage as often as possible to gain combat advantage. The abyssal wretches stay close to Fangren, using inspire revulsion to protect their leader.
Features of the Area Illumination: The blazing cauldrons fill the area with bright light. Balcony: A 10-foot wall fronts the main floor of the chamber, a balcony circling the room beyond it. Columns along the balcony rise to the ceiling, crimson curtains hanging between them. A secret entrance to the ritual chamber can be found in the southeast corner of the balcony. Dais and Altar: The steps of the dais are difficult terrain when ascending, but are normal terrain for characters moving down or along them. The altar atop the dais is the focal point of Fangren’s ritual. Any creature that touches the altar takes 10 radiant damage, as does any creature that begins its turn in contact with the altar. The Conduit: The shimmering portal is the physical manifestation of the conduit that Fangren hopes to open to Yeenoghu’s realm in the Elemental Chaos. As soon as the PCs appear, Fangren interrupts the still-incomplete ritual in order to take control of the conduit’s energy, creating the Claw of Yeenoghu.
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Claw of Yeenoghu Hazard
Level 8 Lurker XP 350
Through the planar conduit, a massive, clawed hand of primal elemental energy reaches for you. Hazard: A claw of elemental energy under Fangren’s control emerges from the conduit to target any creature within 2 squares of it. Perception No check is necessary to notice the claw. Trigger The Claw of Yeenoghu attacks as directed by Fangren. Attack Minor Action Melee Target: One creature within 2 squares of the conduit Attack: +11 vs. Reflex Hit: 2d6 + 5 fire and necrotic damage, and the target is grabbed and takes ongoing 10 fire and necrotic damage (until escape; DC 19). Countermeasures The countermeasures for the Claw of Yeenoghu are described in the skill challenge.
Closing the Conduit Skill Challenge
Level 9 XP 1,200
The gnolls have been defeated, but you must still deal with vortex. You must find a way to safely disrupt the energy conduit to the Elemental Chaos, breaking the connection Fangren has created to the realm of Yeenoghu and closing the breach for good. Even if the PCs kill Fangren without disabling the Claw of Yeenoghu, the energy conduit remains a threat. The PCs need to close the vortex to the Elemental Chaos before they can perform the ritual that Amyria has charged them with. Complexity 3 (requires 8 successes before 3 failures). Primary Skills Arcana, Athletics, History, Perception, Religion. Other Skills Endurance. Victory Fangren’s ritual is undone and the conduit is closed, safely breaking the connection to the Elemental Chaos. Defeat
The PCs manage to close the conduit, but in doing so, they release a backlash of elemental energy that floods the chamber. All creatures in the room are plagued by terrible nightmares of destruction and ruin each time they sleep or trance. All PCs indefinitely lose one healing surge, so that they regain one less healing surge than normal each time they take an extended rest. The Remove Affliction ritual can remove this effect. Arcana (DC 14) The PC uses his or her mastery of arcane knowledge to manipulate the energy flowing from the Elemental Chaos, turning it back on itself. Athletics (DC 14) By physically shifting the altar, the PC disrupts the complex connection to the Elemental Chaos created by Fangren’s ritual. History (DC 19) The PC recalls knowledge of Fortress Graystone and its construction that helps nullify the flow of energy through the conduit. Perception (DC 19) The PC notes subtle changes in the flow of energy from the conduit, indicating essential points of weakness in Fangren’s uncompleted ritual.
Religion (DC 14) The PC recites prayers whose power is anathema to Yeenoghu, disrupting the flow of energy between the altar and the demon lord’s domain. Endurance (DC 8) PCs making Arcana or Athletics checks in the skill challenge put themselves directly into the flow of the conduit’s energy. For each Arcana or Athletics check made, a character must also make an Endurance check or take 1d6 damage. This check does not count as a success or failure in the challenge. G
About the Author Rodney Thompson is a game designer at Wizards of the Coast, Inc. His previous design credits include the Star Wars Roleplaying Game Saga Edition, the Starships of the Galaxy supplement, and The Force Unleashed Campaign Guide supplement.
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Disciple of Yeenoghu
APPENDIX I: NEW MONSTERS
Abyssal Wretch When Fangren discovered that the ritual chamber of Fortress Graystone was built around a planar breach, he drew on the knowledge of the ruin-touched gnolls to create the conduit to the Elemental Chaos. However, the shaman’s desire to become an exarch of Yeenoghu involved energy that even the ruin-touched gnolls could not predict the effects of. Fangren decided to use captives the gnolls had kidnapped on Sarshan’s orders as test subjects. The first results were abyssal wretches—humans, elves, and other humanoids twisted into horrific reflections of their original forms, tainted by the evil of Yeenoghu. Abyssal Wretch
Level 6 Minion
Medium elemental humanoid XP 63 Initiative +3 Senses Perception +1 HP 1; a missed attack never damages a minion. AC 18; Fortitude 17, Reflex 15, Will 16 Speed 6 m Twisted Claw (standard; at-will) +9 vs. AC; 6 damage. C Inspire Revulsion (standard; at-will) ✦ Fear, Psychic Close burst 1; targets one enemy in burst; +7 vs. Will; 6 psychic damage, and the target takes a –2 penalty on attack rolls until the end of the abyssal wretch’s next turn. Alignment Chaotic evil Languages — Str 14 (+5) Dex 10 (+3) Wis 6 (+1) Con 11 (+3) Int 2 (–1) Cha 11 (+3)
Abyssal Wretch Tactics Abyssal wretches are brutish minions. If an enemy is vulnerable to psychic damage, they always target that enemy with inspire revulsion. Typically, wretches serving a more powerful master will use inspire revulsion as a defense mechanism to protect their leader.
Disciples of Yeenoghu are life-long servants of the demon lord, serving gnoll cults as sages and scholars. A disciple of Yeenoghu collects the darkest, vilest lore surrounding the Ruler of Ruin, acting as a servant of the cult’s leaders and whipping gnoll packs into a frenzy in the service of the demon lord. Disciple of Yeenoghu
Level 7 Artillery
Medium natural humanoid, gnoll XP 300 Initiative +7 Senses Perception +6; low-light vision HP 62; Bloodied 31 AC 19; Fortitude 18, Reflex 20, Will 19 Speed 7 m Sacrificial Dagger (standard; at-will) ✦ Weapon +14 vs. AC; 2d4 + 5 damage, or 2d4 + 7 damage while bloodied; see also pack attack. r Ray of Destruction (standard; at-will) ✦ Necrotic Range 10; +12 vs. Reflex; 2d8 + 5 necrotic damage, or 2d8 + 10 necrotic damage while bloodied; see also pack attack. A Ruinous Burst (standard; recharge 6 ) ✦ Fire, Necrotic Area burst 2 within 10; +10 vs. Reflex; 3d10 + 5 fire and necrotic damage, or 3d10 + 5 fire and necrotic damage while bloodied. Pack Attack The disciple of Yeenoghu deals an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the disciple’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Religion +14 Str 11 (+3) Dex 12 (+4) Wis 16 (+6) Con 14 (+5) Int 18 (+7) Cha 11 (+3) Equipment ritual robes, sacrificial dagger
Disciple of Yeenoghu Tactics A disciple of Yeenoghu prefers to stand back, using ray of destruction and ruinous burst on enemies from afar.
Mindscrambler When the psionic githzerai inhabited Fortress Graystone, the meditation room enabled them to clear their minds of the chaos within and focus on the discipline
needed to achieve their top fighting form. Over long years, the githzerai were able to use their mental discipline to purge untamed emotions. As a result, the psionic residue of these chaotic emotions eventually coalesced into chaotic beings of pure mental energy. Mindscramblers appear to be translucent beings with a vaguely humanoid shape. Mindscramblers have no discernable features, appearing to be little more than a mass of shifting color and light. Mindscrambler
Level 8 Skirmisher
Medium elemental animate XP 350 Initiative +9 Senses Perception +3 HP 89; Bloodied 44 AC 22; Fortitude 20, Reflex 20, Will 20 Speed 6 m Chaos Touch (standard; at-will) ✦ Psychic +11 vs. Reflex; 1d6 + 7 psychic damage. M Scrambled Mind (standard; at-will) ✦ Psychic +11 vs. Will; 1d6 + 7 psychic damage, and the target makes a melee basic attack against one of its adjacent allies. M Dizzying Touch (standard; recharge 5 6 ) ✦ Psychic +11 vs. Will; 3d6 + 7 psychic damage, and the target slides 3 squares and is dazed (save ends). R Misdirection (immediate interrupt; when an enemy within 10 squares moves or shifts; encounter) +11 vs. Will; the target is pushed 3 squares and may not continue its movement. Trace Chance (standard; encounter) Ranged 5; no attack roll required; the next melee attack made against the target gains a +5 power bonus and, if it hits, it is automatically a critical hit. Alignment Chaotic evil Languages Primordial Skills Intimidate +12 Str 11 (+4) Dex 16 (+7) Wis 8 (+3) Con 17 (+7) Int 8 (+3) Cha 16 (+7)
Mindscrambler Tactics Mindscramblers use trace chance before approaching to use dizzying touch. If the mindscrambler is swarmed, it uses misdirection to keep an enemy at bay.
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Psionic Echo
Stonewalker Spirit
Wicked Fang Gnolls
As the githzerai purged their negative emotions, so too did their disciplined minds leave imprints on Fortress Graystone. Literally a reflection of raw mental power, psionic echoes appear as spectral githzerai warriors. A psionic echo forces itself into existence by sheer will. While it manifests, it is as solid and real as any other physical object, though it continues to appear hazy and translucent.
Stonewalker spirits are conjured from the Elemental Chaos, and are incorporeal in their natural form. Little more than an elemental consciousness, a stonewalker spirit can pass into earth or rock to create a body for itself. Statues are the favored bodies of stonewalker spirits.
The Wicked Fang are a pack of gnoll mercenaries whose thirst for blood is equaled only by their greed. Initially consisting of little more than Fangren and his closest allies, the pack’s dealings with operatives of the shadar-kai Sarshan have seen its numbers swell.
Githzerai Psionic Echo
Level 9 Soldier
Medium elemental humanoid XP 400 Initiative +9 Senses Perception +9 HP 92; Bloodied 46 AC 25; Fortitude 20, Reflex 21, Will 22 Speed 7 m Unarmed Strike (standard; at-will) +16 vs. AC; 2d6 + 6 damage. r Lesser Mindstrike (standard; at-will) ✦ Psychic Range 10; +14 vs. Will; 1d10 + 9 psychic damage. M Psionic Strike (standard; encounter) ✦ Psychic +14 vs. Will; 2d8 + 9 damage plus 1d8 psychic damage; until the end of its next turn, the target has vulnerable 10 psychic. Iron Mind (immediate interrupt; when the githzerai psionic echo would be hit by an attack; encounter) The githzerai psionic echo gains a +2 bonus to all defenses until the end of its next turn. Unstable Manifestation (immediate reaction; when the githzerai psionic echo takes damage; encounter) The githzerai psionic echo becomes insubstantial until the end of its next turn. Alignment Unaligned Languages Common, Deep Speech Str 14 (+6) Dex 17 (+7) Wis 11 (+4) Con 12 (+5) Int 10 (+4) Cha 20 (+9)
Psionic Echo Tactics Psionic echoes single out a weaker target and use psionic strike to make them more vulnerable to mindstrikes. It usually waits until it is bloodied to use unstable manifestation.
Wicked Fang Scout Stonewalker Spirit
Level 7 Lurker
Medium elemental magical beast (earth) XP 300 Initiative +10 Senses Perception +5 HP 45; Bloodied 22 AC 21; Fortitude 19, Reflex 19, Will 20 Immune disease, petrification, poison; Resist insubstantial Speed fly 6 (hover) m Spectral Grasp (standard; at-will) +10 vs. Reflex; 2d4 + 7 damage. M Petrifying Touch (standard; recharge 6 ) +10 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save), and is considered to be a statue for the purposes of the possess statue ability. Possess Statue (free, when entering the same space as a statue; at-will) The stonewalker spirit assumes the form of a possessed statue. Use the possessed statue stat block instead of the stonewalker spirit’s stat block. The spirit can leave the statue as a free action. Flee the Form (free, when a possessed statue is reduced to 0 hit points; at-will) The stonewalker spirit takes 16 damage (ignores insubstantial) as it reverts to its normal form, then moves up to its speed. Alignment Unaligned Languages Abyssal, Primordial Skills Stealth +11 Str 10 (+3) Dex 17 (+6) Wis 14 (+5) Con 16 (+6) Int 11 (+3) Cha 19 (+7)
Stonewalker Spirit Tactics
Level 7 Skirmisher
Medium natural humanoid, gnoll XP 300 Initiative +7 Senses Perception +10, low-light vision HP 77; Bloodied 38 AC 21; Fortitude 19, Reflex 19, Will 18 Speed 7 m Shadar-Kai Short Sword (standard; at-will) ✦ Weapon +12 vs. AC; 1d6 + 9 damage (crit 1d6 + 15), or 1d6 + 11 damage (crit 1d6 + 17) while bloodied; see also pack attack. r Hand Crossbow (standard; at-will) ✦ Weapon Range 10/20; +12 vs. AC; 1d6 + 9 damage, or 1d6 + 11 damage while bloodied; see also pack attack. Cowardly Shot (standard; at-will) ✦ Weapon Requires hand crossbow; ranged 10/20; +12 vs. AC; 1d6 + 9 damage, or 1d6 + 11 damage while bloodied; the gnoll scout can shift 2 squares both before and after making the attack; see also pack attack. Pack Attack The gnoll scout deals an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the scout’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Str 16 (+6) Dex 15 (+5) Wis 14 (+5) Con 13 (+4) Int 10 (+3) Cha 10 (+3) Equipment: hide armor, shadar-kai short sword, hand crossbow, 20 bolts
Wicked Fang Scout Tactics Wicked Fang scouts prefer to fight from range, using cowardly shot to leap out from behind cover, make an attack, and then retreat back behind cover.
Stonewalker spirits want to be in possessed statue form when possible. If no statue is available, the spirit uses petrifying touch to create one. November 20 08
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Wicked Fang Sentry
Level 7 Soldier
Medium natural humanoid, gnoll XP 300 Initiative +6 Senses Perception +11, low-light vision HP 80; Bloodied 40 AC 23; Fortitude 20, Reflex 18, Will 19 Speed 7 m Shadar-Kai Greatsword (standard; at-will) ✦ Weapon +14 vs. AC; 1d12 + 5 damage (crit 1d12 + 17), or 1d12 + 7 damage (crit 1d12 + 19) while bloodied, and the target is marked until the end of the gnoll sentry’s next turn; see also pack attack. C Defend the Pack (standard; recharge 6 ) ✦ Weapon Close burst 1; +12 vs. AC; 1d12 + 5 damage, or 1d12 + 7 damage while bloodied, and the target is marked until the end of the gnoll sentry’s next turn; see also pack attack. Defensive Lure (move; encounter) The gnoll sentry shifts 3 squares, then pulls all targets it has marked 3 squares. Pack Attack The gnoll sentry deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll sentry’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Str 19 (+7) Dex 13 (+4) Wis 16 (+6) Con 16 (+6) Int 10 (+3) Cha 8 (+2) Equipment: hide armor, shadar-kai greatsword
Wicked Fang Sentry Tactics Wicked Fang sentries use defend the pack frequently to mark multiple enemies, attempting to make enemies focus on them. If a marked enemy tries to move away, the sentry uses defensive lure to draw them back into the area.
MORE MONSTERS
Wicked Fang Mauler
Level 7 Brute
Wicked Fang Lasher
Level 9 Skirmisher
Medium natural humanoid, gnoll XP 300 Initiative +4 Senses Perception +6; low-light vision HP 94; Bloodied 47 AC 19; Fortitude 20, Reflex 18, Will 19 Speed 7 m Shadar-Kai Greatsword (standard; at-will) ✦ Weapon +10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + 10 damage (crit 1d12 + 22) while bloodied; see also pack attack. M Backhand (minor; recharge 5 6 ) +10 vs. AC; 1d6 + 8 damage, or 1d6 + 10 damage while bloodied, and the target is knocked prone; see also pack attack. M Beat Back (standard; at-will) ✦ Weapon +10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + 10 damage (crit 1d12 + 22) while bloodied, and the target is pushed 2 squares; see also pack attack. Pack Attack The gnoll mauler deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll mauler’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Athletics +12 Str 19 (+7) Dex 13 (+4) Wis 17 (+6) Con 14 (+5) Int 10 (+3) Cha 8 (+2) Equipment: hide armor, shadar-kai greatsword
Medium natural humanoid, gnoll XP 400 Initiative +11 Senses Perception +7; low-light vision HP 93; Bloodied 46 AC 23; Fortitude 21, Reflex 22, Will 21 Speed 7 m Barbed Whip (standard; at-will) ✦ Weapon Reach 2; +14 vs. AC; 1d8 + 4 damage (or 1d8 + 6 damage while bloodied) and ongoing 5 damage (save ends); see also pack attack. M Whip Flay (standard; encounter) ✦ Weapon Requires barbed whip; reach 2; +14 vs. AC; 3d8 + 7 damage (or 3d8 + 9 damage while bloodied) and ongoing 10 damage (save ends); see also pack attack. M Drag Around (standard; recharge 5 6 ) ✦ Weapon Requires barbed whip; reach 2; +12 vs. Fortitude; 2d8 + 5 damage (or 2d8 + 7 damage while bloodied) and the target slides 3 squares; see also pack attack. Pack Attack The gnoll lasher deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll lasher’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Stealth +14 Str 16 (+7) Dex 20 (+9) Wis 16 (+7) Con 13 (+5) Int 10 (+4) Cha 10 (+4) Equipment: hide armor, barbed whip
Wicked Fang Mauler Tactics
Wicked Fang Lasher Tactics
Wicked Fang maulers are frequently used to defend other gnolls, using beat back to keep enemies from getting too close. If the mauler and its target are close to hazardous terrain, it uses backhand to knock the target into that area.
The Wicked Fang lasher uses whip flay against a bloodied opponent when possible, trying to bring them down quickly. When an enemy gets close, the lasher uses drag around to maneuver the enemy into a place where other gnolls can get pack attack bonuses.
For more information on some of the monsters used in this adventure, see Ari Marmell’s Creature Incarnations: Gnolls from Dragon #369 (which includes more information on the ruin-touched gnolls and the slaughterfang hyenas) and Robert J. Schwalb’s Demonomicon of Iggwilv: Yeenoghu (which includes the crocotta) from Dragon #364.
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Wicked Fang Keeper
Level 8 Elite Controller
Medium natural humanoid, gnoll XP 700 Initiative +9 Senses Perception +7; low-light vision HP 178; Bloodied 89 AC 24; Fortitude 20, Reflex 23, Will 20 Speed 7 m Shadar-Kai Short Sword (standard; at-will) ✦ Weapon +13 vs. AC; 2d6 + 5 damage (crit 1d6 + 17), or 2d6 + 7 damage (crit 1d6 + 19) while bloodied; see also pack attack. r Handaxe (standard; at-will) ✦ Weapon Ranged 5/10; +13 vs. AC; 2d6 + 5 damage (crit 1d6 + 17), or 2d6 + 7 damage (crit 1d6 + 19) while bloodied; see also pack attack. R Rain of Blades (standard; at-will) The keeper makes three handaxe attacks, each of which must be against a different target. M No Escape This Time (standard; at-will) ✦ Weapon Requires short sword; +13 vs. AC; 2d6 + 5 damage (crit 1d6 + 17), or 2d6 + 7 damage (crit 1d6 + 19) while bloodied and the target is knocked prone; see also pack attack. M Keeper’s Shackles (minor; recharge 6 ) Targets adjacent prone creature; +12 vs. Fortitude; target is restrained (until escape). Caltrops (minor; encounter) The keeper can designate a 1-square burst area within 5 squares; that area is filled with caltrops. Until the end of the encounter, any creature that enters a square filled with caltrops without treating it as difficult terrain takes 1d6 + 4 damage. Pack Attack The keeper deals an extra 5 damage on melee attacks against an enemy that has two or more of the keeper’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Skills Intimidate +11 Str 13 (+5) Dex 20 (+9) Wis 17 (+7) Con 17 (+7) Int 10 (+4) Cha 14 (+6) Equipment: hide armor, shadar-kai short sword
Wicked Fang Keeper Tactics The Wicked Fang warden primarily concerns itself with keeping enemies hemmed in close to allies. As such, it uses caltrops to block off one avenue of escape. The Wicked Fang warden attempts to use no escape this time to knock enemies prone before restraining them with keeper’s shackles.
Wicked Fang Guard
Level 6 Soldier
Medium natural humanoid, gnoll XP 250 Initiative +7 Senses Perception +4; low-light vision HP 74; Bloodied 37 AC 22; Fortitude 19, Reflex 18, Will 17 Speed 7 m Shadar-Kai Greatsword (standard; at-will) ✦ Weapon +13 vs. AC; 1d12 + 7 damage (crit 1d12 + 19), or 1d12 + 9 damage (crit 1d12 + 21) while bloodied, and the target is marked until the end of the gnoll guard’s next turn; see also pack attack. M Pinning Attack (standard; encounter) ✦ Weapon Requires greatsword; +11 vs. Fortitude; 1d12 + 7 damage (crit 1d12 + 19), or 1d12 + 9 damage (crit 1d12 + 21) while bloodied, and the target is immobilized until the end of the gnoll guard’s next turn; see also pack attack. Pack Attack The gnoll guard deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll guard’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Str 14 (+5) Dex 15 (+5) Wis 13 (+4) Con 18 (+7) Int 10 (+3) Cha 8 (+2) Equipment: hide armor, shadar-kai greatsword
Wicked Fang Guard Tactics The Wicked Fang guards engage as many enemies as possible, using pinning attack when foes attempt to escape. Wicked Fang Recruit
Level 8 Minion
Medium natural humanoid, gnoll XP 88 Initiative +7 Senses Perception +5; low-light vision HP 1; a missed attack never damages a minion AC 22; Fortitude 20, Reflex 18, Will 18 Speed 7 m Shadar-Kai Greatsword (standard; at-will) +13 vs. AC; 8 damage, or 10 damage while bloodied; see also pack attack. Pack Attack The gnoll recruit deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll recruit’s allies adjacent to it. Alignment Chaotic evil Languages Abyssal, Common Str 16 (+7) Dex 12 (+5) Wis 13 (+5) Con 14 (+6) Int 10 (+4) Cha 8 (+3) Equipment: hide armor, shadar-kai greatsword
Wicked Fang Recruit Tactics Wicked Fang recruits do their best to swarm their enemies. They always try to keep at least two recruits adjacent to a target at all times, giving other Wicked Fang pack members a pack attack bonus. Wicked Fang Warmaster
Level 8 Brute (Leader)
Medium natural humanoid, gnoll XP 350 Initiative +6 Senses Perception +7; low-light vision Warmaster’s Aura aura 5; the gnoll warmaster gains a +1 bonus to AC and all defenses for each ally within the aura (maximum +5) HP 107; Bloodied 53 AC 20; Fortitude 20, Reflex 19, Will 20 Speed 7 m Wicked Fang (standard; at-will) ✦ Weapon +11 vs. AC; 2d8 + 8 damage (crit 3d8 + 24), or 2d8 + 10 (crit 3d8 + 26) damage while bloodied; see also pack attack. M Forward the Wicked Fang (standard; encounter) ✦ Weapon Requires Wicked Fang; +11 vs. AC; 4d8 + 8 damage (crit 3d8 + 40), or 4d8 + 10 damage (crit 3d8 + 42) while bloodied, and all gnoll allies within the warmaster’s aura make a basic attack; see also pack attack. Pack Attack The gnoll warmaster deals an extra 5 damage on melee attacks against an enemy that has two or more of the gnoll warmaster’s allies adjacent to it. Wicked Fang Power (free; when an attack with the weapon keyword hits; daily) The target also takes ongoing 10 damage (save ends). Alignment Chaotic evil Languages Abyssal, Common Skills Intimidate +10 Str 14 (+6) Dex 10 (+4) Wis 16 (+7) Con 17 (+7) Int 14 (+6) Cha 13 (+5) Equipment: hide armor, Wicked Fang (see page 96)
Wicked Fang Warmaster Tactics Wicked Fang warmasters try to keep as many allies within the range of warmaster’s aura as possible. They use forward the wicked fang early, preferably when many other pack members are nearby.
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APPENDIX 2: NEW ITEMS The following new magic items are featured in this adventure, and can be claimed as treasure by the PCs.
Figurines of Wondrous Power Elderwood Falcon
Level 10
This wooden statuette depicts a falcon with wings outspread. Wondrous Item 5,000 gp Power (Daily ✦ Conjuration): Standard Action. Use this figurine to conjure an ancient falcon of the Feywild (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
Elderwood Falcon Medium natural animate Initiative as conjurer
Senses Perception +9; low-light vision
HP 15; Bloodied 7 AC 24; Fortitude 21, Reflex 22, Will 22 Speed 6, fly 8 m Talons (standard; at-will) +15 vs. AC; 2d4 + 4 damage. M Swoop (standard; at-will) The elderwood falcon shifts 1 square, makes a talon attack, then shifts 1 square. Alignment Unaligned Languages — Str 11 (+5) Dex 19 (+9) Wis 18 (+9) Con 16 (+8) Int 2 (+1) Cha 8 (+4)
Ironwood Hound
Level 10
This wooden statuette depicts a hunting hound dashing toward its prey. Wondrous Item 5,000 gp Power (Daily ✦ Conjuration): Standard Action. Use this figurine to conjure a yellow-furred hunting hound (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
Quest Ideas
Ironwood Hound Medium natural animate Initiative as conjurer
Senses Perception +8; low-light vision
HP 15; Bloodied 7 AC 24; Fortitude 22, Reflex 19, Will 21 Speed 6 m Bite (standard; at-will) +15 vs. AC; 2d6 + 3 damage. M Drive Back (standard; at-will) +13 vs. Fortitude; 2d6 + 3 damage, and the target is pushed 2 squares and the ironwood hound can shift 2 squares. The ironwood hound must end its shift adjacent to the target’s new position. Alignment Unaligned Languages — Str 13 (+6) Dex 12 (+6) Wis 16 (+8) Con 18 (+9) Int 2 (+1) Cha 8 (+4)
Wicked Fang The sword known as Wicked Fang was crafted as a gift for the gnoll pack of the same name. Sarshan ordered his shadar-kai warriors to travel to Overlook and kidnap one of the greatest dwarven weaponsmiths in the city, bringing him back to the Shadowfell to do the arms dealer’s bidding. Sarshan commanded the weaponsmith to craft Wicked Fang. When the job was done, Sarshan ordered the weaponsmith killed and his blood used in the ritual that bestowed the sword with its magical properties. The completed sword was sent back to the world as a gift to Fangren, who in turn gave it to his most trusted warmaster. However, before the weapon was sent from the Shadowfell, several of the shadar-kai witches in Sarshan’s service warned him that the weapon was destined to be at the center of great events, and urged him to not let the weapon pass from his possession. Sarshan ignored the witches’ warnings, sending his lieutenant Kyrion to train the gnolls in the proper use of shadar-kai weapons, including Wicked Fang.
The Vengeful Family: The family of the dwarf weaponsmith from Overlook has learned of the existence of Wicked Fang and seeks to reclaim it. When they discover that the PCs have the weapon, they assume the party was involved in the weaponsmith’s death, vowing vengeance against them. The PCs must clear their names and convince the dwarves that their loved one has already been avenged. The Cursed Blade: Bad luck (of the DM’s design) seems to follow the PC carrying Wicked Fang, and he or she learns that the blade holds a dark curse. The PC’s only hope is to travel to an ancient holy site of Moradin and beseech the god of creation to remove the curse from the weapon. Tipping the Scales of War: The shadar-kai witches were right in their prophecy, and as the PCs find themselves caught up in further adventures, they discover that Wicked Fang was created for a higher purpose. Having fallen into the PCs’ hands as a part of their destiny, the weapon is the only thing that can destroy an enemy they will one day face.
Wicked Fang
Level 13
This weapon’s jagged blade seems permanently stained with the blood of those it has slain. Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp Weapon: Longsword Enhancement: Attack rolls and damage rolls Critical: +1d8 damage per plus Property: Whenever you use a power with the weapon keyword that deals ongoing damage, increase that ongoing damage by an amount equal to the weapon’s enhancement bonus. Power (Daily): Free action. Use this power when you hit with an attack with the weapon keyword. In addition to the normal effects of the attack, the target takes ongoing 10 damage (save ends). Level 23 or 28: Ongoing 15 damage.
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“Our eyes are open, our fi sts are closed. Our walls are stone, our shields are steel. Our faces are many, our soul is dwarf. And thus is there no foe against whom Overlook cannot stand.” It is an ancient Overlook proverb—some would even call it a prayer— and it’s about to be put to the ultimate test.
by Ari Marmell illustrations by Michael Komarck, Rob Alexander and William O'Connor ✦ cartography by Mike Schley
the
An adventure for 9th-level characters
Temple Between
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
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The western end of Elsir Vale has been greatly troubled in recent days. The threat of the orc hordes from beyond the Stonehome Mountains, though turned back at Bordrin’s Watch, still lingers in the people’s minds. Peculiar and hostile creatures of shadow lurk in the caverns and caves below. Political squabbling grows among the city’s powerful dwarf clans. All this makes the city particularly vulnerable to an enemy nobody saw coming—that nobody even imagined. This enemy has goals and objectives far beyond the ultimately unimportant Elsir Vale, but the first step is the utter subjugation of Overlook. An enemy who, at least in part, is already here. “The Temple Between” is an adventure for 9thlevel characters, and it is challenging enough to take them to 11th level by the time all is said and done. Although intended as the final chapter of the heroic tier portion of the Scales of War Adventure Path, it can be run as a standalone adventure, or as an adventure in a campaign of your own making, with a small degree of modification. It contains elements of urban investigation, dungeon delving, and even wartime conflict, making it a suitable adventure to players of many tastes and preferences.
BACKGROUND Few today are aware of it, but the western regions of Elsir Vale have long been rich in planar magic. Perhaps this is due to the fact that the giants, soldiers, and servants of the primordials once dwelt nearby in large numbers, driving their dwarf slaves to great works. Whatever the cause, the region is run through with “cracks” in reality—portals that lead to
other worlds. In the course of the Adventure Path, the PCs have already discovered one, traveling to the Shadowfell through the caverns beneath the Happy Beggar poorhouse. What they do not yet know— though they might discover it soon enough—is that a gateway to the Astral Sea waits in a great cathedral beneath the Stonehome Mountains, and a doorway to the Feywild lies hidden where the Elsir River flows from the mountains. (The region might well also contain a portal to the Elemental Chaos, but if so, it does not influence this adventure.) No, the humans and elves and dwarves of Elsir Vale know nothing about this, but not everyone is so ignorant. A few sages know. A few priests know. And the githyanki know. Indeed, at the behest of their leaders in the astral city of Tu’narath, they have caused much of Elsir’s worries of late. They arranged the theft of the platinum sword from Brindol, and they employed the shadar-kai, not only as weapons suppliers but to encourage the orcs of the west to rise. For the githyanki want Elsir Vale, badly, and particularly the planar portals it contains. Using it as a beachhead, they could easily launch an incursion, not merely into the mortal realm, but other worlds besides. And there is no reality, no plane of existence, on which the githyanki do not have some design or other. The semi-disgraced General Zithiruun is in charge of this operation, or at least commands the forces seeking to carry it out. Forced to make use of mercenaries and lesser soldiers, to keep the githyanki involvement secret, he has carefully set up his pawns, maneuvering and manipulating, and now the time draws near to take Overlook by force. Unknown to Zithiruun, and even to his commanding officers, they themselves are merely pawns
WHAT IS AN ADVENTURE PATH? Scales of War is the fourth Adventure Path to appear in the pages of Dungeon® Magazine. But what, you ask, is an Adventure Path? Quite simply, it is a series of related adventures intended to form a complete D&D campaign that takes your players from 1st level all the way to, in the case of Scales of War, 30th level. Previous Adventure Paths, presented with the 3rd Edition D&D® rules, took characters from 1st to 20th level. But with all three tiers in the new edition ripe and ready to explore, we’re pushing the limit with Scales of War. Each tier takes roughly six adventures to traverse, which means we’ll finish off this Adventure Path in about eighteen issues. Each adventure advances characters from between one and a half to two levels of experience. We recognize that not everyone will meet every encounter or complete every quest, however, so periodically, we’ll point you to a supplemental Side Trek or short adventure to keep your PCs on pace. Plus, roughly every few months, Dragon® will feature new support content for Scales of War. Finally, this Adventure Path is intended to function as a complete D&D campaign. That means we’ll be making assumptions about the history of the world as we move along, just as you would in any campaign you run. We’ll be borrowing heavily from the D&D mythology of 4th Edition, as well as all the great ideas that have cropped up in other products over the years—including the pages of past issues of Dungeon! Enjoy your stay in Scales of War, and keep an eye out for next month’s installment.
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on a larger board; schemes far more devious than a simple githyanki invasion are afoot. But this is a discovery, and a challenge, for a future adventure. For now, the PCs have more than enough on their plates as it is.
The Mountainroot Temple A subterranean structure built by the same order that would later go on to construct the Monastery of the Sundered Chain, the Mountainroot Temple stands deep beneath the Stonehome Mountains. Built when the dwarves were still celebrating their freedom from the giants, it was not a dwarven structure, but a temple built for anyone who wanted to pay tribute to Moradin, of any race. It held great reliquaries of holy icons, enormous cathedrals where hundreds could worship at once, and even a doorway to the Astral Plane whence angels and exarchs of Moradin would appear to discourse with the god’s most favored priests and champions. To facilitate a grand community of Moradin worshipers, the Mountainroot Temple had, in addition to its astral doors and its main entryway into the mountains, four mystical doorways constructed. Each linked to another temple of Moradin elsewhere in the world, so the faithful could come and go with ease. And for decades, even centuries, the temple thrived. Slowly, however, relations between Moradin’s faithful grew strained. Priests assigned to other, “lesser” temples grew envious of those at Mountainroot. Many of the dwarf faithful grew haughty, considering themselves Moradin’s “true” children, and sought to oust all others, or at least put them in lesser places, denying them access to the temple’s wonders.
Was it Moradin’s wrath? A curse brought upon them by the giants they’d so long ago escaped? Or simply a natural catastrophe without greater meaning? None can say. Whatever the case, some centuries ago, the mountain was struck by an earthquake. Portions of the inner tunnels collapsed, damaging several chambers of the Mountainroot Temple, destroying others entirely. Panicked, the priests and the faithful grabbed up their treasures and holy icons—at least most of them—and fled using the surviving magical portals. Once they’d settled elsewhere, the bulk of Moradin’s priests decided that this way was better. By scattering from the temple, they would allow the dwarves to build their own shrines, without feeling constrained by the other races, and the jealousy that marred the priesthood would fade. Although they mourned the loss of the great cathedral, and those few treasures they’d been unable to save, they declared the quake to have been Moradin’s will and left the temple abandoned. In time, most faithful, even most priests save those most thoroughly learned in their history, forgot it had ever been. Most, but not all. After a few decades, a small group of Moradin worshipers—mostly dwarves, but with members of other races as well—returned to the Mountainroot Temple. They cleaned it up as best they could and vowed to maintain it until it should some day become important once again. The most powerful of their number took on the title of Caretaker and lived within the temple, in a small structure built inside the larger reliquary. The Caretaker carefully attuned himself to the temple’s surviving magic, allowing him to control the constructs and divine defenses and traps that protected the structure from outside invasion.
Zithiruun’s Plan And so it remained, until the githyanki learned of the temple and decided controlling it would better enable them to control Overlook, and by extension, Elsir Vale. Zithiruun’s plan is to take Overlook by simultaneously attacking from without and from within. Already he has a force of mercenary soldiers hiding in the wilds, ready to march on the city. Now, he’s working to gain full control of the Mountainroot Temple—and the Stone Anvil, its anchor in Overlook— through which he can move a second force from the Astral Sea into the city’s undefended heart. To that end, Zithiruun has suborned a number of Overlook’s priests and military officers. Most of them, including several priests and Watch Captain Aerun, were kidnapped and subject to a difficult psychic ritual cast by incredibly powerful githyanki. The result is that these poor people’s minds were destroyed, and they have been possessed by several githyanki, who are even capable of manifesting some of their normal powers (albeit in weakened form). Unfortunately, the possessing githyanki cannot access anything more than the victim’s base personality; they have no access to specific memories. So High Priest Durkik of the Stone Anvil has not been possessed. Rather, he is being held captive and tortured for information, while a hired doppelganger takes his place in public, holding the Stone Anvil in readiness for Zithiruun’s forces. All of which would have gone undetected, if not for the alertness and curiosity of an old woman named Haelyn . . .
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THE QUESTS “The Temple Between” offers PCs several opportunities to earn quest XP. Provided here is a list of quests, and their rewards, in the adventure. Minor Quest—Learn Haelyn’s Fate As requested by the priest Lavinya, the PCs must investigate the shrine of Erathis, and Grovald, its new caretaker, to learn what happened to the kindly old woman who once attended it. Reward: 400 XP. Major Quest—Recover the Incunabulum Primeval This ancient religious text, dating back to the dwarf rebellion against the giants, exists somewhere within the depths of the Mountainroot Temple. Durkik wants it returned before their enemies can get their hands on it. (It’s currently on the hag Hethralga, in area M8 of the Mountainroot Temple.) Reward: 2,000 XP (and 3,600 gp—the equivalent of three 9th-level treasure parcels—as promised by the priests of Moradin). Major Quest—Prevent the Fall of Overlook Once his scheme is prematurely cut short, General Zithiruun decides to take the city with what forces he already has available. Although Overlook is hardly a population of weaklings, they do require the PCs’ aid. Reward: Up to 2,500 XP, depending on Victory Point totals; see page 37 (and up to 7,000 gp—the equivalent of four 10th-level treasure parcels—as promised by the Council of Elders).
ADVENTURE SYNOPSIS The PCs have just completed an adventure of obvious importance (the freeing of Amyria from her imprisonment in the form of a platinum sword, if they’re playing through the Adventure Path). It appears as though nothing of consequence immediately follows— at least until the next night, when the PCs, through one of various means, receive hints that all is not well back in Overlook. Returning to their home away from home, the heroes initially find nothing amiss. Slowly, however, they discover—through the prodding of Lavinya, priestess of Erathis, if not on their own—that several of the city’s priests are acting peculiarly and, perhaps more importantly, Haelyn, keeper of Erathis’s shrine, has vanished. Following up on these minor discrepancies, the PCs swiftly find hints leading to a conspiracy worming its way into the city’s hierarchy. Several of the conspiracy’s members are possessed (though the PCs do not learn by whom), while others—including High Priest Durkik Forgeheart of the Stone Anvil— have been replaced by doppelganger mercenaries. The PCs trace the conspirators back to their headquarters in a large warehouse, where they have the opportunity to rescue the real Durkik. The PCs then learn of the Mountainroot Temple and find out that one of its mystical portals is located in a hidden sepulcher beneath the Stone Anvil. Using it, the PCs go to the abandoned ancient temple, where they must confront both a cadre of fey and a band of mercenaries employed by General Zithiruun. They also find, unfortunately, that they cannot leave! Here, assuming the PCs defeat their various foes, they make the following discoveries:
✦ The Caretaker of the temple is currently being tortured, and the pain and madness inflicted upon him have thrown the temple’s defenses into chaos. This is why, among other things, nobody can leave. ✦ The fey are seeking an ancient tome of great power. They were sent by Cachlain, the StoneSkinned King, a fomorian noble who—along with his new advisor, Sovacles—will play an important role in future installments of the Scales of War. ✦ The mercenaries serve someone called General Zithiruun, who seeks the temple—and indeed, the entire region!—for access to the various planar portals. The conspiracy in Overlook was only the first step, and the city will soon be facing a full-scale military invasion! Finally, once the Caretaker allows them to leave, the PCs must return to the Council of Elders with a warning of the forthcoming siege. Here, the PCs can finally cement their place as heroes to this military city, as their help proves instrumental in Overlook’s survival—and as they finally come face to face with General Zithiruun, and learn of the githyanki involvement in all that has come before.
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The Temple Between
PREPARING FOR ADVENTURE “The Temple Between” allows the PCs a variety of opportunities to shine, from investigation to exploration, and from skill challenges to a variety of combat situations. They face a diversity of foes and must
SKILL CHALLENGES AND EXPERIENCE POINTS This adventure makes use of a number of skill challenges—in particular, offering several opportunities for the PCs to interrogate prisoners or survivors of their various combats. It’s important for you, as DM, to give XP only for those skill challenges that are meaningful, without allowing unnecessary repetition. Here’s what we mean, by way of example. In the Shrine of Erathis, the PCs have the opportunity to interrogate Grovald, as well as a number of his soldiers, both human and doppelganger. Because the PCs receive different information from Grovald than from his soldiers, they can receive XP for both skill challenges—one for Grovald, one for any of the soldiers. Once they have successfully interrogated a soldier, however, they should not receive XP for interrogating any other soldiers at the same location, because they all offer the same information. Similarly, because all the fey in the Mountain Root temple give the same information, and all the soldiers of the githyanki give the same information, the PCs can gain XP for only two interrogations— one fey, one other—in that area.
figure out the right questions to ask the right people. As such, it’s important that you, as DM, have at least a reasonable level of familiarity with the events herein. It’s best if you can read through the entire adventure beforehand, but if you’re in a hurry, you should at least review each specific section, and its related encounters, before play. (The adventure is divided into three chapters, making a piecemeal approach feasible, if not the most recommended.)
What You Need to Play This adventure includes the encounters the PCs face as they explore and adventure in the area. It also provides tactical maps and more for the adventure. If you and your players haven’t read through the DUNGEONS & DRAGONS 4th Edition rules yet, that is your first best step so that you make certain you understand the rules. Also as mentioned above, read through at least the first of the adventure’s three “chapters” before starting. This review enables you to become familiar with the material and the style of presentation. You might also want to take a look at the sections below regarding the adventure format.
Using Tactical Encounters Each encounter includes several common elements, as described below.
Encounter Level Each tactical encounter assumes a group of five player characters. An encounter of average difficulty is one where the encounter level is equal to the level of the party. Encounters that are 1 or 2 levels lower than the party are easy encounters, while encounters that are 2 or more levels higher than the party are difficult encounters.
For overcoming an encounter, a group earns the XP value noted beside the encounter level. This amount should be divided by the number of group members, and an equal amount should be awarded to each character.
ADAPTING THE ADVENTURE “The Temple Between” is designed with five players in mind. You can easily adapt the adventure for larger groups easily by adding more treasure and inserting a few extra monsters using the guidelines presented in the Dungeon Master’s Guide. When adapting the adventure for larger groups, keep it simple. Where possible, just add one monster whose level equals the encounter level for each additional PC. Otherwise, look for appropriate monsters from this adventure (see the Appendix, in particular) and the Monster Manual to help stiffen up the resistance. This adventure is also designed for 9th-level characters. As written, a slightly larger group of 8th-level characters can play through the adventure, but be sure to give the characters plenty of chances to take extended rests so that they can have a fair shot at surviving the expedition. For higher-level groups, adapting the adventure takes a bit more work. You need to add monsters and increase the treasure rewards to amounts appropriate for the characters. In all, adjusting the adventure is not too arduous, and with a little work, you can run this scenario for groups of three to eight players, and for characters of 8th through 13th level.
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The Temple Between Setup
Read-Aloud Text
Tactics
This section of a tactical encounter provides you with the basic parameters of the encounter. First, it provides context or background information for the encounter. Next, it provides a key to the monsters in the encounter so you can locate them on the tactical map. The map of each encounter area indicates where the monsters are located when the encounter begins. The setup section also describes what monsters are doing and how they react when the PCs arrive. Several encounters include monsters that are either hidden, or do not appear until later in combat. In these instances, do not place those monsters on the map unless at least one PC has succeeded on the Perception check to notice them, or when they enter combat.
Read aloud text provides information about what the characters can see and are aware of. You do not have to read it word for word; feel free to paraphrase and use your own words when describing this information. Use read aloud text wisely; they are written for the most common approach to a particular situation and what your player characters do might require you to alter the information in any number of ways.
This entry describes special actions the monsters take to defeat the adventurers. Sometimes this means the monsters take advantage of special features of the area or make use of special powers or equipment.
Monster Statistics Encounters include stat blocks for each monster type present in the encounter. If more than one monster of a particular kind is present, the stat block indicates how many creatures can be found.
Treasure Parcels Parcel A: _________________ C-4 (the Shrine of Erathis). Parcel B: ________________ C-9 (the Warehouse). Parcel C: ________________ M-5 (the Vault). Parcel D: _________________ M-5 (the Vault). Parcel E: ________________ M-5 (the Vault). Parcel F: ________________ M-6 (the Grand Cathedral, on the persons of the spitting trolls and/or the two-headed troll). Parcel G: _________________ M-8 (the Lesser Sanctum, on the persons of Hethralga and/or the cyclopses).
Parcel H: ________________ Parcel I: ________________ Parcel J: ________________ Parcel K: _________________ Parcel L: ________________ person of the berbalang). Parcel M: ________________ person of Zithiruun).
M-9 (the Reliquary). M-9 (the Reliquary). M-9 (the Reliquary). M-10 (the Underchambers). T-2 (Death from Above, on the T-5 (the Final Encounter, on the
Based on the guidelines in the Dungeon Master’s Guide, the following parcels can go in the spaces above. Rely on the wish lists your players gave you for the first eight parcels. Parcel 1: Magic item, level 14. Parcel 2: Magic item, level 13. Parcel 3: Magic item, level 13. Parcel 4: Magic item, level 12. Parcel 5: Magic item, level 12. Parcel 6: Magic item, level 11. Parcel 7: Magic item, level 11. Parcel 8: Magic item, level 10. Parcel 9: A gold statuette of a female dwarf blacksmith at work at the forge, worth 1,500 gp; and a sapphire worth 1,000 gp.
Parcel 10: A small ruby carefully chiseled into the shape of a burning flame, worth 1,500 gp; 800 gp; and 2 potions of healing. Parcel 11: A small pouch containing 4 polished stones of alexandrite, worth 500 gp each (2,000 gp total); and 100 gp. Parcel 12: A silver hammer (useless as a tool or weapon) worth 250 gp; and 3 potions of healing. Parcel 13: A small gold-framed portrait of an old priest, worth 400 gp; and two potions of healing.
Map Each encounter includes a map keyed with the initial locations of each monster. The map also indicates the location of any special features of the area.
Features of the Area This section describes special features noted on the map. If the location has items or areas of interest with which the characters can interact, those features are described here. Look here to see if a door is out of the ordinary, if an altar has a secret compartment, or the like.
Treasure Preparation As with previous installments of the Scales of War campaign, “The Temple Between” makes use of the parcel system of treasure rewards as described in the Dungeon Master’s Guide. The characters should accumulate seventeen parcels by the end of the adventure. Of these, they should gain the reward for completing the quests (four parcels for 1,000 gp), and then whatever treasures they find along the way (the remaining thirteen). You can supply these treasures in whatever way you wish, but the Treasure Parcels sidebar presents the most likely rooms to bear treasure. During your preparation, assign parcels from those that follow to the rooms in the spaces provided. Use the players’ wish lists to come up with magic items for the first eight parcels. (Consider saving at least one or two of the highest level magic items for later in the adventure, after the PCs have obtained 10th level.)
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The Temple Between
STARTING THE ADVENTURE As noted in the previous adventure, Amyria requests that the PCs accompany her to Overlook as they leave the fortress. If they choose not to go with her, she goes by herself. If they do travel with her, she fares them well once they reach the entrance to the city, and then she slips into the crowd around the entrance. PCs can choose to attempt to follow her at this point, and if so, they find that she heads to the Temple of Ioun in the Nine Bells district, where she prays.
Alternate Hooks If you’re running this adventure on its own or as part of your own campaign, rather than as part of the Scales of War—or if you prefer a different means of starting things off—one of these hooks might work better for you.
The Message One night, as the party beds down to camp, a PC abruptly hears a voice in his head. A DC 10 Arcana check identifies it as the result of the Sending ritual. “My name is Lavinya. I believe a hidden danger is growing within Overlook. Please come to Erathis’s old temple as soon as you’re able.” It’s a cryptic message, yes, but that’s the problem with Sending. The PCs might wonder how a woman they’ve never met can send them a Sending at all. If they ask her later on, Lavinya tells them that she was in one of the crowds that greeted them after their heroic triumph against the orc hordes in “The Siege of Bordrin’s Watch” (or some other adventure in your own campaign).
No Place Like Home It’s entirely possible that the PCs have taken to thinking of Overlook as their home—or at least a base of operations—by this point in the Adventure Path. If they appear inclined to return to Overlook on their own, without any outside encouragement, allow
them to do so. They can arrive at the city without any inkling that something is amiss, and remain that way until they either visit the shrine of Erathis or the Stone Anvil, or until they receive Lavinya’s message at their favorite inn or tavern.
OVERLOOK LOCATIONS SUMMARY The following Overlook locations come into play in this adventure. The numbers given refer to the location’s position on the map of Overlook in “Siege of Bordrin’s Watch.” Caer Overlook (High Hall district), 21: The seat of government in Overlook, this fortress houses the meeting chamber of the Council of Elders—called the High Hall, after which the district is named—as well as the offices of various district representatives. The Divine Knot (Nine Bells District), 24: The Divine Knot is a corner of the Nine Bells district, occupied by an array of dirty, dilapidated temples all but clustered together, like old men huddling against the cold. The temples of Avandra, Bahamut, Erathis, Kord, the Raven Queen, and Zehir still operate, albeit with small and impoverished congregations. The old temples of Ioun, Moradin, and Pelor have long since closed. The temple of Moradin was replaced with the Stone Anvil, while the other two no longer have organized services in the city. The Ministry of War (High Hall District), 22: A complex of several buildings around a courtyard, the Ministry of War trains Overlook’s soldiers, and houses the barracks and offices of the city garrison. The Pig and Bucket Tavern (Blister District), 5: An infamous tavern, well known for its beer hall, its wide selection of cheap drinks, and the great many criminals, mercenaries, and adventurers who frequent the place looking for work. The Shrine of Erathis (Tradetown District), 13: A small shrine, little more than an altar and a statue. So far as the PCs know, the shrine is tended by a kindly old woman named Haelyn. The Stone Anvil (Hammerstone District), 15: A grand cathedral to Moradin, the Stone Anvil is a combination temple and fortress. It is the most powerful church in the city, and it is currently run by High Priest Durkik Forgeheart, an old dwarf whose faith and sense of social responsibility have been slowly chipped away beneath the weight of years.
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The Temple Between
PART ONE: RETURN TO OVERLOOK Parts One and Three of this adventure take place in the city of Overlook, first introduced in “The Siege of Bordrin’s Watch,” the second installment of the Scales of War (Dungeon #157). “The Temple Between” assumes that PCs are familiar with—and somewhat well known within—Overlook, and it details only those portions of the city important to this adventure. You might wish to have that adventure handy, for easy reference. As the PCs approach the city, read: The towering walls of Overlook rise slowly but steadily over the horizon as you draw ever nearer your destination. From a distance, the city looks as secure and serene as ever, but as you move closer, you can see that all is not as you left it. A great mass of activity bustles around the gates, people lugging stone and timber this way and that, all beneath the watchful eyes of sentinels who stand dutifully atop the wall. One particular blond-bearded dwarf in plate armor—an officer, you would assume—stands atop the gate shouting orders to everyone in sight. Although the activity doesn’t appear especially rushed or frantic—indeed, you see people pausing to talk or jest with one another as they work (and when the officer isn’t looking)—it appears as though Overlook were mobilizing for war. The PCs are hailed as they approach, while the sentinels atop the walls and by the gates offering friendly but careful greetings. Multiple crossbows are trained on the party until they identify themselves, but once they do, their welcome becomes far warmer. Several workers and soldiers stop to claps their hands, and
the sentinels swiftly lower their weapons and stand taller at their posts. Word has spread of the PCs’ heroics on behalf of the city so far, and their return is seen as a good omen. If the PCs ask, any one of the workers or soldiers— or the officer, who introduces himself as Captain Aerun—tells them that yes, the city is making preparations for war. It’s not that they anticipate any specific trouble, and indeed, the Council of Elders and the various priesthoods have reason to hope that, with the defeat of the orc invasion and the closing of the Shadowfell gate, their city is good and safe for a long time to come. Still, recent troubles have stirred up a strong “better safe than slaughtered” mentality among the populace and the city leaders, and so the Council of Elders have ordered that Overlook’s defenses be repaired and enhanced. Should the PCs question any of the locals about any current troubles, they receive only puzzled and slightly concerned replies. “No problems going on that I know about,” is the common response. “Why, is there something we should be worried about?” For at least their first few hours in Overlook, then, the PCs find no signs of the troubles that drew them here—or at least, they probably don’t. At least in this part of the adventure, no random urban encounters occur. At this point, the PCs are famous enough—and, more importantly, skilled enough and of a high enough level—that your average street thief or other ne’er-do-well gives them a substantially wide berth.
Subtle Changes If the PCs have come in response to Lavinya’s sending, they can proceed immediately to the temple of Erathis in the Divine Knot. If so, continue with “The
Shadow of Civilization,” below. Similarly, depending on what personal connections they’ve made in past visits to Overlook, they might also decide to visit either the Stone Anvil or Haelyn at the Shrine of Erathis. In these cases, proceed either to C3 or C4, respectively. But in most instances, the PCs likely find somewhere to take their ease, an establishment where they can grab a bite to eat other than trail rations, and a bed somewhat softer and less bug-infested than the open earth. It is possible that the PCs might seek out old allies (or enemies), as long as they feel they have nothing else to do. At the moment, this isn’t likely to accomplish much of anything. The Council is currently far too busy dealing with preparations for war and various administrative catastrophes (some of which were engineered by Captain Aerun or other infiltrators to keep them busy), and has nothing for the PCs to do except maybe lend a hand reinforcing the gates. Bram Ironfell is currently out of town. Although you’re welcome to have the PCs talk to any NPCs with whom they have a past relationship, none of it amounts to much.
KEEP TRACK OF TIME From the moment the PCs arrive in Overlook, keep track of how much time they spend. Whether they complete their exploration of the Mountainroot Temple within five days from this point, or not, impacts their ultimate chances of success when the city falls under siege. See “Victory Points,” page 37, in Part Three: The Siege of Overlook.
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The Temple Between The First Night Home
The Shadow of Civilization
Lavinya has been making a concerted effort at contacting the PCs, and there are few places in the city she hasn’t visited. Regardless of what establishment the PCs wind up patronizing, one of the servers or proprietors approaches them a few moments after they’ve ordered refreshments or paid for a room.
As the PCs pass through the Divine Knot, read the following:
Read the following aloud: “Begging your pardon, m’lords and ladies, but you look familiar to me. You are the folks who saved us from the orcs, and from those foul creatures of shadow, aren’t you?” Assuming the PCs affirm their identities, the server continues: “Well, I’m sorry to disturb you and all, but there’s someone been looking for you. Woman named Lavinya? She’s a priestess at the temple of Erathis, over in the Divine Knot. She’s been leaving messages all over town—says she desperately needs to speak with you. She begs you to come see her at the temple, just as soon as you can get there.” It’s vaguely possible the PCs might refuse to go (in which case, one has to wonder if they’re the heroes they’re reputed to be), in which case you can have Lavinya track them down at some point over the next day or two. The adventure, as written, assumes that the PCs agree to meet with her, either immediately or the following day.
You cannot help but notice, as you pass, that the old temple of Moradin appears to be under as much construction as the city ramparts. Great frameworks and ladders stand alongside the building, and you can see lumber stacked along the inner walls through the open windows. It looks as though not every priesthood in Overlook is as badly off these days as that of Erathis. Even as compared to other temples of the Knot, the temple of Erathis has seen better days. As the PCs approach, read: It’s all but impossible to tell what color the stones of this temple might once have been, for now they’re a repugnant mixture of smoke-stained gray, dirty-handprint brown, and bird-dropping white. The stenches of the Nine Bells district appear to congregate here, as though seeking admittance and absolution, and you’ve seen zombies that looked (and smelled) healthier than some of the unfortunate, impoverished souls shambling along the streets with empty eyes. Three wide steps that don’t appear to have been swept in days rise toward a heavy wooden door that boasts a relatively fresh coat of polish—one that cannot begin to conceal the rot beneath. Regardless of the time of day or night, when the PCs enter they see a largely empty cathedral, its pews old and candles burned down to nubs. At the far end stands an altar to Erathis, which is far better maintained than anything around it. A dark-haired and gold-robed half-elf, grown old before her time, kneels
before the altar, rising and turning at the sound of the door. “Thank you,” she says as she recognizes the PCs. “I knew Erathis would guide you to me.” For a few moments she waits on the PCs, offering what comfort she can, pointing them toward the pews at the front of the cathedral (the cleanest ones), offering a few glasses of cheap wine, and the like. Only once they’re settled—or when they lose patience and press her on why she summoned them—does she frown thoughtfully and begin. “My name is Lavinya,” she tells you. “I’m the last priestess here; the others all departed years ago, when the Nine Bells went all to seed, and the temples with it. I keep it open and functioning as best I can on my own, but . . ” She shakes her head, as though reminding herself to stay on topic. “Do you know Haelyn?” she asks. If the PCs do not, she says the following: “Haelyn is a wonderful old woman. She’s the caretaker of the shrine to Erathis, over in Tradetown.” If the PCs do know Haelyn, skip that particular bit of dialogue and continue with the following sets of text. They have been broken up to allow for more interaction, but if none is forthcoming, continue to the next set of text. “I’m sure you know,” she continues, “that most worship of Erathis in Overlook takes place there, rather than here. I must admit, I haven’t always been a friend to Haelyn. I was . . . bitter, very bitter, at what happened to my temple. But after a time, we got to know each other, and we’ve become great friends.
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“And that’s why I need you!” Lavinya looks up, her eyes suddenly narrowed. “Something is wrong! Something’s happened to Haelyn, I know it, and maybe not just to her!” At this point, Lavinya takes a sip of her drink, then says: “A few weeks ago, Haelyn just disappeared. I went by the shrine to speak with her and she was gone. There’s a man named Grovald maintaining the shrine now. I don’t know him; I’ve never met him before, and nobody I talk to knows him, either. He told me that Haelyn left on a spiritual retreat and would be back in a few months. “But I know better! Haelyn needed no ‘spiritual retreat.’ Her faith was strong, and it was centered on that shrine! And even if she had, she wouldn’t have up and left—not without telling me.” Now Lavinya shakes her head and gauges the reactions of the PCs, then continues: “I must confess, I went back at night and snooped around a bit, not just in the shrine, but peering through the windows of the groundskeeper’s cottage. I’ve offered penance to Erathis for my trespass, but I had to know what happened! I didn’t . . . I found no trace of Haelyn, but I did catch a glimpse of a letter through the cracks in the shutters. I couldn’t read much of it, and I dared not stay long, but I’m certain it was addressed to ‘G’—that must be Grovald, right?—and it began with ‘I am commanded to ask if you’ve had any further problems with the worshipers of . . .’ That’s all I saw, but it sounds sinister enough! “And that,” she says morosely, “is where things got even worse. I went to the authorities, but they told me there was nothing to look into, that Haelyn—or any citizen—can travel as they please. I spoke to some of the other priests—Aelys of Bahamut, Durkik of Moradin at the Stone Anvil, Kyrrist of
Avandra, even Matron Volorvyn of the Raven Queen. Some of these have long been my friends, and even those who were not have at least been respected colleagues. And all of them brushed me off! They were distant, uncaring, even cold, as though my worries were of no moment! Volorvyn appeared barely to recognize me, and while we’ve never been close, we’ve known one another on and off for years.” Lavinya looks at each of the PCs, one by one, while continuing: “And that’s when I thought of you, Overlook’s new heroes. I’m terrified that something has happened to my friend and that something is wrong with my fellow priests. I should, we all should, be showering you with gifts and thanks, not heaping even more cares onto your shoulders—but I’ve little inf luence left in this city, and I have nobody else to whom I can turn.” Lavinya smiles gratefully when the PCs agree. (Again, the adventure, as written, assumes they do so.) She can’t offer much in the way of additional information, though she does try to advise the PCs if they ask her council. “You could talk to one of the priests, I suppose,” she mutters doubtfully. “I’m not sure they’d agree to speak with you at any length, though. Everyone’s so busy with the mobilization. And these are important people; you can’t just, uh, ‘hero’ your way into the building and confront them,” she adds with a smile. “Still you might learn something from them. “You could examine the shrine of Erathis. You might well find something I missed. Or you could search Haelyn’s home, which is on the same lot as the shrine. I looked for her there, but when she didn’t answer, it felt wrong for me to just barge in. But now . . .” She shrugs.
Lavinya can, of course, give the PCs directions to any of these locations, or any other public location of which they might ask her. If the PCs ask her (or anyone else around town) about the work going on at the old temple of Moradin, she answers as follows: “Oh, that. High Ancestor Durkik recently assigned most of his underpriests to restoring the old temple. Something about wanting to expand, I think, so that other races who might not be comfortable in the Stonehammer district could return to Moradin.” Finally, if your players are accustomed to using sword and spell to deal with every obstacle and aren’t used to subtlety and restraint, you can use Lavinya—who is, after all, a priest of the goddess of civilization—to remind them to behave themselves. The PCs do not have any legal authority here, after all. They can fight to defend themselves, and against any criminal element they might discover, but they can’t just pull steel on a high priest or a squad of city watch and expect things to go their way. Some element of discretion is vital.
OUT OF ORDER Don’t worry if the PCs do things in a different order than presented here; everything still works. For instance, if they go to the Shrine of Erathis and begin investigating Haelyn’s disappearance on their own, you can still have them receive Lavinya’s message later that same evening. Everything that needs to happen can happen regardless of when the PCs get to it.
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Investigating Overlook
C1: The Stone Anvil
The PCs have a variety of approaches they can take here, and a number of locations of interest. Don’t, however, feel that you must force the PCs to stick only to the locations presented below. If they come up with another avenue of investigation, you can “wing it” and let them pursue that course, perhaps allowing them to find their answers some other way. You can try to gently guide them back on track; perhaps other NPCs also express suspicion of Grovald, or comment on priests acting peculiarly. Or you might run an extra ambush encounter (see C7, below), giving the PCs another opportunity to question their attackers, and thus pointing them back toward Captain Aerun.
Under normal circumstances, a group with such a disparate racial makeup as the party would have a few problems sauntering through the dwarf-heavy (and elitist) district of Stonehammer. Their current status as heroes of the city, however, grants the PCs a bit of leeway. As they approach the Stone Anvil, read the following: As compared to so much of the rest of Overlook, the Stonehammer district might almost be a different city. Broad, clean streets flow like rivers of rock between enormous, sweeping edifices, carved with near magical
precision. The air is clean here, and the voices you hear are raised in laughter or negotiation, without the tinge of desperation so common in some of the poorer quarters. And then you are there. It rises up before you like a fortress, constructed of blocks of stone larger than many of Overlook’s houses. At its height, looking down upon even its tallest neighboring buildings, glint leaded windows in the shape of hammers. The doors at the entryway stand open, inviting all who would worship, and a good thing it is—for these doors are 40 feet high if they’re an inch, and the lot of you together might have difficulty dragging them open. This is the Stone Anvil, temple of Moradin and the spiritual heart of Overlook.
A COLLECTION OF CLUES For DMs not accustomed to running this sort of investigation, this sidebar presents the various bits of information the PCs can pick up in each of the following encounters, just to help you keep it straight. C1: At the Stone Anvil, the PCs learn that High Ancestor Durkik adamantly doesn’t want them snooping around. C2: The PCs learn that the Ironfell Clan is one of the investors in the reconstruction of the old temple of Moradin in the Divine Knot—but this is a red herring and is not relevant to the ongoing investigation. More relevant is the admission by Ancestor Karros that High Ancestor Durkik is not acting himself lately. C3: At the other temples, the PCs can experience for themselves the fact that many of the city’s high priests are acting peculiarly. C4 and C5: During the day, the PCs learn only that the people don’t especially trust the new caretaker,
Grovald, and possibly that Haelyn didn’t pack up for a “spiritual journey.” If they return at night, they can locate the body of Haelyn and learn of Grovald’s connection to Durkik either through an interrogation or the half-burned note. C6: If the PCs go to the authorities, they might discover that Captain Aerun appears more interested in keeping them out of any subsequent investigation than in investigating. C7: If the PCs question their ambushers, they learn that a corrupt city watchperson has hired them and can be found nightly at the Pig and Bucket. C8: At the Pig and Bucket, the PCs learn (or confirm) that the corrupt guardsman is Aerun. Culmination: The PCs should be suspicious of either Durkik, Aerun, or both. They can follow either of them to the warehouse (C9), leading to the conclusion of this portion of the adventure.
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If the PCs peer into the sanctuary—which is no less sweeping, magnificent, and ostentatious than the building’s exterior—they see about a hundred worshipers (if they came during the day) or about a dozen worshipers (if they came at night) engaged in prayer, heads bowed and chanting in low, sonorous voices. As usual, the overwhelming majority of the faithful here are dwarves. The services are being led by a young dwarf female who reads from a great, steel-bound tome that, when open, is nearly as broad as she is. There is no sign here of anything out of the ordinary, or of High Ancestor Durkik himself. If the PCs examine the halls surrounding the main sanctuary, however, things don’t appear so mundane. A great many tasks appear to have been left undone; floors are not swept, candelabras are unpolished, torches and braziers have been allowed to burn out. (If the PCs ask any of the faithful about this, they are once again told that most of Durkik’s underpriests are currently hard at work restoring the old temple in the Divine Knot.) If they explore farther still, going deeper into the temple than most worshipers ever travel, they don’t have long to explore. Within mere moments, High Ancestor Durkik appears, accompanied by a contingent of the city watch. He demands, in no uncertain terms, that the PCs depart immediately. The guards are apologetic—they recognize the PCs as heroes— but adamant. The priest has the legal and religious authority to demand that the party leaves, and the guards are here to ensure they do just that. Still, while they haven’t learned any concrete details, the PCs can now be pretty sure that something odd is afoot at the Stone Anvil.
If the PCs return at night, with the intent of spying on or following High Ancestor Durkik, proceed to the Heart of the Conspiracy skill challenge, below.
INTERROGATION Several of the following encounters allow the PCs the opportunity to interrogate their foes, if they take any alive. When dealing with a human thug or a doppelganger assassin, this is a level 8 skill challenge; when dealing with Grovald or the false Durkik, it is level 9. In either case, the challenge has a complexity of 2, with Bluff, Diplomacy, Intimidate, and Insight as the primary skills. PCs can use Religion, with an easy check, against Grovald or the false Durkik (revealing that they’re not true followers of Erathis or Moradin), or Streetwise, with an easy check, against the others (to discover some of their criminal affiliations). These don’t qualify as successes, but grant the PCs +2 bonuses to other checks in the challenge until their next failure. Similarly, a promise of freedom buys a +2 bonus to all such checks, and a bribe of at least 100 gp grants an automatic success with the thugs and doppelgangers, but not Grovald or the false Durkik. If the PCs succeed, the subject answers all their questions. If they fail, but with one or more successes, the subject answers a number of questions equal to the PCs successes, but at least one answer is a lie. If the PCs wish, they can question enemies they’ve killed, using the Speak with Dead ritual. In this case, use the “Dead Witness” skill challenge (Dungeon Master’s Guide, page 78, as either a level 8 or level 9 challenge, as appropriate). See the individual entries for suggestions on what information the NPCs can offer.
C2: The Temple of Moradin in the Divine Knot The PCs might decide to look more thoroughly at the old temple of Moradin to see if any answers lie there. Although the PCs might be briefly misdirected by a red herring or two, they can also make a friend within the ranks of Moradin’s priests who reinforces their suspicions of High Ancestor Durkik. As the PCs arrive at the temple, read: The amount of work going on here makes the place look less like a house of worship and more like an anthill on a massive scale. Workers of all races scurry through doors and windows, clambering up scaffolds of wood and iron. The sounds of grunts, curses, shouted orders, and the monotonous thump of hammers on nails make it all but impossible to hear yourself think. Once the PCs enter the structure, continue: The work continues inside as well as out. Workers with boards on their shoulders, wheelbarrows, or heavy hammers move back and forth before you. The floor is covered with dust, both stone and wood, and heaps of rubble lie in every corner. Not everyone here is a simple laborer, however. Leaning against the leftmost wall, her eyes narrowing as she watches you, is a young, heavily muscled woman clad in scale armor. One hand rests on the hilt of a longsword at her waist. Assuming the PCs have played through prior installments of the Scales of War, they recognize the warrior immediately. This is Megan Swiftblade, leader of an adventuring party called the Freeriders. Though their interactions when they first met might have been friendly enough, Megan and her team resent the PCs
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for becoming greater heroes of Overlook than they, and while that resentment doesn’t equate to true hatred or hostility—the Freeriders aren’t evil—they aren’t inclined to do the PCs any favors.
Once it appears ready to escalate into violence, the PCs agree to back down, or they continue to insist to see someone in charge, read the following:
Then again, Megan’s not the one the PCs have the most worry about. As soon as the PCs attempt to move farther into the room, or to speak to or attract anyone’s attention, read:
A red-bearded dwarf, clad in worker’s leathers and a smock but with the hammer of Moradin hanging about his neck, pushes his way through the crowd. “All right, all of you back to work!” he barks. Turning to you, he bows his head with cold politeness. “I’m Ancestor Karros of Moradin,” he says. “Why don’t I escort you out?”
Abruptly, one of the dwarf workers turns and stops in front of you, coming within inches of running his wheelbarrow over [insert a character’s name]’s foot. He hitches his thumbs through his belt—a gesture that puts one hand uncomfortably near the haft of his hammer—and glares with beady eyes above a dirty beard. “You bastards ain’t welcome here,” he announces gruff ly. “You might have the rest of the city hoodwinked, but not us.” This particularly unpleasant dwarf is Murrik Ironfell, a member of the Ironfell Clan with whom the PCs came into conflict back in “The Lost Mines of Karak.” He’s not shy about introducing himself, so the PCs shouldn’t wonder long why he’s bothering them. And many of the other workers on site are also of that clan, slowly assembling around Murrik as he continues to taunt the PCs. Megan and the other Freeriders begin to assemble as well. If the PCs ask her why she’s here, she tells them, “The priests of Moradin hired us to make sure the old temple was free of any dangerous people or creatures for the renovation. You’re starting to look dangerous to me.” You can let this go on for a few minutes, allowing the PCs and Murrik to exchange threats and insults.
Ancestor Karros says little as he walks with the PCs back through the main door and down the steps, but the party can get him to open up. This level 7 skill challenge has a complexity of 1 and uses Bluff, Diplomacy, and Religion (to establish a common ground) as the primary skills. If the PCs succeed, Karros becomes a bit more talkative and—assuming the PCs ask the right questions or steer the conversation in the right direction—eventually provides the following information. ✦ High Priest Durkik has assigned almost the entire staff of the Stone Anvil to working on the reconstruction of the old temple. He’s barely kept enough priests on hand there to conduct regular services. Karros doesn’t speak ill of Durkik, but he hints at the fact that he doesn’t approve. The idea of the renovation came out of nowhere, and neither Karros nor the other priests can figure out why it’s being done. ✦ Durkik called for investors from Overlook’s dwarves to aid in the reconstruction. The Ironfell Clan was among those to contribute money and workers. Many of the workers have been speaking poorly about the PCs any time their status as “heroes” comes up in conversation.
✦ Although he appears almost unwilling to admit it, Karros confesses that Durkik hasn’t been himself for weeks now. He’s worried about the old priest.
C3: Other Temples in the Divine Knot If the PCs attempt to speak with any of the other priests in the Divine Knot, the priests politely listen to their concerns, promise to look into them, thank the PCs for their time, and ask them to leave. Allow the PCs to attempt a DC 20 Insight check; if they succeed, they realize that the priests act somewhat distant— as though they were distracted or preoccupied with something pressing. If the PCs return at night, with the intent of spying on or following any of the priests, proceed to the Heart of the Conspiracy skill challenge, below.
C4: The Shrine of Erathis As the PCs approach the shrine, read: As compared to Overlook’s temples, this shrine is poor indeed—and yet it offers a sense of intimacy that the greater edifices do not. Several wooden poles stuck in the earth support walls and ceiling of heavy fabric, barely enough to keep the rain off the altar within it. The altar is littered with candle stubs and scraps of parchment, which are the remnants of prayers and offerings. Beyond the makeshift sanctuary, a statue of Erathis stands in the middle of a pool of stagnant water, staring off toward the horizon. Many of the bricks of the pool are broken or missing, and a closer glance suggests that the “statue” was in fact a fountain at one point, but the mechanism has failed—likely many years ago. Several rickety cottages stand on the edge of the property, apparently held together by little more than faith and an extra coating of paint.
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If the PCs come during the day, continue with the following: Several townsfolk move in and out of the curtain-housed shrine, leaving written prayers on the altar and occasionally glancing askance at a fellow who paces behind it. He is a tall human, bald-headed with features sharp as an eagle’s, clad all in somber black. He mutters to himself as he paces. Insight Check DC 16: It’s pretty clear from his body language that the man doesn’t want to be here, though any time one of the citizens utters a prayer to Erathis, he replies with a quick “So may it be.” If the PCs speak with him, he introduces himself as Grovald. He answers any questions about Haelyn with the same “spiritual retreat” story he gave Lavinya (and no, he doesn’t know where she went or when she’ll be back). If the PCs press him or try to talk about any other issue, he insists that he’s busy praying along with his faithful and returns to pacing. At this point, he starts muttering more loudly, offering prayers to Erathis. A DC 18 Insight check suggests he’s lying about Haelyn. Again, the PCs’ reputation as saviors of Overlook comes to the rescue. After the quick exchange with Grovald (and before the PCs can contemplate doing something foolish in front of witnesses), read the following: One of the faithful, an older woman dressed in shabby but well-mended shawl and dress, stands up from the altar and turns her eyes on you. “I know you!” she calls out. “Thank you so much for all you’ve done!” As she approaches you, however, she glances once at Grovald and her eyes narrow. In a much softer tone of
voice, she says, “I couldn’t help but overhear, and a lot of us have asked him the same questions. We don’t trust him, and we’re worried about Haelyn. Almost nobody comes here after dark anymore, so if you want the chance to talk to him in private, when he’s not so ‘busy,’ that’d be a good time to come back. Maybe you can find out what’s going on.”
The PCs can take a casual look around the grounds during the day, and Grovald doesn’t stop them. But any attempt to look inside cottage C4A, or any thorough searching (such as climbing inside the fountain) brings threats of him calling the watch and having the PCs charged with trespassing. (As long as they’re at least a little bit subtle, he doesn’t appear to notice if
INTERROGATING GROVALD OR HIS SOLDIERS Assuming the PCs ask the right questions or guide the conversation down the proper path, they learn the following information. From the Thugs or Doppelgangers: These are simple hoods and members of the Lost Ones criminal organization. Someone has been coming to the Lost Ones to hire out a lot of extra muscle. This particular group of thugs was hired by Grovald. They don’t know who he works for, but they’ve seen him meeting with a dwarf on occasion. They don’t know who else has been hiring muscle, or if they’re tied into the same conspiracy, but they know that they’re far from the only thugs to be hired as soldiers lately. From Grovald: Grovald grudgingly admits that he killed Haelyn and buried her behind the fountain. He claims he was ordered to do so by individuals who didn’t like her poking her nose in where it wasn’t wanted. If pressed, he confesses that he’s ultimately working for someone named General Zithiruun. Grovald doesn’t know what he’s a general of, and he doesn’t know what species, for the general wears a hooded cloak, but he does wear a strange armor of iron joints and leather harnesses. At the moment, though, Grovald takes his orders from Durkik, high priest of “that rock-headed idiot god.” He knows that Durkik spends
most of his time at the temple, but that the high priest frequently disappears for the night; to where, Grovald doesn’t know. If pressed on the issue, Grovald confesses that he is the priest of “the master of darkness.” (A DC 10 Religion check reveals this to be an occasional title for Zehir.) Grovald claims that his involvement here is purely mercenary—and this is the truth because he was paid for his assistance—but PCs who don’t believe him might wind up chasing false clues for a bit, seeking a Zehir connection..
SPEAKING WITH HAELYN If the PCs use Speak with Dead on Haelyn, there’s no need for a skill challenge; she’s happy to aid them. Alas, all she can tell them is that Grovald murdered her as she prayed in the shrine for guidance. She had recently noticed a change in the personalities of various priests in the city, but was laughed off when she confronted them. (She admits, now, that it was foolish of her to let on that she suspected them, but she’s been a trusting sort.) She was praying that Erathis would send a sign of what to do next when Grovald entered and slew her with his magic. She asks the PCs to please thank Lavinya for her concern.
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they poke around Haelyn’s shack at C5, at least not during the day.) If and when the PCs return here at night, proceed to the tactical encounter. Tactical Encounter: C4/C5 The Shrine of Erathis and Haelyn’s Home (page 41).
C5: Haelyn’s Home
C6: The Ministry of War At some point in their investigations, the PCs might decide to try going to the authorities and getting some help. If they do so, they’re directed to the Ministry of War—specifically, the office wherein the officers of the city garrison work. As the PCs approach, read the following:
As the PCs approach, read: This small cottage on the grounds of the shrine looks comfortable, but old and rickety. Bricks are missing from the chimney, and the paint is peeling from the walls. The door is locked, requiring a DC 18 Thievery check to open. Once the PCs enter, read: The dust of days, if not weeks, lies over a homey little abode. An ash-filled fireplace stands in one corner, with an old table and two equally old, but comfortable looking, chairs beside it. A pantry stands alongside a door that would almost have to lead to the bedroom. A faint stench, foul and out of place with the cottage’s peaceful appearance, tickles your nostrils.
The Ministry of War is huge, consisting of six buildings arrayed around a central courtyard—all within an imposing set of guard walls, of course. As you approach the gate, two guards, a dwarf and a dragonborn, step forward and cross their spears before you. “State your business within,” the dwarf demands. The guards have no intention of barring the PCs’ path, since the Ministry of War is open to all during business hours. They’re just following protocol. Once the PCs explain their purpose, the guards are happy to provide directions to the office, which is in one of the buildings nearest the main entrance to the compound. Once the PCs enter the office, read:
The PCs find no trace that anyone has been in here in some time. In the bedroom, clothes are packed neatly in the chest by the foot of the bed, piled almost as high as the lid will allow. The stench is coming from the pantry, which contains several rotting vegetables, fruits, and cuts of meat, all swarming with ants and fruit flies. The players can probably figure out what this means, but if not, allow them a DC 5 Intelligence check to realize that perishable foods in the pantry and a chest of clothes almost completely full are not signs of someone who was preparing for a long journey.
A dwarf stands up from behind the desk as you enter. His blond beard is tightly braided, his armor brightly polished. It takes you only a moment to recognize him as the officer you saw shouting orders from the wall when you first arrived in Overlook. “I’m Captain Aerun,” he says in a gruff voice. “I’m honored to have Overlook’s heroes in my office. What can I help you with?”
Aerun listens intently and politely, scowling in anger when the PCs mention some of the vile things they’ve seen, and shaking his head if they mention having found Haelyn’s body and/or killing Grovald. Ultimately, however, regardless of what the PCs tell him, Aerun’s response is the same. “These are indeed grave matters you bring to me,” he says. “I’ll get looking into them at once. And you once again have the thanks of a grateful city. Go on and take a load off, wherever you’re staying. I’ll let you know how the investigation turns out.” No matter how the PCs argue, Aerun refuses to allow them to take part in the investigation, going so far as to order them to stay out of it, and leave further efforts to the proper authorities. If they show any signs of hostility, argue with him for too long, or demand to speak to someone else, he calls in several guards to escort the PCs out. The guards are deferential, since they respect the party a great deal, but they follow orders. During this exchange, allow the PCs to make Insight checks. With a DC 16, a character recognizes that Aerun is more interested in keeping them out of the investigation than he is in finding out the truth. With a DC 20, the character realizes that something about Aerun’s behavior isn’t right; even though he’s engaged in the conversation, something about him appears vaguely distant, as though he’s thinking about something else. If the PCs have been to visit the priests at the various temples in the Divine Knot, they recognize this as the same behavioral quirk. If the PCs come back at night, with the intent of spying on or following Aerun, they see him depart in civilian clothes. Eventually, he leads them to the Pig and Bucket (see C8).
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The Temple Between C7: Ambush in the Alley Precisely when this encounter occurs depends on the PCs. (Don’t assume it has to happen after the scenes described previously, just because it’s given as C7 on the list.) The attack happens on a random street corner when any one of the following events have occurred:
INTERROGATING THE AMBUSHERS Assuming the PCs ask the right questions or guide the conversation down the proper path, they can learn the following information: These hoods had orders to attack them. They normally work for the Lost Ones criminal organization, but in recent weeks, customers have been coming to the Lost Ones to hire out a lot of extra muscle. This particular group of thugs was hired out to, of all people, a city watch member! The hoods don’t know his name, but they know him by appearance. He shows up at the Pig and Bucket almost every night so they can report to him and receive their orders. They don’t know who he works for, only that they’re to follow his orders. They know that he often heads out into the city after leaving the Pig and Bucket, and not in the direction of the High Hall district, but they don’t know where he goes. Similarly, they don’t know who else has been hiring muscle, or if they’re tied into the same conspiracy, but they know that they’re far from the only thugs to be hired as soldiers lately. If asked, they describe the guardsman as a blondbearded dwarf with a gruff voice. If the PCs have been to see Captain Aerun, further description appears to match him perfectly.
✦ The PCs have been to the Stone Anvil and at least one other location mentioned here as part of this investigation, or ✦ The PCs have been to see Captain Aerun and at least one other location mentioned here as part of this investigation, or ✦ The PCs have defeated Grovald and his soldiers in combat. Obviously, the attack doesn’t occur instantly after these conditions are met, but some point in the next few hours, as the PCs are traveling about the city. Tactical Encounter: C7 Ambush in the Alley (page 43).
C8: The Pig and Bucket The Pig and Bucket is a cheap, filthy, yet unaccountably popular one-story tavern in the district called the Blister. Squished between a couple of boarding houses said to sell a lot more than just board, it’s known for its wide variety of beers, and its wide variety of crooks, mercenaries, and thugs who frequent the place looking for work. If the PCs enter, read: Most of the building’s interior consists of the beer hall. Booths line the walls, while long tables and rear-bruising benches fill the middle of the room between. Along the far wall runs a wooden bar—you can see the graffiti carved into it even from here—behind which stand stacks of kegs.
Assuming the PCs are here at night, looking for (or having followed) Captain Aerun, they can see him in one of the far booths, speaking to a scruffy looking individual in a shabby gray cloak. If the PCs have taken steps to disguise themselves, Aerun doesn’t recognize them. If they have not, they have exactly 1 round to do something with themselves before he notices them. Hopefully, the PCs are wise enough either to disguise themselves, or to wait outside. If he sees them, he keeps drinking for a few minutes, then leaves and casually returns to the Ministry of War, and the PCs have lost their chance to follow him that night. If the PCs remain unnoticed, however, and try to follow Aerun after he departs, continue with the Heart of the Conspiracy skill challenge.
INTERROGATING THE POSSESSED Unfortunately, the possessed individuals—including Aerun and several priests other than Durkik—are effectively immune to interrogation. After all, the PCs cannot offer them anything they require, and they have no fear, for they can abandon the body and return to their own. If, however, the PCs try to interrogate them, a DC 21 Insight check reveals that the individuals are possessed by an outside force. If the possessing githyanki realizes the PCs know this, it immediately leaves the body, which falls to the ground as a dead shell.
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The Heart of the Conspiracy After a day or two of investigation, the PCs should have a couple of strong suspects: Captain Aerun and High Ancestor Durkik. They might suspect some of the other priests as well. If they choose, and put themselves in a position to do so, they can follow any one of these individuals to the warehouse wherein the conspiracy makes its headquarters. They can accomplish this with an extended skill challenge. Skill Challenge: SC1 Catching Durkik (page 44).
C9: The Warehouse This warehouse, located in the midst of the Blister district, is the headquarters of the conspiracy and the location where they’re holding the real Durkik.
As the PCs approach, read: Nothing in particular makes this warehouse stand out. It’s a large, squat building, with a huge front door that opens by sliding up into the ceiling on rails. A rickety wooden staircase along one wall leads to a door that presumably opens onto an upper level. Under normal circumstances, assume that the two githyanki-possessed individuals at the warehouse are Captain Aerun and Goodman Kyrrist, priest of Avondra. If the PCs have done something to prevent one of these two from being present, replace the missing with one of the other possessed priests (named in Lavinya’s tale). Tactical Encounter: C9 The Warehouse (page 45).
INTERROGATING THE CONSPIRATORS As before, the PCs can interrogate any captives or survivors (except the two possessed individuals). Assuming the PCs ask the right questions or guide the conversation down the proper path, they can learn the following information: The conspirator reveals that a doppelganger has taken the place of the real high priest Durkik, who is being held prisoner in a secret chamber beneath the warehouse. He tells the PCs he is working for someone called General Zithiruun. Like Grovald, he hasn’t seen Zithiruun’s face, but recognizes him by his hooded cloak and his strange leather-and-steel harness. He knows that Zithiruun wants them to hold the Stone Anvil, and to question Durkik about the security and magic of another temple, called “Mountainroot.” The false Durkik assigned most of the priests of Moradin to rebuilding the old temple as a means of keeping them occupied and out of the Stone Anvil. The conspirator does not know why Zithiruun is interested in this “Mountainroot Temple.” He knows only that Zithiruun has grown more and more frustrated with Durkik’s failure to answer their questions; a few days ago, he stormed off insisting that he was going to “find out for himself,” though he ordered them to keep trying in his absence, and record what they learned.
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The Temple Between C9A: Rescuing Durkik When the PCs descend the ladder beneath the trapdoor in the warehouse, read: You are within a narrow, stone-walled hallway. Mildew darkens the mortar between the bricks and fills the air with the damp scent of rot. A steel door, speckled with rust, stands at the far end of the hall. It boasts a small barred window, but from here you cannot see what might lie beyond. Once the PCs near the door and can see through the bars, continue: A dwarf, his flesh bruised and beaten, his hair and beard matted with blood, stands chained to the far wall of a stench-ridden, claustrophobic cell. It takes you a moment to recognize him as none other than High Priest Durkik Forgeheart! Slowly, as though even so minor a move pains him, he looks up to meet your gaze through the bars, his eyes widening slightly as he recognizes you. “Be careful,” he rasps in a hoarse voice. “The door’s trapped.” He gestures with a finger, the chain clinking, to indicate a series of tubes that protrude from the walls of the cell, pointing in his direction. “And not to kill you, either,” he adds impassively. “They don’t want me escaping.” The door can be picked with a DC 21 Thievery check (as can the chains on his wrists, once the PCs move inside), but if the door is opened without the safeguards being disabled, one or more of the tubes fires a sharpened spike into Durkik’s chest, killing him. The “trap” is three traps, each of which must be disabled.
3 Spike Tubes Trap
Level 9 Warder XP 400
Hidden tubes with powerful springs lurk within the walls, waiting to launch brutal iron spikes. Perception ✦ DC 24: Through careful study, you determine how the mechanism fits together, allowing you to advise your allies how to work on it. This grants your allies a +2 bonus to Thievery checks made to disable the trap. (Each of the three traps requires a separate Perception check to grant this bonus.) Initiative +10 Trigger If the PCs open the door without disarming all three traps, or if the characters fail four total countermeasure attempts (see below), all remaining traps fire. Attack Standard Action Melee 2 Target: Everyone within the cell. Attack: +17 vs. AC; a prisoner chained by the manacles in the cell is hit automatically. Hit: 2d8+7 damage; against a prisoner chained by the manacles, this is considered a coup de grace attack, dealing 23 damage per functioning trap. In Durkik’s case, this is more than enough to kill him. Countermeasures ✦ A character adjacent to the cell door can reach through the bars and attempt to physically wrench a tube offtarget, thus disarming it, with a DC 28 Athletics check. Only two of the three traps are positioned to make this possible. ✦ A character adjacent to the cell door can disarm one of the three tubes with a DC 28 Thievery check.
If the PCs accidentally trigger the trap, Durkik gasps, “Bring me . . . to Karros . . .” with his last, choking breath.
Some Answers and Some Help The following section is written under the assumption that the PCs successfully rescue Durkik from the cell (or, failing that, that one of them casts the Raise Dead ritual on him). If this is not the case, the PCs might
cast Speak with Dead or, if they follow his dying wish, take him to Ancestor Karros. After finding out from the PCs what happened, Karros casts Speak with Dead. In these cases, do not use the standard rules for Speak with Dead, since Durkik’s spirit is lingering, hoping to help. Instead, it uses the connection opened by the ritual to converse with them normally. Thus, you can still run the scene largely as written here; change any of his offers to accompany the PCs to him ordering Karros to do the same. Once the PCs free Durkik, read the following: The dwarf slowly limps from his cell, wincing with every step. Clearly he is in a great deal of pain, but despite that fact, his eyes are alert. “Thank you,” he says simply. “You’re the answer to every prayer I’ve offered Moradin. But I fear, as grateful as I am to be out and alive, that I’ve little good news for you.” The PCs can help him as he talks. You can allow the PCs to ask questions and roleplay the conversation, or give them the information Durkik provides. First, thanks to everything he overheard and the questions he was asked, Durkik knows roughly what the conspirators were up to. If the PCs don’t already have it, he can provide all the information given above under the “Interrogating the Conspirators” text. He tells the PCs that Aerun and some of the other priests were possessed in a dark ritual, but that he was not because General Zithiruun required information from him. At this point, Durkik tells the PCs about the Mountainroot Temple (all the information presented under that heading in the Background section).
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Once he has shared the above information, read the following: “As you’ve doubtless guessed,” he says to you, his voice still weak, “the Stone Anvil contains one of those portals to the Mountainroot Temple. I don’t know why this General Zithiruun wants the temple, but it’s clearly what he’s after. “It’s funny, he’s had me tortured for days to make me describe the Mountainroot’s mystical defenses, but the truth is, I don’t know much about them. I know about the temple only because, as High Priest, I was told of it by my predecessor. I can tell you that the defenses are psychically linked to the Caretaker, allowing him to control them, but beyond that, I know little. But even had I told them that much, I doubt they’d have believed me.” Durkik coughs twice, then continues: “I don’t know why he wants the temple,” he repeats, “but I know it cannot be good for us. I know not who else in this city might have been compromised—who can be trusted. That leaves only you. “The entrance from the Stone Anvil is carefully hidden within an old sepulcher. The chamber is hidden behind a secret door; I can escort you to it, but no farther. What I cannot do is tell you how to access the portal, for I don’t know, and I am oathbound never to enter the sepulcher. But my hope is that, once you find it, you can figure out how to use it. “I must ask you one thing more,” he adds swiftly. “When the Mountainroot Temple was abandoned, the priesthood took most of our ancient religious relics with them. Most, but not all. Somewhere within the temple lies a tome entitled, when translated into Common, the Incunabulum Primeval. It is a book of great power for those who know how to use it. If you can find it and return it to us, I can promise you a reward of no less than 3,600 gp from the temple treasury, as well as legal right to any other treasure you find in, and can carry out of, the Mountainroot.”
Back to the Stone Anvil Durkik (or Karros, if Durkik is dead) leads the PCs back through the towering halls of the Stone Anvil. (The PCs might decide to take an extended rest first and approach the temple the following day. If they’re badly depleted, you might even suggest this to them.) Several of the priests and guards appear nervous about allowing the PCs to pass, but none are prepared to gainsay their guide. Read the following: After a dozen halls and several wide stairs, your guide stops inside a great chamber. Shelves of old scrolls line the stone walls, and great marble tables occupy the room’s center. Dust lies thick over it all, proving that this room is rarely used. For a few moments, the priest fumbles with the scrolls on one particular rack. Finally, a loud click resounds throughout the room, and one of the walls slides open with a deafening rumble and a cascade of powdered stone. “This is it,” he tells you. “The sepulcher. I cannot go any farther.”
C10: The Portal in the Sepulcher Read the following (and consider drawing out the map whether or not combat ensues, since the room can be difficult to envision): You are standing at one end of a long chamber. Chandeliers hanging from the ceiling spring to life even as you pass through the secret door, illuminating all that lies before you. To the right and left, stairs lead down to an open lower level, transforming the f loor on which you now stand into a central walkway, with two narrower ledges along both sides of the room. At even intervals along those walkways the f loor abruptly widens, almost like the teeth on a gear.
At the far end of the chamber, a bright silver filigree of unimaginable complexity bulges from the wall. It shows a scene of Moradin hard at work at his forge. Four statues— two flanking the filigree, two flanking the entrance—show Moradin with a pair of ravens perched on his shoulders. Perhaps these are meant to honor the Raven Queen, who watches over even Moradin’s dead? The PCs can discover that the remains of the honored dead must be interred inside, and they must descend to the lower level to find the name plates. Read the following when they move down: The open space between those protrusions slopes sharply down from the walkway to lower level. Once the PCs draw near the filigree imagine, continue: Now that you’ve come closer, you can see an old stone door in the wall behind the filigree image. You can, however, see no way to access it. Should any PC touch the filigree in any way, read: The image suddenly bends as the face of Moradin turns toward you and speaks in a voice of rending metal. “Who would step through the portal to the heart of Moradin’s worship must first prove he understands Moradin in his own heart. “Think you carefully on Moradin’s precepts, his teachings, his actions, and his favored disciples. Then speak unto me a parable, a tale of Moradin, not that you have learned from his texts, but that you have created yourself. Let it show your understanding of his words and his ways, and you may pass.”
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Should any PC touch the filigree in any way, begin the skill challenge. Skill Challenge: SC2 Entering the Portal (page 48). Tactical Encounter: C10 The Portal in the Sepulcher (page 49).
PART TWO: THE MOUNTAINROOT TEMPLE The PCs are almost certainly expecting danger in the Mountainroot Temple. They’re probably not expecting two competing factions.
No Exit
Extended Rest Fortunately for the PCs, since they cannot depart, they have several areas in which they can safely rest. Once they have defeated the fey in M1, the broken corridors in the northeast are a safe place to camp. Areas A and F of M10 are safe, and once the PCs have dealt with the marching hammers and the trap, the rest of M10 is safe as well. Should the PCs try to sleep in M2, M3, or M4, they’re attacked briefly by some of the fey from M5, who then retreat back to that area. Similarly, if the PCs try to sleep in M6, the forces from M9 might launch a few attacks. Keep track of how much time the PCs spend resting; remember they’re still on a deadline if they want to earn the most victory points.
Perhaps the single most important feature of the Mountainroot is that nobody can leave. Because of the Caretaker’s torment, the magical security has gone off-kilter. Anyone can enter the temple, but nobody can leave. Any attempt to do so, even by using teleportation, rebounds as though the individual has hit an invisible wall. (This is why the fey have not departed and why Zithiruun hasn’t returned to Overlook.) The PCs can leave only by locating the Caretaker and assisting in his recovery.
Mountainroot Temple Overview
Dungeon Features
M2: Tea Room
Certain elements of the dungeon are universal throughout the complex. Doors: Unless otherwise mentioned, none of the doors are locked and all can be opened by depressing a lever in the handle. Doors open inward, and so the hinges are in the room’s interior. Stairs: Stairs count as difficult terrain and are made from stone.
Read the following:
The temple includes the following areas.
M1: The Chamber of Doors Numerous doors open up into a chamber that leads to other connected temples, and deeper into the Mountainroot. Tactical Encounter: M1 The Chamber of Doors (page 50).
A small round table and a few chairs occupy this otherwise empty chamber. Several cracked teacups and ale mugs, covered in dust and cobwebs, stand on the table where they were abandoned so long ago.
The secret door requires a DC 22 Perception check to locate. It is not locked, and it opens by depressing a hidden catch in the wall.
M3: Dining Room and Kitchen Read the following: Several long tables, capable of seating dozens, stretch the length of the room. Chairs are scattered about, some having been knocked over or broken just recently. A few humanoid corpses—small, with gray skin and wicked teeth—lie strewn about. Of whatever slew them, there’s no sign. These are the bodies of several quicklings who came out second-best against some of Zithiruun’s trolls. The above description applies to M3A: The Dining Room. If the PCs enter M3B: The Kitchen, they find huge fire pits full of ash, large wooden counters with knife marks and meat stains, and a plethora of old brass tools and pots that are worth pretty much nothing. The door in the east wall leads to M10, the area beneath M6.
M4: Wine Storage Read the following: Wooden racks line the walls, empty and dust-covered. From their size and shape, you’d guess that they once held bottles of wine and kegs of ale.
M5: The Vault The vault is a multilevel room that contains storage for valuables behind heavy portcullises. Tactical Encounter: M5 The Vault (page 52).
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QUESTIONING THE FALLEN As with their enemies in the city, the PCs can learn much by interrogating survivors here in the temple. (Well, some of the survivors; any attempt to interrogate the trolls or the two-headed troll is likely met with an utter lack of anything useful or even intelligible.) This interrogation is a level 10 skill challenge with a complexity of 2 and Bluff, Diplomacy, Intimidate, and Insight as the primary skills. PCs can use Arcana, with an easy check, against any of the fey (to know that they are not behaving as normal fey of their type should). This doesn’t qualify as a success, but it grants the PCs +2 bonuses to other checks in the challenge until their next failure. Similarly, a promise of freedom buys a +2 bonus to all such checks. If the PCs succeed, the subject answers all their questions. If they fail, but with one or more successes, the subject answers a number of questions equal to the PCs successes, but at least one answer is a lie. If the PCs wish, they can question dead foes by using the Speak with Dead ritual. In this case, use the “Dead Witness” skill challenge (Dungeon Master’s Guide, page 78, as a level 10 skill challenge).
FROM THE FEY . . . The characters learn that the fey were sent “to this foul place” by someone they call Cachlain, the StoneSkinned King. (Further questioning, or a DC 25 Arcana check, reveals that Cachlain is an infamous fomorian king of the Feywild.) He sent these fey in search of a valuable prize, which they refer to as “the parchment voice you call Incunabulum Primeval.” They know that it is a tome of great power and that Cachlain has sought
it for some time. Only recently, however, have they learned that its retrieval has become urgent, because the court’s divinations suggested that someone else was about to get their hands on it. The fey admit that Cachlain’s new counselor—someone named Sovacles, whom they have never met—tried to talk him out of sending them, but that the king was too desperate to get the book. The fey admit that their group’s leader, whom they call “Our Lady of the Deathly Song,” already has the tome. (If the PCs are questioning Hethralga, the howling hag, she admits to having it on her person after a bit of hemming and hawing.) Alas, they cannot leave because “the Others”—a band of humanoids consisting mostly of trolls—appeared and took the Caretaker prisoner, thus cutting off all possible exit. “They are organized and serve some higher master,” the fey muse, “but we know not who. Perhaps they are the reason Cachlain felt we must retrieve the parchment voice so swiftly.” If the PCs ask the fey what they want, they answer with, “Now? We seek only to escape the temple. A portal to the Feywild stands at the base of the mountains, where the waters flow from above to reach the plains. We would return home—with the Incunabulum if possible, but at least with our lives.”
FROM THE SOLDIERS OF GENERAL ZITHIRUUN . . .
soldiers, even as he worked and fought alongside them. They know he is humanoid and tall (for a human), but nothing more; his hood, cloak, and the combination armorand-harness hide his features. The soldiers admit that they have been instructed to look for the Incunabulum Primeval, but that the book is only a secondary objective. Zithiruun wants the temple. He intends to make use of its various magical portals to funnel soldiers into Overlook from elsewhere in the vale so that he can take the city in a combined attack from within and without. (This is why he wanted to keep people out of the Stone Anvil; he intends to use it as his assembly point for the soldiers who come through the portal.) Zithiruun seeks control over the entire western Elsir Vale, due to both its economic importance and because of the various portals that exist throughout it. Overlook is about to face an attack from the soldiers Zithiruun has assembled throughout the vale. He gathered these soldiers slowly enough, and in small enough groups that they’ve utterly bypassed Bordrin’s Watch— even if the PCs do stop him here! And it’s happening in a matter of days! They also admit that, as frustrated as Zithiruun was over Durkik’s refusal to break, he has grown all but enraged that the Caretaker won’t relinquish control over the temple’s defenses, or even allow them to leave. He is keeping the Caretaker prisoner, and he has come near to torturing the fellow to death.
The characters learn that, as with the thugs in Overlook, these are hired mercenaries. They can confirm the name “General Zithiruun,” but also as with his minions in Overlook, the general has avoided showing his face to these
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The Temple Between M6: The Grand Cathedral The Grand Cathedral is an enormous central chamber with multiple levels. The room served as the heart of Moradin worship in the days that the temple still functioned. Tactical Encounter: M6 The Grand Cathedral (page 54).
M7 and M8: The Shattered Barracks and the Lesser Sanctum This portion of the temple, most thoroughly damaged by the ancient cave-ins, is currently the home camp for the invading fey.
Tactical Encounter: M7/M8 The Shattered Barracks and the Lesser Sanctum (page 58).
M9: The Reliquary This peculiar chamber housed the greatest of the temple’s religious treasures, as well as the astral portal through which Moradin’s exarchs occasionally traveled. It includes a great many subchambers. Tactical Encounter: M9 The Reliquary (page 61).
M10: The Underchambers These rooms beneath the upper levels of M6 were the day-to-day living quarters of the priests. Tactical Encounter: M10 The Underchambers (page 65).
Departing the Temple Once the PCs have found the Caretaker in area M9I, they might at first be stunned—or even believe that they are being tricked—to find that he is no normal dwarf, but an azer! (Monster Manual, page 22; his stats should not prove necessary, but if they do, treat him as an azer foot soldier with the Ritual Caster feat and training in Arcana and Religion.) The PCs can free him from his shackles with a DC 22 Thievery check, but freeing his mind is something else entirely. The Caretaker has been subject to hideous tortures, and he’s hovering on the brink of insanity.
A DC 17 Heal check reveals that a Remove Affliction ritual could set him right in the head again. Alternatively, the PCs can attempt to help him by using skills. Do not treat this as a skill challenge; rather, the PCs must make four skill checks against a DC of 21. One success must be with the Heal skill; the others can be Diplomacy, Heal, or Religion. Once they’ve achieved four successes, they bring the Caretaker back from the brink of insanity. Each attempt, regardless of which skill is being used, takes 15 minutes, so even four straight successes requires a full hour. Incidentally, should the PCs ask, the Caretaker has no other name; he abandoned it when he assumed this duty and answers to nothing else. Once the PCs succeed, read the following: The azer blinks once, and when he looks at you again, his eyes are clear—or rather, they appear to burn with an inner fire that they lacked earlier. He speaks in heavily accented Common. “You have my thanks, strangers. You should not be here, but as you are—and as I needed you—I will take this to be Moradin’s will. I know not who these creatures were, who invaded my home and dealt so cruelly with me, but I know their intentions! I heard them plan! They seek to attack the city of Overlook, from both without and—through my temple—within! Even though the latter has been thwarted, the former might yet lie ahead; Overlook, and indeed Elsir Vale, might suffer greatly. But tell me, who are these villains? Do you know? Tell me all that has happened, please.” Assuming the PCs are at least vaguely forthcoming, the Caretaker listens, shaking his head sadly. “I knew that the tall one wanted me to turn over stewardship of the temple to him,” he says. “I fear that, in my pain, I might indeed have granted him control over some of the constructs, but I denied him any more than December 20 08
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that. I . . . I fear that when you awoke me from my stupor, the portals were instantly unbarred. He has likely fled already. But at least I can swiftly return you to Overlook the same way.” If the PCs ask him about the Incunabulum, he reluctantly agrees to let them take it if they swear that they indeed intend to turn it over to Moradin’s church. As they are preparing to leave, however, read the following: “I realize time is short,” he tells you, “and that you must hurry back to warn the people of Overlook. Nevertheless, I must ask you . . . can you spare an hour, and perhaps a bit of your hard-won gains, to aid me with one final task? After the blood that was shed here, I must perform a ritual to reconsecrate the temple to Moradin. I cannot do it alone, and if you do not aid me, I will have to walk several miles through the mountains to find assistance at Bordrin’s Watch. Perhaps this sounds to you like the ramblings of an old fool, but I believe fully that Moradin will smile upon us for doing so.” If the PCs agree, they need not make any rolls; the Caretaker is casting the ritual, while they assist. They do, however, have to provide 500 gp worth of precious metals that the ritual requires. They might feel as though they’re wasting time and money both, but indeed, reconsecrating the temple does aid them in their struggles to come. (See “Victory Points,” page 37). When they complete the ritual, read the following: For just an instant, as the last echoes of the rite fade away, the entire room grows ever so slightly warmer, as though heated from within by the fires of a small forge. The faint chime of hammers on steel reverberates from all around you, and then once more there is silence. December 20 08
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In addition, PCs who think quickly can provide even more aid to the city. Although he won’t think of it himself—he’s been through too much, and still isn’t thinking clearly—the Caretaker can make the walk to Bordrin’s Watch and request aid for the coming battle at Overlook. If a player suggests this, additional dwarves arrive in time to aid in the city’s defense, and the PCs earn additional victory points. Once these tasks are complete (or the PCs choose not to complete them at all), they can return to Overlook by using the Stone Anvil and bring warning of what’s to come to the Council of Elders.
THE INCUNABULUM PRIMEVAL When the PCs finally get their hands on this tome, they find it to be an enormous book, nearly 2 feet tall by 18 inches wide, and almost a foot thick. The pages are an incredibly heavy parchment, while the cover consists of thin planks of wood that are bound and hinged in iron. The book is written in Dwarven, but also in a sort of cipher; no attempt at translating or decoding it functions without either the proper rituals, known only to the priesthood of Moradin, or magic more potent than any the PCs currently possess. The Incunabulum indeed has great powers, of which the PCs might see the slightest hint during the siege of Overlook, but any more detailed familiarity with this potent item must wait for future adventures.
PART THREE: THE TAKING OF OVERLOOK The endgame is upon the PCs now—not only of Zithiruun’s plans, but the heroic tier, and the first third of the Scales of War. And that endgame is nothing less than the siege of Overlook. Zithiruun’s plans to funnel a “fifth column” into the heart of the city might have been thwarted, but his mercenary armies throughout the Vale still pose a deadly threat. The PCs are not Overlook’s only defenders, but at this point they’re the most potent and the most important.
Victory Points As with some prior DUNGEONS & DRAGONS adventures, “The Temple Between” makes use of a victory point system to help determine the outcome of the siege. Throughout the adventure so far, and indeed on into the siege, the PCs can accomplish certain goals that ultimately determine how well Overlook stands up to the attack. Once the adventure is concluded with the defeat (or victory) of Zithiruun, consult the table below to determine how many victory points the PCs have earned. The “Concluding the Adventure” section tells you how to interpret those points. In addition, some entries on the table include a read-aloud description. Insert these at various points throughout the days of the siege, wherever they are most appropriate, as hints to the PCs that their prior actions have indeed proved effective and are aiding them now.
Wartime Urban Encounters During the siege, the PCs might have several extra encounters. This option exists in case the PCs have missed enough encounters or skill challenges that you don’t think they’ll make 11th level by the end of the adventure. Be careful, however, not to use too many of these encounters (or even any) if the PCs appear to be on track. Although you want them to achieve 11th level, you do not want them to do so before encountering Zithiruun. Enemy Soldiers (Level 9; XP 2,200) ✦ 2 dragonborn gladiators (level 10 soldier; MM 86 or encounter T5) ✦ 3 trolls (level 9 brute; MM 254 or encounter T3) More Death from Above (Level 10; XP 2,500) ✦ berbalang (level 10 solo skirmisher; MM 34 or encounter T2) Traitors Within (Level 9; XP 2,250) ✦ 1 of the surviving possessed citizens (level 10 soldier; encounter C9) ✦ 3 doppelganger assassins (level 8 lurker; MM 71 or encounter C9) ✦ 5 streetwise thugs (level 9 minion; encounter C9) Looters (Level 8; XP 1,800) ✦ 18 streetwise thugs (level 9 minion; encounter C9)
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Victory Point Accumulation If the PCs... Rescue Durkik alive*
Kill or defeat Captain Aerun Complete their adventures in the Mountainroot Temple and return to Overlook within 5 days of first arriving in Overlook Assist the Caretaker in casting the ritual
They earn . . . Read-Aloud 1 “As you race through the city toward your next objective, you notice a squad of soldiers standing victorious over a band of defeated trolls. Durkik stands beside them, his hands flickering with holy fire.” 1 — 3
“Although the sentries fearfully report a large force of trolls and other creatures approaching the gates, the army sounds smaller than you feared. Perhaps Zithiruun wasn’t able to assemble as many troops as he’d hoped.”
2
Send the Caretaker to Bordrin’s Watch for help
2
Return the Incunabulum to Durkik or Karros
1
Succeed in the skill challenge to aid the Council in formulating defensive strategies Defeat the berbalang at encounter T2 Defeat the enemies at encounter T3 Defeat Zithiruun at encounter T5
2
“For just an instant, as you face your enemies, you once again feel a faint warmth, as of a forge fire, and hear the distant sound of chiming hammers. Your spirits soar with Moradin’s blessing.” “A cheer arises from the sentries atop the wall, as a force of several hundred dwarves appears on the western horizon, striking at the enemy from behind.” “Farther down the street, you spot a team of dwarves wearing the holy hammer of Moradin. They are charging unharmed through a burning building to reach a band of mercenaries threatening civilians. Standing behind them, Durkik (or Karros) chants passages from the Incunabulum.” —
1
—
2
—
3
—
*If the PCs used their own magic and resources to resurrect Durkik, they earn these points as well.
The Battle for the City: Day One The PCs emerge from the Stone Anvil to a welcoming committee of several Overlook soldiers. “The Council of Elders needs to speak with you immediately,” the squad’s commander tells the PCs. “Please come with me.”
Read the following: Through the streets of Overlook and the gates of the mighty Caer Overlook, the soldiers escort you, until finally you have reached the imposing doors of the High Hall. Standing on the dais in the center of the chamber are three of the Council’s five members, as well as several more soldiers and High Priest Durkik Forgeheart.
Upon seeing you, Great Elder Morgoff Stonefirst waves at you, not to speak to them from below, but to join them upon the dais! Once the PCs are on the dais, read: “I was hoping to wait until all our members were present,” he tells you without preamble, “but we’ve still not heard from Elders Itrika Mountainhome or Olman Sledgemore— they are, presumably, occupied with other duties and our messengers haven’t reached them to tell them of this emergency conclave—and we’ve no more time to wait. High Ancestor Durkik, as well as several other citizens, such as Priestess Lavinya, have told us a bit of what’s been happening our city. But I’m given to understand that you can tell us far more. Please, what’s going on? Is Overlook in danger? Obviously, if Durkik is dead, replace the prior references, and all subsequent references, with Ancestor Karros.
SC3. Council of War Once the PCs tell the Council what has happened, and what is to come, Great Elder Morgoff asks them, as well as the guard officers and Durkik, to adjourn with the Council to the war room, where they can discuss defenses. On the way, Durkik moves to the PCs and asks, softly and almost reverently, if they’ve recovered the Incunabulum Primeval. If they give it to him, his eyes tear up, and he immediately hands the party a small pouch of platinum and gold coins equaling their promised reward. Skill Challenge: SC3 Council of War (page 67).
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The Battle for the City: Day Two Over the course of the night, a small but fearsome mercenary army—consisting mostly of human soldiers and trolls, but with dragonborn and other creatures scattered throughout—creeps from the surrounding wilds and surrounds Overlook. The PCs awaken in the morning to the sound of catapult boulders slamming against the ramparts, and are swiftly summoned to the Council’s war room. The following three encounters can occur in whatever order you prefer. They are written as assignments from the Council, but if you’d rather have the PCs stumble upon them while out and about, that’s fine, too. Other battles and events take place over the course of this day and into the night, but unless you
wish to add some of the extra encounters previously described, the following are the only ones to involve the PCs directly.
T2: Death From Above Read the following: As you stand in the war room, discussing tactics, a messenger barges in and drops to one knee, panting, at Great Elder Morgoff ’s feet. “My apologies for interrupting,” he gasps, “but Nine Bells is burning! A creature—gods, I’ve never seen anything like them—they’re f lying over the district and dropping alchemical fire bombs! The local soldiers are dealing with some of them, but there are just too many!” Unless the PCs, for some bizarre reason, refuse to go investigate, proceed to the tactical encounter. Tactical Encounter: T2 Death From Above (page 68).
T3: Hold the Gate! Either back at Caer Overlook or while out in the streets, a military courier catches up with the PCs. “The outer wall!” he shouts at them. “They’ve breached the outer wall, just north of the west gate!” Tactical Encounter: T3 Hold the Wall! (page 70).
SC4: Combing the Wreckage The PCs need to find one of the city councilmembers before she’s killed by the attackers. Skill Challenge: SC4 Combing the Wreckage (page 72).
The Battle for the City: Day Three The PCs face only one major encounter on the third day—which is fine, because they’re going to need everything they have to win.
T5: The Final Encounter Read the following: Even as you rise from a night of troubled, martial dreams, a knock sounds on your chamber door. High Ancestor Durkik stands outside, looking grim. “I bring word from Councilor Morgoff. In the late hours of the night, a squadron of soldiers was dispatched to investigate reports of enemies in the streets close to Caer Overlook. None have returned. As soon as you’ve risen and readied yourself, I’m to show you on the map where they were assigned, and ask you to investigate.” Tactical Encounter: T5 The Final Encounter (page 73).
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CONCLUDING THE ADVENTURE Once word of Zithiruun’s death spreads through the invaders, they gradually break off and retreat back into the wild. Most are mercenaries, after all, and there’s little point in fighting on behalf of someone who’s too dead to pay. (If the PCs attempt to question Zithiruun—or his corpse—treat it as an interrogation skill challenge, as per his soldiers in the Mountainroot Temple, but at 14th level. He can explain that the githyanki wanted the region for its various portals, and that the assignment came down from officers above him, but he knows nothing about who originated it or why it was happening now. These are details for a future adventure.) But for now, the PCs have learned that the githyanki are behind at least some of the troubles that have beset Elsir Vale, and they can be content in the knowledge that they’ve defeated one of their major enemies and saved Overlook. Or at least, they’ve probably saved it.
Victory Point Totals How well the PCs did—and how well Overlook survives—depends on their total number of victory points. (Future adventures in the Scales of War adventure path assume that the PCs achieved at least 13 victory points. If this is not the case in your campaign, you can either modify future adventures to make use of different NPCs than those who died here, or you can arrange to have these NPCs resurrected “behind the scenes.”
6 or fewer: If the PCs did this poorly, Overlook has likely either been conquered, or razed to the point where it requires almost complete rebuilding. The PCs gain no XP or monetary reward for the “Prevent the Fall of Overlook” quest. You’ll have to modify future adventures in the Scales of War to account for the city’s destruction—but then again, it’s almost impossible for the PCs to have done this poorly without dying, so odds are you have other alterations to make anyway. 7 to 12: Overlook is severely damaged, but not to the point of destruction. The PCs earn 1,500 XP and 3,000 gp as reward for the “Prevent the Fall of Overlook” quest; the Council of Elders cannot afford to spare any more money from the reconstruction effort. Lavinya and Durkik, alas, did not survive the city’s final battles, though they gave their lives fighting for their homes and their neighbors. Any alliances the PCs might have established with them will have to be reforged with new NPCs. The PCs are heroes of the city, but nobody has the time to honor them; in fact, the PCs are probably put to work with the rebuilding. Still, Overlook remains, and things have returned to at least some semblance of normal by the time the next adventure in the Scales of War begins. 13 or more: Overlook has weathered the storm, and though damaged, the city stands tall and proud. The PCs are hailed as great heroes, and several different establishments offer them free room and board for several months. The PCs gain 2,500 XP and 7,000 gp as rewards for the “Prevent the Fall of Overlook” quest, and they are invited to dine with the Council of Elders several times over the next few weeks.
Lavinya abandons the temple and instead takes over Haelyn’s duties at the shrine. “If this is where the people wish to pray,” she tells the PCs, “then who am I to tell them otherwise? Erathis needs no stone walls, merely the hearts and souls of those who would bring civilization and culture to the world. Haelyn understood this long ago,” she adds with a sad smile. “I wish I’d not taken so long to learn it myself.” Durkik, if he survived, has experienced a reawakening of faith. His time of confinement and torture, followed by his rescue at the hands of the PCs and his survival of the siege, have caused him to reevaluate the previous years. From a beaten-down, tired, and increasingly corrupt politician, he returns to his younger identity as a devout priest of Moradin. In helping to turn him around, the PCs have gained a grateful and powerful ally, and they have done great good to the religious community of Overlook as a whole. This is particularly important, considering that the high priests of other temples were suborned by the githyanki, and their replacements are all younger and inexperienced. Over the next months, Durkik emerges as a spiritual leader for the entire city. And thus does the curtain fall on the PCs’ heroic tier. Greater dangers and challenges await, as those behind the githyanki’s efforts plot their vengeance and advance schemes of which the heroes have not yet learned. But for now, at least, the PCs have earned a few weeks of rest and the acclaim of Overlook’s citizenry.
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C4/C5: THE SHRINE OF ERATHIS AND HAELYN’S HOME Encounter Level 9 (2,000 XP)
Setup 2 doppelganger assassins (D) Grovald, human priest (G) 5 streetwise thugs (S)
When a doppelganger assassin is slain, read: The body at your feet warps and shifts, the skin turning pale gray, the eyes growing wide and dark. This is no human who lies before you! When the PCs enter C4, read: This cottage—more of a hut—is no more enticing inside than out. An old, rickety table and chair stand beside an ash- and charcoal-filled fireplace, and a door, standing slightly ajar, reveals what appears to be an equally cheap bed beyond.
The shrine of Erathis is currently under the auspices of Grovald, Haelyn’s “replacement.” He dwells here, with a number of hired guards who spend the days lurking in Grovald’s shack (C4A). None of these individuals are present at first if the PCs appear at night. Grant them five minutes to search the grounds as they see fit before their enemies arrive. Use the positions marked in RED if the PCs are in the shrine when the enemies appear; those marked in GREEN if the PCs are in or near the fountain, or in cottage C5; and those marked in BLUE if the PCs are in cottage C4A. The doppelgangers appear as humans, though dressed in darker clothes than the other thugs. When the enemies first appear, read:
Perception Check DC 20: A scrap of parchment, only partly burned, lies in the ashes of the fireplace.
From the darkness, an arrogant voice says, “I’m just as glad you chose to come here at night. It makes things so much neater when we need not involve the authorities, don’t you think?” You see a bald, sharp-faced man in dark clothes all but fading into the shadows, and movement comes from several other individuals in the night around him.
Features of the Area
Perception Check DC 24: Two other individuals, cloaked in darker hues than the rest, lurk around corners or in pools of shadow.
Beds, Chests, and Tables: Each of these can provide cover. Creatures can step up onto the furniture; this costs an extra square of movement. Chairs: The chairs are not sufficient to provide cover, but a character can step up onto one with an extra square of movement, or use one as a makeshift weapon. Doors: The outer doors of the two shacks are locked (DC 18 Thievery to open). The inner doors are not locked. Fabric Curtains: The curtains that make up the covering of the shrine block line of sight. Pushing through or past them costs an extra square of movement.
THE NOTE The PCs have found an important clue in this scrap, even though much of it has been burned away. The legible portions read as follows: . . . unreachable for a time, as I must . . . the priests’ orders as you would my own, for he . . . s always, be certain you destroy this mis . . . . . . eneral Zi . . .
Illumination: Several lanterns, hanging on the posts that support the fabric “tent,” cast their light over the area. The bulk of the area is brightly lit, but the interiors of the buildings marked C4A and C5 are dimly lit. Ceiling: The bulk of the shrine is outdoors. The shacks (C4A and C5) have 8-foot ceilings, and the fabric roof of the shrine is 10 feet overhead.
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Fireplaces: Both fireplaces hold ashes and charcoal. A character can move into the fireplace (though a Medium character has to squeeze; see Player’s Handbook, page 292). Climbing up the inside of the chimney requires a DC 15 Athletics check. Pantry: The pantry in C5 provides cover. Pool: The water in the pool is not deep enough to swim in. It qualifies as difficult terrain. If the PCs conduct a thorough search of the fountain, and make a DC 19 Perception Check, read: Behind the fountain, not far from the nearest tree, a faint bulge in the earth mars the contours of the soil. It looks as though something was buried here recently. If the PCs dig here, they find Haelyn’s dead body. Statue: The large statue of Erathis in the pool’s center provides cover, and it can be climbed with a DC 12 Athletics check. 5 Streetwise Thugs (S)
Level 9 Minion
Medium natural humanoid, human XP 100 each Initiative +3 Senses Perception +3 HP 1; a missed attack never damages a minion. AC 21; Fortitude 19, Reflex 16, Will 16 Speed 6 m Longsword (standard; at-will) ✦ Weapon +14 vs. AC; 6 damage. r Crossbow (standard; at-will) ✦ Weapon Ranged 15/30; +13 vs. AC; 6 damage. Murder is a Team Sport If a streetwise thug is flanking an enemy, it deals 1 extra point of damage per ally adjacent to the flanked enemy (including the ally who is granting the flank), to a maximum of +4. Alignment Evil Languages Common Skills Athletics +11, Thievery +8 Str 16 (+7) Dex 12 (+5) Wis 10 (+4) Con 15 (+6) Int 9 (+3) Cha 11 (+4) Equipment leather armor, crossbow, longsword, case with 20 bolts
Trees: The trees provide cover and can be climbed with a DC 15 Athletics check. Most are only between 10 and 20 feet (2 to 4 squares) high. 2 Doppelganger Assassins (D)
Level 8 Lurker
Medium natural humanoid (shapechanger) XP 350 each Initiative +13 Senses Perception +10 HP 69; Bloodied 34 AC 23; Fortitude 18, Reflex 21, Will 21 Speed 6 m Dagger (standard; at-will) ✦ Weapon +13 vs. AC; 1d4 + 5 damage. r Hand Crossbow (standard; at-will) ✦ Weapon Ranged 10/20; +13 vs. AC; 1d4+5 damage. M Shapeshifter Feint (minor; at-will) +11 vs. Reflex; the doppelganger assassin gains combat advantage against the target until the end of the doppelganger assassin’s next turn. C Cloud Mind (standard; sustain minor; encounter) ✦ Charm Close burst 5; +11 vs. Will; the doppelganger assassin is invisible to the target. Affected targets are unable to see the doppelganger for as long as it sustains the effect, until the doppelganger attacks, or until it is hit by an attack. Combat Advantage The doppelganger assassin deals 2d6 extra damage against any target it has combat advantage against. Change Shape (minor; at-will) ✦ Polymorph A doppelganger can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, Monster Manual page 280). Alignment Evil Languages Common Skills Bluff +15, Insight +12, Stealth +14 Str 12 (+5) Dex 21 (+9) Wis 12 (+5) Con 15 (+6) Int 13 (+5) Cha 19 (+8) Equipment dagger, hand crossbow, case with 20 bolts
Grovald (G)
Level 9 Elite Controller (Leader)
Medium natural humanoid, human XP 800 Initiative +5 Senses Perception +9 Unhallowed Resilience aura 3; when allies enter the aura or start their turns there, they gain a +1 bonus to all saving throws. HP 194; Bloodied 97 AC 25; Fortitude 21, Reflex 23, Will 24 Saving Throws +2 Speed 5 Action Points 1 m Longsword (standard; at-will) ✦ Force, Weapon +13 vs. Fortitude; 1d6 + 5 damage, plus 1d6 force damage and push 3. r Phantom Spear (standard; at-will) ✦ Force Ranged 12; +13 vs. Reflex; 1d8 + 5 force damage, and the target is immobilized until the end of Grovald’s next turn. R Twin Spears (standard; at-will) ✦ Force Grovald makes two phantom spear attacks. A Phantom Spikes (standard; sustain minor; recharge ⚄ ⚅) ✦ Force, Zone Area burst 1 within 15; +13 vs. Reflex; 3d8 + 5 force damage. Aftereffect: Any enemy that begins its turn in the area takes 5 force damage, and Grovald’s enemies treat the zone as difficult terrain. Grovald can sustain or dismiss the zone as a minor action. R Phantom Riposte (immediate reaction when hit or missed by a melee attack; at-will) ✦ Force Grovald makes an immediate phantom spear attack against the triggering enemy. This use of phantom spear does not provoke opportunity attacks. Alignment Evil Languages Common, Deep Speech Skills Religion +12 Str 10 (+4) Dex 12 (+5) Wis 20 (+9) Con 17 (+7) Int 16 (+7) Cha 14 (+6) Equipment chainmail, longsword
Tactics Since Grovald’s area attack affects enemies only, he stays in the back and lobs area and ranged powers, trying to weaken the PCs fast and impair their ability to maneuver. The thugs make straightforward attacks,
while the doppelgangers move around the combat, working to flank or otherwise gain combat advantage. Everyone involved fights to the end.
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C7: ALLEY AMBUSH Encounter Level 9 (2,100 XP)
Setup 4 doppelganger assassins (D) 7 streetwise thugs (S) The conspirators have learned that the PCs are investigating them, and they want the party dead. A band of cutthroats ambushes the PCs in an alley or on a street corner somewhere. Once again, the doppelgangers begin the encounter in human form.
When the attack begins, read:
7 Streetwise Thugs (S)
Without warning, a number of thugs come charging from around corners and out of doorways, and they hold their blades high!
Medium natural humanoid, human XP 100 each Initiative +3 Senses Perception +3 HP 1; a missed attack never damages a minion. AC 21; Fortitude 19, Reflex 16, Will 16 Speed 6 m Longsword (standard; at-will) ✦ Weapon +14 vs. AC; 6 damage. r Crossbow (standard; at-will) ✦ Weapon Ranged 15/30; +13 vs. AC; 6 damage. Murder is a Team Sport If a streetwise thug is flanking an enemy, it deals 1 extra point of damage per ally adjacent to the flanked enemy (including the ally who is granting the flank), to a maximum of +4. Alignment Evil Languages Common Skills Athletics +11, Thievery +8 Str 16 (+7) Dex 12 (+5) Wis 10 (+4) Con 15 (+6) Int 9 (+3) Cha 11 (+4) Equipment leather armor, crossbow, longsword, case with 20 bolts
Perception Check DC 24: A handful of other attackers, clad in black, blend into the shadows, but you spot them coming. When a doppelganger assassin is slain, read: The body at your feet warps and shifts—the skin turns pale gray and the eyes grow wide and dark. This is no human who lies before you! 4 Doppelganger Assassins (D)
Level 8 Lurker
Medium natural humanoid (shapechanger) XP 350 each Initiative +13 Senses Perception +10 HP 69; Bloodied 34 AC 23; Fortitude 18, Reflex 21, Will 21 Speed 6 m Dagger (standard; at-will) ✦ Weapon +13 vs. AC; 1d4 + 5 damage. r Hand Crossbow (standard; at-will) ✦ Weapon Ranged 10/20; +13 vs. AC; 1d4+5 damage. M Shapeshifter Feint (minor; at-will) +11 vs. Reflex; the doppelganger assassin gains combat advantage against the target until the end of the doppelganger assassin’s next turn. C Cloud Mind (standard; sustain minor; encounter) ✦ Charm Close burst 5; +11 vs. Will; the doppelganger assassin is invisible to the target. Affected targets are unable to see the doppelganger for as long as it sustains the effect, until the doppelganger attacks, or until it is hit by an attack. Combat Advantage The doppelganger assassin deals 2d6 extra damage against any target it has combat advantage against. Change Shape (minor; at-will) ✦ Polymorph A doppelganger can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, Monster Manual page 280). Alignment Evil Languages Common Skills Bluff +15, Insight +12, Stealth +14 Str 12 (+5) Dex 21 (+9) Wis 12 (+5) Con 15 (+6) Int 13 (+5) Cha 19 (+8) Equipment dagger, hand crossbow, case with 20 bolts
Level 9 Minion
Tactics The combat is straightforward. The thugs attack en masse, while the doppelgangers flit in and out of shadows or flank the PCs, trying for combat advantage.
Features of the Area Illumination: The lighting here is dependent entirely on the time: brightly lit by the sun during the day or dimly lit by distant street-side lanterns at night. Buildings: The buildings here range from two to four stories (figure 4 to 8 squares) in height. The walls can be climbed with a DC 15 Athletics check. The List: If the PCs search the bodies, they find on one of the doppelgangers a list of descriptions—of the PCs themselves! The parchment is stained with something which (with a DC 16 Perception check) appears to be beer and sausage grease. A DC 17 Streetwise check suggests that the source for the stain is the Pig and Bucket tavern.
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SC1: CATCHING DURKIK Encounter Level 9 (1,200 XP)
Setup Begin by reading the following: After some time waiting, when the city is fully cloaked in the shadows of night, your quarry finally emerges. Glancing around, he turns and begins walking at a swift but inconspicuous pace. If the PCs are following Durkik in specific, continue with: Durkik ducks into an alley after walking a few blocks. Mere seconds later, another dwarf—slightly taller, with different hair and beard—emerges onto the street. You wouldn’t even have noticed had you not been specifically watching, but much of his outfit appears to match Durkik’s own, and his posture as he walks is identical. If the PCs glance into the alley as they pass, they can confirm that neither Durkik, nor anyone else, remains within it. They’ve just witnessed the doppelganger who has taken Durkik’s place alter his form, hoping to make himself less noticeable. At this point, regardless of who they’re following, begin the skill challenge.
Catching Durkik Skill Challenge
Level 9 XP 1,200
You make your way as silently through the streets of Overlook as you can, attempting to keep Durkik in sight without alerting him to your presence. The party attempts to shadow their target through the city. Complexity 3 (requires 8 successes before 3 failures). Primary Skills Acrobatics, Athletics, Perception, Stealth, Streetwise. Victory If the PCs succeed with 0 failures, they reach the warehouse without being detected. Only half their potential enemies are present (run the scene as two separate combat encounters, as described in the tactical encounter), and the PCs gain a surprise round when they arrive. Partial Victory If the PCs succeed with 1 failure, they’re detected only at the last minute. Only half their potential enemies are present (run the scene as two separate encounters, as described in the tactical encounter), but the enemies are not surprised. If the PCs succeed with 2 failures, they’re detected as they near the warehouse. They face the entire complement of enemies (run the scene as a single 12th-level encounter), and the enemy is not surprised. Defeat The PCs are detected, and their quarry shakes them as he nears the warehouse. The PCs know the general area to which their target went, but not the specific building. They eventually find the warehouse, but it takes 2d6 hours of wandering, searching, and perhaps various bribes or Diplomacy and Streetwise checks made to the merchants and citizens of the area. The result is that not only must they face the entire complement of enemies (a single 12th-level encounter), but they’ve lost a great deal of time off their deadline. (See “Victory Points,” page 37.) Special If at least one member of the party is capable of turning invisible, the party gains 1 success automatically. Acrobatics (DC 16) Any given character can attempt Acrobatics only once in this fashion, whether he or she succeeds or fails, and a failure costs the PC a healing surge as well as counting as a failure. A successful check counts as a success on the skill challenge.
The PC darts around a corner, tumbles over a gap between rooftops, or otherwise stays near the quarry at an angle that makes the PC harder to detect. Athletics (DC 16) Any given character can attempt Athletics only once in this fashion, whether the PC succeeds or fails, and a failure costs the PC a healing surge as well as counting as a failure. A successful check counts as a success on the skill challenge. Much like Acrobatics, the PC climbs walls, leaps between roofs or balconies, and otherwise follows by staying out of direct line of sight. Perception (DC 20) This does not qualify as a success, but succeeding on this check grants the party a +2 bonus to all further checks in this challenge until someone fails a check. The PC carefully watches the target to keep him in view even from a distance or behind other people on the street. Stealth (DC 20) A successful check counts as a success on the skill challenge. Darting behind pedestrians, into doorways, and through shadows, you move street to street without being seen. Streetwise (DC 24) A successful check counts as two successes. Once made, the characters cannot use Streetwise again for this skill challenge. By using knowledge of Overlook’s seedier areas, the PC can anticipate where the quarry is going.
Other Methods If the PCs can’t (or don’t think to) follow Durkik or Aerun, they have other ways to find out what they need to know. If they can catch Durkik alone, they can attempt to interrogate him, as described previously. If they successfully interrogate him, Durkik can tell the PCs where the warehouse is. He also reveals all the information presented in the “Interrogating the Conspirators” sidebar, below. Because the false Durkik didn’t show up at the warehouse, the forces there are ready for trouble. Run the scenario as a 12th-level encounter, and the enemy cannot be surprised.
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C9: THE WAREHOUSE Encounter Level 12 (3,250 XP) or Encounter Level 8 (1,700 XP) and Encounter Level 8 (1,550 XP)
Setup 3 doppelganger assassins (D) 2 possessed citizens (P) 12 streetwise thugs (S) Or First encounter (use RED placements) 2 doppelganger assassins (D) 1 possessed citizen (P) 5 streetwise thugs (S) And Second encounter (do not use the marks on the map since these enemies enter through one or two of the doors and position themselves based on the PCs’ actions) 1 doppelganger assassin 1 possessed citizen 7 streetwise thugs This warehouse has long been used by one of the criminal elements of Overlook as a headquarters, a central depot for illegal goods, and an occasional hideout. It has since been taken over by General Zithiruun’s conspiracy. Any creature on the map placed on the catwalk is on the catwalk; no enemies begin directly beneath it. If the PCs enter on the ground f loor, read: A vast chamber stretches before you. Rows upon rows of crates—some stacked as high as 15 feet—form aisles and corridors. A catwalk runs around the perimeter, as well as across the cavernous room at several points, with an array of chains and pulleys dangling beneath.
If the PCs are in a position to see the office and balcony, read: In one corner, a f light of stairs leads to a balcony built into the catwalk. Several walls surround what you would guess to be an office or counting house. Perception Check DC 13: Several gruff-looking fellows, the sort you might not want to meet in a dark alley but wouldn’t be surprised to find there, lurk atop the catwalk, atop several crates, and around a few corners, crossbows held at the ready. DC 24: A few other foes stand hiding in the shadows, also aiming weapons your way. Their gray f lesh and huge dark eyes are strong indications that they’re not human! If the PCs somehow prevented Aerun from getting here, refer to one of the possessed priests instead in the text below this. If they haven’t met Aerun, describe him as the officer from the wall when they first arrived. If the PCs enter by the office door, read: You are in a small counting house, which is occupied by little more than a table, a chair—and Captain Aerun, shock evident on his face as he rises. The wall behind him boasts a shuttered, glass-free window.
Tactics The doppelgangers and thugs initially launch volleys of crossbow bolts at the PCs, using the crates as cover. They keep moving, almost never staying in the same spot from round to round. The thugs prefer to close on the PCs in groups, but do so by maneuvering around and atop crates; they know better than to make a beeline for the enemy in an open corridor. The doppelgangers make use of similar tactics, but switch
constantly from melee to range and back again. The possessed citizens use their telekinetic leap to obtain an optimal position, and then maintain melee combat. If the PCs enter through the office, the githyankipossessed citizen takes his first move to fly out the window into the main warehouse, so as not to face the PCs alone. The possessed citizens fight to the death. If two of the doppelgangers and over half the thugs are slain, the remainder attempt to flee.
1, 2, or 3 Doppelganger Assassins (D)
Level 8 Lurker
Medium natural humanoid (shapechanger) XP 350 each Initiative +13 Senses Perception +10 HP 69; Bloodied 34 AC 23; Fortitude 18, Reflex 21, Will 21 Speed 6 m Dagger (standard; at-will) ✦ Weapon +13 vs. AC; 1d4 + 5 damage. r Hand Crossbow (standard; at-will) ✦ Weapon Ranged 10/20; +13 vs. AC; 1d4+5 damage. M Shapeshifter Feint (minor; at-will) +11 vs. Reflex; the doppelganger assassin gains combat advantage against the target until the end of the doppelganger assassin’s next turn. C Cloud Mind (standard; sustain minor; encounter) ✦ Charm Close burst 5; +11 vs. Will; the doppelganger assassin is invisible to the target. Affected targets are unable to see the doppelganger for as long as it sustains the effect, until the doppelganger attacks, or until it is hit by an attack. Combat Advantage The doppelganger assassin deals 2d6 extra damage against any target it has combat advantage against. Change Shape (minor; at-will) ✦ Polymorph A doppelganger can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, Monster Manual page 280). Alignment Evil Languages Common Skills Bluff +15, Insight +12, Stealth +14 Str 12 (+5) Dex 21 (+9) Wis 12 (+5) Con 15 (+6) Int 13 (+5) Cha 19 (+8) Equipment dagger, hand crossbow, case with 20 bolts
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1 or 2 Possessed Citizens (P)
Level 10 Soldier
Medium natural humanoid XP 500 each Initiative +10 Senses Perception +6 HP 101; Bloodied 50 AC 26; Fortitude 23, Reflex 21, Will 20 Saving Throws +2 against charm effects Speed 5; see also telekinetic leap m Greatsword (standard; at-will) ✦ Psychic, Weapon +17 vs. AC; 1d12 + 4, plus 3d6 extra psychic damage if the target is immobilized, and the target takes a –2 penalty to saving throws against the immobilized condition until the start of the possessed citizen’s next turn. R Telekinetic Grasp (standard; encounter) Ranged 5; Medium or smaller target; +15 vs. Fortitude; the target is immobilized (save ends). Telekinetic Leap (move; encounter) Ranged 10; the possessed citizen can fly 5 squares. Alignment Evil Languages Common, Deep Speech Skills History +11, Insight +11 Str 20 (+10) Dex 16 (+8) Wis 12 (+6) Con 13 (+6) Int 12 (+6) Cha 13 (+6) Equipment leather armor, greatsword
5, 7, or 12 Streetwise Thugs (S)
Level 9 Minion
Medium natural humanoid, human XP 100 each Initiative +3 Senses Perception +3 HP 1; a missed attack never damages a minion. AC 21; Fortitude 19, Reflex 16, Will 16 Speed 6 m Longsword (standard; at-will) ✦ Weapon +14 vs. AC; 6 damage. r Crossbow (standard; at-will) ✦ Weapon Ranged 15/30; +13 vs. AC; 6 damage. Murder is a Team Sport If a streetwise thug is flanking an enemy, it deals 1 extra point of damage per ally adjacent to the flanked enemy (including the ally who is granting the flank), to a maximum of +4. Alignment Evil Languages Common Skills Athletics +11, Thievery +8 Str 16 (+7) Dex 12 (+5) Wis 10 (+4) Con 15 (+6) Int 9 (+3) Cha 11 (+4) Equipment leather armor, crossbow, longsword, case with 20 bolts
If the fight is divided into two encounters (see the rules for the Heart of the Conspiracy skill challenge, page 30), the second group arrives 1d4 + 4 minutes after the first battle ends. Unless a member of the first group escaped, they all enter through the office and the PCs can ambush them, thus gaining surprise. If someone did escape the first encounter, this second group has been warned, and they split up, entering by both the office and the door. They are ready for trouble and cannot be surprised.
Features of the Area Illumination: The warehouse is brightly illuminated by a sequence of lanterns and sunrods placed along the railing of the catwalk. Ceiling: The ceiling is 35 feet overhead. Catwalks: These metallic walkways, standing 20 feet above the floor, aid in the movement and placement of crates. A sequence of chains and pulleys runs across the underside of the catwalks. This enables a character to climb, hand-over-hand, along the underside of these catwalks with a DC 22 Acrobatics or Athletics check, at normal climbing speed. Except where the ladders stand, the catwalk has a railing all the way around. Anyone wishing to deliberately climb or leap over the railing must spend an extra square of movement to do so, and any push, pull, or slide effect that would drag a creature over that railing must also spend an extra square to do so. Chair: The chair is not sufficient to provide cover, but a character can step up onto it with an extra square of movement or use it as a makeshift weapon. Crates: Each individual crate is roughly 5 feet (1 square) high, but they are often stacked two or three crates (that is, 10 or 15 feet, or 2 or 3 squares) in height, as marked on the map. Stepping up on a
single crate requires an extra square of movement, while moving down a single crate does not cost any additional movement. Climbing two or three crates requires a DC 20 Athletics check. Doors: The central door slides upward into the ceiling. It isn’t locked, but it cannot be opened stealthily, since the chains and pulleys rumble. The two side doors are both locked, and require a DC 19 Thievery check to open. Ladders: The ladders are all 20 feet (4 squares) in height, but count as 6 squares of movement. A DC 12 Acrobatics or Athletics check allows a character to climb them at the normal 4 squares of movement. Stairs: The stairs count as difficult terrain. Table: A character can step up onto the table with an extra square of movement. A DC 19 Strength check topples the table over, allowing it to serve as cover and knocking prone any creatures standing on it. Trapdoor: The trapdoor requires a DC 21 Thievery check to open. The ladder beneath leads to an underground passage (unmapped) that itself leads to the cell (C9A) containing High Priest Durkik. Weakened Crates: Several of the crates, as marked on the map, are weaker than others. A creature that moves atop that crate partially breaks through the wood. This immediately ends the creature’s move action, even if it had movement remaining, and that crate is considered difficult terrain from that point onward. Window: The window in the “office” upstairs is a simple wooden shutter over an empty frame. Moving through it does not cost extra squares (though anyone incapable of flight had better be prepared for a 20-foot fall).
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SC2: ENTERING THE PORTAL Encounter Level 9 (2,000 XP)
Setup Once one of the PCs touches the filigree, the skill challenge begins. Entering the Portal Skill Challenge
Level 9 XP 2,000
The image suddenly bends as the face of Moradin turns toward you and speaks in a voice of rending metal. “Who would step through the portal to the heart of Moradin’s worship must first prove he understands Moradin in his own heart. “Think you carefully on Moradin’s precepts, his teachings, his actions, and his favored disciples. Then speak unto me a parable, a tale of Moradin, not that you have learned from his texts, but that you have created yourself. Let it show your understanding of his words and his ways, and you may pass.” The PCs must convince the mystical portal that they have a sufficient understanding of Moradin’s teachings by constructing a parable that accurately portrays the god’s behavior and precepts, yet all is not lost if the PCs fail. They can still attempt to physically break through the filigree to reach the door. Doing so activates the room’s magical defenses: a number of homunculi. Proceed to tactical encounter C10. Once the PCs have successfully completed that encounter, they can cut through the filigree as though it were a standard wooden door (it’s metal, but it’s thin). Complexity 5 (12 successes before 3 failures) Primary Skills Athletics, Bluff, Diplomacy, History, Religion. Victory The portal judges the PCs worthy and opens, allowing them access to the Mountainroot Temple.
Partial Victory The PCs are partially worthy, and this deactivates part of the malfunctioning magical wards. Their partial success means they have to fight fewer of the guardians in tactical encounter C10. 3 or fewer successes: The PCs are considered to have failed the challenge completely, as described below. 4 or 5 successes: The PCs face four writhing chains. 6 or 7 successes: The PCs face three writhing chains. 8 or 9 successes: The PCs face two writhing chains. 10 or 11 successes: The PCs fight only one writhing chain. Defeat The PCs must face all five writhing chain homunculi in the tactical encounter if they attempt to force their way through. Special If the players go through the effort of coming up with a Moradin-based parable, grant them 2 automatic successes. If the party contains a divine character who worships Moradin, they gain 1 success automatically, and that character gains a +2 bonus to all Religion checks in this challenge. Athletics (DC 20) This does not count as a success in itself, but grants a +2 bonus to the next check attempted in this challenge. Any given character can attempt this use of Athletics only once. The PC portrays (or fakes) a knowledge of forging techniques and other endeavors of which Moradin approves. Bluff (DC 20) This does not grant any successes, but it can be used to remove 1 failure. Bluff can be used in this fashion only once during this challenge. The PC swiftly steps into the conversation, covering for an error made by one of his or her companions. Diplomacy (DC 16) Only one success can be achieved in this fashion. A failure on this check bestows a –2 penalty to further checks in this challenge until the next success, in addition to counting as a failure. The PC attempts to convince the portal that the party is worthy, without offering any solid knowledge of Moradin’s teachings.
History (DC 20) Each success on this check counts as a success toward the skill challenge. Although there are no limits on the number of successes that can be obtained with History, History cannot account for all successes; the party must rely on at least one other skill to achieve complete success. Using the PC’s knowledge of past champions, priests, and followers of Moradin, the PC contributes to the construction of the parable. Religion (DC 20) Each success on this check counts as a success toward the skill challenge. A success against DC 25 counts as a success and removes 1 failure; this extra level of success can occur only once in this challenge. The PC draws on religious knowledge and an understanding of Moradin’s precepts and teachings to aid in the construction of the parable.
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C10: THE PORTAL IN THE SEPULCHER Encounter Level 9 (2,500 XP*)
Setup 5 or fewer writhing chains (W) If the PCs fail the skill challenge to enter the Mountainroot Temple, they can attempt to force their way past the filigree imagery. Doing so activates the temple’s defenses, which causes several constructs to attack. If the PCs successfully defeat the homunculi, however, nothing prevents them from destroying the barrier between them and the door. Remove one or more writhing chains based on the number of successes, as described in the challenge. The first chain to be removed is the southwestern one, then the northwestern, than the southern, then the northeastern. When the chains appear, read: From the iron image, thin strings of metal—liquid, as though melting—shoot forth. They strike not at you, but at several of the hanging chandeliers, forming a canopy of metallic strands overhead. From those chandeliers, great lengths of chain drop to the f loor and then rear up like striking serpents
If the PCs attack the iron strands running overhead, the strings break but instantly reform. Hacking at them provides no benefit.
Features of the Area Illumination: The room is brightly lit by everburning flames in the chandeliers. The chandeliers hang 10 feet down from the ceiling (and thus, 10 feet above the upper level and 20 above the lower). Ceiling: The ceiling is 30 feet overhead from the lowest level. Slopes: The slopes count as difficult terrain for creatures moving up, but not down. A creature pushed or slid down a slope moves an extra square, and a character who falls prone on the slope slides 1 square toward the bottom. Stairs: The stairs are considered difficult terrain. Statues: These statues are of the god Moradin, with a pair of ravens—representing the Queen of Death—perched on his shoulders. Writhing Chains Guarded Area: The guarded areas of the homunculi are marked on the map.
5* Writhing Chains (W)
Level 10 Skirmisher
Medium natural animate (construct, homunculus) XP 500 each Initiative +10 Senses Perception +7; darkvision HP 131; Bloodied 65 AC 23; Fortitude 23, Reflex 23, Will 21 Immune disease, poison Speed 7; see also serpentine strike m Slam (standard; at-will) +13 vs. AC; 2d6 + 5 damage. M Winding Strike (standard; recharge ⚄ ⚅) +13 vs. AC; 2d6 + 5 damage, and target slides 2 squares and is grabbed and restrained. Guarded Area When making attacks against a creature in its guarded area, the writhing chain gains a +2 bonus to hit, and can stretch itself, granting itself reach 3 on all melee attacks. Threatening Reach (within guarded area only) This creature can make opportunity attacks against all enemies within its reach (3 squares). Serpentine Strike (move; at-will) The chain shifts 3 squares. Alignment Unaligned Languages — Skills Stealth +13 Str 19 (+9) Dex 17 (+8) Wis 15 (+7) Con 21 (+10) Int 18 (+9) Cha 12 (+6) *Exact number of writhing chains could be fewer than five. Adjust encounter XP as necessary.
Tactics The writhing chains might attempt to yank a PC off a ledge, but they otherwise fight in a straightforward fashion. They are smart enough to focus on one or two PCs, with one chain restraining the foe while the others pound on him.
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M1: THE CHAMBER OF DOORS Encounter Level 9 (1,800 XP)
Setup 2 harpy screechers (H) 2 slystone dwarf ruffians (S) The great vestibule of the Mountainroot Temple once held mystic portals to four separate temples of Moradin, as well as a single nonmagical entry: a stair that leads up into the Stonehome Mountains. Now, one of those magical doorways has been destroyed—as has much of the eastern side of the chamber—in various cave-ins. The PCs arrive through the door in the southwest. The contingent of fey dispatched by King Cachlain has left behind a rearguard, assigned to watch for anyone entering the temple. When the PCs enter the chamber by using the portal, read: You feel no magic—no tingling or shimmering. It occurs between steps; one instant, you’re in the sepulcher, and the next you’re . . . not. You are in a great, stone-walled chamber. Numerous doorways—many of which are contained within deep stone arches, almost like artificial caves—provide egress. A platform with multiple stairs stands near the chamber’s center, presumably for a ceremonial purpose long since forgotten. The eastern portion of the room appears to have been largely damaged in an ancient cave-in, marring one of two great reliefs that adorn the far wall.
Perched on one of the archways and atop the undamaged relief, a pair of foul females with ragged hair and the claws and wings of vultures turn piercing eyes in your direction, letting loose with a terrible, predatory cry. Only a few yards from you, what appears to be a scruffy, abnormally short dwarf peers at you between slitted lids. Perception Check DC 22: From the corner of your eye, you spot a second thuggish-looking dwarf skulking quietly in the shadows of the broken wall. 2 Harpy Screechers (H)
Level 9 Controller
Medium fey humanoid XP 400 each Initiative +7 Senses Perception +6 HP 96; Bloodied 48 AC 23; Fortitude 20, Reflex 20, Will 22 Resist 10 thunder Speed 6, fly 8 (clumsy) m Claw (standard; at-will) +14 vs. AC; 1d8 + 3 damage. C Alluring Song (standard; at-will) ✦ Charm Close burst 5; deafened creatures are immune; +15 vs. Will; the target is pulled 3 squares and immobilized (save ends). C Brutal Scream (standard; recharge ⚄ ⚅) ✦ Thunder Close burst 5; +15 vs. Fortitude; 1d6 + 5 thunder damage. Secondary Attack: Area burst 1 within 5; centered on a target hit by brutal scream’s primary attack; targets enemies only; +15 vs. Fortitude; 1d6 + 5 thunder damage and the target slides 3 squares. Alignment Evil Languages Common Skills Stealth +12 Str 16 (+7) Dex 16 (+7) Wis 15 (+6) Con 16 (+7) Int 11 (+4) Cha 20 (+9)
2 Slystone Dwarf Ruffians (S)
Level 10 Soldier
Small fey humanoid XP 500 each Initiative +12 Senses Perception +5; low-light vision HP 104; Bloodied 52 AC 26; Fortitude 23, Reflex 22, Will 21 Speed 6; see also mad dash m Hammer (standard; at-will) ✦ Weapon +17 vs. AC; 2d6 + 5 damage, and the target is marked until the end of the slystone ruffian’s next turn. M Mighty Strike (standard; recharge ⚄ ⚅) ✦ Weapon +17 vs. AC; 3d8 + 5 damage, and target is pushed 3 squares. The slystone dwarf ruffian can use this power as a part of a charge. Mad Dash When the slystone dwarf ruffian makes a charge attack, the enemy is knocked prone on a hit, in addition to any other effects of the attack. Alignment Evil Languages Common, Elven Skills Athletics +14 Str 18 (+9) Dex 21 (+10) Wis 11 (+5) Con 16 (+8) Int 11 (+5) Cha 18 (+9) Equipment leather armor, hammer
Tactics The harpies use alluring song to split up the PCs and move them into position where the slystone ruffians can attack—preferably with combat advantage—then shift to brutal scream as soon as a foe is in range. The harpies take to the air only if they must to keep the PCs in effective range, or if a foe draws too near their perch, and they attempt to remain perched on spots too high for melee combatants to easily reach. The slystone ruffians use ranged attacks initially, then charge their foes from multiple sides. The fey know that the broken passage in the east leads back to the room, and one of them might fake a retreat in an attempt to sneak up on the party from behind. If three of the fey are slain and the last is bloodied, the survivor attempts to escape and might surrender if escape proves impossible.
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Features of the Area Illumination: The chamber is brightly lit by the fires carved into the two reliefs and the statue, which glow with a magical light. In the broken passage in the east, however, the only light is what the PCs bring with them. Ceiling: The ceiling is 25 feet overhead. Archways: The stone archways surrounding the double doors are 10 feet high and are steady enough for perching, standing, or even combat. They require a mere DC 14 Athletics check to climb.
Reliefs: These reliefs show scenes of dwarf smiths at work on a huge forge, while Moradin looks on from beyond. The eastern relief is broken off halfway across, but the fires still glow. The reliefs stick out far enough from the wall that they can serve the harpies as perches, but a normal humanoid attempting to stand on one must make a DC 17 Acrobatics check every round or topple off. They are, however, easy to climb, with a DC 10 Athletics check. Doors: The southeast door, the southwest door (through which the PCs entered), and the western door are the surviving magical portals.
THE MAGIC DOORS If the PCs open the door through which they entered, they see the sepulcher—but of course they can no longer reach it. If they open one of the other two, decide for yourself what sort of sights they see, based on where else in the campaign world you want the two remaining portals to lead. (You might use these to provide side adventures later on, as a brief diversion from the Scales of War adventure path.) Remember that, until the PCs rescue the Caretaker, none of the external doors—either these magic ones, or the southern door that leads into the Stonehome Mountains—are usable. The PCs can look through them, but passing through them proves impossible. Platform: The platform stands 10 feet off the ground. It has no sides or guardrail. Statue: A statue of Moradin holds two fistfuls of fire that provide some of the chamber’s lighting.
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M5: THE VAULT Encounter Level 10 (2,500 XP)
Setup 2 harpy screechers (H) 3 quickling runners (Q) Daggerspring f loor The Mountainroot Temple used the vault to store its valuables—not its religious icons and relics, which were kept in the reliquary (M9), but simple monetary treasures. These included works of art, jewels, the legal forms for grants of land, raw ore, and of course coins. When the PCs enter the vault, read: This uneven room is clearly a repository of a sort. The walls are of heavy stone—heavier, even, than you’ve seen elsewhere in the temple—and several short f lights of stairs lead to vaultlike rooms. These separate chambers boast heavy portcullises, though the gates are currently all raised. A pair of twisted, grotesque little humanoids, with deadgray skin and inhuman features, drop the coins they were examining as you enter. Perception Check DC 25: You spot another pair of harpies, skulking just beyond two of the entries to the vaults! DC 26: You can just barely make out another twisted gray humanoid, lurking in the chamber to the northeast.
2 Harpy Screechers (H)
Level 9 Controller
Medium fey humanoid XP 400 each Initiative +7 Senses Perception +6 HP 96; Bloodied 48 AC 23; Fortitude 20, Reflex 20, Will 22 Resist 10 thunder Speed 6, fly 8 (clumsy) m Claw (standard; at-will) +14 vs. AC; 1d8 + 3 damage. C Alluring Song (standard; at-will) ✦ Charm Close burst 5; deafened creatures are immune; +15 vs. Will; the target is pulled 3 squares and immobilized (save ends). C Brutal Scream (standard; recharge ⚄ ⚅) ✦ Thunder Close burst 5; +15 vs. Fortitude; 1d6 + 5 thunder damage. Secondary Attack: Area burst 1 within 5; centered on a target hit by brutal scream’s primary attack; targets enemies only; +15 vs. Fortitude; 1d6 + 5 thunder damage and the target slides 3 squares. Alignment Evil Languages Common Skills Stealth +12 Str 16 (+7) Dex 16 (+7) Wis 15 (+6) Con 16 (+7) Int 11 (+4) Cha 20 (+9)
3 Quickling Runners (Q)
Level 9 Skirmisher
Small fey humanoid XP 400 each Initiative +13 Senses Perception +7; low-light vision HP 96; Bloodied 48 AC 24 (28 against opportunity attacks); Fortitude 20, Reflex 24, Will 20 Speed 12, climb 6; see also fey shift and quick cuts m Short Sword (standard; at-will) ✦ Weapon +14 vs. AC; 1d6 + 7 damage. M Quick Cuts (standard; at-will) ✦ Weapon The quickling moves its speed. At any two points during its move, the quickling makes a melee basic attack at a –2 penalty. The quickling cannot use this power while immobilized or slowed. Fey Shift (standard; encounter) The quickling runner shifts 10 squares. Maintain Mobility (minor; recharge ⚃ ⚄ ⚅) An immobilized quickling runner is no longer immobilized. Alignment Evil Languages Elven Skills Acrobatics +21, Bluff +9, Stealth +16 Str 9 (+3) Dex 24 (+11) Wis 17 (+7) Con 16 (+7) Int 14 (+6) Cha 10 (+4) Equipment short sword
Daggerspring Floor Trap
Level 10 Obstacle 500 XP
Several squares of the room (marked on the map) are trapped with spring-loaded blades, which trigger when stepped on. The trigger plates are old and stiff, and do not trigger when stepped on by Small or smaller creatures. While this renders any halfling (or other Small) PCs safe, it also means that the quicklings can run across the squares without harm. Perception ✦ DC 26: The character can discern all adjacent trapped plates. Additional Skill: Thievery ✦ DC 22: The party gains a +2 bonus to Perception checks to notice the trapped plates and Thievery checks to delay or disable the plates. Trigger When a creature enters or begins its turn in a trapped square, the trap attacks that creature. Attack Opportunity Action Melee 1 Target: Creature in a trapped square Attack: +13 vs. Reflex Hit: 2d10+6 damage. On a critical hit, the target is knocked prone and slowed (save ends). Miss: Half damage. Countermeasures ✦ A character who makes a successful Athletics check (DC 6, or DC 11 without a running start) can jump over a single plate. ✦ An adjacent character can disable a trigger plate with a DC 26 Thievery check.
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Tactics
Features of the Area
The harpies use alluring song to drag PCs onto trapped squares, while the quicklings take advantage of the fact that they are too small to trigger the trap and seek to trick characters into chasing them onto the plates. (Because the harpies know where these squares are, they never voluntarily land or step onto them.) Otherwise, both use the interconnecting nature of the vault to maneuver, striking and then dashing behind cover, only to strike again from a different angle. The quicklings have no interest in parley, but if all are slain, the surviving harpies might surrender (particularly if only one is left, or if both are bloodied).
Illumination: The fey have scattered several sunrods across the room and in the vaults. This provides lighting for the entire area. The larger, central chamber is brightly lit, while the individual vaults are dimly lit. Ceiling: The ceiling is 20 feet overhead. Daggerspring Squares: The trapped squares are marked on the map. Portcullises: The gates are all currently raised and are corroded in place. A DC 22 Strength check allows a character to yank the bars down, thus closing a portcullis, at which point it requires a DC 20 Strength check to open again. See the sidebar. Secret Door: The secret door to the east requires a DC 22 Perception check to locate. If the PCs entered by this door, however, they need not roll to find it again. Secret Trapdoor: The trapdoor requires a DC 25 Perception check to locate. It opens onto a spiral stair that leads into an underground passage (not mapped). This eventually leads to another spiral stair, which comes up to the secret door in the statue in the northwest corner of the reliquary (M9).
SPECIAL ATTACK A creature adjacent to a portcullis can yank it shut with a DC 22 Strength check. If another creature is directly beneath the gate (that is, in the square with the gate marked on the map), the character pulling down the gate can make a Strength vs. Reflex attack. If the attack succeeds, the gate closes on the creature, knocking it prone and causing ongoing 5 damage and restraining the creature (save ends both). The prone creature cannot stand until it has saved against the restraint. Only Medium or larger creatures can attempt this, since Small or smaller creatures cannot reach the portcullis.
Slope: The slope counts as difficult terrain for creatures moving up, but not down. A creature pushed or slid down the slope moves an extra square, and a character who falls prone on the slope slides 1 square south.
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M6: THE GRAND CATHEDRAL Encounter Level 13 (4,300 XP, but see below)
Setup This encounter initially includes the following creatures: 3 banshrae dartswarmers (B) 5 quickling runners (Q) 1 slystone dwarf ruffian (S) Once the second wave of adversaries appears, the encounter also includes the following creatures (not marked on the map, since they aren’t present at the beginning of the encounter):
around the sides, climb to the second level 20 feet above. One of those ramps has partly collapsed along with the walls. Steeps stairs and slopes lead from there to a third level, and a platform not unlike the one in the temple’s entry chamber stands high atop that. Huge chunks of wall and stone stand along the broken edge, forming natural ledges, and a deep crevice runs a jagged path to the southeast. Perception Check DC 20: There’s another of the vile, bestial-looking dwarves hiding in the lee of the stairs. DC 21: Above, you spot several insectoid-featured humanoids perched on various ledges. DC 26: And there are yet more foes—twisted gray humanoids roughly the size of half lings, lurking around various corners and in the shadows. At the start of the third round of combat, read:
1 redspawn firebelcher 2 spitting trolls 4 trolls 1 two-headed troll
A deafening boom rings out over the chamber, echoing through the vastness. Twice, three times, and then you hear a sudden shattering and the sound of wood rebounding off stone.
For years, the grand cathedral of the Mountainroot Temple was the heart of Moradin worship in the region. A truly gargantuan chamber—more an artificial cavern than a “room”—it has suffered the ravages of time. It has been badly damaged by cave-ins over the years, and rubble covers the floor.
If a PC is in a position to see the northernmost door at this time, read:
When the PCs enter, read: Some of you have seen keeps smaller than the vast chamber around you. Roughly oval in shape, save for the crumbling walls to the east, the chamber consists of multiple levels. Stairs in the room’s center, as well as great sweeping ramps
The double doors burst open, and jagged bits of the lock hang loose. Through the open doorway barges an array of horrific figures: several green and mottled trolls, a pair of smaller creatures with similar features and narrowed eyes, and—most terrifying—a broad-shouldered troll with two shrieking heads. Accompanying one of the small trolls is a red-scaled reptile on a heavy chain, and smoke rises from its nostrils and from between its jagged teeth.
3 Banshrae Dartswarmers (B)
Level 11 Artillery
Medium fey humanoid XP 600 each Initiative +11 Senses Perception +7; low-light vision HP 89; Bloodied 44 AC 23; Fortitude 20, Reflex 23, Will 22 Speed 8 m Slam (standard; at-will) +13 vs. AC; 1d8 + 3 damage. R Blowgun Dart (standard; at-will) ✦ Weapon Ranged 5/10; +16 vs. AC; 1d10 + 6 damage, and the target is dazed and takes a –2 penalty to attack rolls (save ends both). C Dart Flurry (standard; recharge ⚃ ⚄ ⚅) ✦ Weapon Close blast 5; +16 vs. AC; 1d10 + 6 damage, plus the target is dazed and takes a –2 penalty to attack rolls (save ends both). Alignment Unaligned Languages telepathy 20 Str 16 (+8) Dex 22 (+11) Wis 15 (+7) Con 17 (+8) Int 14 (+7) Cha 20 (+10) Equipment blowgun, darts
5 Quickling Runners (Q)
Level 9 Skirmisher
Small fey humanoid XP 400 each Initiative +13 Senses Perception +7; low-light vision HP 96; Bloodied 48 AC 24 (28 against opportunity attacks); Fortitude 20, Reflex 24, Will 20 Speed 12, climb 6; see also fey shift and quick cuts m Short Sword (standard; at-will) ✦ Weapon +14 vs. AC; 1d6 + 7 damage. M Quick Cuts (standard; at-will) ✦ Weapon The quickling moves its speed. At any two points during its move, the quickling makes a melee basic attack at a –2 penalty. The quickling cannot use this power while immobilized or slowed. Fey Shift (standard; encounter) The quickling runner shifts 10 squares. Maintain Mobility (minor; recharge ⚃ ⚄ ⚅) An immobilized quickling runner is no longer immobilized. Alignment Evil Languages Elven Skills Acrobatics +21, Bluff +9, Stealth +16 Str 9 (+3) Dex 24 (+11) Wis 17 (+7) Con 16 (+7) Int 14 (+6) Cha 10 (+4) Equipment short sword
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Slystone Dwarf Ruffian
Level 10 Soldier
Small fey humanoid XP 500 Initiative +12 Senses Perception +5; low-light vision HP 104; Bloodied 52 AC 26; Fortitude 23, Reflex 22, Will 21 Speed 6; see also mad dash m Hammer (standard; at-will) ✦ Weapon +17 vs. AC; 2d6 + 5 damage, and the target is marked until the end of the slystone ruffian’s next turn. M Mighty Strike (standard; recharge ⚄ ⚅) ✦ Weapon +17 vs. AC; 3d8 + 5 damage, and target is pushed 3 squares. The slystone dwarf ruffian can use this power as a part of a charge. Mad Dash When the slystone dwarf ruffian makes a charge attack, the enemy is knocked prone on a hit, in addition to any other effects of the attack. Alignment Evil Languages Common, Elven Skills Athletics +14 Str 18 (+9) Dex 21 (+10) Wis 11 (+5) Con 16 (+8) Int 11 (+5) Cha 18 (+9) Equipment leather armor, hammer
Redspawn Firebelcher
Level 12 Artillery
Large natural beast (reptile) XP 700 Initiative +7 Senses Perception +6; low-light vision Fire Within (Fire) aura 5; allies who enter or start their turns within the aura gain resist 10 fire. HP 97; Bloodied 48 AC 25; Fortitude 25, Reflex 22, Will 21 Resist 20 fire Speed 4 m Bite (standard; at-will) ✦ Fire +16 vs. AC; 1d10 + 4 damage, and ongoing 5 fire damage (save ends).] R Fire Belch (standard; at-will) ✦ Fire Ranged 12; +15 vs. Reflex; 2d6 + 1 damage, and ongoing 5 fire damage (save ends). A Fire Burst (standard; recharge ⚄ ⚅) ✦ Fire Area burst 2 within 10; +15 vs. Reflex 3d6 + 1 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. Alignment Unaligned Languages — Str 18 (+10) Dex 13 (+7) Wis 13 (+6) Con 19 (+10) Int 2 (+2) Cha 8 (+5)
2 Spitting Trolls
Level 10 Soldier (Leader)
Medium natural humanoid XP 500 each Initiative +12 Senses Perception +8 HP 106; Bloodied 53; see also troll healing Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 26; Fortitude 22, Reflex 23, Will 22 Speed 6, climb 4 m Claw (standard; at-will) ✦ Poison +17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. r Javelin (standard; at-will) ✦ Poison, Weapon Ranged 10/20; +17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. R Acid Spit (minor; recharge ⚄ ⚅) ✦ Acid Ranged 5; +15 vs. Reflex; 1d6 acid damage. Regenerative Empowerment (minor 1/turn, at-will) One troll within 10 squares whose regeneration is currently inactive (as a result of taking acid or fire damage) immediately reactivates the regeneration. Troll Healing ✦ Healing If the troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Common, Giant Skills Athletics +13, Endurance +14 Str 16 (+8) Dex 21 (+10) Wis 17 (+8) Con 18 (+9) Int 10 (+5) Cha 13 (+6) Equipment leather armor, 10 javelins
Two-Headed Troll
Level 10 Elite Brute
Large natural humanoid XP 1,000 Initiative +5 Senses Perception +7 HP 264; Bloodied 132; see also troll healing Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 25; Fortitude 27, Reflex 19, Will 20 Saving Throws +2 Speed 6 Action Points 1 m Claw (standard; at-will) Reach 2; +13 vs. AC; 3d6 + 7 damage. M Smackdown (immediate reaction, when an enemy moves into a position that flanks the two-headed troll; at-will) The two-headed troll targets one creature flanking it; +11 vs. Fortitude; the target is knocked prone. Double Actions A two-headed troll rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, minor) on each turn. Each set of actions corresponds to a different head. The troll’s ability to take immediate actions refreshes on each of its turns. Dual Brain At the end of its turn, the two-headed troll automatically succeeds on all saving throws against the dazed and stunned conditions and against charm effects that a save can end. Troll Healing ✦ Healing If the troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Giant Str 24 (+12) Dex 10 (+5) Wis 14 (+7) Con 22 (+11) Int 6 (+3) Cha 10 (+5) Equipment hide armor
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4 Trolls
Level 9 Brute
Large natural humanoid XP 400 each Initiative +7 Senses Perception +11 HP 100; Bloodied 50; see also troll healing Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 20; Fortitude 21, Reflex 18, Will 17 Speed 8 m Claw (standard; at-will) Melee 2; +13 vs. AC; 2d6 + 6 damage; see also frenzied strike. M Frenzied Strike (free, when the troll’s attack bloodies an enemy; at-will) The troll makes a claw attack. Troll Healing ✦ Healing If the troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Giant Skills Athletics +15, Endurance +14 Str 22 (+10) Dex 16 (+7) Wis 14 (+6) Con 20 (+9) Int 5 (+1) Cha 10 (+4)
Tactics Initially, the fey fight to their strengths. The banshrae stay at range and snipe the PCs, while the quicklings and slystone ruffian maneuver in and out of melee combat. The slystone ruffian is particularly fond of bullrushing enemies off edges or into the ravine. The quicklings and slystone avoid bunching up or staying in one spot for long, preferring to make the PCs keep moving across the room and up and down between levels.
Once the trolls arrive, however, the fey split their attentions between the party and the new foes. Similarly, the trolls and firebelcher treat the fey and the PCs as equal threats. The trolls spread out once they appear through the northernmost door. One spitting troll attempts to stay within 10 squares or so of the two-headed troll, where it can move in and use poison spit if the troll takes acid or fire damage. The other spitting troll—the one accompanying the firebelcher—remains near one of the other, normal trolls. Where possible, that spitting
troll also tries to remain near the firebelcher to take advantage of the creature’s granted fire resistance. The trolls and firebelcher fight to the death, no matter what, but if any fey survive after all the trolls and firebelcher are slain, they attempt to flee rather than continuing the fight against the PCs. If cornered, they surrender.
THREE-WAY FIGHTING Once the battle between all three factions is engaged, it’s vital that the DM play the monsters as focusing on both the PCs and the other monstrous faction. Some DMs might be tempted to have the monsters focus more on the PCs than on each other, while others might be tempted to give the PCs an easy time by having the monsters focus more on each other. Avoid these temptations! This encounter (and its XP reward) is balanced under the assumption that, once all three factions are involved, each group of creatures focuses equally on the party and the other group. That doesn’t mean that any individual monster needs to split its attacks, or that a monster should be stupid and ignore a particular threat. But in any given round, the troll faction should average the same number of attacks against the PCs as it does against the fey, and vice-versa.
Obviously, if one faction is whittled down faster than the others, the larger faction can devote more attacks to the PCs, and that’s fine. But this should happen only if and when one group becomes markedly smaller than the other, and even then, the winning faction’s attentions should be split proportionately between the party and the smaller group of foes. Players might grow impatient if the DM spends too long rolling dice for NPCs attacking NPCs. Feel free to use average results for damage for each creature during this encounter. Do not use these averages when rolling damage against a PC, or when a monster is attempting to save against a PC’s ability. But when monsters are attacking each other, these average values speed up play and allow the DM to more swiftly return to the players.
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Features of the Area Illumination: The grand cathedral generates its own magical light. The chamber is brightly lit. Ceiling: The ceiling is 70 feet overhead from the bottom level. Altar: This great stone altar, shaped roughly like a primitive anvil, stands 5 feet in height, atop the platform at the highest level. Stepping up onto the altar requires an extra square of movement, and the altar provides cover. Broken Stone Platforms: Along the eastern side of the room, enormous chunks of stone—broken parts of the wall, bits of the ceiling, and the like—lie scattered about. Many are f lat enough that combatants can maneuver on top of them. They require a DC 21 Athletics check to climb, and vary in height as marked. Crevice: The jagged crevice is roughly 20 feet deep, and—thanks to various doors and passages that were caved in long ago—provides the only means of accessing areas M7 and M8. It requires a DC 21 Athletics check to climb. Doors: The doors to the reliquary at M9 were locked, until the trolls broke through them. Now they cannot be locked. Edges: The edge of the second level overhangs level one slightly; see the map of M10. Gap: This wide break in the eastern ramp has a ragged edge, and it ranges from 15 to 20 feet across. Rubble: The rubble scattered across the floor is difficult terrain.
Slope, Shallow: The two curved ramps that provide access from the first to the second level are shallow and do not qualify as difficult terrain. A creature pushed or slid down the slope moves an extra square. Slope, Steep: The northern slopes require a DC 11 Athletics check to climb. A creature that steps (or is moved) onto the slope from the top immediately slides to the bottom of the slope and, unless it makes a DC 10 Acrobatics check, falls prone. Stairs, Steep: The stairs that provide access from the second level to the third level are particularly steep. They are difficult terrain. A creature pushed or slid down the stairs moves an extra square, and a character who falls prone on the stairs also slides 1 square south. Statue: The statue in the southwest is another statue of Moradin; this one holds an enormous hammer in both hands.
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M7/M8: THE SHATTERED BARRACKS AND THE LESSER SANCTUM
walls and sharp corners suggest that the cave-in reshaped what was once a part of the temple. A faint glimmer of light, almost invisible, shines from the east.
Encounter Level 14 (5,100 XP)
Perception Check DC 20: Barely visible, outlined against that faint light, are a pair of those short, gruff-looking dwarves.
Perception Check DC 20: A handful of gnome-sized fey skulk in the shadows and around the various pillars. DC 21: You spy an old dwarf crone, ancient beyond belief, atop the dais, almost blending in to the relief beyond. DC 22: Not far from her, another of the insectoid fey crouches upon the steps of the dais, its unblinking eyes gazing in your direction.
If the players enter M7 by using the door from M8, read:
If the players enter M8 through the door from M7, read:
You are in a small chamber that has clearly seen better days. Whatever furniture was once here has long since either been removed or crumbled to dust, and the walls are webbed with cracks.
The fleeing fey have led you into a much larger chamber. You are in a cathedral or religious sanctuary, far smaller than the main one behind you, and the hall boasts a dais at the far end, behind which looms a great relief of Moradin at his forge. A line of columns runs down both sides of the room; two of the great pillars have fallen, apparently toppled in the same cataclysm that created the crevice. Retreating off the dais as you approach are another of the inhuman, insectoid fey and what appears to be an ancient dwarf crone, at least several centuries old. From beyond them, a cadre of one-eyed giants, axes held high, converges on you!
Setup 1 banshrae dartswarmer (B) 4 cyclops guards (C) Hethralga, unique howling hag (H) 4 slystone ruffians (S) Cave-in hazard Here, in these broken and precarious chambers where the priests of the Mountainroot Temple once made their homes, and in the smaller sanctuary where they conducted services and rites too small or private for the grand cathedral, the leaders of the fey have made their camp. Hethralga, personal servant of King Cachlain, lurks here with her bodyguards and most trusted servants. She has already acquired the Incunabulum; now she seeks a way to return to the Feywild and grows ever more nervous with each passing hour that her followers fail to find a means of escape. If the players enter M7 by using the crevice, read: Hauling yourself up onto the ledge, you are in an uneven cave—clearly a result of one of the ancient cave-ins and not of any deliberate building. To the right, rubble litters the floor, making footing precarious. Once the players move in far enough to see the eastern portion of M7, continue: As you progress, it becomes apparent that some construction took place here at one point. Several broken
Once the players move down the western passage, or through the northern door, continue: More wreckage and ruin. Clearly, old cave-ins have reduced what was once a series of carved chambers to broken rooms, twisted passages, and the occasional freestanding wall. Thick heaps of rubble stand here and there on the f loor. If the players enter M8 by using the crevice, read: Climbing up from the crevice, you have a brief instant to look around. You are in a cathedral or religious sanctuary, far smaller than the main one behind you, and the hall boasts a dais at the far end, behind which looms a great relief of Moradin at his forge. A line of columns runs down both sides of the room; two of the great pillars have fallen, apparently toppled in the same cataclysm that created the crevice. And then your brief moment of observation has passed, as a cadre of one-eyed giants, axes held high, converges on you!
Perception Check DC 20: A handful of gnome-sized fey skulk in the shadows and around the various pillars. When a cyclops makes a cave-in attack, read: The enormous figure slams a palm into the nearby pillar. The entire column of stone shudders—followed by a much louder rumble as a portion of the roof jars loose from above and tumbles downward! When the cave-in hazard is triggered, read: A low groan reverberates through the sanctum, sending dust raining down from above. And then the rain is far more than dust, as bits of rock begin to shake loose.
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Banshrae Dartswarmer (B)
Level 11 Artillery
Hethralga, Unique Howling Hag Level 12 Controller
Medium fey humanoid XP 600 Initiative +11 Senses Perception +7; low-light vision HP 89; Bloodied 44 AC 23; Fortitude 20, Reflex 23, Will 22 Speed 8 m Slam (standard; at-will) +13 vs. AC; 1d8 + 3 damage. R Blowgun Dart (standard; at-will) ✦ Weapon Ranged 5/10; +16 vs. AC; 1d10 + 6 damage, and the target is dazed and takes a –2 penalty to attack rolls (save ends both). C Dart Flurry (standard; recharge ⚃ ⚄ ⚅) ✦ Weapon Close blast 5; +16 vs. AC; 1d10 + 6 damage, plus the target is dazed and takes a –2 penalty to attack rolls (save ends both). Alignment Unaligned Languages telepathy 20 Str 16 (+8) Dex 22 (+11) Wis 15 (+7) Con 17 (+8) Int 14 (+7) Cha 20 (+10) Equipment blowgun, darts
Medium fey humanoid XP 700 Initiative +11 Senses Perception +10; low-light vision HP 126; Bloodied 63; see also shriek of pain AC 26; Fortitude 25, Reflex 24, Will 23 Speed 6; see also fey step m Quarterstaff (standard; at-will) ✦ Weapon +15 vs. AC; 1d10 + 5 damage. C Howl (standard; at-will) ✦ Thunder Close blast 3; +16 vs. Fortitude; 1d6 + 6 thunder damage, and the target is pushed 3 squares. C Shriek of Pain (standard; recharges when first bloodied) ✦ Thunder Close blast 5; +16 vs. Fortitude; 3d6 + 6 thunder damage, or 3d6 + 11 thunder damage if the howling hag is bloodied. Miss: Half damage. Change Shape (minor; at-will) ✦ Polymorph A howling hag can alter its physical form to appear as an old crone of any Medium humanoid race (see Change Shape, Monster Manual page 280). Fey Step (move; encounter) ✦ Teleportation The howling hag can teleport 10 squares. Alignment Evil Languages Common, Elven Skills Bluff +15, Insight +15, Nature +15 Str 21 (+11) Dex 21 (+11) Wis 18 (+10) Con 22 (+12) Int 13 (+7) Cha 19 (+10) Equipment quarterstaff
4 Slystone Dwarf Ruffians (S)
Level 10 Soldier
Small fey humanoid XP 500 each Initiative +12 Senses Perception +5; low-light vision HP 104; Bloodied 52 AC 26; Fortitude 23, Reflex 22, Will 21 Speed 6; see also mad dash m Hammer (standard; at-will) ✦ Weapon +17 vs. AC; 2d6 + 5 damage, and the target is marked until the end of the slystone ruffian’s next turn. M Mighty Strike (standard; recharge ⚄ ⚅) ✦ Weapon +17 vs. AC; 3d8 + 5 damage, and target is pushed 3 squares. The slystone dwarf ruffian can use this power as a part of a charge. Mad Dash When the slystone dwarf ruffian makes a charge attack, the enemy is knocked prone on a hit, in addition to any other effects of the attack. Alignment Evil Languages Common, Elven Skills Athletics +14 Str 18 (+9) Dex 21 (+10) Wis 11 (+5) Con 16 (+8) Int 11 (+5) Cha 18 (+9) Equipment leather armor, hammer
4 Cyclops Guards (C)
Level 14 Minion
Large fey humanoid XP 250 each Initiative +8 Senses Perception +13; truesight 6 HP 1; a missed attack never damages a minion. AC 27; Fortitude 26, Reflex 23, Will 23 Speed 6 m Battleaxe (standard; at-will) ✦ Weapon Melee 2; +17 vs. AC; 7 damage. M Evil Eye (immediate reaction, when a melee attack misses the cyclops guard; at-will) The cyclops guard makes a melee basic attack against the attacker. Alignment Unaligned Languages Elven Str 22 (+11) Dex 16 (+8) Wis 17 (+8) Con 20 (+10) Int 11 (+5) Cha 11 (+5) Equipment hide armor, heavy shield, battleaxe
Cave-In Hazard
Level 13 Lurker 800 XP
A disruption sets off a chain reaction that doesn’t end until all the room is covered in rubble. Perception ✦ DC 31: The character notices that the area is unstable. Additional Skill: Dungeoneering ✦ DC 26: Same as Perception, above. Initiative +6 Trigger Two rounds after the first time a cyclops makes a cave-in attack, or 4 rounds after combat has begun (whichever comes first), the cave-in hazard is triggered. Between the trigger and the cave-in’s attack, characters in the area know that a cave-in is beginning. On its turn, the cave-in attacks a random area within the encounter area (M8). Attack Standard Action Close burst 1 Targets: Creatures in burst Attack: +16 vs. Reflex Hit: 2d12 + 8 damage Miss: Half damage Effect: The burst area becomes difficult terrain. Sustain Standard: The cave-in attacks each round, targeting a different square. Countermeasures ✦ A character who makes a DC 31 Dungeoneering check as a minor action can determine the square the trap will attack on its next turn.
Tactics The cyclopses immediately attempt to converge on the PCs, making use of their ability to trigger cave-ins any time a PC is appropriately positioned. They’re also fond of bullrushing PCs back into the crevice as they climb out, and might even ready actions to do so. The hag and the banshrae stay at maximum range for their various powers; if the PCs attempt to close, the pair conducts a fighting retreat, moving either through the door to M7 or into the crevice, depending on which way the PCs are coming from. At least one of the slystones accompanies them when they do this,
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potentially leading to a combat that makes multiple circuits of M7 and M8. The hag resumes her normal form after several rounds of combat. If the PCs approach M8 by M7, rather than by the crevice, the slystone ruffians retreat so they can fight alongside their allies. Otherwise, they enter M8 in the second round of combat, having heard the commotion. Once the random cave-in begins, Hethralga and the banshrae retreat to M7. The slystones and the cyclopses retreat as well, but more slowly, attempting to maintain melee as they do so (and, hopefully, keeping the PCs in the sanctum, and in range of the cave-in, longer).
Features of the Area Illumination: Area M8 is brightly lit by a magical glow emanating from the relief and the standing pillars. The light leaks through the door to M7, providing dim light for the easternmost room and passage. The rest of M7 is illuminated only by whatever light the PCs bring with them. Ceiling: The ceiling of M7 is 15 feet overhead, while that of M8 is 30 feet overhead. Crevice: The jagged crevice at the southwest is roughly 20 feet deep, and—thanks to various doors and passages that were caved in long ago—provides the only means of accessing area M6 from here. It requires a DC 21 Athletics check to climb its ledges.
Dais: The steps of the dais are shallow enough that they do not impede movement. The Incunabulum Primeval: In addition to any other treasure she might have, Hehtralga has the Incunabulum on her person. Pillar, Fallen: The fallen pillar provides cover. A creature can climb over or onto it; this requires an extra square of movement, and requires a DC 17 Acrobatics check if the creature wishes to move more than 1 square atop it. Pillar, Leaning: The southwesternmost pillar in M8 leans precariously against the wall. It can be used as a makeshift weapon, as described above. Rubble: The rubble is difficult terrain.
SPECIAL ATTACK A Large or larger creature can deliberately cause rocks to fall from the ceiling by striking high up on one of the chamber’s standing pillars. This requires a standard action, and the attacker can decide what square the attack is centered on, as long as it is within 4 squares of the pillar. This is a close burst 1, Strength vs. Reflex attack that deals 2d12 + 8 damage (half damage on miss) and causes the area to become difficult terrain. The leaning pillar (see below) can also be used as a makeshift attack. If pushed from the west with a DC 19 Strength check (being jammed against the wall, it won’t move if shoved from any other direction), it falls to the ground and rolls to the position marked on the map. It makes a +16 vs. Reflex attack against anyone standing in its path; if it hits, it deals 2d8 damage, pushes the target as far as it needs to for the target to be out of the way, and knocks the target prone. Once it lands, it is another fallen pillar, as defined below.
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M9: THE RELIQUARY Encounter Level 12 (3,700 XP)
Setup 2 dragonborn gladiators (G) 1 eidolon (E) 1 spitting troll (P) 6 streetwise thugs (S) 2 trolls (T) The first portion of the Mountainroot Temple ever carved from the Stonehome range, the reliquary served as the home for the sect’s greatest religious treasures for years on end, though most were removed when the temple was largely abandoned. Its peculiar design was intended to allow priests and worshipers to come and gaze upon these great relics, without allowing anyone to approach. It was also here that angels and exarchs of Moradin appeared from the Astral Sea, entering by using the great double doors to the north. (Remember that, until the PCs rescue the Caretaker, exit from the temple—even by these astral doors—is impossible.) Zithiruun and his soldiers arrived here from the Astral Sea as well, and here they have set up camp. They are holding the Caretaker hostage in the small building labeled I, where they have spent days torturing him. Although the Caretaker hasn’t broken, he has slowly gone slightly mad, resulting in the peculiar behavior of some of the temple’s magical defenses. This, alas, includes the temple’s guardian eidolon, which has come to accept the githyanki soldiers and treats them as allies in combat.
Although they do not face him here, or even identify him for what he is, this is the PCs’ first opportunity to spot their true enemy, General Zithiruun. He is the cloaked figure (described below) they see atop the platform. As soon as he steps out of sight, he heads at full speed for the secret door in the northwest. Given his ability to fly, he can reach that hidden exit and be through it in 2 rounds—possibly before the PCs even reach the platform. Creatures indicated on the map in red are on the top platform or stairs. Creatures in yellow are on the ground floor, although possibly visible through the platform. When the PCs enter, read: You are in a wide corridor. Ahead of you, two f lights of stairs, separated by a long landing, lead to a platform high above. Two figures stand atop that platform, apparently conversing. One is a rust-hued dragonborn clad in heavy armor. The other is a slender figure, its features hidden by a hooded cloak. He is clad in a sort of leather-and-steel harness. It looks less like armor than like the creation of a maddened surgeon—a full-bodysuit version of a brace designed to hold a broken limb in place. You see them only for a split second, for before the door has even fully opened, both have stepped away from the edge and out of sight. When the PCs reach the center platform, read: Four stone stairs come together here, forming a small platform about 20 feet above a larger, circular surface. That surface appears to be made of glass or crystal, allowing a full view of the various chambers below. Some of those chambers extend out from beneath the crystal—openroofed so that you can still see in. The stairs to the north rise upward, rather than down, culminating in a large
set of double doors several dozen feet above your current level, and a pair of massive statues of Moradin stand in the northwest and northeast corners. To the southwest stand a pair of small buildings—the only structures in the entire cavern that appear to have a roof. An array of humanoid creatures stands scattered about the chamber, both on the platform or stairs, and down on the ground level. Not a one of them looks especially thrilled to see you.
WHAT IF THEY COME FROM THE VAULT? If the PCs make their way to the reliquary from the hidden trapdoor in the vault (M5), rather than from the grand cathedral, the situation is only moderately different. You can give the PCs the same basic description (though obviously from a ground perspective, rather than above the platform). They still catch only a quick glimpse of Zithiruun, before he disappears—down to the south, rather than toward the secret door through which the PCs have emerged.
If the PCs open the double-doors in the north (marked A), read: For an eternal instant, the world fades away as you stand upon the precipice of infinity. An ocean of pearlescent silver stretches ever onward, its tides and crests all but invisible as they slowly traverse the great expanse. Beneath those waters, stars and constellations twinkle with almost blinding clarity, and far in the distance, the great peaks of an unknown isle protrude from the endless waters. The sense of vertigo here, at the edge of the world, is almost overwhelming, striking not merely at the body but at the mind and soul.
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When the PCs first enter area B (or examine it from above), read: Pedestals and podiums scattered across the room, as well as hooks and shelves along the walls, suggest that this was once a display chamber or gallery. Though most are empty, a few hooks still boast old tapestries and paintings, while the occasional podium displays a small sculpture. It looks as though the vast majority of the artwork has been gone for ages.
Perception Check DC 20: One of the piles of books has recently been disturbed. It looks much like something was removed from the bottom, allowing the rest of the heap to crumple inward. (Although the PCs cannot know this for sure, they might guess that this is where the Incunabulum Primeval was taken from—and they’d be right.) When the PCs first enter area F (or examine it from above), read:
When the PCs first enter area C (or examine it from above), read:
The specially carved racks and concave shelves suggest that this was once a repository for scrolls of various sizes.
Alcoves along the walls and great stone sarcophagi across the chamber indicate rather dramatically that this was once a sepulcher, likely for particularly holy members of the Church. Most of the sarcophagi have been broken into, ransacked, and desecrated. The air here smells a bit stale and dusty, but any scent of decay faded centuries ago.
When the PCs first enter area G (or examine it from above), read:
When the PCs first enter area D (or examine it from above), read: Apparently a sitting or study room, this chamber contains little but old, decaying chairs and a few small tables barely wide enough for a large tome. When the PCs first enter area E (or examine it from above), read: This room was obviously a library at some point. The shelves are mostly empty now, but they are large enough to have held several hundred books. A few heaps of molding parchment and leather are all that remain of those books that were dropped and left behind when the temple was abandoned.
This rather sizable room boasts a smattering of large statues, idols, and carven pillars. Their random placement around the chamber indicates that they’ve been moved, and the great empty spaces suggest that this room once held many more such relics than it currently does. When the PCs first enter area H, read: This building and its attachment, the only two structures in this cavern to have roofs, are clearly of far more recent construction than most everything else herein. The walls are of thin stone and do not match the surroundings, and the floor is covered haphazardly with a thin rug. Several tables and chairs sit scattered about, and a cooking cauldron occupies one corner. When the PCs first enter area I, read: What was once a bedroom has been transformed into a chamber of horrors. Old blood has matted the carpet into a thin film that crunches beneath your feet. Dull blades and needles protrude from the surface of a desk, where they
were apparently stuck for safekeeping. A wooden bed frame leans against the wall at an angle; chained to it, dangling by his chafed and bloody wrists, is what appears to be a dwarf with hair and beard of writhing flame! Despite its touch, the wood of the frame shows no evidence of burning. Once the PCs begin interacting with the Caretaker—assuming combat is over—consult “Departing the Temple” in the “Mountainroot Temple Overview.” 2 Dragonborn Gladiators (G)
Level 10 Soldier
Medium natural humanoid XP 500 each Initiative +9 Senses Perception +6 HP 106; Bloodied 53; see also dragonborn fury AC 24; Fortitude 23, Reflex 20, Will 21 Speed 5 m Bastard Sword (standard; at-will) ✦ Weapon +15 vs. AC (+16 while bloodied); see also lone fighter; 1d10 + 5 damage. M Finishing Blow (standard; at-will) ✦ Weapon Target must be bloodied; +15 vs. AC (+16 while bloodied); 2d10 + 5 damage, and the dragonborn gladiator’s allies gain a +2 bonus to attack rolls until the end of the dragonborn gladiator’s next turn. C Dragon Breath (minor; encounter) ✦ Fire Close blast 3; +12 vs. Reflex (+13 while bloodied); 1d6 + 4 fire damage. Dragonborn Fury (only while bloodied) A dragonborn gains a +1 racial bonus to attack rolls. Gladiator’s Strike When the dragonborn gladiator hits an enemy with an opportunity attack, the target is knocked prone. Lone Fighter The dragonborn gladiator gains a +2 bonus to melee attack rolls when adjacent to only one enemy. Alignment Unaligned Languages Common, Draconic Skills Athletics +15, History +7, Intimidate +15 Str 12 (+10) Dex 15 (+7) Wis 12 (+6) Con 18 (+9) Int 10 (+5) Cha 16 (+8) Equipment scale armor, bastard sword
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Eidolon (E)
Level 13 Controller (Leader)
Large natural animate (construct) XP 800 Initiative +8 Senses Perception +9 Fearless Followers aura 5; allies who enter or start their turns within the aura are immune to fear. HP 132; Bloodied 66 AC 28; Fortitude 26, Reflex 22, Will 23 Immune disease, fear, sleep Speed 5 m Slam (standard; at-will) Melee 2; +19 vs. AC; 2d8+6 damage. R Divine Retribution (immediate reaction, when an enemy attacks the eidolon while hallowed stance is active; at-will) ✦ Radiant Divine radiance strikes the creature that attacked the eidolon: ranged 20; +17 vs. Reflex; 2d8 + 5 radiant damage. Miss: Half damage. This attack does not provoke opportunity attacks. R Vengeful Flames (immediate reaction, when an enemy kills one of the eidolon’s allies in the eidolon’s line of sight; at-will) ✦ Fire Divine fire engulfs the enemy: ranged 20; +17 vs. Reflex; 1d8 + 5 fire damage, and ongoing 5 fire (save ends). This attack does not provoke opportunity attacks. Hallowed Stance (standard; at-will) ✦ Radiant The eidolon assumes a meditative stance. Until the end of its next turn, the eidolon gains resist 20 to all damage, and all allies in its line of sight deal 1d8 extra radiant damage on their melee attacks. If the eidolon moves, the effect ends. Alignment Unaligned Languages — Str 22 (+12) Dex 14 (+8) Wis 16 (+9) Con 20 (+11) Int 7 (+4) Cha 11 (+6)
Tactics The monsters’ tactics depend largely on the PCs. If the heroes allow themselves to become trapped up on the platform, the monsters converge and try to surround them. Otherwise, they use a combination of focusing on specific PCs and fighting withdrawals to try to force the party to split up. In either case, the monsters do not remain in their starting positions, but converge on their foes as rapidly as possible. The
Spitting Troll
Level 10 Soldier (Leader)
Medium natural humanoid XP 500 each Initiative +12 Senses Perception +8 HP 106; Bloodied 53; see also troll healing Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 26; Fortitude 22, Reflex 23, Will 22 Speed 6, climb 4 m Claw (standard; at-will) ✦ Poison +17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. r Javelin (standard; at-will) ✦ Poison, Weapon Ranged 10/20; +17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. R Acid Spit (minor; recharge ⚄ ⚅) ✦ Acid Ranged 5; +15 vs. Reflex; 1d6 acid damage. Regenerative Empowerment (minor 1/turn, at-will) One troll within 10 squares whose regeneration is currently inactive (as a result of taking acid or fire damage) immediately reactivates the regeneration. Troll Healing ✦ Healing If the troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Common, Giant Skills Athletics +13, Endurance +14 Str 16 (+8) Dex 21 (+10) Wis 17 (+8) Con 18 (+9) Int 10 (+5) Cha 13 (+6) Equipment leather armor, 10 javelins
larger and stronger creatures are fond of bullrushing foes off the edge of the stairs or the crystal platform. The eidolon never retreats to ground level, since it can keep line of sight to more allies from on high. If all the creatures but the eidolon are slain, it freezes, awaiting further instructions from the Caretaker. All other creatures here fight to the death.
6 Streetwise Thugs (S)
Level 9 Minion
Medium natural humanoid, human XP 100 each Initiative +3 Senses Perception +3 HP 1; a missed attack never damages a minion. AC 21; Fortitude 19, Reflex 16, Will 16 Speed 6 m Longsword (standard; at-will) ✦ Weapon +14 vs. AC; 6 damage. r Crossbow (standard; at-will) ✦ Weapon Ranged 15/30; +13 vs. AC; 6 damage. Murder is a Team Sport If a streetwise thug is flanking an enemy, it deals 1 extra point of damage per ally adjacent to the flanked enemy (including the ally who is granting the flank), to a maximum of +4. Alignment Evil Languages Common Skills Athletics +11, Thievery +8 Str 16 (+7) Dex 12 (+5) Wis 10 (+4) Con 15 (+6) Int 9 (+3) Cha 11 (+4) Equipment leather armor, crossbow, longsword, case with 20 bolts
2 Trolls (T)
Level 9 Brute
Large natural humanoid XP 400 each Initiative +7 Senses Perception +11 HP 100; Bloodied 50; see also troll healing Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 20; Fortitude 21, Reflex 18, Will 17 Speed 8 m Claw (standard; at-will) Melee 2; +13 vs. AC; 2d6 + 6 damage; see also frenzied strike. M Frenzied Strike (free, when the troll’s attack bloodied an enemy; at-will) The troll makes a claw attack. Troll Healing ✦ Healing If the troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Giant Skills Athletics +15, Endurance +14 Str 22 (+10) Dex 16 (+7) Wis 14 (+6) Con 20 (+9) Int 5 (+1) Cha 10 (+4)
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Features of the Area Illumination: The crystalline platform provides its own glow, as does the door to the Astral Sea, and it brightly illuminates the entire chamber. Ceiling: The ceiling of the chamber is a full 100 feet above the ground floor. The crystal platform— which forms a ceiling or partial ceiling for the rooms on the ground—is 20 feet above that level. The ceiling of buildings H and I is 10 feet above the ground. Crystal Platform: Although hard as stone, the crystal platform is as transparent as fine glass. This allows line of sight, but not line of effect. There is no railway or wall around the platform. Doors: The doors into areas H and I are locked, requiring a DC 22 Thievery check to open. The doors to the Astral Sea (marked A) are covered in all manner of abstract carvings and flowing runes. Furniture, Display Cases, and Shelves: The various chambers are filled with furniture—some intact, some broken. Assume that, at any time it matters, a piece of furniture requires an extra square of movement to stand on and can provide cover. Secret Doors: The secret doors in the statues require a DC 25 Perception check to locate. The door in the northwest statue opens onto a spiral stair that leads into an underground passage (not mapped). This eventually leads to another spiral stair, which comes up to the secret trapdoor in the vault (M5). The secret door in the northeast statue leads to a spiral stair that leads to a dead end passage (not mapped). This used to connect to the barracks at M7, but most of the corridor, and the specific room to which it connected, have long since collapsed.
Walls: The walls of the chamber, and the walls of the southern passage/ staircase, rise from floor to ceiling. The walls of the various chambers that stand partly or entirely beneath the crystalline platform rise 20 feet high. The portions of those rooms that jut beyond the crystal are not roofed; a creature can walk along the top of the walls, but they’re narrow, requiring a DC 25 Acrobatics check for each standard or move action taken.
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M10: THE UNDERCHAMBERS Encounter Level 8 (1,800 XP)
Setup 2 marching hammers (H) Radiant tendrils trap In the chambers formerly used by priests of Moradin for elements of daily life, the temple’s mystical defenses are as crazed as ever, thanks to the Caretaker’s incipient madness. When the PCs trigger the radiant tendrils, read: A whiplike tendril of piercing white light, so bright it threatens to blind the eye, reaches through the f loor, as though the room seeks to wrap you in its coils. When the PCs first see the marching hammers, either because they have come to the constructs or vice-versa, read: A halfling-sized block of iron lumbers into view. It appears to be little more than an anvillike body with squat legs and a pair of heavy hammers at the end of long, writhing arms. When the PCs first enter area A, read: This chamber was apparently a foyer or waiting room. A ragged rug covers the f loor, with a few old indentations indicating where chairs used to sit. The northeast door is ajar, showing a cloakroom with empty pegs protruding from the walls.
When the PCs first enter area B, read:
When the PCs first enter area F, read:
A great many doors line the walls in this chamber. A few are ajar, showing what appear to be wooden-walled monastic cells beyond them.
Whatever purpose this cave-in damaged chamber might once have served, it now appears as little more than an empty hollow.
When the PCs first enter area C, read: Nothing remains in this room but a few smatterings of broken furniture. Any hint of its original purpose was lost when the eastern wall partially collapsed long ago. When the PCs first enter area D, read: Despite the damage, this room still obviously serves as a combination meeting hall and library. A long table sits amid a smattering of chairs, and the chamber’s western side is occupied by a more heavily upholstered chair, a bookcase, and a small altar to Moradin. All are covered in a fine coating of dust. When the PCs first enter area E, read: You’ve stepped into what appears to be an actual forge, which was perhaps used for ceremonial purposes or the creation of magic items. Two anvils occupy the room’s northern side, while a fire pit filled with ancient white-gray ashes takes up the center of the chamber. Against the south wall, a larger anvil stands beneath the unblinking gaze of a statue of Moradin.
Radiant Tendrils Trap
Level 13 Obstacle 800 XP
Gleaming tendrils of white light whip out to lash at you. Perception ✦ DC 27: The character notices something strange about the area ahead, as though the floor was somehow absorbing a bit of the ambient light. Additional Skill: Arcana ✦ DC 23: The character recognizes a faint glow from, and a sequence of runes scratched into, the fire pit, and realizes this is the trap’s source. (The character must be in the forge [room E] to accomplish this.) ✦ DC 31: The party gains a +2 bonus to Thievery checks to disable the trap. Trigger When a creature enters or begins its turn in a trapped square, the trap attacks. Attack Opportunity Action Melee Target: Creature in a trapped square Attack: +18 vs. AC Hit: 2d10 + 6 radiant damage and blind until the end of the target’s next turn. Aftereffect: –2 to attack rolls and checks until the end of the target’s next turn. Countermeasures ✦ A character who makes a successful DC 27 Acrobatics check can move through a trigger square without provoking the attack. The squares count as difficult terrain. ✦ An adjacent character can disable a trigger plate with a DC 31 Thievery check.
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2 Marching Hammers (H)
Level 10 Brute
Small natural animate (construct, homunculus) XP 500 each Initiative +4 Senses Perception +12; darkvision HP 129; Bloodied 64 AC 23; Fortitude 23, Reflex 17, Will 19 Immune disease, poison, sleep Speed 6 m Hammer Hand (standard; at-will) +13 vs. AC; 3d6 + 5 damage. M Hammering Charge (standard; at-will) The marching hammer can use this power as a part of a charge; +13 vs. AC; 3d6 + 5 damage, plus target is knocked prone. Beat Them When They’re Down The marching hammer deals 1d6 extra damage when attacking a prone enemy. Guard Area (see Monster Manual, page 156) A marching hammer can make a hammering charge attack against any creature in its guarded area, even if the power hasn’t recharged. If the marching hammer uses a charge attack to make its hammering charge, its speed increases to 8 when making that charge. Alignment Unaligned Languages — Skills Perception +12 Str 21 (+10) Dex 8 (+4) Wis 14 (+7) Con 19 (+9) Int 5 (+2) Cha 13 (+6)
Tactics The marching hammers attack characters in their guarded area over other targets, but otherwise seek to slay all intruders. They try to approach intruders from opposite directions, making use of various doorways and corridors to flank foes. They fight in or near the trapped squares, since the trap is mystically attuned to them and they do not trigger it. The hammers have no compunctions about going through the wooden walls between penitent’s cells if that’s the best means of getting at an enemy.
Features of the Area Illumination: The only illumination is what the PCs bring with them. Ceiling: The ceiling is 15 feet overhead. Anvils: The three anvils in the forge are all but impossible to move. They provide cover, and a creature can step up onto one with an extra square of movement. Bookcase: The bookcase in room D has no more books left on it, but it can be climbed with a DC 10 Athletics check. Chairs: The chairs are not sufficient to provide cover, but a character can step up onto one with an extra square of movement, or use one as a makeshift weapon. Fire Pit: The fire pit has no fire in it, but it is the source of the radiant tendrils trap. Marching Hammer Guarded Areas: The guarded areas of the homunculi are marked on the map. Radiant Tendrils: The trapped squares are marked on the map. Statue: This statue of Moradin carries a hammer and tongs, as though in the midst of forging. Table: A character can step up onto the table with an extra square of movement. A DC 25 Strength check topples the table over, allowing it to serve as cover and knocking prone any creatures standing on it.
Wooden Walls: The walls between the penitent’s cells are flimsy wood. They can be broken through with a DC 15 Strength check; this takes an extra square of movement. If the creature beats a DC 20 Strength check, this does not require an extra square.
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SC3: COUNCIL OF WAR Encounter Level 9 (1,200 XP)
Setup Once the PCs reach the council chamber, begin the skill challenge. Council of War Skill Challenge
Level 9 XP 1,200
You find yourselves, along with the present members of the council, High Priest Durkik, and several officers, standing in a perfectly square room of stone walls. A table in the center of the room boasts an intricate model of Overlook, while each of the walls showcases maps of the surrounding area. Great Elder Morgoff asks Durkik to offer a prayer to Moradin to open the meeting. Once done, he says, “Overlook is a martial city. We have mighty walls, strong soldiers. But we are accustomed to fighting foes such as orcs, not monstrous enemies such as trolls, who rise again each time they fall. My friends, you have more experience with such things. Will you help us plan? And would you make yourselves available to us throughout the siege, to deal with such dangers as our guards— skilled though they are—are unprepared to face? I offer you what reward I can for your help, though I cannot cite you numbers or amounts until I see what resources remain when— if—Overlook survives the coming days.” The PCs must aid the Council of Elders and the officers of the garrison in devising a defense for the city. Complexity 3 (requires 8 successes before 3 failures). Primary Skills History, Insight, Intimidate, Religion, Thievery. Victory The PCs have helped come up with a viable defensive plan, and they gain victory points accordingly.
Defeat The PCs cannot meaningfully contribute, and do not gain victory points. Special If the players themselves come up with any creative uses of the city map or terrain for defensive purposes, grant them 1 or 2 automatic successes. History (DC 20) A successful check counts as a success on the skill challenge. The PC draws on knowledge of past sieges over the course of history and suggests strategies accordingly. Insight (DC 16) This doesn’t qualify as a success, but succeeding on this check grants the party a +2 bonus to all further checks in this challenge until someone fails a check. However, failure on this check imposes a –2 penalty to all further checks in this challenge until someone succeeds on a check. In either case, Insight can be used only once in this fashion. With thought and contemplation, the PC anticipates some of the actions that the enemy is likely to take. Intimidate (DC 20) A successful check counts as a success on the skill challenge, but the group can gain up to 3 successes with this skill only. By giving careful consideration to what sorts of positions and defenses are likely to be the most frightening or disheartening, the PC suggests effective placements for the soldiers. Religion (DC 20) A successful check counts as a success on the skill challenge. Rather than focusing on historical accounts, the PC instead draws on knowledge of various battles described in the myths and tales of the world’s religions. Thievery (DC 20) A successful check counts as a success on the skill challenge, but the group can gain up to 3 successes with this skill only. The PC’s knowledge of tricks and traps allows the PC to suggest various means to slow the enemy’s advance, either through stealthily placed troops or hidden traps and obstacles.
Once the skill challenge is complete (for good or ill), Great Elder Morgoff ’s shoulders slump. “I fear we’ve done all we can for now,” he says. “We must go and spread word to our soldiers of what is to come, and what they must do. My friends,” he says to the PCs, “if you are willing, I would have you stay here at Caer Overlook tonight, so that you are ready on a moment’s notice. I can have people show you to guest quarters. I suggest we all get a good night’s sleep; I fear the next days will be tiring indeed.”
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T2: DEATH FROM ABOVE Encounter Level 10 (2,500 XP)
Setup 1 berbalang (B), initially with two duplicates (D) Among the various forces Zithiruun has hired for the assault on Overlook is a trio of berbalangs, who have been promised not only substantial riches, but first pick of the captives and of the dead for their larders. Thankfully, the PCs themselves only have to deal with one. As the battle commences, the berbalang swoops over a poor neighborhood in the Nine Bells district, dropping alchemical firebombs. It’s not a tactically important target, but it’s great for spreading panic, and the plethora of old buildings and wooden structures mean the flames will spread. The berbalang is already split into three different forms (the original and two duplicates), meaning the original currently has 204 hit points and the two duplicates each have 102.
Berbalang
Level 10 Solo Skirmisher
Medium immortal humanoid XP 2,500 Initiative +13 Senses Perception +6 HP 408; Bloodied 204 AC 25; Fortitude 22, Reflex 25, Will 21; see also psychic deflection Saving Throws +5 Speed 6, fly 8 Action Points 2 m Claw (standard; at-will) +14 vs. AC; 1d8 + 6 damage. Summon Duplicate (minor, not while bloodied; at-will) ✦ Conjuration, Psychic The berbalang manifests an exact duplicate of itself in an unoccupied adjacent square. It can have no more than four duplicates at once, and duplicates cannot summon other duplicates. When a duplicate appears, it makes an initiative check and joins the battle on that initiative count. All damage a duplicate deals is treated as psychic damage. A duplicate has the same statistics as the berbalang except for its hit points. When the berbalang manifests a duplicate, the berbalang loses one-quarter of its current hit points and the duplicate appears with that quantity of hit points. The berbalang’s maximum number of hit points remains the same.
When the PCs approach, read: Flames dance across a cluster of rooftops, and the crackling from the fire drowns out the screams of panic as citizens scramble in all directions. In the smoky air above, a trio of horrid winged humanoids, with mottled blue skin, whirl about on the inferno-birthed updrafts. Every few moments, one of them hurls a clay jug that bursts into f lames as it strikes a nearby building.
Duplicates last until the berbalang reaches 0 hit points, absorbs them, or uses sacrifice. A duplicate must stay within 10 squares of the berbalang at all times or it disappears. Absorb Duplicate (standard; at-will) ✦ Healing The berbalang absorbs a duplicate adjacent to it and regains 50 hit points. Berbalang Sneak Attack A berbalang or a duplicate that flanks an enemy with another duplicate deals 1d8 extra damage on melee attacks against that enemy. A Sacrifice (standard; at-will) ✦ Psychic Area burst 1 centered on a duplicate; the berbalang can cause one of its duplicates to explode in a burst of psychic gore; +11 vs. Fortitude; 2d8 + 6 psychic damage, plus the target is dazed (save ends). Miss: No damage, but the target is dazed (save ends). Effect: The berbalang takes 25 damage. Psychic Deflection (immediate reaction, when the berbalang is damaged by an attack; at-will) ✦ Psychic The berbalang can deflect the damage it takes from an attack to one of its duplicates. Any effects or secondary attacks included in the attack are also deflected to the duplicate. The damage a duplicate takes in this way is considered psychic damage. Alignment Evil Languages Supernal Str 16 (+8) Dex 22 (+11) Wis 13 (+6) Con 14 (+7) Int 14 (+7) Cha 15 (+7)
Tactics The true berbalang stays at range for the first few rounds, allowing its duplicates to close for melee. If any PCs are far enough from its duplicates that it won’t hit them, it makes use of its special “firebomb” attack (see below). When a duplicate nears death (down to about one-quarter of its starting hit points), the berbalang moves in and absorbs it. It might then engage in combat, or spawn a new duplicate and retreat to range, depending on how effective the PCs are with distance attacks. Once the berbalang is down to fewer than 50 hit points, it won’t spawn any more duplicates, for fear of—so to speak—spreading itself too thin.
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Features of the Area SPECIAL ATTACK The berbalang has three more firebombs in its possession. It makes an attack roll when it throws the firebomb, but it misses only on a natural 1, because it’s not aiming for an individual, merely a particular square. (On a natural 1, select a random square adjacent to the one at which it was aiming.) The firebomb explodes in a burst 1. It causes no immediate damage, but it fills those squares with fire as defined in “Features of the Area.”
Illumination: The combination of daylight and fire provide as much bright light as the PCs could ever want. Boards: These boards were placed to facilitate evacuation from one building to another. They can be kicked or pushed off with a DC 5 Athletics check, or a DC 20 Athletics check if someone is currently standing on them. Buildings: The buildings range from one to four stories (2 to 8 squares) in height. Climbing the walls requires a DC 15 Athletics check.
Fire: The marked squares are on fire when combat begins. Creatures can enter or move through the squares unharmed—essentially running through the flames—but any creature that begins its turn in a fiery square takes 2d6 fire damage. At the start of the berbalang’s turn each round, one square adjacent to each fiery square becomes a fiery square. (Either choose or determine randomly.)
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T3: HOLD THE WALL! Encounter Level 12 (3,500 XP)
Setup 1 spitting troll (P) 1 two-headed troll (T) 2 war trolls (W) A squad of monstrous trolls, using a battering ram made of a bronze-capped tree trunk, has smashed a hole in one of the outer walls. The soldiers there have been driven back, and if someone doesn’t stop them, the trolls will have free run of the city. “Someone” being the PCs, of course. (Assume a few other trolls are present, but that the Overlook soldiers are dealing with them. On occasion, throw in a bit of description to remind the PCs that they aren’t the only ones fighting.) When the PCs arrive, read: Rubble lies strewn about—rubble that used to be a 15-foot stretch of wall. Visible just beyond is a huge tree trunk, capped with bronze—presumably, the battering ram that created that hole. Moving through the gap are several hideous trolls. The city guards appear to have a few occupied, but others—two in heavy armor, one with two heads, and one far smaller than the others—are moving unimpeded into the streets.
Spitting Troll (P)
Level 10 Soldier (Leader)
Medium natural humanoid XP 500 Initiative +12 Senses Perception +8 HP 106; Bloodied 53; see also troll healing Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 26; Fortitude 22, Reflex 23, Will 22 Speed 6, climb 4 m Claw (standard; at-will) ✦ Poison +17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. r Javelin (standard; at-will) ✦ Poison, Weapon Ranged 10/20; +17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. R Acid Spit (minor; recharge ⚄ ⚅) ✦ Acid Ranged 5; +15 vs. Reflex; 1d6 acid damage. Regenerative Empowerment (minor 1/turn, at-will) One troll within 10 squares whose regeneration is currently inactive (as a result of taking acid or fire damage) immediately reactivates the regeneration. Troll Healing ✦ Healing If the troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Common, Giant Skills Athletics +13, Endurance +14 Str 16 (+8) Dex 21 (+10) Wis 17 (+8) Con 18 (+9) Int 10 (+5) Cha 13 (+6) Equipment leather armor, 10 javelins
Tactics The two-headed troll is a straightforward combatant, charging in and attempting to pulp the PCs into the ground. The war trolls make use of slightly more intelligent tactics, flanking or trying to fight from behind difficult terrain, taking full advantage of reach. The spitting troll remains at range and throws javelins.
Two-Headed Troll
Level 10 Elite Brute
Large natural humanoid XP 1,000 Initiative +5 Senses Perception +7 HP 264; Bloodied 132; see also troll healing Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 25; Fortitude 27, Reflex 19, Will 20 Saving Throws +2 Speed 6 Action Points 1 m Claw (standard; at-will) Melee 2; +13 vs. AC; 3d6 + 7 damage. M Smackdown (immediate reaction, when an enemy moves into a position that flanks the two-headed troll; at-will) The two-headed troll targets one creature flanking it; +11 vs. Fortitude; the target is knocked prone. Double Actions A two-headed troll rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, minor) on each turn. Each set of actions corresponds to a different head. The troll’s ability to take immediate actions refreshes on each of its turns. Dual Brain At the end of its turn, the two-headed troll automatically succeeds on all saving throws against the dazed and stunned conditions and against charm effects that a save can end. Troll Healing ✦ Healing If the troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Giant Str 24 (+12) Dex 10 (+5) Wis 14 (+7) Con 22 (+11) Int 6 (+3) Cha 10 (+5) Equipment hide armor
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2 War Trolls (W)
Level 14 Soldier
Large natural humanoid XP 1,000 each Initiative +12 Senses Perception +15 HP 110; Bloodied 55; see also troll healing Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 30; Fortitude 29, Reflex 25, Will 25 Speed 7 m Greatsword (standard; at-will) ✦ Weapon Melee 2; +20 vs. AC; 1d12 + 7 damage, and the target is marked until the end of the war troll’s next turn. m Claw (standard; at-will) Melee 2; +20 vs. AC; 2d6 + 7 damage. r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +20 vs. AC; 1d12 + 3 damage. C Sweeping Strike (standard; at-will) ✦ Weapon Requires greatsword; close blast 2; +20 vs. AC; 1d12 + 7 damage, and the target is knocked prone. Blood Pursuit (immediate reaction, when a bloodied enemy within 2 squares of the war troll moves or shifts; at-will) The war troll shifts 1 square closer to the enemy. Threatening Reach The war troll can make opportunity attacks against all enemies within its reach (2 squares). Troll Healing ✦ Healing If the war troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 15 hit points. Alignment Chaotic evil Languages Giant Skills Athletics +17, Endurance +15 Str 24 (+14) Dex 16 (+10) Wis 16 (+10) Con 20 (+12) Int 10 (+7) Cha 12 (+8) Equipment plate armor, greatsword, longbow, quiver of 30 arrows
Features of the Area Illumination: This encounter takes place in bright daylight. Buildings: The buildings range from two to eight stories (4 to 16 squares) in height. Climbing the walls requires a DC 15 Athletics check. Rubble: The rubble qualifies as difficult terrain.
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SC4: COMBING THE WRECKAGE Encounter Level 11 (1,800 XP)
Setup One of the councilors is in trouble, and the PCs receive a request for assistance. The skill challenge begins with this request. Combing the Wreckage Skill Challenge
Level 11 XP 1,800
Without warning, you hear Great Elder Morgoff ’s voice in your head. “Our diviners have located Councilor Mountainhome. A siege missile struck her home, which now burns as she lies unconscious! Please save her!” Although the PCs likely don’t know where Elder Mountainhome lives, anyone they ask can point them in the right direction: an expensive apartment in Stonehammer. The PCs must search through a burning, crumbling building in search of Counselor Itrika Mountainhome. Complexity 3 (requires 8 successes before 3 failures). Primary Skills Acrobatics, Athletics, Endurance, Heal, Perception. Victory The party finds the unconscious Itrika and successfully pulls her out before she chokes to death or is crushed. Defeat The party is too late to save the councilor, who dies in the inferno. Special Reward creative use of magic. Perhaps various resistance-based spells can grant automatic Endurance successes, while using cold-based spells on the fires reduces the DCs of some of the checks.
Acrobatics (DC 21) A successful check counts as a success on the skill challenge. Moving as swiftly and lithely as possible, the PC dodges around falling timbers and pockets of flame. Athletics (DC 21) A successful check counts as a success on the skill challenge. With a surge of strength, the PC bursts through intervening doors, reaches up to deflect crumbling roofs, or hauls a companion off a collapsing stair. Endurance (DC 17) At least one character must attempt this check every round, or it counts as attempting and failing the check. A success on this check grants no benefit; a failure on this check costs everyone in the party a healing surge, but does not count as a failure for purposes of the skill challenge. Despite the blazing heat, the choking smoke, and the blinding dust, the PC is not only able to keep going, but to keep friends moving as well. Heal (DC 25) A success on this check counts as both a success on the skill challenge and grants an automatic success on the party’s next Endurance check in this challenge (or counters an Endurance failure rolled earlier in the round). Acting swiftly, the PC uses moistened cloths and herbal remedies to alleviate some of the burns and choking among the party. Perception (DC 21) This does not count as a success on the skill challenge, but grants you a +2 bonus to all future Acrobatics, Athletics, and Heal checks in this challenge, until the next failure. Squinting and concentrating, the PC finds his or her way, and leads allies through the smoke, the embers, and the falling rubble.
If the PCs succeed in rescuing the councilor, they receive thanks and an offer to meet up again after the current troubles are over. If she isn’t brought to consciousness by the PCs, you could allow them to find someone who is willing to do so and possibly even help get her to safety.
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T5: THE FINAL ENCOUNTER Encounter Level 15 (6,100 XP)
Setup General Zithiruun (Z) Rathoraiax (R) 2 dragonborn gladiators (G) 1 dragonborn raider (D) 1 redspawn firebelcher (B) This is it. The party is about to come face to face with General Zithiruun and learn the identity of their enemy. This is the final battle of the siege and of the adventure, at least where the PCs are concerned. And if they’re not very careful and skilled, it might be their last one ever. When the PCs arrive, read: Scattered around the open courtyard, and across the stoops of the nearby buildings, are the corpses of dozens of Overlook’s soldiers. Some are badly burned, some slashed to ribbons, and some rotting as though they’d lain dead for weeks on end. Two dragonborn in heavy armor wait across the courtyard; one stands beside a large, red-scaled reptile exhaling large puffs of smoke.
Perception Check DC 26: Hiding amid the rubble and ruin is another dragonborn, one of darker scales and armor, wielding a pair of broad-bladed daggers. On the second round of combat, on Zithiruun’s initiative, read: A horrific boom reverberates from a nearby building as a massive beast soars over the rooftop, knocking several of the stones from their place. What appears to be a dead dragon, its scales dull, its gray leather skin showing between the gaps, rises into the air on broken wings. The entire top of its jaw is missing, showing upward pointing teeth and a wormlike tongue that thrashes about with a mind of its own. And riding atop that beast is a humanoid figure clad in heavy hides, contained within a body harness of iron joints and leather straps. His limbs and face are gaunt, nearly desiccated. Several old wounds hang open, leaking trails of blood and puss, showing bare bone in some spots and metal plates in others. But despite his old injuries and deformities, his narrow features and his yellowed, leathery skin clearly mark him as one of the dread githyanki, raiders and conquerors of the Astral Sea.
Zithiruun, the Broken General (Z) Skirmisher (Leader)
Level 14 Elite
Medium natural humanoid XP 2,000 Initiative +15 Senses Perception +9 HP 280; Bloodied 140 AC 30; Fortitude 26; Reflex 29; Will 28 Resist 10 psychic Saving Throws +2 (+4 against charm effects) Speed 6 Action Points 1 m Silver Saber (standard; at-will) ✦ Psychic, Weapon +19 vs. AC; 1d8 + 6 damage plus 1d8 psychic damage. r Thrown Saber (standard; at-will) ✦ Psychic, Weapon Ranged 5/10 if thrown; +19 vs. AC; 1d8 + 6 damage plus 1d8 psychic damage. Special: If thrown, the weapon returns to Zithiruun’s hand immediately after the attack is resolved. M Silver Barrage (standard; at-will) ✦ Psychic, Weapon Zithiruun makes two silver saber attacks. M Silver Flurry (standard; recharge ⚄ ⚅) ✦ Psychic, Weapon Zithiruun makes up to 2 attacks, each against a different target; he can shift 2 squares before the first attack, between each attack, and after the final attack; +19 vs. AC; 2d8 + 6 damage plus 2d8 psychic damage. Psionic Aim (immediate reaction when an ally within 5 squares misses with an attack; encounter) The ally can reroll the attack, keeping the second result. Mind Over Body Due to the psionic energy of the harness and armor he wears, Zithiruun uses Charisma in place of Wisdom for determining hit points and Fortitude defense. (He still uses Constitution for other purposes such as Endurance checks.) Mind Shock ✦ Charm Whenever Zithiruun damages a target with his silver saber, thrown saber, silver flurry, or silver barrage attacks, the target cannot make opportunity attacks until the end of Zithiruun’s next turn. Telekinetic Leap (move; at-will) Zithiruun can fly 5 squares. Alignment Evil Languages Common, Deep Speech, Draconic Skills History +16, Insight +14 Str 6 (+5) Dex 23 (+13) Wis 15 (+9) Con 6 (+5)* Int 19 (+11) Cha 20 (+12) *See mind over body Equipment: Hide armor and body harness, two silver sabers
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Dragonborn Raider (D)
Level 13 Skirmisher
Medium natural humanoid XP 800 Initiative +13 Senses Perception +13 HP 129; Bloodied 64; see also dragonborn fury AC 27; Fortitude 23, Reflex 24, Will 21 Speed 7 m Katar (standard; at-will) ✦ Weapon +19 vs. AC (+20 while bloodied); 1d6 + 4 damage (crit 2d6 + 10). M Twin Katar Strike (standard; at-will) ✦ Weapon If the dragonborn raider doesn’t take a move action on its turn, it shifts 1 square and makes two katar attacks, or vice versa. C Dragon Breath (minor; encounter) ✦ Fire Close blast 3; +14 vs. Reflex (+15 while bloodied); 1d6 + 3 fire damage. Combat Advantage The dragonborn raider deals 1d6 extra damage on melee and ranged attacks against any target it has combat advantage against. Dragonborn Fury (only while bloodied) A dragonborn gains a +1 racial bonus to attack rolls. Infiltrating Stride (move; recharges after the dragonborn raider attacks two different enemies with twin katar strike) The dragonborn raider shifts 3 squares. Alignment Unaligned Languages Common, Draconic Skills History +8, Intimidate +9, Stealth +16 Str 18 (+10) Dex 21 (+11) Wis 14 (+8) Con 17 (+9) Int 10 (+6) Cha 12 (+7) Equipment leather armor, 2 katars
Tactics The dragonborn gladiators close as rapidly as possible, while the dragonborn raider attempts to sneak or shift around the battle, working to obtain combat advantage. The redspawn firebelcher is trained to avoid its allies; it remains at range and snipes at the PCs. When they appear on round two, Zithiruun is mounted on Rathoraiax, but they immediately separate, preferring to fight as two entities. The undead dragon is a clumsy flier, so once it lands and engages in battle, it normally remains on the ground.
Zithiruun uses silver barrage to cut through the party, and then makes use of whatever powers are most appropriate for the circumstances. He keeps in constant motion and tries to avoid getting in melee with defenders (since loss of mobility is crippling for him), preferring to let his allies deal with them while he takes down controllers and leaders. He is willing to retreat from the battle, but only to regroup and come back at the PCs again. (Although Zithiruun normally doesn’t fight to the death, the success of this operation is his only means of regaining his position among the githyanki; he’ll die trying to make it work.)
Rathoraiax (R)
Level 13 Elite Brute
Large natural animate (dragon, undead) XP 1,600 Initiative +5 Senses Perception +9; darkvision HP 328; Bloodied 164 AC 27; Fortitude 29; Reflex 22; Will 24 Immune disease, poison; Resist 15 necrotic; Vulnerable 15 radiant Saving Throws +2 Speed 4, fly 8 (clumsy) Action Points 1 m Claw (standard; at-will) Reach 2; +16 vs. AC; 2d10 + 6 damage, and the target is knocked prone if it is Large size or smaller. M Tail Crush (minor; at-will) Reach 2; prone targets only; +14 vs. Fortitude; 3d8 + 6 damage. M Savage Fury (standard; recharge ⚃ ⚄ ⚅) Rathoraiax makes two claw attacks. C Breath of the Grave (standard; encounter) ✦ Necrotic, Poison Close blast 5; +14 vs. Fortitude; 4d10 + 6 poison and necrotic damage, plus the target takes ongoing 10 poison and necrotic damage and is weakened (save ends both). Alignment Unaligned Languages — Str 22 (+12) Dex 9 (+5) Wis 16 (+9) Con 24 (+13) Int 1 (+1) Cha 3 (+2)
SPECIAL ATTACK When Rathoraiax first appears—and if it takes to the air again later in combat—it might attempt to knock loose stones off the tops of buildings onto PCs below. It can only target characters who are within 2 squares of a building, and it must be adjacent to the top of that building, on the same side as the target. This is an area burst 1, +14 vs. the target’s Reflex. The target takes 2d10 + 6 damage and is knocked prone. (On a miss, the target takes half damage and is not knocked prone.) The area becomes difficult terrain.
2 Dragonborn Gladiators (G)
Level 10 Soldier
Medium natural humanoid XP 500 each Initiative +9 Senses Perception +6 HP 106; Bloodied 53; see also dragonborn fury AC 24; Fortitude 23, Reflex 20, Will 21 Speed 5 m Bastard Sword (standard; at-will) ✦ Weapon +15 vs. AC (+16 while bloodied); see also lone fighter; 1d10 + 5 damage. M Finishing Blow (standard; at-will) ✦ Weapon Target must be bloodied; +15 vs. AC (+16 while bloodied); 2d10 + 5 damage, and the dragonborn gladiator’s allies gain a +2 bonus to attack rolls until the end of the dragonborn gladiator’s next turn. C Dragon Breath (minor; encounter) ✦ Fire Close blast 3; +12 vs. Reflex (+13 while bloodied); 1d6 + 4 fire damage. Dragonborn Fury (only while bloodied) A dragonborn gains a +1 racial bonus to attack rolls. Gladiator’s Strike When the dragonborn gladiator hits an enemy with an opportunity attack, the target is knocked prone. Lone Fighter The dragonborn gladiator gains a +2 bonus to melee attack rolls when adjacent to only one enemy. Alignment Unaligned Languages Common, Draconic Skills Athletics +15, History +7, Intimidate +15 Str 21 (+10) Dex 15 (+7) Wis 12 (+6) Con 18 (+9) Int 10 (+5) Cha 16 (+8) Equipment scale armor, bastard sword December 20 08
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Redspawn Firebelcher
Level 12 Artillery
Large natural beast (reptile) XP 700 Initiative +7 Senses Perception +6; low-light vision Fire Within (Fire) aura 5; allies who enter or start their turns within the aura gain resist 10 fire. HP 97; Bloodied 48 AC 25; Fortitude 25, Reflex 22, Will 21 Resist 20 fire Speed 4 m Bite (standard; at-will) ✦ Fire +16 vs. AC; 1d10 + 4 damage, and ongoing 5 fire damage (save ends). R Fire Belch (standard; at-will) ✦ Fire Ranged 12; +15 vs. Reflex; 2d6 + 1 damage, and ongoing 5 fire damage (save ends). A Fire Burst (standard; recharge ⚄ ⚅) ✦ Fire Area burst 2 within 10; +15 vs. Reflex 3d6 + 1 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. Alignment Unaligned Languages — Str 18 (+10) Dex 13 (+7) Wis 13 (+6) Con 19 (+10) Int 2 (+2) Cha 8 (+5)
Features of the Area Illumination: This encounter takes place in early morning and is thus brightly lit. Bodies: The corpses qualify as difficult terrain. Buildings: The buildings range from two to eight stories (4 to 16 squares) in height. Climbing the walls requires a DC 15 Athletics check. Rubble: The rubble is difficult terrain. Trees: The trees provide cover and can be climbed with a DC 15 Athletics check. Most are only between 10 and 20 feet (2 to 4 squares) high.
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APPENDIX I: NEW MONSTERS
Harpy HARPIES USE THEIR SWEET SONGS to pacify victims before tearing them to pieces with their claws. For more on harpies in general, see the Monster Manual, page 154. Harpy screechers are closely related to the typical harpy, but they are a lot more potent—and hold a fearsome power in reserve. Harpy Screecher
Level 9 Controller
Medium fey humanoid XP 400 Initiative +7 Senses Perception +6 HP 96; Bloodied 48 AC 23; Fortitude 20, Reflex 20, Will 22 Resist 10 thunder Speed 6, fly 8 (clumsy) m Claw (standard; at-will) +14 vs. AC; 1d8 + 3 damage. C Alluring Song (standard; at-will) ✦ Charm Close burst 5; deafened creatures are immune; +15 vs. Will; the target is pulled 3 squares and immobilized (save ends). C Brutal Scream (standard; recharge ⚄ ⚅) ✦ Thunder Close burst 5; +15 vs. Fortitude; 1d6 + 5 thunder damage. Secondary Attack: Area burst 1 within 5; centered on a target hit by brutal scream’s primary attack; targets enemies only; +15 vs. Fortitude; 1d6 + 5 thunder damage and the target slides 3 squares. Alignment Evil Languages Common Skills Stealth +12 Str 16 (+7) Dex 16 (+7) Wis 15 (+6) Con 16 (+7) Int 11 (+4) Cha 20 (+9)
Harpy Screecher Tactics
Marching Hammer
Like other harpies, screechers use alluring song to lure victims in close, and they prefer to fight from the ground rather than in the air. A harpy screecher uses brutal scream if foes clump together, not merely to cause great harm but to force them to disperse, hopefully leaving one or more in a vulnerable position.
Small natural animate (construct, homunculus) XP 500 Initiative +4 Senses Perception +12; darkvision HP 129; Bloodied 64 AC 23; Fortitude 23, Reflex 17, Will 19 Immune disease, poison, sleep Speed 6 m Hammer Hand (standard; at-will) +13 vs. AC; 3d6 + 5 damage. M Hammering Charge (standard; at-will) The marching hammer can use this power as a part of a charge; +13 vs. AC; 3d6 + 5 damage, plus target is knocked prone. Beat Them When They’re Down The marching hammer deals 1d6 extra damage when attacking a prone enemy. Guard Area (see Monster Manual, page 156) A marching hammer can make a hammering charge attack against any creature in its guarded area, even if the power hasn’t recharged. If the marching hammer uses a charge attack to make its hammering charge, its speed increases to 8 when making that charge. Alignment Unaligned Languages — Skills Perception +12 Str 21 (+10) Dex 8 (+4) Wis 14 (+7) Con 19 (+9) Int 5 (+2) Cha 13 (+6)
Harpy Lore In addition to the information given in the Monster Manual, a character knows the following information with a successful Arcana check. DC 20: Screechers are tougher relatives of normal harpies. Their attacks appear to infuse the target with the harpy’s own deadly scream, forcing them to unleash it upon their allies.
Homunculus HOMUNCULI ARE MINOR CONSTRUCTS created to guard specific places, objects, or beings. They require no food or sleep, and they can maintain their watch indefinitely. The following types of homunculi, both dwarfcreated, follow the same rules as other homunculi (Monster Manual, page 156). Marching hammers are small bodies of iron—shaped vaguely like anvils—with squat legs and a pair of long, writhing arms that end in heavy, double-headed warhammers. Writhing chains are little more than their name implies— long, heavy chains that writhe, move, and strike like serpents.
Level 10 Brute
Marching Hammer Tactics Marching hammers are tasked with guarding a particular area. They attack directly, moving in on the enemy—favoring foes already in their guarded area above those merely approaching it—and crushing them into pulp.
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Writhing Chain
Level 10 Skirmisher
Medium natural animate (construct, homunculus) XP 500 Initiative +10 Senses Perception +7; darkvision HP 131; Bloodied 65 AC 23; Fortitude 23, Reflex 23, Will 21 Immune disease, poison Speed 7; see also serpentine strike m Slam (standard; at-will) +13 vs. AC; 2d6 + 5 damage. M Winding Strike (standard; recharge ⚄ ⚅) +13 vs. AC; 2d6 + 5 damage, and target slides 2 squares and is grabbed and restrained. Guarded Area When making attacks against a creature in its guarded area, the writhing chain gains a +2 bonus to hit and can stretch itself, granting itself reach 3 on all melee attacks. Threatening Reach (within guarded area only) This creature can make opportunity attacks against all enemies within its reach (3 squares). Serpentine Strike (move; at-will) The chain shifts 3 squares. Alignment Unaligned Languages — Skills Stealth +13 Str 19 (+9) Dex 17 (+8) Wis 15 (+7) Con 21 (+10) Int 18 (+9) Cha 12 (+6)
Writhing Chain Tactics Like the hammers, writhing chains are normally assigned to guard an area. They prefer to stay out of range of enemies within that area, striking with their reach. Writhing chains are particularly fond of teaming up, which allows one to restrain a foe while the others pummel him.
Slystone Dwarf Ruffians CRAFTY, ILL-TEMPERED, AND VIOLENT, slystone dwarves are fey cousins of gnomes, with whom they share little in common, though they more closely resemble squat, scruffy dwarves. (It is that resemblance that gave them their Common-tongue name.) Slystone dwarves possess a gift they call “the unyielding soul,” which allows them several magical abilities. The slystone dwarf ruffian, below, represents only one of the most common varieties of this brutal race. Slystone Dwarf Ruffian
Level 10 Soldier
Small fey humanoid XP 500 Initiative +12 Senses Perception +5; low-light vision HP 104; Bloodied 52 AC 26; Fortitude 23, Reflex 22, Will 21 Speed 6; see also mad dash m Hammer (standard; at-will) ✦ Weapon +17 vs. AC; 2d6 + 5 damage, and the target is marked until the end of the slystone ruffian’s next turn. M Mighty Strike (standard; recharge ⚄ ⚅) ✦ Weapon +17 vs. AC; 3d8 + 5 damage, and target is pushed 3 squares. The slystone dwarf ruffian can use this power as a part of a charge. Mad Dash When the slystone dwarf ruffian makes a charge attack, the enemy is knocked prone on a hit, in addition to any other effects of the attack. Alignment Evil Languages Common, Elven Skills Athletics +14 Str 18 (+9) Dex 21 (+10) Wis 11 (+5) Con 16 (+8) Int 11 (+5) Cha 18 (+9) Equipment leather armor, hammer
Slystone Dwarf Ruffian Tactics Slystone ruffians initiate combat with raging stone, then charge into melee with mad dash. Once engaged in melee, they prefer to knock a foe away with mighty strike if they need some distance (perhaps to use raging stone again), rather than retreating.
Slystone Dwarf Lore A character knows the following information with a successful Arcana check. DC 15: Slystone dwarves were misnamed by the first humans to encounter them. Though they might appear to be small dwarves, they are in fact cousins to gnomes, albeit far more vicious and cruel. They take pleasure in the pain of others, and grow murderous at the slightest insult. DC 20: Some slystone dwarves serve fomorian kings, others evil eladrins. They’re mercenary and are happy working for anyone who offers them the opportunity for violence.
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Troll A TROLL EATS ANYTHING THAT MOVES, from grubs to humans, and is rightly feared for its ravenous appetite, feral cunning, and remarkable regenerative powers. For more on trolls in general, see the Monster Manual, page 254. Spitting trolls are smaller than their kin—averaging only the size of an adult human—but they’re also far smarter. A combination of their natural intelligence and the power that their poison spit grants them over other trolls often allows them to take leadership positions in troll packs. Spitting Troll
Level 10 Soldier (Leader)
Medium natural humanoid XP 500 Initiative +12 Senses Perception +8 HP 106; Bloodied 53; see also troll healing Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 26; Fortitude 22, Reflex 23, Will 22 Speed 6, climb 4 m Claw (standard; at-will) ✦ Poison +17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. r Javelin (standard; at-will) ✦ Poison, Weapon Ranged 10/20; +17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. R Acid Spit (minor; recharge ⚄ ⚅) ✦ Acid Ranged 5; +15 vs. Reflex; 1d6 acid damage. Regenerative Empowerment (minor 1/turn, at-will) One troll within 10 squares whose regeneration is currently inactive (as a result of taking acid or fire damage) immediately reactivates the regeneration. Troll Healing ✦ Healing If the troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Common, Giant Skills Athletics +13, Endurance +14 Str 16 (+8) Dex 21 (+10) Wis 17 (+8) Con 18 (+9) Int 10 (+5) Cha 13 (+6) Equipment leather armor, 10 javelins
The rare two-headed trolls are just as brutal as their standard cousins, but far more dangerous.
Spitting Troll Tactics Spitting trolls prefer to let their allies move into melee and soften up the foe, while the spitting troll hangs back and throws javelins. After a few rounds, however, their bloodlust takes hold and they move in close. When fighting alongside other trolls, spitting trolls rarely use their poison spit as a weapon, preferring to hold it in reserve to aid their troll allies. The poison on a spitting troll’s claws and javelins is a variant of their naturally occurring poison, but the act of treating it for application to weapons removes its special properties where other trolls are concerned.
Two-Headed Troll Tactics Like other trolls, the two-headed variety is not a subtle combatant. It wades into its foes, lashing out and counting on regeneration to keep it alive. Essentially, it fights just like a traditional troll, but with twice as many attacks.
Troll Lore In addition to the information given in the Monster Manual, a character knows the following information with a successful Nature check. DC 20: Spitting trolls are smaller but smarter than other trolls. They boast a poison spit that can either harm other trolls like acid, or cause a troll’s regeneration to resume after being suppressed by fire or acid. Two-headed trolls are much like normal trolls, but even more brutal and dangerous. Sages debate whether two-headed trolls are the results of crossbreeding between trolls and ettins, or a mutation caused when a troll’s regeneration ability manifests too early and warps the embryo while still in the womb.
Two-Headed Troll
Level 10 Elite Brute
Large natural humanoid XP 1,000 Initiative +5 Senses Perception +7 HP 264; Bloodied 132; see also troll healing Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn) AC 25; Fortitude 27, Reflex 19, Will 20 Saving Throws +2 Speed 6 Action Points 1 m Claw (standard; at-will) Melee 2; +13 vs. AC; 3d6 + 7 damage. M Smackdown (immediate reaction, when an enemy moves into a position that flanks the two-headed troll; at-will) The two-headed troll targets one creature flanking it; +11 vs. Fortitude; the target is knocked prone. Double Actions A two-headed troll rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, minor) on each turn. Each set of actions corresponds to a different head. The troll’s ability to take immediate actions refreshes on each of its turns. Dual Brain At the end of its turn, the two-headed troll automatically succeeds on all saving throws against the dazed and stunned conditions and against charm effects that a save can end. Troll Healing ✦ Healing If the troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points. Alignment Chaotic evil Languages Giant Str 24 (+12) Dex 10 (+5) Wis 14 (+7) Con 22 (+11) Int 6 (+3) Cha 10 (+5) Equipment hide armor
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APPENDIX II: ZITHIRUUN, THE BROKEN GENERAL ONCE, HE REIGNED SUPREME. General Zithiruun was a great hero—one of the most respected military leaders of a militant race. From the great city of Tu’narath, he led armies of the githyanki on raids across the Astral Sea, and into a dozen different regions and kingdoms of the mortal realm. From the deck of the astral galleon Siun’kara or the back of Rathoraiax, his great red dragon steed, Zithiruun proved an unstoppable force—a champion among a race of champions. Even Vlaakith, the fearsome githyanki lich queen, acknowledged his greatness, heaped great praise upon him. And then the great General Zithiruun took on a foe beyond even his own prowess. That it was a dragon, a dragon far greater than Rathoraiax, everyone knows, but tales of the confrontation differ as to whether it was a black wyrm, one of the fearsome scourge dragons, or something else entirely. But while not everyone knows precisely what it was Zithiruun faced, everyone knows what happened as a result.
A hideous burst of something—acid, perhaps, or pure necrotic energy—ripped the life from the red dragon Rathoraiax, shredding flesh and obliterating entire portions of the beast. And it was this attack that felled Zithiruun as well. It stripped the strength from his limbs, rotted bits of flesh and even weakened bone. Any lesser warrior would have died in that hideous moment, but the general clung to life through sheer force of stubborn, malignant will. It took years for Zithiruun to retrain and reinvigorate his broken body. Even today, he is a shadow of what he once was—weaker in body, far less sound in mind. His own people have all but turned their backs on him; though his great achievements prevented them from executing or exiling him utterly, they scorn his weakness and hold him in contempt for allowing himself and his mount to be so soundly defeated. Today, Zithiruun serves as a lowly operative of Tu’narath’s forces and he leads only lesser warriors into battle while answering to and obeying githyanki who would once have feared even to speak in his presence. Zithiruun’s native powers have mutated through his years of effort as he attempted to reinvigorate his body at the expense of his mental prowess. The ambition all githyanki share has been subsumed by a burning need to prove himself and to regain the position and the respect that were once his by right— even as he nurses a resentful hatred of the very people whose adulation he so desperately craves.
Appearance Zithiruun has been large for a githyanki, but since the destruction and atrophy of much of his musculature, he now appears almost impossibly tall and gaunt. Mixed with and attached to the traditional leathers of his people, he wears a contraption of braces and harnesses, constructed of leather straps and iron joints. These braces, supported at his shoulders and by a strap across his chest, run the length of his left arm and left leg, as well as a portion of his right leg. It is the straps that give those limbs rigidity; without them, they could scarcely move, and not support his weight. This harness also grants him full mobility; charged with both magic and psychic energy, it permits him motion and grants him strength he would otherwise lack. His flesh clings tightly to his skeleton and puckers away from old wounds, exposing muscle and even charred bone. His left cheek gapes open, revealing a bit of metal plate that replaces a fragment of skull. A leather strap holds the left side of his jaw in place, replacing obliterated muscle. He appears weak indeed, and in some ways he truly is. Yet Zithiruun wields his great silver saber with an astonishing, impossible precision, and his eyes burn with loathing and ambition to shame even the other githyanki.
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Zithiruun, the Broken General Skirmisher (Leader)
Level 14 Elite
Medium natural humanoid XP 2,000 Initiative +15 Senses Perception +9 HP 280; Bloodied 140 AC 30; Fortitude 26; Reflex 29; Will 28 Resist psychic 10 Saving Throws +2 (+4 against charm effects) Speed 6 Action Points 1 m Silver Saber (standard; at-will) ✦ Psychic, Weapon +19 vs. AC; 1d8 + 6 damage plus 1d8 psychic damage. r Thrown Saber (standard; at-will) ✦ Psychic, Weapon Ranged 5/10 if thrown; +19 vs. AC; 1d8 + 6 damage plus 1d8 psychic damage. Special: If thrown, the weapon returns to Zithiruun’s hand immediately after the attack is resolved. M Silver Barrage (standard; at-will) ✦ Psychic, Weapon Zithiruun makes two silver saber attacks. M Silver Flurry (standard; recharge ⚄ ⚅) ✦ Psychic, Weapon Zithiruun makes up to 2 attacks, each against a different target; he can shift 2 squares before the first attack, between each attack, and after the final attack; +19 vs. AC; 2d8 + 6 damage plus 2d8 psychic damage. Psionic Aim (immediate reaction when an ally within 5 squares misses with an attack; encounter) The ally can reroll the attack, keeping the second result. Mind Over Body Due to the psionic energy of the harness and armor he wears, Zithiruun uses Charisma in place of Wisdom for determining hit points and Fortitude. (He still uses Constitution for other purposes such as Endurance checks.) Mind Shock ✦ Charm Whenever Zithiruun damages a target with his silver saber, thrown saber, silver flurry, or silver barrage attacks, the target cannot make opportunity attacks until the end of Zithiruun’s next turn. Telekinetic Leap (move; at-will) Zithiruun can fly 5 squares. Alignment Evil Languages Common, Deep Speech, Draconic Skills History +16, Insight +14 Str 6 (+5) Dex 23 (+13) Wis 15 (+9) Con 6 (+5)* Int 19 (+11) Cha 20 (+12) *See mind over body Equipment: Hide armor and body harness, two silver sabers
Development
Zithiruun’s Tactics
Zithiruun burns with shame and resentment, even as he scrambles to fulfill the orders of his superiors. Where he once commanded legions, he now leads only a handful of soldiers. He who charted the course of entire wars now understands only his part in larger strategies. Yet, though he aches to turn on those who would dare command him, he knows that through obedience lies his only hope of regaining the honor and position he craves. The Broken General is a tactical genius, but his once renowned patience and cunning are impeded by his ever-growing temper. Zithiruun frequently flies into a rage at his subordinates for the slightest failure or perceived disobedience, transforming his resentment for those above into punishment for those below. The strap that replaces one of his jaw muscles prevents him from opening his mouth wide, forcing him to eat soft, almost dainty morsels of food and occasionally to slur his words. Zithiruun’s speech is fully intelligible most of the time, but on those rare occasions when he garbles a word, he blames others for their failure to comprehend. Despite this temper, however, Zithiruun remains a consummate planner and a terror in combat, fully capable of leading his small teams to victory in even the most complex strategies. Zithiruun can also use his reputation for mad rage to his advantage, often faking a tantrum to make others underestimate his ability to scheme, to listen, and to advance his own agenda.
Zithiruun prefers to fight alongside his mount Rathoraiax. He sweeps through his foes, opening with silver barrage if they greatly outnumber him and making use of his mind shock ability to stay mobile. If hard pressed, he flies to Rathoraiax’s back and tries to stay at range, using distance attacks. Despite his burning desire to prove himself, Zithiruun’s hatred for other githyanki means that he’s ill-disposed to sacrifice himself for their goals. Thus, he’s willing to retreat from combat if things go poorly, even abandoning other githyanki allies. Rathoraiax
Level 13 Elite Brute
Large natural animate (dragon, undead) XP 1,600 Initiative +5 Senses Perception +9; darkvision HP 328; Bloodied 164 AC 27; Fortitude 29; Reflex 22; Will 24 Immune disease, poison; Resist 15 necrotic; Vulnerable 15 radiant Saving Throws +2 Speed 4, fly 8 (clumsy) Action Points 1 m Claw (standard; at-will) Melee 2; +16 vs. AC; 2d10 + 6 damage, and the target is knocked prone if it is Large size or smaller. M Savage Fury (standard; recharge ⚃ ⚄ ⚅) Rathoraiax makes two claw attacks. M Tail Crush (minor; at-will) Reach 2; prone targets only; +14 vs. Fortitude; 3d8 + 6 damage. C Breath of the Grave (standard; encounter) ✦ Necrotic, Poison Close blast 5; +14 vs. Fortitude; 4d10 + 6 poison and necrotic damage, plus target takes ongoing 10 poison and necrotic damage and is weakened (save ends both). Alignment Unaligned Languages — Str 22 (+12) Dex 9 (+5) Wis 16 (+9) Con 24 (+13) Int 1 (+1) Cha 3 (+2)
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Rathoraiax
Zithiruun Lore
As a sign of his shame, Zithiruun was never granted the honor of a new dragon mount. Rather, he must make do with the animated body of Rathoraiax. This is yet another insult that burns in Zithiruun’s craw, yet he’s too intelligent a fighter to abandon a useful weapon purely out of spite. Rathoraiax is clearly dead; most of his scales are a dull, rotten gray, gleaming with a faint red only in the brightest light. Many are missing completely, revealing desiccated, leathery skin. The entire top half of Rathoraiax’s snout was destroyed in the attack that slew him. This left behind a “shelf ” of his lower jaw sticking out from beneath the broken skull around his eyes, fangs protruding upward, and a dull, dead tongue lashing slowly above.
The following information can be obtained with a successful History check. (In addition, see the standard githyanki lore, acquired with a Nature check, in the Monster Manual.)
DC 25: General Zithiruun was a great military leader and hero to the githyanki of Tu’narath. It’s said that he was crippled and his mount slain in a battle against a sort of mighty dragon or fiend. Rumors disagree on whether he still lives and what position he might hold (if any) among the weakness-intolerant githyanki.
Rathoraiax’s Tactics Rathoraiax lumbers into combat and seeks to pound its foes into the earth. After a few rounds of combat (or earlier, if Zithiruun orders it to do so), it looks for an opportunity to catch a handful of foes in its breath of the grave attack. Rathoraiax is relatively mindless and fights to the death unless ordered to retreat.
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Fist Mourning of
An adventure for 10th-level characters
by Robert J. Schwalb illustrations by Gonzalo Flores, Goran Josic, Howard Lyon, and Anne Stokes ✦ cartography by Mike Schley
TM & © 2009 Wizards of the Coast LLC. All rights reserved.
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While lords and heroes alike look to the brimming war spilling across the lands, evil blossoms in places unexpected. With the realm, and possibly the world, teetering on destruction’s precipice, new factions rise to work their wickedness. One such menace is the Cult of Exquisite Agony, a disturbed cabal dedicated to perfecting mortal flesh by infusing it with the essence of chaos to make it more adaptable, stronger, faster, and better. Gathering in a fallen hero’s tomb high in the Stonehome Mountains, this cult commits horrific acts hidden from those who cannot comprehend their effort’s magnificent end. Though careful to avoid attention, success’s proximity has made them sloppy, and their deeds leave traces those with courage and resolve can follow. “Fist of Mourning” is a DUNGEONS & DRAGONS® adventure for five 10th-level characters. Although designed as a short scenario for adventuring parties participating in the “Scales of War” adventure path, you can adapt it for use in any mountainous region of any game world and for any campaign.
BACKGROUND The Cult of Exquisite Agony blossomed and withered many times over the centuries, rising in power, but falling when madness and treachery consumed its greatest leaders. Each time the cult rose, it sought to improve on what the gods themselves had done: remake mortal flesh into something better and attain the full potential they believed was buried within all. The last time the cult stirred was over a century ago, many miles to the south in the ruins of Zannad. Believing the secrets to their evolution was within the fabled yuan-ti city, they scoured the wreckage with little luck and they, like others before them,
succumbed to insanity and malice, turning against each other in an orgy of violence. Not all perished, and at least one escaped to carry the filthy message of transformation to other lands. One such refugee made it to Overlook, and before her death, she passed on her cult’s tenets to loyal followers recruited from local folk. Over the generations, the cult grew, but its leaders did not follow in their founder’s steps until one named Obsen came to power 10 years ago. A disturbed man with a taste for the exotic, he believed he gained the power and qualities of everything he ate provided the meal was alive
while he consumed it. So he ate plenty and often. It wasn’t until he devoured a slaad tadpole, purchased at a high price in Nine Bells—the poor and crime-ridden district in Overlook—that he realized he had the means to attain perfection all along. For the next 10 years, Obsen and his cronies quietly amassed slaad tadpoles, performed hideous experiments on themselves in dank cellars, stole residuum to power their rituals, and made unconscionable pacts with otherworldly beings until they perfected the process. When Tusk’s armies marched on Bordrin’s Watch, Obsen and the cultists quit the city and marched to an
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old tomb under the Fist, a blunted peak in the nearby Stonehome Mountains, where they murdered the witch living there, and recruited heavily from the mountain’s denizens until they were strong enough to gather victims for the glorious transformation they would create.
ADVENTURE SYNOPSIS As close as they are to their goal, the cultists’ depraved acts are bound to draw attention. Someone they crossed hires the adventurers to root out the deviants. The player characters climb the mountains and track the cultists to their lair. Once inside, the characters must navigate its perils, learn what the cultists intend, and stop them before their corruption spreads too far.
STARTING THE ADVENTURE The adventurers might come to the Fist of Mourning for a variety of reasons. Consider using either one of the following adventure hooks or come up with one of your own.
Hook: Bereft Necromancer Rufus Crumley might not be popular in Shantytown, but he is still a powerful and feared figure whose influence cannot be overstated. Because he is protected by his dire reputation and his undead thralls, no one has ever dared steal from him in his long years in the city. So when someone breaks into his tower, destroys his zombies, and makes off with his residuum stores, the necromancer is quite put out. Familiar with the adventurers’ recent escapades, the necromancer turns to them for help. He offers
the characters 2,800 gp (parcel 5) if they recover his residuum (worth 1,000 gp). It’s not that the necromancer can’t purchase more residuum; he has a reputation to protect. Characters who stamp out the cult and return the stolen property also earn 2,500 XP for completing a major quest.
Hook: Missing Adventurer While adventuring in Overlook and in its surrounding lands, the player characters have met and might have rivalries with other adventuring groups. When one such group comes under attack by these cultists, most are slain and at least one is abducted. The lone survivor begs the PCs for help in recovering his missing friends. The characters must rescue the cult’s prisoners from the Fist of Mourning and return them to Overlook. Doing so allows the PCs to earn a reward of
THE POSSIBLE QUESTS “Fist of Mourning” offers PCs an opportunity to earn quest XP. Provided here is a list of possible quests, and their rewards, from the hooks in the adventure. Major Quest—Bereft Necromancer Rufus Crumley wants his residuum back, plus he has a reputation to protect. Reward: 2,500 XP and 2,800 gp (parcel 5). Major Quest—Missing Adventurer Rescue the cult’s prisoners from the Fist of Mourning and return them to Overlook. Reward: 2,500 XP for the cult’s destruction and 2,800 gp (plus a useful contact in a future adventure if they need it).
2,800 gp, plus a useful contact in a future adventure if they need it. Also, PCs who destroy the cult in the process earn 2,500 XP for completing a major quest.
Treasure Preparation Since this adventure should help 10th-level adventurers make up any shortfalls to reaching 11th level, stock the dungeon with treasure parcels you have yet to give out for this level. “Fist of Mourning” assumes the characters are already halfway to their next level, so the adventure supplies five treasure parcels. Adjust this as needed to make sure the characters receive the proper treasure for their levels. Magic items, coins, goods, and other valuables are described in the room summaries and the parcels they represented are included for your convenience. As always, where the text specifies a magic item, you should feel free to swap it out with an item from your players’ wish lists.
PART ONE: ON EVIL’S TRAIL Once the characters are engaged in the adventure, you might start at the entrance to the Fist and proceed with the adventure as written. Or you can develop the story more slowly by roleplaying through the process by which the heroes are hired, learn about the cult, and track the cultists to their lair. What follows are tools to help you develop the adventure more slowly. If you choose to use these skill challenges, consider removing the Outraged Dead encounter on page 19 to keep the XP in line. Skill Challenge: SC1 Investigating the Cult (page 11). Skill Challenge: SC2 Travel to the Fist (page 12).
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PART TWO: THE FIST The Fist stabs out from a high peak in the Stonehome Mountains. Named for its uncanny resemblance to a closed fist, it marks Murat’s grave, a hero who fell in the dwarf uprising against the giants. The dwarves abandoned the tomb centuries ago when cruel winter storms, orcs, and other mountain-dwelling horrors became too great to maintain it safely. In recent years, a filthy hag claimed squatter’s rights and made the place her home. However, even her gruesome appearance and sinister appetites weren’t enough to deter the cult from taking it for themselves, and she met a terrible end in the bottom of a ravine when she tried to resist. The tomb consists of the dungeon’s western tunnels and chambers. They exhibit fine dwarven architecture still in good repair even after long neglect. The eastern chambers are crude since they were hand and tool-excavated. Orc miners, who serve the cult much as they served the mountain witch before, chip away at the granite for silver, gems, and anything else they might extract from the unyielding rock.
General Features Illumination: Rooms are all dark unless otherwise mentioned in the encounter text. Ceiling: Ceilings in the complex are as tall as their widest dimension. Doors: Constructed from stone, the doors all bear intricate carvings featuring dwarves battling orcs, ogres, and giants. The doors are all unlocked, but such is their weight that it requires a standard action and a successful DC 10 Strength check to open them. Stairs: Whether crude or fine, stairs all count as difficult terrain.
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mound of furs rises, revealing a wrinkled crone complete with a jutting chin, milky white eyes, and one black tooth in the center of her mouth. She cackles as she hobbles toward you. The crone is an oni mage in service to the cult. It assumes the hag’s appearance in case any mountain folk come to trade or seek a remedy from the nowdead wizened monster. The oni plays the part well, pretending to be an unhinged and repellent creature, offering to cure the party’s ills, trade for information, and so on, using Bluff to maintain the deception (+15 check modifier). The oni mage denies the Cult’s presence here, but if the characters are insistent, it drops the disguise and attacks. Tactical Encounter: F1 False Witch (page 13). Treasure (Parcel 9): The cultists left the hag’s personal treasures alone when they took over the place, though they tucked them away in a niche in the center of the north wall. A character who succeeds on a DC 16 Perception check locates a sodden sack containing a rotting human hand, 90 gp, a garnet (worth 100 gp), a ritual scroll of Detect Lies (worth 360 gp), a potion of healing, and a caustic whetstone (AV 190).
1. Cave of the Mountain Witch This room housed the mountain witch, the cruel hag who claimed the tomb as her lair. The cult murdered her and enslaved her minions. When the PCs can see into the room, read: An opening in the mountain extends into a wide cave. To the west, two statues carved to depict armored dwarves f lank old, weathered stone doors. To the east, a tunnel opens into a deeper chamber. What at first looks to be a
2. The Furnace Early excavations exposed a pocket of hot gasses fed by a pool of molten rock. The liquid stone has cooled somewhat to form a thin crust over the fiery substance. When the PCs enter this room, read:
Tactical Encounter: F1 False Witch (page 13). Characters who succeed on a DC 11 Perception check can hear the sound of metal striking stone coming from room 3.
3. Excavation The orc miners work this room to extract precious metals and gemstones. Tactical Encounter: F2 Infested Mine (page 15).
4. Deeper Chamber While the orcs served the hag, they dug out this chamber searching for gold and silver. When they found nothing, they changed direction. Now, aside from a few broken tools, this room is empty. When the characters enter this room, they can hear chanting echoing from the chamber ahead with a successful DC 10 Perception check.
5. Deep Mine The orc miners abandoned this room when they found nothing of value. Once the cultists moved in, they erected an idol to embody their perverse vision and awakened it with elemental power and foul rituals. Now, at all times, cultists gather to pay their respects. Tactical Encounter: F3 Entropic Thralls (page 17). Treasure (Parcel 7): Piled around the suppurating eidolon are 1,000 gp, a topaz (worth 500 gp), and two peridots (worth 100 gp each).
Dim light shines up from a cavity filling the room’s eastern extent. The ceiling is smooth stone. A path winds around the cavity and it exits through a fissure in the north wall.
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6. Gauntlet Stalagmites cover the floor, rising up between pools of mineral-rich water formed from dripping stalactites overhead. The characters can take an extended rest in this room since the undead do not emerge from room 7 and no other denizens are likely to come here due the undead’s proximity.
7. The Dead Room The undead here were once dwarves, but they have awoken in death from their tomb’s violation—an act not even the hag would have dared. The undead creature’s efforts to oust the cultists have failed and thus they have gathered here to plan their next move. Their undead states make them completely unreasonable, and under most circumstances, they attack living creature entering this room. Tactical Encounter: F4 Outraged Dead (page 19). If the PCs spoke with Murat in room 10 and reveal this fact to the undead, proving it by showing the item they gained from the ghost, the undead break off the attack because they now see the adventurers as allies. The undead offer to help the PCs take on the remaining cultists in the complex, but they do not wait for the PCs to take short or extended rests; they continue if the PCs tarry.
8. Hall of the Fallen This room once honored Murat, the dwarf champion whose remains are interred here, by celebrating his mortal achievements and capturing them in stone carvings adorning the walls.
When the PCs can see this room, read: Stone statues depicting dwarf warriors stand in a row against this room’s southern wall. Opposite, a ledge rises 10 feet off the f loor. The ceiling and walls feature runic inscriptions. Double doors stand at the end of the chamber. Once the characters enter this room, the cultists spill out to attack. Tactical Encounter: F5 Hideous Cultists (page 20). Runic Inscriptions: Chiseled in Davek script, the inscriptions tell of Murat’s mortal deeds, each more fantastic than the last. Characters who spend at least 5 minutes reading the inscriptions gain a +2 bonus to Diplomacy checks made against Murat’s ghost in room 10.
9. Stained Landing Old blood stains the flagstones covering the landing. Several cultists met grisly ends here before their allies drove off the undead now lurking in room 7. Tactical Encounter: F5 Hideous Cultists (page 20).
10. Tomb of the Dwarf Lord The dwarves interred Murat here. Although dead, his spirit lingers on and rises if the room is disturbed. Skill Challenge: SC3 Congress with the Dead (page 22).
11. Hall of the Golden Anvil This hall honors those who fell during their service to Murat. Aside from a massive golden hammer inscribed on the floor and walls covered with accounts of ancient battles chiseled in the Davek script, this room is empty.
12. Servants’ Tombs Murat’s favored servants were interred in this chamber when they died. A dozen openings, each big enough for a corpse, pierce the eastern, southern, and western walls. Most contain bones, but a few are suspiciously empty.
13. Warriors’ Tombs This room holds the remains of Murat’s favored cohorts. Twenty or so openings pierce the southern, eastern, and northern walls. As with the Servants’ Tombs, most hold bones, but a few have been emptied.
14. Hall of Victories Honoring Murat’s greatest victories, stone statues depicting the monsters the dwarf defeated in battle stand in rows across the center of the room. When the PCs can see into this room, read: A wide hall contains statues that depict a bestiary of terrible monsters, and these statues run across the center of the room. Beyond them, a f light of stairs leads up into darkness. Tactical Encounter: F6 Living Statues? (page 23).
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15. Dark Landing
17. Hall of Horror
Aside from the unnatural darkness shrouding this landing, this area connects the upper level to the lower chambers.
The hall of horror is the final room in the complex, and it serves as the location where the cult performs its most wicked acts. When the PCs enter this room, read:
16. Defiled Chapel When pilgrims came to the Fist of Mourning, they attended services in this small chapel dedicated to Moradin. Its sanctity made it the cult’s first targets and they defiled the room. When the PCs can see into this room, read: This room was clearly once a chapel, because an altar bearing Moradin’s hammer and anvil stands at the end, but blood, bloated corpses, and buzzing f lies testify to the atrocity committed here. The corpses belong to humans, dwarves, and other humanoid prisoners. Each has been savagely hacked apart and left to rot. Entrails cover the altar in an act of defilement. If the characters clean up the mess by removing the corpses and removing the offal and blood, they each regain 1 healing surge for their efforts.
In the dim light cast by glowing gelatinous curtains shrouding a raised platform in the center of the room, you can take in the full horror of what the cult intends. Suspended in the jellied mass are dark shapes, struggling against the foul tendrils pumping corruption into their bloated bodies. In the center, arms raised, stands a swollen mass, dark shapes blooming and writhing on the silhouette’s body. Chanting sounds from within, presumably from the figure you see.
CONCLUSION Defeating the cultists, freeing the prisoners, or recovering the stolen residuum brings the adventure to its end. Although wiped out due to the heroes’ efforts, the Cult of Exquisite Agony doesn’t need to vanish entirely from your campaign if you don’t wish it to. Their profane writings might escape the PCs’ torches, and might be found later by an enterprising adventurer with dubious morals. Or, some might still hide in Overlook, working their wickedness within the city. Whatever you decide, these twisted villains might yet have a part to play in the heroes’ uncertain future.
Tactical Encounter: F7 Beyond the Pale (page 25). Survivors: If you used the “Missing Adventurer” hook, the characters might be able to rescue a few of the survivors. Each is infected with chaos phage and must be treated if they are to survive. Treasure (Parcels 3 and 5): The cult’s treasures include a +3 orb of indisputable gravity, a chest filled with 1,800 gp, and a fat fire opal (worth 1,000 gp). If the PCs were sent to recover the residuum, it’s held here too in a silver chalice with the opening sealed with black wax. In addition, a few old tomes, scrolls, and manuscripts contain mad ravings from dead predecessors. The writings are worthless to anyone outside the cult and characters who destroy them might prevent another group from rising in this group’s place.
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SC1: INVESTIGATING THE CULT L eve l 1 1 ( 1 , 2 0 0 X P )
Setup Begin by reading the following: So, you have your task. Now you’ve chosen to investigate elements of it. At this point, find out what the PCs are researching and how, and then begin the skill challenge.
Investigating the Cult Skill Challenge
Level 11 XP 1,200
Overlook harbors many secrets, hidden designs, and obscene stratagems. Sifting through the lies and prowling the streets might reveal the information you seek. The adventurers gather information, research dusty tomes, or tap contacts for more information about the villains in this adventure. Complexity 2 (requires 6 successes before 3 failures). Primary Skills History or Religion, Stealth, Streetwise. Other Skills Arcana, Bluff, Diplomacy, Intimidate. Victory The adventurers learn about the Cult of Exquisite Agony and the information described under “Background” on page 5. In addition, the PCs learn where these insane people hide. Defeat The adventurers attracted unwanted attention and the cult sends a red slaad (see page 25 for statistics) after them to encourage them to give up their line of questioning. History or Religion DC 21 (1 success, 1 maximum) A success allows the characters to make Arcana checks. A failed check also opens up the Arcana skill, but the DC is 21. The PC recalls the more prominent cults known to have worked in this area.
Stealth DC 16 (1 success, 2 maximum) During the skill challenge, at least one character must make a Stealth check until 2 successes are achieved. A failed check counts as 2 failures. The PC skulks through the shadows to avoid attracting unwanted attention. Streetwise DC 16 (1 success, no maximum) A success makes available the Bluff, Diplomacy, and Intimidate skills. The PC snoops around, greases some palms, and questions locals about recent cult activities. Arcana DC 16 (1 success, 1 maximum) A success grants the characters the cult’s name. The PC recalls a useful fact about one of the cults mentioned. Bluff DC 16 (1 success, no maximum) A failed check increases the DC of Diplomacy checks by 2. The PC makes false promises to find the information required. Diplomacy DC 16 (1 success, no maximum) The PC bargains with an informant to learn more about the cult and its lair. Intimidate DC 16 (1 success, no maximum) A failed check counts as 2 failures. The PC roughs up some locals to find the information sought.
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SC2: TRAVEL TO THE FIST
Travel to the Fist Skill Challenge
Encounter Level 11 (1,800 XP)
To reach the cult’s lair, the adventurers must navigate the mountains’ perils. Complexity 3 (requires 8 successes before 3 failures). Primary Skills Endurance, Nature, Perception, Stealth Victory The characters reach the Fist of Mourning without attracting attention. Defeat The characters are spotted during their ascent and 2 warped cultists and 4 wretched and unclean attack the PCs while on the mountain path (see pages 15 and 18 respectively for statistics). The battlefield should feature a 3-square wide trail running west to east. The north side of the trail is the mountain’s face, while the south side drops 80 feet to another trail below. Endurance DC 16 (1 success, no maximum) Each turn in the challenge, at least two characters must make Endurance checks. A failed check results in 2 failures and each PC loses one healing surge. The PC resists the hardships of traveling through the mountains. Nature DC 16 (1 success, 4 maximum) At least one character must make a Nature check each turn. A failed check indicates each PC loses 1 healing surge in addition to counting as a failure. Using superior survival skills, the PC helps navigate around deadfalls, locate shortcuts, and identify hidden dangers. Perception DC 10 (0 successes) Using this skill doesn’t count as a success or failure for the challenge. Instead, it grants a +2 bonus or a –2 penalty to the next character’s Endurance or Nature check. The PC’s keen eyes find a way to ease the trek. Stealth DC 21 (1 success, no maximum) At least two characters must make a Stealth check each turn. The PC conceals his or her movements to avoid being detected.
Setup Begin by reading the following: You have started your journey to the Fist of Mourning. What dangers lie before you during this trip? At this point, begin the skill challenge.
Level 11 XP 1,800
You navigate mountain trails, avoiding obstacles and hidden perils to reach the Fist of Mourning.
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F1: FALSE WITCH Encounter Level 9 (2,400 XP)
Setup 1 bulette (B) 1 firelasher (F) 1 oni mage (O) The oni mage pretends to be the hag said to dwell here. It drops the façade if adventurers press it with too many questions or if they see through its disguise.
Don’t place the bulette or the firelasher on the tactical map. The bulette joins the battle at the start of the second round, and the firelasher joins the fight in the third round. When the oni mage drops its disguise, read:
When the bulette appears, read: The ground erupts as an armored beast breaks through the rock, its predator’s eyes glinting with hunger. When the firelasher joins the fight, read:
The hag’s form melts away to reveal a mail-clad blue humanoid easily 9 feet tall. Horns sprout from its head and its baleful red eyes glow. It spits a curse your way as it reaches for the greatsword strapped to its back.
Features of the Area Illumination: If it’s day, the western portion of room 1 has dim light. Otherwise, room 1 is dark. Room 2 is dark regardless. Once the firelasher joins the fight, it sheds bright light in a 20-square radius. Ceiling: The ceilings throughout the encounter area are 20-feet tall. Molten Pit: A molten pit takes up much of room 2. It descends 30 feet to a thin crust covering magma. A fall from the ledge deals 3d10 damage, and characters starting their turns in the pit take 10 fire damage. If a character starts three consecutive turns in the pit, he or she breaks through the crust, plunges into the lava, and is slain instantly. Statues: Flanking the double doors in the western wall are two identical statues. Each depicts a dwarf wearing plate armor and holding a greataxe in both hands, the blades between their stone feet. Dwarf characters in spaces adjacent to the statue gain a +1 power bonus to attack rolls.
A swirling ball of fire spins out of the darkness, and you can just make out monstrous features in its elemental form. Oni Mage (O)
Level 10 Elite Lurker
Large natural humanoid XP 1,000 Initiative +10 Senses Perception +7; darkvision HP 172; Bloodied 86 AC 26; Fortitude 25, Reflex 24, Will 24 Saving Throws +2 Speed 7, fly 8 (clumsy) Action Points 1 m Greatsword (standard; at-will) ✦ Weapon Reach 2; +15 vs. AC; 2d6 + 6 damage. C Freezing Blast (standard; recharge 6) ✦ Cold Close blast 5; +15 vs. Fortitude; 1d8 + 6 cold damage, and the target is slowed (save ends). A Lightning Storm (standard; recharge 5 6) ✦ Lightning Area burst 2 within 10; +15 vs. Reflex; 2d6 + 4 lightning damage. Combat Advantage An oni mage deals 1d6 extra damage on melee attacks against any target it has combat advantage against. Deceptive Veil (minor; at-will) ✦ Illusion The oni mage can disguise itself to appear as any Medium or Large humanoid. A successful Insight check (opposed by the oni’s Bluff check) pierces the disguise. Invisibility (standard; at-will) ✦ Illusion The oni turns invisible until it attacks. Alignment Evil Languages Common, Giant Skills Arcana +14, Bluff +15, Insight +12 Str 22 (+11) Dex 13 (+6) Wis 14 (+7) Con 20 (+10) Int 18 (+9) Cha 21 (+10) Equipment chainmail, greatsword
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Bulette (B)
Level 9 Elite Skirmisher
Large natural beast XP 800 Initiative +7 Senses Perception +5; darkvision, tremorsense 20 HP 204; Bloodied 102; see also second wind AC 27; Fortitude 26, Reflex 21, Will 21 Saving Throws +2 Speed 6, burrow 6; see also earth furrow Action Points 1 m Bite (standard; at-will) Before it bites, the bulette can make a standing long jump (as a free action) without provoking opportunity attacks: +14 vs. AC; 2d6 + 7 damage, or 4d6 + 7 damage against a prone target. C Rising Burst (standard; at-will) Close burst 2; the bulette sprays rock and dirt into the air when it rises out of the ground: +13 vs. AC; 1d6 + 7 damage. M Earth Furrow (move; at-will) The bulette can move its burrow speed just below the surface of the ground, avoiding opportunity attacks as it passes underneath other creatures’ squares. As it burrows beneath the space of a Medium or smaller creature on the ground, the bulette makes an attack against the creature: +8 vs. Fortitude; on a hit, the target is knocked prone. Ground Eruption The squares into which a bulette surfaces and the squares it leaves when it burrows underground become difficult terrain. Second Wind (standard; encounter) ✦ Healing The bulette spends a healing surge and regains 51 hit points. It gains a +2 bonus to all defenses until the start of its next turn. Alignment Unaligned Languages — Skills Athletics +16, Endurance +15 Str 24 (+11) Dex 13 (+5) Wis 12 (+5) Con 22 (+10) Int 2 (+0) Cha 8 (+3)
Firelasher (F)
Level 11 Skirmisher
Large elemental magical beast (air, fire) XP 600 Initiative +12 Senses Perception +5 HP 108; Bloodied 54 AC 25; Fortitude 21, Reflex 25, Will 20 Immune disease, poison; Resist 25 fire Speed fly 8 (hover) m Fire Lash (standard; at-will) ✦ Fire Reach 2; +14 vs. Reflex; 2d8 + 5 fire damage. C Wildfire Cyclone (standard; recharge 5 6) ✦ Fire Close burst 2; +14 vs. Reflex; 2d6 + 5 fire damage, and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone. Whirlwind Dash (standard; recharge 6) ✦ Fire The firelasher can move twice its speed. It can move through spaces occupied by other creatures without provoking opportunity attacks. It must end its move in an unoccupied space. Any creature whose space the firelasher enters takes 10 fire damage. Mutable Shape The firelasher can squeeze through spaces as though it was a Medium creature. Alignment Unaligned Languages Primordial Str 11 (+5) Dex 21 (+10) Wis 11 (+5) Con 12 (+6) Int 7 (+3) Cha 8 (+4)
The bulette lacks subtlety. On its initiative during the second round, it burrows 3 squares (solid rock) and makes a rising burst attack when it surfaces in the eastern chamber. (Note the area where it surfaced; it counts as difficult terrain.) It then spends an action point to make a bite attack, making a standing long jump as a free action to reach the next closest enemy. Each round thereafter, the bulette uses earth furrow and surfaces to bite an enemy whenever its movement knocks an enemy prone. The bulette fights to the death. The firelasher prefers to fight in room 2, but if it has no targets, it leaves the area to join the closest battle. It uses whirlwind dash to position itself where its wildfire cyclone would be most effective and uses it on its next turn. While waiting for its powers to recharge, the elemental uses fire lash. If it becomes bloodied, it retreats to room 2 where it makes its stand.
Tactics When the oni mage drops deceptive veil, it uses freezing blast to catch the largest group of characters and then spends an action point to use invisibility. It flies into the room where the bulette hides and waits to press the attack for when its reinforcements arrive. Once the bulette closes, the oni mage uses lightning storm against any controllers, thus ending its invisibility. While waiting for its area and close attacks to recharge, it uses invisibility and makes greatsword attacks every other round against strikers and controllers. The oni mage flees to room 3 to warn its allies if reduced to 40 hit points or fewer.
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F2: INFESTED MINE
Destrachan Far Voice (D)
Encounter Level 11 (3,000 XP)
Setup 1 destrachan far voice (D) 2 warped cultists (C) 4 orc miners (M) A destrachan far voice works with the orc miners to expand this chamber. A warped cultist oversees the operation, commanding the orcs to work faster, while another cultist emerges from the side passage after checking with the other cultists in the deeper tunnels. If the oni mage fled room 1, it traveled here to warn the creatures here, so the creatures are ready for the PCs. Otherwise, the adventurers automatically gain surprise due to the noise. When the PCs enter this room, read: Green light shines from a medallion around the neck of a hideously malformed human, his f lesh distended and shifting as if things crawled beneath its skin. Orcs swing picks at the walls, while a larger creature equipped with a strange tubelike snout, f lapping ears, and a stubby tail, causes the stone to shatter with blasts issued from its maw. Beyond, a steep cliff rises to a chamber above, while a small tunnel in the western wall leads off into darkness.
Chaos Phage
Level 15 Artillery
Large aberrant magical beast (blind) XP 1,200 Initiative +12 Senses Perception +14; blindsight 20 HP 122; Bloodied 61 AC 28; Fortitude 32, Reflex 27, Will 25 Immune gaze; Resist 15 thunder Speed 8, climb 4 m Claw (standard; at-will) +20 vs. AC; 1d8 + 6 damage. R Sound Pulse (standard; at-will) ✦ Thunder Ranged 10; +19 vs. Reflex; 2d8 + 8 thunder damage. C Bellowing Blast (standard; recharge 3 4 5 6) ✦ Thunder Close blast 5; +19 vs. Fortitude; 2d6 + 8 thunder damage, and the target is dazed (save ends). C Reverberate (standard; encounter) ✦ Thunder Close burst 2; +19 vs. Fortitude; 2d8 + 8 thunder damage, and the target is stunned (save ends). Miss: Half damage, and the target is dazed until the end of the destrachan far voice’s next turn. Alignment Evil Languages Deep Speech Skills Bluff +12, Stealth +17 Str 23 (+13) Dex 20 (+12) Wis 15 (+9) Con 26 (+15) Int 10 (+7) Cha 11 (+7)
4 Orc Miners (M)
Level 9 Minion Brute
Medium natural humanoid XP 100 each Initiative +4 Senses Perception +4; low-light vision HP 1; a missed attack never damages a minion. AC 21; Fortitude 19, Reflex 16, Will 16 Speed 6 (8 while charging) m War Pick (standard; at-will) ✦ Weapon +14 vs. AC; 6 damage. Alignment Chaotic evil Languages Common, Giant Str 17 (+7) Dex 11 (+4) Wis 10 (+4) Con 15 (+6) Int 8 (+3) Cha 9 (+3) Equipment hide armor, war pick
Level 16 Disease
2 Warped Cultists (C)
Level 12 Skirmisher
Medium elemental humanoid, human, slaad XP 700 each Initiative +10 Senses Perception +5 HP 122; Bloodied 61; see also bloodied transformation AC 24; Fortitude 25, Reflex 22, Will 23 Immune chaos phage (see below) Speed 5; see also warp step m Greatsword (standard; at-will) ✦ Weapon +17 vs. AC; 2d6 + 5 damage. C Reckless Arc (standard; encounter) ✦ Weapon Requires greatsword; close burst 1; +17 vs. AC; 4d6 + 5 damage. Effect: The warped cultist grants combat advantage to any enemy until the start of its next turn. Bloodied Transformation (when first bloodied) ✦ Polymorph A slaad abomination rips itself free from the cultist’s body. Until the end of the encounter, the warped cultist gains a +2 to all defenses, low-light vision, and can use the claws, warping flux, and warp step powers. However, the warped cultist can no longer use its greatsword or reckless arc powers. m Claws (standard; usable only while affected by bloodied transformation; at-will) ✦ Disease +17 vs. AC; 2d4 + 5 damage, and the warped cultist makes a secondary attack against the same target. Secondary Attack: +15 vs. Fortitude; the target contracts chaos phage (see below). C Warping Flux (standard; usable only while affected by bloodied transformation; encounter) ✦ Psychic, Teleportation Close burst 3; +13 vs. Will; 1d6 + 3 psychic damage, the target teleports 3 squares, and the target is dazed (save ends). Miss: No damage, but the target teleports 3 squares and is dazed until the end of the warped cultist’s next turn. Warp Step (move; usable only while affected by bloodied transformation; at-will) ✦ Teleportation The warped cultist teleports 1d6 squares. Alignment Chaotic evil Languages Common, Primordial Skills Athletics +15, Stealth +12 Str 21 (+11) Dex 15 (+8) Wis 9 (+5) Con 18 (+10) Int 8 (+5) Cha 17 (+9) Equipment chainmail, greatsword, shining medallion
Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower The target is cured.
!
Initial Effect: A slaad embryo is implanted in the target.
!"
The target takes a –2 penalty to Will. While bloodied, the target succumbs to madness and attacks the nearest creature.
"
The target dies, and a slaad tadpole burrows out of its skull (see MM 237).
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Tactics
Features of the Area
As near as the cultists are to creating a new breed of perfect specimens, the adventurers’ arrival proves intensely frustrating. As a result, the cultists commit themselves to destroying the intruders. Each cultist draws its greatsword and charges the closest character, using reckless sweep when presented with two or more targets. Once the cultist becomes bloodied, a slaad abomination rips itself free from his body and immediately sets out to butcher the PCs where they stand. The new abomination uses warping flux to teleport behind the PCs’ front ranks to worry controllers and ranged strikers with claw attacks. Thereafter, if the warped cultist becomes marked, it uses warp step to stay out of its enemy’s reach, charging another enemy as they reappear. The warped cultists fight to the death. The destrachan far voice helps with the cultists since their ambition is not far off from its own—creating death and madness. This said, it is not particularly loyal, and when it attacks, it freely catches the warped cultists in its attacks if they get in its way. The destrachan moves to use bellowing blast and then scuttles away, peppering the PCs with sound pulse until its blast attack recharges. If two or more enemies come within 2 squares of it, it uses reverberate and then slips away to blast the offending enemies once more. The destrachan fights to the death. The orc miners want no part in the struggle, but as long as the warped cultists live, they fight the PCs. They work together, all four striking one character at a time. The orc miners surrender if the warped cultists are slain.
Illumination: Each warped cultist carries a shining necklace, shedding bright light in a 5-square radius. Rubble: Squares containing rubble count as difficult terrain. Precipice: A sheer cliff rises 30 feet at the cavern’s northern end, marking the end of room 6. Climbing the cliff requires a DC 15 Athletics check. Tools: Scattered throughout the chamber are six picks, four shovels, a lantern, and two sunrods.
Conclusion If any of the orc miners live long enough to surrender, they might be convinced to help the adventurers. Getting their help requires a complexity 1 skill challenge (4 successes before 3 failures) with DC 10 Bluff, Diplomacy, or Intimidate checks. If any character failed a saving throw to avoid becoming infected by chaos phage, the PCs take a –5 penalty to all checks related to this skill challenge. A victory ensures the orc miners remain loyal enough to aid the PCs through one combat. A failure indicates the orcs won’t hinder the PCs, but they won’t help either and they try to escape at their first opportunity. The orcs, if made friendly, also volunteer information about the happenings in the tunnels. They explain the cultists have brought prisoners into the tunnels and do terrible things to them. They know the cultists can be found beyond the cliff, but warn the heroes that restless dead guard that path. The orcs also tell the PCs that a queer idol lurks down the side passage and that many crazed cultists worship it.
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F3: ENTROPIC THRALLS Encounter Level 10 (2,500 XP)
Setup 1 suppurating eidolon (E) 2 warped cultists (C) 4 wretched and unclean (U) A warped cultist leaves the chamber containing the eidolon. The rest of the inhabitants gather around the idol, where they offer it prayers and sacrifices of their own flesh. The warped cultist is bound for room 3 when the PCs come within his line of sight. If the characters succeed on a DC 15 Stealth check, they take the room’s denizens by surprise. Furthermore, if the characters kill the warped cultist before the start of the next round, the PCs can also take a move action before the start of the next round since the other cultists are oblivious to anything but their agony. When the PCs see a warped cultist, read: A heaving wretch wrapped in sodden rags surges forward, brandishing a greatsword. You see things moving beneath its skin.
Chaos Phage
Suppurating Eidolon (E) Level 12 Controller (Leader)
2 Warped Cultists (C)
Large elemental animate (construct) XP 700 Initiative +8 Senses Perception +9 Fearless Followers aura 5; allies within the aura are immune to fear. HP 123; Bloodied 61 AC 27; Fortitude 25, Reflex 22, Will 23 Immune disease, fear, sleep Speed 5 m Slam (standard; at-will) Reach 2; +17 vs. AC; 2d6 + 5 damage. C Curse of Madness (immediate reaction, when an enemy attacks the eidolon while unspeakable stance is active; at-will) ✦ Psychic Tendrils of filthy darkness penetrate the creature that triggered the attack: close burst 10; targets the triggering enemy; +16 vs. Will; 1d8 + 5 psychic damage, and the target is dominated until the end of the suppurating eidolon’s next turn. Miss: Half damage, and the target is instead dazed until the end of the suppurating eidolon’s next turn. C Caustic Inundation (immediate reaction, when an enemy kills one of the suppurating eidolon’s allies in the eidolon’s line of sight; at-will) ✦ Acid Close burst 3; targets enemies; +14 vs. Reflex; 1d8 + 5 acid damage. Unspeakable Stance (standard; at-will) ✦ Psychic The suppurating eidolon assumes a meditative stance. Until the end of its next turn, the eidolon gains resist 20 to all damage, and allies in its line of sight deal 1d6 extra psychic damage on their melee attacks. If the eidolon moves, the effect ends. Alignment Chaotic evil Languages — Str 21 (+11) Dex 14 (+8) Wis 16 (+9) Con 19 (+10) Int 6 (+4) Cha 11 (+6)
Medium elemental humanoid, human, slaad XP 700 each Initiative +10 Senses Perception +5 HP 122; Bloodied 61; see also bloodied transformation AC 24; Fortitude 25, Reflex 22, Will 23 Immune chaos phage (see below) Speed 5; see also warp step m Greatsword (standard; at-will) ✦ Weapon +17 vs. AC; 2d6 + 5 damage. C Reckless Arc (standard; encounter) ✦ Weapon Requires greatsword; close burst 1; +17 vs. AC; 4d6 + 5 damage. Effect: The warped cultist grants combat advantage to any enemy until the start of its next turn. Bloodied Transformation (when first bloodied) ✦ Polymorph A slaad abomination rips itself free from the cultist’s body. Until the end of the encounter, the warped cultist gains a +2 to all defenses, low-light vision, and can use the claws, warping flux, and warp step powers. However, the warped cultist can no longer use its greatsword or reckless arc powers. m Claws (standard; usable only while affected by bloodied transformation; at-will) ✦ Disease +17 vs. AC; 2d4 + 5 damage, and the warped cultist makes a secondary attack against the same target. Secondary Attack: +15 vs. Fortitude; the target contracts chaos phage (see below). C Warping Flux (standard; usable only while affected by bloodied transformation; encounter) ✦ Psychic, Teleportation Close burst 3; +13 vs. Will; 1d6 + 3 psychic damage, the target teleports 3 squares, and the target is dazed (save ends). Miss: No damage, the target teleports 3 squares, and is dazed until the end of the warped cultist’s next turn. Warp Step (move; usable only while affected by bloodied transformation; at-will) ✦ Teleportation The warped cultist teleports 1d6 squares. Alignment Chaotic evil Languages Common, Primordial Skills Athletics +15, Stealth +12 Str 21 (+11) Dex 15 (+8) Wis 9 (+5) Con 18 (+10) Int 8 (+5) Cha 17 (+9) Equipment chainmail, greatsword, shining medallion
Level 16 Disease
Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower The target is cured.
!
Initial Effect: A slaad embryo is implanted in the target.
!"
The target takes a –2 penalty to Will. While bloodied, the target succumbs to madness and attacks the nearest creature.
"
Level 12 Skirmisher
The target dies, and a slaad tadpole burrows out of its skull (see MM 237).
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When the PCs see a wretched and unclean, read: Clearly once human, this vile creature is a mass of dripping flesh and exposed bones, yet somehow still alive. When the PCs see the suppurating eidolon, read: A grotesque statue, all its contorted faces wailing and vomiting ichors, comes to life and steps down from its pedestal to face you. 4 Wretched and Unclean (U) Level 9 Minion Brute Medium elemental humanoid, human XP 100 each Initiative +9 Senses Perception +3 HP 1; a missed attack never damages a minion; see also corrosive eruption AC 23; Fortitude 22, Reflex 21, Will 20 Resist 5 acid Speed 6 m Claws (standard; at-will) +14 vs. AC; 5 damage. C Corrosive Eruption (when reduced to 0 hit points) ✦ Acid Close burst 3; +10 vs. Reflex; 5 acid damage. Alignment Chaotic evil Languages Common Str 19 (+8) Dex 17 (+7) Wis 8 (+3) Con 14 (+6) Int 12 (+5) Cha 14 (+6) Equipment rags
Tactics The warped cultists throw themselves against the PCs, exposing themselves to danger to trigger their bloodied transformation. Once freed, the warped cultists attack one character and then use warp step so they can attack another character. They repeat this tactic until each character has been exposed to chaos phage. The warped cultists fight to the death. The wretched and unclean support the warped cultists, each too far devolved to do much more than rend flesh with their claws. They sacrifice themselves gladly, moving into position where they can attack several enemies with corrosive eruption when they are inevitably cut down. The most important combatant, though, is the suppurating eidolon. It steps down from its pedestal and moves so it can keep all its allies in its line of sight. This way they can benefit from its unspeakable stance. Once the wretched and unclean are destroyed, the suppurating eidolon exits its stance, joins the fight, and makes slam attacks each round.
Features of the Area Illumination: Each cultist wears a shining medallion and sheds bright light in a 5-square radius. Rubble: Squares containing rubble count as difficult terrain.
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F4: OUTRAGED DEAD Encounter Level 11 (3,000 XP)
Setup Kalan the Avenger (K) 4 skeletal hammerer (H) These animated remains of dwarf warriors were defeated by the cult and driven into the mines, where they plot their revenge.
Kalan the Avenger (K)
Level 14 Soldier (Leader)
Medium natural animate (undead) XP 1,000 Initiative +10 Senses Perception +12; darkvision Flames of Vengeance (Fire) aura 1; allies who start their turns within the aura deal 5 extra fire damage on melee attacks. HP 141; Bloodied 70 AC 28; Fortitude 28, Reflex 24, Will 27 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 5 m Fiery Warhammer (standard; at-will) ✦ Fire, Weapon +19 vs. AC; 1d10 + 7 damage plus 1d6 fire damage, and the target is marked until the end of Dalan’s next turn. A Volcanic Burst (standard; recharge 4 5 6) ✦ Fire Area burst 1 within 10; +15 vs. Reflex; 1d6 + 5 fire damage, and the target is pulled 5 squares. Back on Your Feet (immediate reaction, when an ally within line of sight is reduced to 0 hit points; encounter) ✦ Healing The ally regains 20 hit points, stands immediately, and makes a melee basic attack as a free action. Stand Your Ground When an effect forces Dalan to move—through a pull, a push, or a slide—Dalan moves 1 square less than the effect specifies. When an attack would knock Dalan prone, he can roll a saving throw to avoid falling prone. Alignment Unaligned Languages Common, Dwarven Str 23 (+13) Dex 13 (+8) Wis 20 (+12) Con 21 (+12) Int 9 (+6) Cha 14 (+9) Equipment plate armor, warhammer
When the PCs can see this room, read: Rubble litters the floor. Rising from the debris, you see a number of dwarf-sized skeletons, their eyes burning with hatred. Purplish light shines from a higher opening at the top of the far wall.
4 Skeletal Hammerers (H)
Level 10 Brute
Medium natural animate (undead) XP 500 each Initiative +10 Senses Perception +12; darkvision HP 126; Bloodied 63 AC 23; Fortitude 22, Reflex 23, Will 20 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 7 m Pounding Hammers (standard; at-will) ✦ Weapon The skeletal hammerer makes two warhammer attacks against the same target: +13 vs. AC; 1d10 + 4 damage. If both attacks hit the same target, it is pushed 2 squares after the attack. M Hammerfall (standard; at-will) ✦ Weapon The skeletal hammerer makes two pounding hammer attacks (four attacks total). M Sudden Strike (immediate reaction, when an adjacent enemy shifts; at-will) ✦ Weapon The skeletal hammer makes a melee basic attack against the enemy that triggered the attack. Alignment Unaligned Languages — Str 18 (+9) Dex 20 (+10) Wis 14 (+7) Con 16 (+8) Int 3 (+1) Cha 3 (+1) Equipment 4 warhammers
Tactics The skeletal hammerers engage the closest enemies. Kalan uses volcanic burst during the first round, targeting characters in the back, and then he closes to fight in melee where his presence boosts his allies’ attacks.
Features of the Area Illumination: Light from room 17 fills this chamber with dim light. Precipice: A sheer cliff rises 30 feet at the cavern’s northern end, marking the end of room 6. Climbing the cliff requires a DC 15 Athletics check.
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F5: HIDEOUS CULTISTS
Anax the Foul
Encounter Level 12 (3,500 XP)
Setup Anax the Foul (A) 1 gray slaad (G) 2 warped cultists (C) 3 mutated thralls (T) The creatures do not appear until the PCs open the doors in room 1. The sound draws them from their hiding places. When the creatures emerge, read: Three mobile tumors, bodies fat and glistening, waddle out onto the ledge. They have spindly arms ending in blackened hands clutching greasy filth. A whip-thin humanoid comes round the corner, greatsword in his hands. His face is a nightmare of scars, and worms wriggle beneath the shiny tissue. When the PCs see the gray slaad, read: An ungainly humanoid—a cross between a man and a toad—croaks at you. Reality rejects its presence, because light bends and wavers as it falls across its hideous form. Chaos Phage
Level 13 Controller (Leader)
Medium elemental humanoid, human XP 800 Initiative +8 Senses Perception +9; low-light vision Intoxicating Musk (Poison) aura 3; all creatures other than Anax who start their turns within the aura take a –2 penalty to attack rolls and their melee attacks gain a +5 bonus to damage rolls. HP 128; Bloodied 64 AC 27; Fortitude 24, Reflex 25, Will 27 Immune chaos phage (see below) Speed 6 m Bewildering Caress (standard; at-will) ✦ Fear +18 vs. AC; 1d4 + 2 damage, and Anax makes a secondary attack against the same target. Secondary Attack: +17 vs. Will; the target is dominated until the end of Anax’s next turn. R Madness Blossoms (standard; at-will) ✦ Psychic Ranged 20; +17 vs. Reflex; 1d6 + 5 psychic damage, and the target is dazed until the end of Anax’s next turn. A Elemental Conflagration (standard; recharge 6) Area burst 1 within 10; +15 vs. Reflex; 1d8 + 6 damage, and the target slides 3 squares and grants combat advantage to any enemy (save ends). C Corrosive Vomit (immediate reaction, when hit by a melee attack; encounter) ✦ Acid Close blast 5; +15 vs. Reflex; 2d6 + 6 acid damage, and ongoing 10 acid damage (save ends). Alignment Chaotic evil Languages Common, Primordial Skills Arcana +15, Endurance +13, Insight +9 Str 9 (+5) Dex 14 (+8) Wis 6 (+4) Con 16 (+8) Int 19 (+10) Cha 23 (+12) Equipment robes, fleshy orb
Level 16 Disease
Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower The target is cured.
!
Initial Effect: A slaad embryo is implanted in the target.
!"
The target takes a –2 penalty to Will. While bloodied, the target succumbs to madness and attacks the nearest creature.
"
The target dies, and a slaad tadpole burrows out of its skull (see MM 237).
Gray Slaad (G)
Level 13 Skirmisher
Medium elemental humanoid XP 800 Initiative +12 Senses Perception +7; low-light vision HP 128; Bloodied 64; see also planar flux AC 27; Fortitude 25, Reflex 26, Will 24 Immune chaos phage (see below) Speed 6, teleport 4 m Claws (standard; at-will) ✦ Disease +18 vs. AC; 2d8 + 2 damage, and the slaad makes a secondary attack against the same target. Secondary Attack: +16 vs. Fortitude; on a hit, the target contracts chaos phage (see below). R Condition Transfer (immediate reaction, when hit by an attack that applies any condition; recharge 5 6) Ranged 5; +16 vs. Fortitude; conditions applied by the triggering attack affect the target instead of the slaad. C Induce Planar Instability (standard; encounter) Close burst 3; +16 vs. Will; 1d8 + 2 damage, and the target shifts 3 squares and is knocked prone. Planar Flux (free, when first bloodied; encounter) ✦ Teleportation The slaad teleports 8 squares and becomes insubstantial until the end of its next turn. Alignment Chaotic evil Languages Primordial Skills Athletics +13, Stealth +15 Str 15 (+8) Dex 18 (+10) Wis 12 (+7) Con 16 (+9) Int 9 (+5) Cha 14 (+8)
4 Mutated Thralls (T)
Level 10 Minion
Medium elemental humanoid, human XP 125 each Initiative +10 Senses Perception +4 HP 1; a missed attack never damages a minion AC 24; Fortitude 21, Reflex 24, Will 19 Speed 7 m Tentacles (standard; at-will) +14 vs. AC; 6 damage, and slide the target 1 square. r Gobs of Filth (standard; at-will) ✦ Poison Ranged 5; +17 vs. AC; 6 poison damage. Alignment Chaotic evil Languages Common Str 17 (+8) Dex 22 (+11) Wis 8 (+4) Con 12 (+6) Int 6 (+3) Cha 13 (+6) Equipment rags
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2 Warped Cultists (C)
Level 12 Skirmisher
Medium elemental humanoid, human, slaad XP 700 each Initiative +10 Senses Perception +5 HP 122; Bloodied 61; see also bloodied transformation AC 24; Fortitude 25, Reflex 22, Will 23 Immune chaos phage (see below) Speed 5; see also warp step m Greatsword (standard; at-will) ✦ Weapon +17 vs. AC; 2d6 + 5 damage. C Reckless Arc (standard; encounter) ✦ Weapon Requires greatsword; close burst 1; +17 vs. AC; 4d6 + 5 damage. Effect: The warped cultist grants combat advantage to any enemy until the start of its next turn. Bloodied Transformation (when first bloodied) ✦ Polymorph A slaad abomination rips itself free from the cultist’s body. Until the end of the encounter, the warped cultist gains a +2 to all defenses, low-light vision, and can use the claws, warping flux, and warp step powers. However, the warped cultist can no longer use its greatsword or reckless arc powers. m Claws (standard; usable only while affected by bloodied transformation; at-will) ✦ Disease +17 vs. AC; 2d4 + 5 damage, and the warped cultist makes a secondary attack against the same target. Secondary Attack: +15 vs. Fortitude; the target contracts chaos phage (see below). C Warping Flux (standard; usable only while affected by bloodied transformation; encounter) ✦ Psychic, Teleportation Close burst 3; +13 vs. Will; 1d6 + 3 psychic damage, the target teleports 3 squares, and the target is dazed (save ends). Miss: No damage, the target teleports 3 squares, and is dazed until the end of the warped cultist’s next turn. Warp Step (move; usable only while affected by bloodied transformation; at-will) ✦ Teleportation The warped cultist teleports 1d6 squares. Alignment Chaotic evil Languages Common, Primordial Skills Athletics +15, Stealth +12 Str 21 (+11) Dex 15 (+8) Wis 9 (+5) Con 18 (+10) Int 8 (+5) Cha 17 (+9) Equipment chainmail, greatsword, shining medallion
When the PCs see Anax, read: You catch a faint, strangely pleasant odor when you first see this misshapen human dressed in lilac robes. With a thatch of greasy red hair pasted to his smooth skull, he seems perverse—wrong somehow. He pulls his hand up to reveal a shuddering tumor spilling foulness through his fingers and down his upraised arm. He cackles madly as the f leshy orb quivers in similar delight.
Tactics The mutated thralls hold their positions on the ledge and throw gobs of filth at the characters closest to them. As with the other warped cultists, the ones found here are reckless, and they expose themselves to attacks to trigger their bloodied transformation. The cultists and the mutated thralls fight to the death. Anax and the gray slaad support their lackeys. Anax keeps the warped cultists inside the aura of his intoxicating musk and uses elemental conf lagration at the encounter’s start. While waiting for this power to recharge, he throws madness blossoms and gropes adjacent enemies with bewildering caress. Anax fights until the gray slaad is slain, at which point he retreats to the landing, where he shouts a warning to the enemies in room 14 and makes a stand there. The gray slaad teleports around the battlefield, training its attacks against low-Fortitude enemies such as wizards, rogues, and the like. It uses planar instability only if faced with two or more foes at once. The slaad fights until slain.
Features of the Area Illumination: The warped cultists each wear medallions that shed bright light in a 5-square radius. Stairs: Spaces containing stairs count as difficult terrain. Ledge: The ledge stands 10 feet above the floor. Climbing the wall requires a DC 20 Athletics check. A fall from the ledge deals 1d10 damage. Statues and Pillars: The statues in room 8 and the pillars in room 10 are stone. Each has an AC 4; Fortitude 10, Reflex 4, and 50 hit points. Reducing a statue to 0 hit points fills its square with rubble and the square counts as difficult terrain until cleared.
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SC3: CONGRESS WITH THE DEAD
Congress with the Dead Skill Challenge
Level 10 (500 XP)
To gain the ghost’s aid, the PCs must convince it of their good intentions. Complexity 1 (requires 4 successes before 3 failures). Primary Skills Diplomacy, History, Insight Other Skills Bluff, Intimidate Victory Murat believes the adventurers and grants them a boon (see Treasure). Defeat The ghost disbelieves the characters and vanishes, but not before stealing a healing surge from each character within 5 squares. Diplomacy DC 16 (1 success, no maximum) Characters who spent at least 5 minutes reading the inscriptions in room 8 gain a +2 bonus to Diplomacy checks. Paying the fallen hero proper respect, the PC explains the reason for being here. History DC 16 (1 success, 1 maximum) Characters who spent at least 5 minutes reading the inscriptions in room 8 gain a +2 bonus to History checks. The PC recounts some of the dwarf ’s great deeds. Insight DC 16 (1 success, 2 maximum) In addition to counting as a success, a character also gains a +2 bonus to its next Diplomacy check. A failed Insight check also results in a –2 penalty to the next Diplomacy check made, and closes off future uses of this skill. The PC watches the ghost, trying to read its emotions though centuries stand between the PC’s life and his. Bluff DC 21 (1 success, no maximum) A failed check cancels all other successes and closes off future uses of the Bluff skill for this challenge. The PC tries to deceive the dwarf, masking the PC’s true intentions behind a lie. Intimidate DC 21 (1 success, no maximum) An Intimidate check results in an automatic failure. In addition to counting as a failure, the character making the Intimidate check loses 1 healing surge. Bluster and threats are the PC’s weapons against this old fool.
Setup When the PCs enter this room, read: Wide pillars featuring reliefs depicting axes and hammers march down to the chamber’s end on either side. Centered between them, against the far wall, stands a stone sarcophagus, its lid shattered and lying on the f loor. When a PC comes within 3 squares of the sarcophagus, read: The temperature plunges as a ghostly form rises from the tomb. A dwarf, with a long beard, hard eyes beneath bushy eyebrows, and wearing spectral plate armor with a great hammer slung over his back, examines you and speaks: “You! Why have you violated this sacred place?” Murat’s ghost does not fight the PCs and vanishes if attacked. However, if the PCs speak with the ghost and treat it with respect, they might gain his aid in defeating the cultists. Begin the skill challenge. Treasure (Parcel 2): If the characters succeeded on the skill challenge, Murat rewards them with a +3 thundering warhammer. A failed skilled challenge requires the characters to succeed on a DC 21 Perception check to find the hammer. It is within a secret compartment beneath the sarcophagus.
Level 10 XP 500
The ghost regards you with suspicion, awaiting an explanation for why you disturbed his rest.
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F6: LIVING STATUES? Encounter Level 11 (3,000 XP)
Setup Animating spirit (A) 1 beholder eye of f lame (E) 3 shardsoul slayers (S) What once captured Murat’s greatest victories in stone is now a mustering place for the cult’s greatest thralls. Awaiting the final preparations and emergence of the mutated host in the upper chambers beyond, they loiter here. The beholder passes the time scorching the occasional rat with its fire ray and hovers in the darkness near the ceiling. Three shardsoul slayers, each containing a fragment of a long dead primordial, linger near the statues, while a malevolent spirit flits about the room, too terrified of the creatures to attack them directly. When the PCs see the beholder, read: A large ruddy red sphere f loats near the ceiling, spinning and fixing you with its horrible eyes. When the PCs see a shardsoul slayer, read: The shadows coalesce into a strange, horned automaton. A fiery red eye burns in the center of its head.
Tactics The denizens attack when the PCs enter the room. The beholder stays out of melee reach but descends so the PCs are within 4 squares to keep them in its aura. While the constructs keep the strikers and defenders busy, the beholder targets ranged characters with
Beholder Eye of Flame (E)
Level 13 Elite Artillery
Large aberrant magical beast XP 1,600 Initiative +11 Senses Perception +15; all-around vision, darkvision Eyes of the Beholder aura 5; at the start of each enemy’s turns, if that creature is within the aura and in the eye of flame’s line of sight, the eye of flame uses one random eye ray power against that creature. HP 204; Bloodied 102; see also fiery burst AC 26; Fortitude 26, Reflex 27, Will 28 Saving Throws +2 Speed fly 6 (hover) Action Points 1 m Bite (standard; at-will) +18 vs. AC; 2d6 damage. R Central Eye (minor; at-will) Ranged 8; the target gains vulnerable 10 fire, and any attack that deals fire damage to the target also deals ongoing 5 fire damage (save ends both). R Eye Rays (standard; at-will) ✦ see text The eye of flame can use up to two eye ray powers (chosen from the list below), at least one of which must be a fire ray. Each power must target a different creature. Using eye rays does not provoke opportunity attacks. 1—Fire Ray (Fire): Ranged 8; +17 vs. Reflex; 2d8 + 6 fire damage. 2—Telekinesis Ray: Ranged 8; +17 vs. Fortitude; the target slides 4 squares. 3—Fear Ray (Fear): Ranged 8; +17 vs. Will; the target moves its speed away from the eye of flame by the safest route possible and takes a –2 penalty to attack rolls (save ends). C Fiery Burst (when first bloodied and again when the eye of flame is reduced to 0 hit points) ✦ Fire Close burst 2; +17 vs. Reflex; 2d8 + 6 fire damage. Alignment Evil Languages Deep Speech Str 10 (+6) Dex 20 (+11) Wis 19 (+10) Con 18 (+10) Int 14 (+8) Cha 23 (+12)
its central eye followed by its fire ray. As long as the animating spirit is present, the beholder uses its telekinesis ray to slide an enemy into a space adjacent to a statue. It resorts to its fear ray only if an enemy comes too close.
3 Shardsoul Slayers (S)
Level 8 Soldier
Medium elemental animate (construct) XP 350 each Initiative +13 Senses Perception +5; darkvision Deranging Aura (Charm) aura 5; any enemy who starts its turn within the aura take a –2 penalty to attack rolls and gain a +2 bonus to damage rolls. Each enemy whose attack misses the shardsoul slayer must make a melee basic attack against the nearest ally within reach as a free action. HP 90; Bloodied 45; see also shardsoul release AC 23; Fortitude 21, Reflex 20, Will 18 Immune disease, poison; Resist 5 radiant Speed 6, jump 4 m Claw (standard; at-will) +14 vs. AC; 1d8 + 5 damage, and the target is marked until the end of the shardsoul slayer’s next turn. M Slaying Frenzy (standard; recharge 5 6) The shardsoul slayer makes two claw attacks. If either attack hits a target marked by the shardsoul slayer, or if both attacks hit the same target, that target is also dazed until the end of the slayer’s next turn. R Shardsoul Release (when reduced to 0 hit points) Ranged 10; affects one other shardsoul of the shardsoul slayer’s level or lower; the target can take one extra standard action on each of its next two turns. Focused Killer (immediate interrupt, when an adjacent enemy marked by the shardsoul slayer shifts; at-will) The shardsoul slayer makes a claw attack against that enemy. Skyfall Charge When a shardsoul slayer charges, it deals 1d8 extra damage. Alignment Chaotic evil Languages understands Common, Primordial Str 21 (+9) Dex 18 (+8) Wis 3 (+0) Con 17 (+7) Int 6 (+2) Cha 15 (+6) Equipment greatsword
The shardsoul slayers spring out of their hiding places, charging the closest PC and then following up on the next round with slaying frenzy. The slayers, knowing the animating spirit’s tactics, pull back to lure the PCs into spaces adjacent to the statues while their slaying frenzy powers recharge.
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The animating spirit flies to the nearest statue with a PC adjacent to it and then attacks. Each round, it flies to a new statue and attacks again. All creatures and the hazard fight to the death.
Features of the Area Illumination: This room is dark. Ceiling: The ceiling is 60 feet overhead. Statues: There are eleven statues in all, each depicting a different kind of creature. They include the following creatures: dragon, beholder, minotaur, marilith, pit fiend, shadar-kai, a weird jellyfish creature with eyestalks, owlbear, an earth titan, an ice archon, and a carrion crawler. The statues are all scaled down or up so they are the same size. See below for statistics. Stairs: A set of stairs leads up to room 15. Squares containing the stairs count as difficult terrain.
Animating Spirit (A) Hazard
Level 8 Lurker XP 350
A cruel spirit flits from statue to statue, animating the stone to deliver a nasty attack to the unprepared. Hazard: An invisible spirit moves into a statue’s space and smashes intruders with the statue’s animated appendages. Perception ✦ DC 19: The character notices a disturbance in the animating spirit’s space, thus revealing the hazard’s position until it moves again. Additional Skill: Arcana ✦ DC 14: The character recognizes the nature of the animating spirit, including its attack. Trigger When a living creature other than the beholder enters the room, the animating spirit rolls initiative and it moves on its turn. If it ends its movement in a space containing a statue, it attacks one adjacent enemy. Speed fly 4 Attack Standard Action Melee 1 Target: One creature Attack: +13 vs. AC Hit: 1d8 + 5 damage, and the target is knocked prone. If the target grants the animating spirit combat advantage, the hazard deals 2d8 extra damage. Countermeasures ✦ A character can attack a statue animated by a spirit. The statue has an AC 4; Fortitude 10, Reflex 4; 50 hit points. An attack that hits the statue also damages and pushes the animating spirit 1 square. ✦ A character can attack the spirit when it is not in a space containing the statue. The spirit is invisible and has an AC 23; all other defenses 19, 50 hit points; vulnerable 5 radiant. Destroying the animating spirit ends the hazard.
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F7: BEYOND THE PALE
2 Red Slaad (R)
E n co u n te r L eve l 1 4 ( 5 , 2 0 0 X P )
Setup Obsen (Z) 2 red slaads (R) 3 horrid spawn (H) Obsen, the cult leader, performs the final incantations for the ritual to complete his victims’ transformations into horrific abominations. It’s best if he’s nearing the end of his ritual when the PCs arrive, but if they took too many extended rests before getting here, you might consider altering the encounter, possibly adding additional horrid spawn or having the tunnels leading up to this encounter filled with these twisted wretches. In any event, two red slaad look on eagerly, while three “early adopters” step free from the gelatinous webbing to serve their new master at the start of the second round. When the characters enter, have them make Stealth checks against the passive Perceptions of everyone in this room (20 for Obsen, 18 for the slaad, and 11 for the spawn) to see which opponents are surprised. Perception Check DC 26: Two hulking humanoid figures loiter beyond the curtains.
Chaos Phage
Level 15 Soldier
Large elemental humanoid XP 1,200 each Initiative +13 Senses Perception +8; low-light vision HP 146; Bloodied 73 AC 29; Fortitude 28, Reflex 29, Will 25 Immune chaos phage (see below) Speed 8, teleport 4 m Bite (standard; at-will) Reach 2; +21 vs. AC; 2d8 + 6 damage. m Claw (standard; at-will) ✦ Disease Reach 2; +21 vs. AC; 1d6 + 3 damage, and the slaad makes a secondary attack against the same target. Secondary Attack: +19 vs. Fortitude; on a hit, the target contracts chaos phage (see below). M Leaping Pounce (standard; recharge 5 6) The slaad shifts 4 squares and makes two claw attacks. If either claw attack hits, the target is marked until the end of the slaad’s next turn. C Horrid Croak (standard; encounter) ✦ Fear Close blast 5; +19 vs. Fortitude; the target is immobilized until the end of the slaad’s next turn. Alignment Chaotic evil Languages Primordial Skills Athletics +15, Stealth +16 Str 17 (+10) Dex 19 (+11) Wis 12 (+8) Con 18 (+11) Int 11 (+7) Cha 15 (+9)
When the PCs can see Obsen clearly, read: A horrific figure emerges from the slimy tendrils. Nude, genderless, and sporting terrifying growths that inf late and release, its flesh bristles with grasping tentacles, slackened maws, and spurting blue flames from dimpled holes in its f lesh. Its hands are black with old blood and it grips a f leshy knife in its left hand.
Level 16 Disease
Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower The target is cured.
!
Initial Effect: A slaad embryo is implanted in the target.
!"
The target takes a –2 penalty to Will. While bloodied, the target succumbs to madness and attacks the nearest creature.
"
The target dies, and a slaad tadpole burrows out of its skull (see MM 237).
Obsen (Z)
Level 13 Elite Controller (Leader)
Medium elemental humanoid, human XP 1,600 Initiative +9 Senses Perception +10 Entropic Imperative aura 3; allies who start their turns within the aura gain a +2 bonus to attack rolls and damage rolls. HP 256; Bloodied 128 AC 29; Fortitude 24, Reflex 27, Will 27 Saving Throws +2 Speed 6; see also chaos stride Action Points 1 m Chaos Blade (standard; at-will) ✦ Weapon +18 vs. AC; 1d4 + 3 damage, and the target is stunned until the end of Obsen’s next turn. R Tumescent Nodule (standard; at-will, usable 4/day) ✦ Acid, Poison Obsen rips a nodule from his body and hurls it at an enemy within range: Obsen takes 5 damage: Ranged 5/10; +17 vs. Reflex; 1d6 + 5 acid damage, and ongoing 5 poison damage (save ends). Each creature adjacent to the target takes 5 acid damage. A Chaos Seed (standard; sustain: minor; encounter) ✦ Zone Area burst 2 within 10; targets enemies; +15 vs. Will; on a hit, the target is dazed and makes a melee basic attack against one ally adjacent to it. Miss: The target is dazed and does not make an attack. Effect: The burst creates a zone that persists until the end of Obsen’s next turn. Obsen can sustain the effect by spending a minor action, and can move the zone 3 squares by spending a move action. Any creature that starts its turn inside the zone is subject to another attack. C Chaos Blast (standard; recharge 4 5 6) Close blast 5; +15 vs. Fortitude; 2d8 + 6 damage, and the target grants combat advantage to any enemy (save ends). Aftereffect: The target takes 5 damage. R Writhing Chaos (standard; encounter) ✦ Teleportation Three ribbons of light appear in the air and attack: Ranged 10; three targets; +15 vs. Reflex, three attacks; 1d8 + 6 damage, and the target teleports to a square of Obsen’s choosing within 5 squares of him. C Chaos Stride (minor; recharge when first bloodied) ✦ Teleportation Close burst 1; +15 vs. Will; 1d8 + 6 damage, and the target is dazed (save ends). After the attack, Obsen teleports 1 square for each enemy he hit with this attack. Alignment Chaotic evil Languages Common, Primordial Skills Arcana +17, Dungeoneering +10, History +17, Nature +10 Str 11 (+6) Dex 17 (+9) Wis 8 (+5) Con 16 (+9) Int 23 (+12) Cha 19 (+10) Equipment chaos blade, 4 tumescent nodules Januar y 20 09
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Fist of Mourning
3 Horrid Spawn (H)
Level 9 Brute
Medium elemental humanoid, human XP 400 each Initiative +7 Senses Perception +1 Sickening Stench aura 2; any living enemy that starts its turn within the aura takes a –2 penalty to attack rolls. HP 120; Bloodied 60 AC 21; Fortitude 23, Reflex 21, Will 20 Immune chaos phage (see below), fear Speed 5 m Toothy Tentacle (standard; at-will) Reach 2; +12 vs. AC; 2d6 + 5 damage, and if the target moves, shifts, or is forcibly moved before the start of the horrid spawn’s next turn, it takes 5 extra damage. M Mutilating Rend (standard; recharge when a horrid spawn reduces an enemy to 0 hit points) Reach 2; +12 vs. AC; 4d6 + 5 damage, and ongoing 5 damage (save ends). Aftereffect: The target is dazed until the end of its next turn. Shuddering Delight (when a horrid spawn reduces an enemy to 0 hit points) The horrid spawn gains 20 temporary hit points, but grants combat advantage to any enemy until the start of its next turn. Alignment Chaotic evil Languages understands Common and Primordial Str 21 (+9) Dex 17 (+7) Wis 4 (+1) Con 20 (+9) Int 5 (+1) Cha 14 (+6) Equipment rags
When the PCs can see the slaad, read:
Features of the Area Illumination: The ghastly curtain fills the room with dim light. Gelatinous Curtains: Characters moving through a space containing the gelatinous curtains are subject to an attack: +21 vs. Fortitude; on a hit, the character is infected with chaos phage. Each square containing the curtain has an AC 10; Fortitude 12, Reflex 10, and 50 hit points. Reducing a square to 0 hit points destroys the curtain in that space.
Nine-foot tall monstrosities, each resembling red-skinned humanoid frogs, stride with heavy steps and issue gurgling croaks.
Tactics Obsen starts the combat by using chaos seed to create a shimmering zone of madness to disrupt its enemies’ actions and sow discord in their ranks. He then spends his action point to fling a tumescent nodule against a ranged striker, leader, or controller. On the subsequent rounds, he flings the rest of his nodules, switching to chaos blast when he gets a clear shot, or chaos stride if he’s surrounded. He fights to the death. The red slaads target defenders and melee strikers by using leaping pounce to infect them with chaos phage. Once an enemy is infected, it switches to bite attacks, abandoning the enemy once it’s bloodied to attack an uninfected enemy. The tight confines makes maneuvering difficult, and so one fights from the north side, while the other fights from the south. The horrid spawn attack the closest enemy each round until destroyed. G
About the Author Robert J. Schwalb contributed design to such books as the FORGOTTEN REALMS ® Player’s Guide, Draconomicon™ I: Chromatic Dragons, Manual of the Planes®, P2: Demon Queen’s Enclave, Martial Power ™ , Player’s Handbook® 2, Eberron® Campaign Guide, Eberron Player’s Guide, Adventurer’s Vault™ 2, Divine Power ™ , Draconomicon II: Metallic Dragons, and Primal Power ™ as well as numerous articles for D&D INSIDER®. Robert lives in Tennessee.
At the start of the second round, read: Three struggling shapes fall inside the curtain and unfold into maddening abominations—all claws, fangs, and slime.
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Beyond the Mottled Tower by Creighton Broadhurst, Bruce R. Cordell, and David Noonan illustrations by William O'Connor, and Chris Seaman cartography by Mike Schley TM & © 2009 Wizards of the Coast LLC All rights reserved.
“All my careful work destroyed by that traitorous bastard Modra and those ‘Heroes of Overlook.’ Now, I must begin again, seeking new allies on different worlds to make good my losses. But first, some vengeance on the Vale, as well as a way to eradicate all hints of my involvement with the githyanki. After all, anonymity is the key to any successful betrayal. . .”
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“Beyond the Mottled Tower” is an adventure for five 11th-level characters. By the end of the adventure, the PCs should be midway to 13th level. This adventure is the first paragon adventure for the Scales of War adventure path. “Beyond the Mottled Tower” is the sequel to “The Temple Between,” or it can be adapted for use in your own ongoing campaign. In this adventure, the PCs receive an urgent summons from Overlook’s Council of Elders on behalf of Megan Swiftblade, leader of the Freeriders. Answering her call, the PCs witness the near-destruction of the village of Talar. Subsequent revelations propel them on a dangerous hunt for those responsible, before all Elsir Vale suffers the same fate.
BACKGROUND The shadar-kai arms dealer Sarshan has grown wealthy and powerful through his shadowy dealings. Over many years, Sarshan built up a vast, invisible mercantile empire supplying weapons, intelligence, and mercenaries to anyone with sufficient coin. Sarshan’s success (and continued survival) hinged in equal part on his clients’ discretion, his duplicitous nature, and his ruthless cunning. Sarshan is cautious, and his desire for anonymity is such that he has walked away from numerous deals that presented an unacceptably high risk of exposing his operation. However, one of Sarshan’s trusted lieutenants, the dark creeper Modra, betrayed his master when he supplied the orc war chief Tusk with arms and equipment for his attack on the folk of the Stonehome Mountains. Tusk’s subsequent defeat brought the PCs into direct contact with Sarshan’s operation for the first time.
THE QUESTS In “Beyond the Mottled Tower,” the PCs save the village of Talar from Sarshan’s attacks, then pursue the shadar-kai to his final lair. There, Sarshan’s threat can be ended once and for all. Minor Quest—Save Talar When the village of Talar is threatened with utter destruction by a flow of elemental blood chaos, the PCs must find its source beneath the Mottled Tower and eliminate those responsible. Reward: 600 XP. Major Quest—Defeat Sarshan By pursuing the agents attacking Talar, the PCs retrace their route through a vast swamp and finally to Sarshan’s new lair in the Elemental Chaos. There, they must run a gauntlet of deadly traps and defenders before finally facing off against the shadar-kai. Reward: 3,000 XP
Subsequently, in “The Shadow Rift of Umbraforge,” the treacherous Modra attempted to slay the PCs. Pursuing their assailant to the Shadowfell, the party discovered the shadar-kai’s fortress—the isolated citadel of Umbraforge. Its resultant destruction earned the PCs Sarshan’s relentless ire.
In the aftermath, another of Sarshan’s schemes was stymied in “The Temple Between.” The githyanki war leader General Zithiruun, a valued client and ally of the shadar-kai, was slain attempting to capture Overlook. Sarshan had worked with the disgraced githyanki for some time, funneling troops through the network of portals scattered across Elsir Vale and coordinating the assassination of troublemakers. The relationship was a profitable one for Sarshan, and its loss irked the shadar-kai greatly. These setbacks have badly damaged Sarshan and his carefully built operation. In an effort to salvage what he can of his power in the world, the shadar-kai has decided to destroy all evidence of his association with the githyanki. Sarshan has recently become aware that Megan Swiftblade, leader of the Freeriders, has discovered his association with General Zithiruun. Assassins sent by the shadar-kai have attempted to silence the Freeriders, but have succeeded only in forcing Megan to flee to her home village of Talar, near the town of Brindol. There, she has thrown herself on the mercy of an old family friend, the sage Falrinth. As the adventure begins, Sarshan’s servants have caught up with Megan and are about to unleash an indiscriminate assault on the village.
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ADVENTURE SYNOPSIS BLOOD CHAOS Blood chaos is a potent acidic distillation of raw elemental essence, first collected and refined from the Elemental Chaos by Djamela, a long-dead efreet conjurer. The efreet created this horrid ooze in the course of experimenting with the fundamental mutability of her home plane, storing it in a vast reservoir in her remote tower home. After Djamela’s death, Sarshan discovered the tower and its blood chaos stores. Recognizing the material’s potential as a weapon, he claimed the tower as his lair. Now, the shadar-kai forges plans to route the blood chaos by way of portals into Elsir Vale. This potent distillation of elemental energy burns inanimate objects and melts living flesh. A creature that enters or begins its turn in an area of blood chaos takes 2d6 + 3 acid and fire damage and is slowed (save ends). Blood chaos at a depth of 3 feet or less is difficult terrain. In deeper areas of blood chaos, creatures must use their swim speed or make a DC 10 Athletics check to move. They gain cover except against attacks from submerged enemies. Fighting in deep blood chaos imposes a –2 penalty to attack rolls except with spears and crossbows. Powers that have the fire keyword take a –2 penalty to attack rolls. On rare occasions, creatures who suffer exposure to blood chaos undergo horrid physical changes. This foul substance begins to imbue their physical nature with chaotic energy, disfiguring them but granting them powerful abilities.
Overlook’s Council of Elders has received a missive from Megan Swiftblade, begging their aid in the light of repeated assassination attempts against her and her group—the Freeriders. The letter also includes an intriguing note indicating that Megan has discovered who was behind General Zithiruun’s recent attack on the city. Megan is in hiding for her life, but asks that a courier be sent to the Green Dragon tavern in the village of Talar. The council summons the PCs, asking them to meet with Megan and assess the truth and value of her information. The PCs reach Talar without incident, but as they rest in the tavern waiting for Megan to make contact, an earthquake hits the area. However, before they flee the collapsing tavern, the PCs must aid other trapped patrons. When they finally reach the street, the screams of the fleeing populace herald the sight of an unearthly ooze—blood chaos—inundating and destroying nearby buildings. The PCs face off against several creatures lurking within the blood chaos. However, even as they determine that this deadly flow is emanating from a tunnel blasted out through the side of a nearby hill, the PCs see the tower atop the hill shudder and sink into the earth. In the aftermath, the PCs battle their way down through the tower, defeating a number of beasts freed by the earthquake, and rescuing the sage Falrinth, his servant, and Megan. In a cavern deep beneath the tower, the PCs discover that servants of Sarshan are behind the attack on the town, and are set to flee by way of a teleportation circle. After defeating them, the PCs glean enough information from Falrinth and Megan to
determine that this attack is just the first of many, and that Sarshan must be stopped for good. After activating the portal, the PCs arrive at the Ever-Tree—a living tower growing in the midst of a lake tainted with blood chaos. Immediately beset by a pair of green dragons, the PCs fight their way into the tunnels beneath the tree, catching their first glimpse of Sarshan as he flees. After defeating Sarshan’s guards, the PCs follow the shadar-kai through another portal to the Elemental Chaos. Arriving atop an earthberg drifting on the Sea of Fire, the PCs discover the monolithic tower that now serves as Sarshan’s lair. Inside, the shadar-kai has configured a portal network leading through the tower to pass through a series of guarded and trapped chambers. When they finally reach the roof, the PCs and Sarshan face each other in a final showdown.
SETTING “Beyond the Mottled Tower” plays out in three distinct sections. The adventure opens in the village of Talar moments before an earthquake strikes. Escaping the destruction, the PCs are drawn to the nearby Mottled Tower, home of the sage Falrinth, and the previously secret caves beneath it. From the tower, the party travels by portal to the Ever-Tree. This huge and ancient oak grows at the center of a lake tainted with blood chaos, and features a series of dank, noisome tunnels through which the PCs pursue Sarshan. In the end, the PCs travel to the Sea of Fire in the Elemental Chaos, within sight of the black walls of the City of Brass. A f loating island houses the obsidian tower in which the climax of the adventure plays out.
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STARTING THE ADVENTURE To get the adventure moving quickly, read the text below, then proceed to “Part 1: The Green Dragon”. The summons from the Council of Elders was sudden and unannounced. Standing once again in the High Hall, you are told that the Freeriders, led by Megan Swiftblade, have uncovered the identity of a powerful ally to General Zithiruun—an ally who helped prepare the recent attack on Overlook. Megan has since fled to the village of Talar in the face of repeated assassination attempts. In return for the name of the general’s mysterious benefactor, she has requested the council’s aid. The council, concerned that this mysterious figure might still have designs on the city, has dispatched you to rescue Megan, eliminate any immediate threat to her safety, and return her to Overlook. If you prefer a slower start to the adventure, give the players a chance to ease into the action and learn a bit more about recent events. The PCs can receive the Council of Elders’ summons while in Overlook or at any location in Elsir Vale. The summons asks the PCs to come to the High Hall. Any characters who participated in “Siege of Bordrin’s Watch” (Dungeon 157) have visited the hall and spoken with the elders before.
The Council of Elders
Getting to Talar
In this roleplaying encounter, the PCs learn more about their quest. Read or paraphrase the following, then use the notes below to facilitate play and answer any questions the PCs might have.
The party’s journey from Overlook to the eastern portion of Elsir Vale and the village of Talar is uneventful. If the PCs initially wish to bypass Talar for Brindol, they can resupply and purchase new equipment as you permit. When the PCs finally reach Talar, read:
Once more, you stand in the High Hall to be greeted by Overlook’s elders, though their welcome is less brusque this time. “Greetings, friends,” intones Elder Cadrick as you approach the dais upon which he and the city’s other four leaders stand. “We have received a desperate message from Megan Swiftblade, leader of the Freeriders, who you might remember. The Freeriders have discovered that General Zithiruun had a powerful ally in his recent attack on the city. Although she does not identify this ally in her message, Megan has already survived three attempts on her life and fears that more will follow. If we help her, she will tell us who was ultimately behind the attack, hopefully in time to prevent another.” “Again, we find ourselves in need of aid, and again we call upon you. Travel to the village of Talar and find out what Megan knows. Keep her safe, neutralize any immediate threat to her, and then return her to us.” Cadrick and the others know the following additional information. & The village of Talar, where Megan was born, lies outside the city of Brindol. & Though Megan does not know who is behind the attacks against her, she believes it to be the ally she is threatening to name. & Megan’s message to the council makes no mention of where she is staying, saying only that they should leave a message for her at the village’s Green Dragon tavern.
The journey to Talar is long but not overly arduous. Just before dusk, you arrive at the village’s tavern and inn, the Green Dragon. Having secured rooms for the night and left your message, you take your rest in the dimly lit common room. Megan’s message to the council stated that she would contact its emissaries only after making sure you had not been followed. All you can do now is slake your thirst and wait.
THE GREEN DRAGON Allow this roleplaying and scene-setting encounter to run as long as the players are enjoying themselves, using the notes below to facilitate play. The Green Dragon is a typical two-story village tavern and traveler’s inn. Its outer walls are dressed stone, while internal walls and the floor are stout oak boards laid over thick joists. The roof is slate, and a small beer cellar is found under the common room. Inside and outside shutters keep the evening chill at bay. The common room takes up the majority of the first floor, with a large fireplace opposite the bar filling the area with warmth and light. The walls are covered in faded tapestries showing hunting and woodland scenes. The second floor houses the inn’s guests.
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The Provender Rooms are available for 5 sp a night. Bernath the innkeeper can also provide hearty meals (2 sp for stew, thick-cut bread, and boiled vegetables) and ale (2 sp a pitcher). The wine in his cellar is carefully kept for wealthy patrons. Before opening a bottle, however, he demands payment up front (5 gp).
The Folk Most of the folk in the tavern are villagers relaxing after a hard day’s work. A few travelers round out the clientele. Bernath: The owner of the Green Dragon (male human; Diplomacy +7, Insight +6) is a jovial, portly widower who welcomes one and all to his establishment. However, a DC 10 Insight check reveals that the innkeeper’s cheery disposition is a front. Although this might pique the PCs’ suspicions, Bernath is simply ill at ease in the presence of armed adventurers. Once he sees to the PCs’ room, food, and drink, he avoids them whenever possible. Bernath and his son Niall are the only people in town who know that Megan is staying with Falrinth at the Mottled Tower. However, Bernath has been well paid by Megan to keep his silence. He plans to secretly deliver the PCs’ message later that night. Niall: Bernath’s twelve-year-old son (male human; Thievery +6) is ostensibly in the common room to help his father. In reality, he is a daring, mischievous sort who doesn’t think twice about helping himself to a traveler’s unattended possessions. At some point before the earthquake strikes, Niall makes a move to pilfer several silver coins that have fallen unnoticed under Leucis’s chair (see below). The PCs and the merchant have a chance to notice (Perception DC 10).
Niall overheard his father talking with Serten (Falrinth’s servant) about Megan’s presence in the Mottled Tower, though his father does not know that Niall shares his secret. Leucis: This frail cloth merchant (male tiefling; Bluff +12, Diplomacy +12) is deep in his cups when the PCs arrive. Leucis’s business has taken a downturn recently, and when he spies the PCs, he attempts to start a conversation with the not-so-subtle goal of off-loading his wares on the (hopefully) wealthy adventurers. Sariel: This slim female eladrin carries the weapons and armor of a warrior. She sits on her own, humming a tuneless song while nursing her ale. Though she is polite to anyone conversing with her, she is tightlipped as to her reasons for being in Talar. The other patrons ignore her, often while discussing spurious explanations for her presence. Though her appearance is likely to arouse suspicion, Sariel is merely a courier for a well-to-do merchant in Brindol. She knows nothing about Megan, but takes any questioning by the PCs as an attempt to shake her down and steal the mundane documents she carries.
Farmers: These hardy humans are relaxing after a hard day’s work in the fields. Most sit in small groups drinking and talking quietly among themselves. They are polite and deferential to the PCs, and can provide the following information. & Everyone in the village knows of Megan’s reputation as an adventurer, and all remember her as a child. However, she hasn’t lived in Talar for years. & Megan’s parents died five years before, and she has no other family in Talar. & Megan’s father was a good friend of Finrath the sage—or at least as much of a friend as the antisocial sage let him be. When the players have done as much roleplaying and information gathering in the Green Dragon as they wish, the earthquake strikes. Skill Challenge: “Walls Come Tumbling Down” (page 22). In the aftermath of the earthquake, the village lies in ruins. However, Talar’s ordeal is far from over. Tactical Encounter: “Flowing Death” (page 24).
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AT THE TOWER Even as the PCs defeat the creatures that have emerged from the flow of blood chaos through the village, they witness the Mottled Tower sinking into its hill on the edge of town. The horrid ooze continues to slowly flow through the village, destroying everything it touches. However, sudden movement atop the nearby hill catches your attention. Even as you watch, the mottled tower shudders, then begins to sink into the ground. Two frantic figures—one dragging the other—appear on the rooftop. As the PCs approach the tower, read: The tower continues to sink into the earth, so that by the time you reach the crest of the hill, only the roof and its battlements remain above ground. Two figures cling to the slate—one a human male dressed in sage’s garb; the other a human female clad in armor, sword in hand. Though the male seems utterly terrified, the woman is defiant despite what appears to be a badly broken leg. The figures atop the tower are Serten, Falrinth’s apprentice, and Megan Swiftblade, leader of the Freeriders. Serten: This portly human male (Arcana +9) wears an ink-stained robe, now tattered and torn. He is groggy and bleeding from a head wound caused by falling stone. Megan Swiftblade: Badly injured and covered with dust, this slender human female has shortcropped blond hair. A vicious scar runs from her forehead down her left cheek. If the PCs took part in “Siege of Bordrin’s Watch” (Dungeon 157) or “The Temple Between” (Dungeon 161), they recognize Megan at once.
Crossing the Moat Although the tower has sunk into the hill, the PCs must still cross the moat to reach the roof. Normally dry, this broad ditch is now filled with blood chaos. However, the collapse of the tower has left huge chunks of stone spread through the moat. Though the blood chaos is slowly eating away at them, these blocks remain solid enough that the PCs can easily cross (no skill checks necessary).
Learning More The PCs can yell across the moat to Serten and Megan, but initially only Megan responds. Megan: Although she desperately needs help, Megan is less than happy to see the PCs. She resents them for denying the Freeriders the glory of defeating General Zithiruun. The rest of the Freeriders went into hiding elsewhere in Elsir Vale after the first assassination attempt against them, as the group felt that splitting up would make them less vulnerable. Megan is anxious to rescue Falrinth, but her broken leg has her trapped. Serten dragged her up to the roof, but the apprentice is now too terrified to move. She fears that escaped monsters have trapped the old sage below. She can identify all three of the monster types once caged in the tower, but she knows nothing of their particular abilities. Megan does not know who or what is behind the earthquake. Though she suspects that Sarshan is trying to kill her, she does not yet share her knowledge of the shadar-kai with the PCs. Serten: Serten is terrified, but gentle questioning calms him somewhat. He knows little more than the PCs at this point. He was in his quarters when the earthquake struck, but he has no idea what caused it or where the blood chaos is coming from.
Serten tells how the earthquake released several monsters kept by Falrinth for research purposes. Megan rescued him from these foul creatures, then he returned the favor by dragging her to the roof when a collapsing wall broke her leg. He, too, fears for Falrinth’s life.
Mottled Tower Overview The Mottled Tower once stood within a dry moat atop a low, steep hill on the periphery of the village. Constructed of cut and dressed stone, the tower was in good repair before its collapse. The sage Falrinth lives within, attended by his apprentice.
Features of the Tower Illumination: Dim light (sun or moonlight filtering through the tower’s narrow windows on the fourth floor, a few guttering candles and torches on lower floors). Wooden Doors: Doors within the tower are not locked. AC/Reflex 5, Fortitude 10, 20 hit points. Walls: The inside walls are of wooden slats over thick posts. AC/Reflex 4, Fortitude 12, 40 hit points. Floors: Worn oaken floorboards over heavy joists make up the floors. AC/Reflex 4, Fortitude 12, 40 hit points. Ceilings: Ceilings are the joists and bare floorboards of the level above, and are 20 feet high. Dust and the sound of footsteps sift down when creatures are moving on the next level. Spiral Staircase: A wooden spiral staircase climbs the height of the tower, providing access to all levels. Narrow Windows: Window slits in the stone walls allow dim light into the tower’s interior. These windows are shuttered both inside and out. On levels now below the ground, the shutters hold the earth and mud outside at bay. Fe b r u a r y 2 0 0 9
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Mess and Clutter: The earthquake and the tower’s subsequent plunge into the hill have caused chaos within. Chairs and tables are overturned, while the contents of cupboards and shelves lie scattered upon the floor. External Staircase: This covered walkway spirals around the tower, providing access between the second, third, and fourth floors. Structural Damage: The earthquake has caused extensive damage to the tower. Though the ancient structure is in no danger of collapse, sections of its walls have been badly weakened. Cracks have appeared above all the windows and doors, while stone dust and crumbled mortar cover the floor. Here and there, the massive stone blocks of the walls jut inward from the pressure of the earth outside.
Library: High wooden bookshelves dominate this chamber, their volumes now spread across the floor. An overturned table lies in the middle of the room. Laboratory: This large chamber is a shambles, with much of the floor covered in shattered laboratory equipment. Megan’s Quarters: Falrinth’s guest room sees use only infrequently, as the antisocial sage seldom welcomes visitors. The plainly furnished room shows signs of recent occupation but contains nothing of value.
Fifth Floor The only features of note on this level are the tower’s battlements and chimney stack. Megan and Serten have taken refuge here from the raging monsters and the blood chaos below.
Falrinth uses the second floor as his living space. A curtained-off section holds a four-poster bed, while a large banquet table dominates the rest of the chamber.
Fourth Floor
First Floor
Falrinth’s apprentice Serten slept here, and the sage kept several monsters caged in this area as part of his questionable research. When the PCs reach this level, they discover that these test subjects have escaped. Enraged by their long captivity and their mistreatment at Falrinth’s hands, they attack anyone they see. Tactical Encounter: “Unbound” (page 26).
The tower’s ground floor is used mainly for storage, with two smaller chambers set up as a kitchen and pantry. Large sliding doors of iron in the east wall provide access for crates, barrels, and so forth. Pantry: Shelves once crammed with foodstuffs line the walls of this room, but their contents have joined the boxes, crates, and barrels filling much of the available floor space.
Third Floor A library, laboratory, and guest room make up this level. Falrinth does most of his work and research here.
Second Floor
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Kitchen: A large fireplace dominates this chamber. Cooking paraphernalia fallen from cupboards and sideboards lies scattered about.
When the PCs reach this area, they discover Falrinth huddled in a corner. Read:
THE EVER-TREE
A portly human male huddles within the devastation of this kitchen. His straggly brown hair is disheveled, mud staining his robes.
Once the skill challenge is complete, the PCs are ready to use the teleportation circle to follow the route taken by Sarshan’s servants. Stepping through the portal takes them to the Ever-Tree, below which Sarshan has created a lair to help him regulate and direct the flow of blood chaos. Tactical Encounter: “Draconic Wrath (page 31).
The reclusive Falrinth is less than grateful to his rescuers, asking only if the PCs have seen Megan and Serten. If the PCs speak to Falrinth (either here or later), refer to the skill challenge “The Chase Is On (Part 1)” (page 30).
Below the Tower A series of caverns unknown to Falrinth lie beneath the tower. Sarshan’s attack squad is using a trio of ancient floodgates within the caves to destroy Talar— the first test of Sarshan’s equipment and capability. Tactical Encounter: “Blood Chaos Caverns” (page 28).
The Chase Is On (Part 1) In this first part of a connected two-part skill challenge, the PCs obtain information from Megan and Falrinth, then step through a portal to follow the route of Sarshan’s servants back to their master. Skill Challenge: “The Chase Is On (Part 1)” (page 30).
The Chase Is On (Part 2) In this second part of the connected skill challenge, the PCs enter the fetid tunnels below the Ever-Tree in search of Sarshan. Skill Challenge: “The Chase Is On (Part 2)” (page 33).
Blood Chaos Pools In the depths of the tunnels beneath the Ever-Tree, Sarshan and his servants funnel a pool of blood chaos into Elsir Vale by way of two ancient portals. Tactical Encounter: “In Fetid Darkness” (page 34).
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THE TOWER OF DJAMELA Sarshan’s lair and final hiding place lies in the Elemental Chaos—a tower on a floating island set in the midst of the Sea of Fire. After activating the portal through which the shadar-kai fled the “In Fetid Darkness” encounter (page 34), the PCs appear within a permanent teleportation circle on the shore of a floating earthberg. Close by, they see the larger island whose obsidian tower is Sarshan’s lair. On the horizon, the distant spires of the legendary City of Brass shimmer above the haze of the lava sea.
The Island Sarshan’s island is a steep-sided rise that juts up from the Sea of Fire. An ancient stone dike surrounds the island, bolstered by arcane rituals that help keep the lava at bay. Environmental conditions on the island are described in the “Sea of Fire” encounter (page 37). The PCs can learn more about the island with a successful History check. DC 15: Years ago, this island was home to an eccentric efreet mage named Djamela. When her dangerous research saw her driven from the City of Brass, Djamela relocated to this remote location to continue her work. The monolithic tower that dominates the island was raised by her hand, and filled with traps and conjured creatures to defend against intrusion.
DC 20: Djamela’s passion was the study of raw chaos. The mage was particularly interested in the mutability of the matter of the Elemental Chaos, and sought to harness the innate chaotic quality of such matter to effect its controlled change. DC 25: Djamela’s enemies eventually found her, and the efreet mage was slain. In the aftermath, the golems and spectral defenders that Djamela had conjured were left to run free, preventing others from continuing Djamela’s research. With its dike decaying, the island was nearly consumed by the Sea of Fire.
Djamela’s Tower The efreet mage’s tower is a sheer-sided obsidian monolith. Sarshan has constructed a path leading from his access portal at the edge of the island to the monolith’s base. However, the shadar-kai has prepared for unwelcome visitors by reestablishing control over the mage’s traps and wards—including a great reservoir of blood chaos in the tower’s lower level. Height: The tower is 200 feet high and constructed of polished obsidian (Athletics DC 30 to climb). Ceiling: Unless otherwise noted, ceilings within the monolith are 60 feet high. The top level is open to the sky. Level Access: The monolith contains seven levels, some of which are sunk below the island’s surface. However, knowing that the PCs are after him, Sarshan has reconfigured the portals that once provided access between levels. Now, they lead through the chambers where Djamela’s most dangerous traps lie in wait.
The End is Nigh Sarshan’s plans involve the shunting of huge amounts of blood chaos between the planes. However, the Fe b r u a r y 2 0 0 9
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shadar-kai’s knowledge of Djamela’s work is less complete than he thinks. In the course of establishing the portal links between the obsidian tower and the world, Sarshan has inadvertently diverted arcane power from the wards that imbue the island’s walls. Now, even as the PCs hunt the shadar-kai, a torrent of lava threatens to breach the dikes. This race against time means that the PCs do not have time to take an extended rest while on the island. When his work is complete, Sarshan attempts to establish a portal to escape the island. Unfortunately, the breakdown of the wards interferes with his ritual, costing him time that allows the PCs to catch up.
Crusher Rooms
Final Battle
The portal in the galleries leads to a deadly gauntlet of traps and defenders still present from the time of Djamela. Tactical Encounter: “Crusher Rooms” (page 42).
As Sarshan prepares his final escape, the PCs have one chance to catch the shadar-kai and end his threat to Overlook and Elsir Vale. Tactical Encounter: “Final Battle” (page 45).
Sea of Fire The portal takes the PCs to an earthberg floating on a lava sea. Sarshan’s tower is nearby, but the party must run a gauntlet laid down by the shadar-kai’s guards. Tactical Encounter: “Sea of Fire” (page 37).
Galleries Once the PCs have fought their way past the initial wave of defenders, they follow the path to the monolith’s well-guarded entrance. Tactical Encounter: “Galleries” (page 39).
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WALLS COME TUMBLING DOWN Encounter Level 11 (3,000 XP)
Setup An earthquake rocks the village of Talar, threatening to raze the Green Dragon to the ground. Walls Come Tumbling Down Skill Challenge
Level 11 XP 3,000
The tavern begins to shudder violently as if in the grip of a powerful storm. Tipped tankards slosh ale to the floor as several patrons are knocked back in their chairs. Window shutters bang wildly as the shaking increases, the floor and walls bucking as if alive. In panic, the other patrons stagger to their feet and attempt to flee the chaos. The PCs must flee the tavern as it collapses about their heads, but the plight of the trapped and terrified villagers complicates their escape. Complexity 5 (requires 12 successes before 3 failures). Primary Skills Acrobatics, Athletics, Diplomacy, Intimidate. Other Skills Acrobatics, Bluff, Perception. Victory The PCs manage to escape the tavern and evacuate the patrons trapped within. Consequently, they enter the “Flowing Death” encounter early, giving them additional time to rescue the villager on the trapped wagon before the blood chaos overwhelms her. See page 24 for more information. Defeat The PCs are injured beneath the collapsing building or hit by flying debris, though buried characters and villagers can be dug out with a few minutes’ work. Each PC loses 1 healing surge. Special Some of the timeline events (see below) incur failures or successes in the skill challenge. If the PCs simply flee the tavern, they automatically fail the skill challenge. To be successful, they must attempt to help other patrons escape.
Acrobatics (DC 10) (0 successes or failures) Moving through the collapsing tavern, whether to reach a fallen comrade or to flee, requires a successful Acrobatics check. Acrobatics (DC 21) (1 success or failure, see below) Escaping the collapsing tavern through a door or window requires a successful Acrobatics check. This check allows the PC to drag one other person with him or her. A PC can make this check only once for himself, but he can make the check again if he goes back into the tavern to rescue one of the villagers. Athletics (DC 16) (1 success or failure, see below) Different events in the skill challenge key to specific Athletics checks the PCs can attempt. See the event descriptions below. Bluff (DC 16) (0 successes or failures) With a successful check, the PC manages to convince a terrified villager to accept his or her aid. The PC gains a +2 bonus to his or her next Diplomacy or Intimidate check with the same NPC. Diplomacy or Intimidate (DC 16) (1 success or failure) With a successful check, the PC manages to convince—or threaten—one of the terrified villagers into leaving a place of refuge within the tavern. The villager subsequently escapes the tavern. Perception (DC 10) (0 successes or failures) The PC notices something of importance in the tavern, whether a villager trapped beneath a table (see “Trapped Villager,” below), parts of the floor or ceiling about to collapse (see “Roof Collapse” and “Crumbling Floor”), and so on. This check serves as the lead-in to one of the events detailed below.
Timeline of Events Once the earthquake strikes, the action develops quickly. This skill challenge takes place over 6 rounds, during which a number of specific events unfold. Some events occur at specific times, while others
are triggered by the PCs’ actions. The PCs dictate in which order they tackle these additional events. Round 0: The earthquake hits the village; the skill challenge begins. Round 1: “Leucis.” Round 2: “Crumbling Floor.” Round 3: “Fire.” Round 4: If the “Fire” event was not resolved, a tapestry bursts into flames. Round 5: If the “Fire” event was not resolved, fire spreads to the adjacent tapestries. Round 6: “Roof Collapse.” Round 7: The tavern collapses. Any PCs remaining inside are trapped beneath the rubble. The events of the skill challenge are presented in the order in which they occur, followed by events triggered by the PCs.
Leucis When the earthquake hits, the merchant Leucis is struck by a roof beam that knocks him unconscious. Unless he is rendered conscious with healing or hauled out, he dies when the roof collapses.
Crumbling Floor A section of floor gives way, dropping characters into the cellar below. The floor groans ominously as its planks and timbers begin to twist and splinter. The collapsing floor makes a melee attack against each character in the area: +15 vs. Reflex; 1d10 falling damage, and the target lands prone in the cellar amid a shower of debris. The party earns 1 failure if any of the PCs fall into the cellar.
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ahead of the tavern’s collapse, though you might call for final Athletics or Acrobatics checks for dramatic effect. PCs knocked prone by the collapse can dig themselves out with assistance. L=Leucis S=Sariel N=Niall B=Bernath F=Farmer
Trapped Villager A villager is trapped under a fallen table with either broken bones or a head wound. Across the room, you make out the form of a villager trapped beneath a heavy table. With a successful Athletics check, a PC can heave the table off the villager and drag him out of the tavern. This earns 1 success in the skill challenge.
Terrified Villager One of the villagers, believing that giants or monstrous beasts are outside the tavern, cowers beneath a table, refusing to come out.
Fire
Roof Collapse
A fire in the common room spreads quickly unless it is extinguished.
The Green Dragon’s weakened ceiling timbers begin to collapse in round 6.
A particularly violent tremor shakes the inn, hurling a shower of burning hot embers from the fireplace into the common room. A tapestry torn from the wall by a fleeing patron quickly begins to smolder.
The tavern convulses as more violent tremors strike. The great beams holding the upper floor aloft begin to buckle ominously.
If the PCs do not deal with the smoldering tapestry, it bursts into flames the following round. Those flames then spread to the adjacent tapestries the round after. With a successful Athletics check, a PC can smother or beat out the flames in the first or second round. This earns 1 success in the skill challenge. If the PCs fail to put out the flames, they earn 1 failure in the challenge.
It should be clear to the PCs that the tavern is about to collapse. In round 7, read: The aging timbers above your head snap like kindling. A shower of floorboards and furniture heralds the upper floor’s collapse. The collapsing roof makes an attack against each character still in the tavern: +15 vs. Reflex; 2d12 + 8 damage, and the target is knocked prone. Characters not hit by the attack manage to stagger clear just
One of the terrified locals crouches beneath a table, whimpering as the tavern is torn apart around him. The villager believes that if he emerges from under the table, he will die. A successful Diplomacy or Intimidate check coaxes him out. This earns 1 success in the skill challenge. Use the named NPCs as the subjects of this event.
Aftermath When the PCs stagger from the ruins of the Green Dragon, a scene of chaos and destruction greets them. Proceed to the “Flowing Death” tactical encounter on the next page.
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FLOWING DEATH Encounter Level 11 (3,000 XP)
Setup 1 scion of chaos (C) 8 chaos maulers (M) 2 skulking terrors (S) When the PCs escape or dig themselves out from the ruined tavern, a scene of devastation greets them. In only a few moments, this vibrant, thriving community has been reduced to ruins. Flames leap high in the air, silhouetting huddled survivors against the heaped mounds of rubble that were once their homes. Many of the buildings in the immediate vicinity have at least partially collapsed, and fires are spreading through the ruins. A terrified screaming rises in the distance along the main track, Villagers are running toward you, a dark shape oozing down the street behind them. To give the villagers time to flee the destruction, the PCs must defeat the monsters that have accompanied the release of the blood chaos. When the PCs are in a position to see the blood chaos f lowing from below the Mottled Tower, read: A viscous purple-red tide is flowing into Talar, pouring out from a low, craggy hill at the edge of the village. A tower of mottled stone stands atop the hill, the ooze flowing out through a hole blasted out beneath it. Where twin arms of the flow have circled a collapsed house, fire suddenly flares, trapping a terrified and heavily pregnant woman on an adjacent wagon.
Scion of Chaos (C)
Level 11 Controller
2 Skulking Terrors (S)
Level 11 Lurker
Huge elemental animate XP 600 Initiative +9 Senses Perception +9 Whirling Tentacles aura 2; the scion of chaos slides any creature that starts its turn in the aura 2 squares. HP 117; Bloodied 58 AC 25; Fortitude 24, Reflex 23, Will 24 Resist acid 10, fire 10 Speed 6 m Slam (standard; at-will) & Fire Reach 3; +16 vs. AC; 2d8+4 fire damage r Staggering Strike (standard; at-will) Ranged 10; +14 vs. Fortitude; 2d6+6 damage and the target is pushed 3 squares. A Coils of Immobility (standard; recharge 7 8) Area burst 2 within 10; targets enemies only; +13 vs. Reflex; 2d8+4 damage and the target is restrained (save ends) Liquid Body The scion of chaos is perfectly adapted to living in blood chaos. It can move through blood chaos without penalty and takes no damage from contact with blood chaos. Alignment Unaligned Languages — Str 17 (+8) Dex 19 (+9) Wis 19 (+9) Con 21 (+10) Int 16 (+8) Cha 21 (+10)
Medium elemental animate XP 600 Initiative +13 Senses Perception +11 HP 83; Bloodied 41 AC 25; Fortitude 21, Reflex 23, Will 21 Speed 6, fly 6 m Slam (standard; at-will) +16 vs. AC; 2d6+6 damage C Lethargic Countenance (standard action; at-will) Close burst 3; +12 vs. Will; the target is slowed and grants combat advantage to the skulking terror until the end of the skulking terror’s next turn. After all attacks are resolved, the skulking terror teleports 8 squares and gains a +4 power bonus to all defenses against ranged and area attacks. Combat Advantage The skulking terror deals an extra 2d6 damage on melee attacks against any target it has combat advantage against. Liquid Body The skulking terror is perfectly adapted to living in blood chaos. It can move through blood chaos without penalty and takes no damage from contact with blood chaos. Alignment Unaligned Languages — Str 14 (+7) Dex 19 (+9) Wis 13 (+6) Con 11 (+5) Int 13 (+6) Cha 12 (+6)
8 Chaos Maulers (M)
Tactics
Level 11 Minion
Large elemental animate XP 150 Initiative +9 Senses Perception +7 HP 1; a missed attack never damages a minion AC 23; Fortitude 25, Reflex 23, Will 22 Speed 6 m Slam (standard; at-will) Reach 2; +14 vs. AC; 8 fire damage Liquid Body The chaos mauler is perfectly adapted to living in blood chaos. It can move through blood chaos without penalty and takes no damage from contact with blood chaos. Alignment Unaligned Languages — Str 23 (+11) Dex 18 (+9) Wis 14 (+7) Con 16 (+8) Int 11 (+5) Cha 16 (+8)
The scion of chaos hangs back from melee, using its coils of immobility to halt foes in their tracks. While that power recharges, it makes staggering strike attacks to batter strikers and defenders out of position. The skulking terrors fight from within the blood chaos to maintain concealment. They use lethargic countenance against PCs already engaged in melee with the chaos maulers, then follow up with slam attacks against slowed targets. The chaos maulers flank to maintain combat advantage, moving freely through the blood chaos in the hope that foes follow them.
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terrain. A creature that enters or begins its turn in an area of blood chaos takes 2d6 + 3 acid and fire damage and is slowed (save ends).
Aftermath Once the PCs have defeated the monsters here, it becomes apparent that the flow of liquid engulfing the village shows no sign of abating. Unless the blood chaos is stopped at its source, Talar will be destroyed. Return to “At the Tower,” page 17.
CREATURES OF CHAOS
Features of the Area Illumination: The fires spreading through the village fill the area with dim light. Burning and Ruined Buildings: The three ruined buildings are now little more than piles of rubble with burning roofs. Squares containing rubble are difficult terrain. A creature that enters or starts its turn in a burning square takes 1d10 fire damage. Smoke: A haze of thick, acrid smoke billows across the area. Squares of smoke are heavily obscured. Within the smoke, adjacent creatures have concealment, while creatures not adjacent have total concealment.
Trapped Wagon: The blood chaos flow reaches the trapped wagon in 5 rounds, but the PCs’ performance in the previous skill challenge affects how long it takes them to enter this encounter. If the PCs failed the skill challenge, they have only 2 rounds until the blood chaos reaches the wagon. Once the blood chaos reaches the wagon, it destroys it and kills the terrified villager in 1 round. Blood Chaos Flow: The oozing tide of purple-red ooze is blood chaos. Blood chaos moves only 1 square per round, but this potent distillation of elemental energy burns inanimate objects and melts living flesh. Squares filled with blood chaos are difficult
This encounter features new monsters spawned from the raging blood chaos. Use these descriptive notes when the creatures appear. Scion of Chaos: This undulating orb of melting orange and purple flesh writhes toward you on a bed of muscular tentacles. A ring of larger tentacles juts from the top of the orb. Chaos Mauler: This hulking creature is seemingly composed of congealed purple-orange liquid. Its head has no eyes or other features, and a single thick tentacle grows from its belly. Skulking Terror: This paper-thin creature resembles a headless, flattened orange and purple bat. It drips a viscous ichor in its wake from a number of small holes on its underside.
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UNBOUND Encounter Level 11 (3,000 XP)
Setup 2 grimlock ambushers (G) 1 foulspawn seer (F) 2 mezzodemons (M) A group of monsters kept by Falrinth for experimental purposes has been freed by the tower’s collapse. Though enraged by their long incarceration, these creatures remain fearful as a result of the tower’s ongoing collapse. Claiming their stolen weapons from a nearby storage locker, they lurk here among the ruins of their prison, awaiting prey upon which they can revenge themselves. Perception Check DC 16: Something large is moving beyond the bottom of the stairs ahead. When the PCs enter this area, read: Three large cells stand along the walls of this gloomy chamber. All show signs of extensive damage, their bars wrenched free and scattered across the floor. To the left, open double doors provide access to another area beyond. To the right, a large insectoid creature bearing a trident lurks between the cells. At the sight of you, it snarls and begins to advance.
2 Grimlock Ambushers (G)
Level 11 Skirmisher
Medium natural humanoid (blind) XP 600 Initiative +9 Senses Perception +7; blindsight 10 HP 110; Bloodied 55; see also offensive shift AC 26; Fortitude 25, Reflex 23, Will 23 Immune gaze Speed 6 m Greataxe (standard; at-will) & Weapon +16 vs. AC; 1d12 + 5 damage (crit 2d12 + 17) M Offensive Shift (immediate reaction, when an enemy moves within 2 squares of the grimlock ambusher and attacks an ally of the grimlock; recharges when first bloodied) The grimlock ambusher shifts and makes a melee basic attack against the triggering creature. Alignment Evil Languages Common, Deep Speech Skills Athletics +15, Endurance +12 Str 20 (+10) Dex 14 (+7) Wis 15 (+7) Con 14 (+7) Int 9 (+4) Cha 9 (+4) Equipment greataxe
Foulspawn Seer (F)
Level 11 Artillery (Leader)
Medium aberrant humanoid XP 600 Initiative +7 Senses Perception +9; low-light vision Foul Insight aura 10; an ally in the aura that can hear the foulspawn seer gains a +2 power bonus to one attack roll, skill check, ability check, or saving throw on its turn. AC 24; Fortitude 19, Reflex 23, Will 21 HP 86; Bloodied 43 Speed 6, teleport 3 m Twisted Staff (standard; at-will) & Weapon +14 vs. AC; 1d8 + 6 damage, and the target is pushed 1 square. R Warp Orb (standard; at-will) Ranged 10; + 16 vs. Reflex; 1d8 + 6 damage, and the target is dazed (save ends). C Distortion Blast (standard; daily) Close blast 5; +12 vs. Fortitude; 2d8 + 6 damage, and the target is dazed (save ends). Aberrant creatures take half damage. Bend Space (immediate interrupt, when the foulspawn seer would be hit by an attack; recharge 7 8 ) & Teleportation The foulspawn seer teleports 3 squares. Alignment Evil Languages Deep Speech, telepathy 10 Str 10 (+5) Dex 14 (+7) Wis 8 (+4) Con 14 (+7) Int 22 (+11) Cha 18 (+9) Equipment staff
2 Mezzodemons (M)
Level 11 Soldier
Medium elemental humanoid (demon) XP 600 Initiative +9 Senses Perception +13; darkvision HP 113; Bloodied 56 AC 27; Fortitude 25, Reflex 22, Will 23 Resist 20 poison, 10 variable (2/encounter; see MM glossary) Speed 6 m Trident (standard; at-will) & Weapon Reach 2; +18 vs. AC; 1d8 + 5 damage. M Skewering Tines (standard; at-will) & Weapon Requires trident; Reach 2; +18 vs. AC; 1d8 + 5 damage, and the target takes ongoing 5 damage and is restrained (save ends both). While the target is restrained, the mezzodemon cannot make trident attacks. R Poison Breath (standard; recharge 7 8) & Poison Close blast 3; targets enemies; +16 vs. Fortitude; 2d6 + 3 poison damage, and ongoing 5 poison damage (save ends). Alignment Chaotic evil Languages Abyssal Skills Intimidate +11 Str 20 (+10) Dex 15 (+7) Wis 16 (+8) Con 17 (+8) Int 10 (+5) Cha 13 (+6) Equipment trident
Tactics The mezzodemon in the cells uses skewering tines to pin an opponent in front of it, ideally preventing that PC from entering melee. The other mezzodemon charges into the fray, using poison breath as soon as it can target two or more opponents. Lurking by the open double doors, the grimlock ambushers fight as a pair, flanking for combat advantage and enabling their offensive shift. The foulspawn seer stays back from melee, using the grimlock ambushers as a screen. It hurls warp orbs at targets at the edge of the fray, switching to distortion blast against foes that press it. It uses bend space as often as possible, moving to position another monster between it and the PCs. These former prisoners are allied in their rage but they do not flank except with creatures of their own kind. They fight to the death.
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Features of the Area Debris: Squares adjacent to the bookshelves, desks, and tables are covered with debris and are difficult terrain. Tables: The tables are tall enough that a Small creature can move under them and gain cover. It costs 2 squares of movement to hop up onto a table. A character can make a DC 10 Strength check to tip over a table, which then grants superior cover. Double Doors: These doors stand open. Because of damage from the collapse, closing them requires a DC 15 Strength check. Cages: The earthquake loosened the bars of these floor-to-ceiling cages, allowing the creatures here to escape. Medium or smaller characters can squeeze through the remaining bars, but doing so requires 2 extra squares of movement. Shattered Weapons Locker: Falrinth kept his prisoners’ equipment in a case near their cages. As soon as they escaped, they shattered the case and reclaimed their weapons. Structural Damage: As detailed in “Mottled Tower Overview,” this area of the tower has suffered structural damage from its plunge into the earth. Although the combatants are in no danger here, describe the floor creaking and bowing alarmingly, dust falling from above, and so on.
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BLOOD CHAOS CAVERNS Encounter Level 14 (5,150 XP)
Setup 1 shadar-kai witch (S) 2 githyanki warriors (G) 8 troglodyte warriors (T) Sarshan’s agents have successfully initiated the blood chaos flow far below the Mottled Tower. Having finally completed their work, the team is in the process of activating an escape portal before the chamber is completely inundated. When the PCs reach the hole leading into this area, read: A jagged hole splits the stone floor, flickering light welling up from a natural cavern below. Shadows move within the light, signs of something lurking deep beneath the tower. Perception Check DC 21: From ahead, a voice speaks the words of a ritual. Arcana Check (after a successful Perception check) DC 21: The ritual being performed is Linked Portal, and the speaker is close to completion. The shadar-kai witch and her guards attack as soon as they notice the PCs.
Tactics The shadar-kai witch cloaks herself with deep shadow, which she sustains as a minor action for as long as possible. She attacks first with beshadowed mind, reusing that power each time it recharges and making blackfire touch attacks otherwise. She uses ebon burst if attacked by more than one opponent, followed by shadow jaunt to reposition herself.
Shadar-Kai Witch (S)
Level 14 Elite Controller
2 Githyanki Warriors (G)
Level 12 Soldier
8 Troglodyte Warriors (T)
Level 12 Minion
Medium shadow humanoid XP 2,000 Initiative +11 Senses Perception +9, low-light vision HP 272; Bloodied 136 AC 30; Fortitude 27, Reflex 29, Will 25 Saving Throws +2 Speed 6; see also shadow jaunt Action Points 1 m Blackfire Touch (standard; at-will) & Fire, Necrotic +18 vs. Reflex; 2d8 + 6 fire and necrotic damage. M Beshadowed Mind (standard; recharge 6 7 8 ) & Necrotic Ranged 10; +18 vs. Will; 3d6 + 6 necrotic damage, and the target has no line of sight to anything more than 2 squares from it (save ends). C Deep Shadow (standard; sustain minor; encounter) & Necrotic Aura 2; thick, writhing shadows surround the shadar-kai witch. The witch and any other shadow creatures in the aura gain concealment. In addition, enemies that enter or start their turns in the aura take 5 necrotic damage, and enemies (including flying ones) also treat the area within the aura as difficult terrain. The shadar-kai witch can sustain the aura as a minor action. However, the effect ends if she uses shadow jaunt or moves more than half her speed on her turn. Sustain Minor: The aura persists. C Ebon Burst (standard; encounter) & Necrotic Close burst 2; +18 vs. Reflex; 2d8 + 6 damage, and the target is slowed until the end of the shadar-kai witch’s next turn. Shadow Jaunt (move; encounter) & Teleportation The shadar-kai witch teleports 3 squares and becomes insubstantial until the start of her next turn. Alignment Unaligned Languages Common Skills Acrobatics +13, Arcana +18, Religion +18, Stealth +18 Str 17 (+10) Dex 19 (+11) Wis 15 (+9) Con 16 (+10) Int 23 (+13) Cha 17 (+10) Equipment ritual book containing Linked Portal
Medium natural humanoid XP 700 Initiative +13 Senses Perception +12 HP 118; Bloodied 59 AC 28; Fortitude 25, Reflex 23, Will 22 Saving Throws +2 against charm effects Speed 5; see also telekinetic leap m Silver Greatsword (standard; at-will) & Psychic, Weapon +17 vs. AC; 1d10 + 5 plus 1d6 psychic damage, and an extra 3d6 psychic damage if the target is immobilized. R Telekinetic Grasp (standard; sustain minor; encounter) Ranged 5; Medium or small target; +15 vs. Fortitude; the target is immobilized (save ends). R Telekinetic Leap (move; encounter) Ranged 10; the githyanki warrior or an ally within range can fly up to 5 squares. Alignment Evil Languages Common, Deep Speech Skills History +9, Insight +12 Str 21 (+11) Dex 17 (+9) Wis 12 (+7) Con 14 (+8) Int 12 (+7) Cha 13 (+7) Equipment plate armor, silver greatsword
The githyanki warriors use telekinetic leap to bypass the party’s front line, then use telekinetic grasp on lightly armored opponents before attacking with their silver greatswords.
The troglodyte warriors move to surround and cut down the closest enemies, flanking for combat advantage.
Medium natural humanoid (reptile) XP 175 Initiative +6 Senses Perception +5; darkvision Troglodyte Stench aura 1; living enemies in the aura take a –2 penalty to attack rolls. HP 1; a missed attack never damages a minion. AC 25; Fortitude 25, Reflex 22, Will 21 Speed 5 m Club (standard; at-will) & Weapon +15 vs. AC; 7 damage Alignment Chaotic evil Languages Common, Draconic Skills Athletics +14, Endurance +13 Str 18 (+9) Dex 12 (+6) Wis 11 (+5) Con 16 (+8) Int 6 (+3) Cha 8 (+4) Equipment light shield, club
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Deadly Rockslide Hazard
Level 8 Lurker XP 350
A shower of rock and stone falls from the crumbling foundations of the sinking tower. Hazard: Rocks tumble down in a target square and make a burst 3 attack. Perception Characters can’t use Perception to detect this hazard. Additional Skills: Nature or Dungeoneering A DC 16 Nature or Dungeoneering check notices that the cavern is unstable. Initiative +13 Trigger The rockslide is triggered by the start of combat in the cavern. When combat begins, the rockslide rolls for initiative. Between the start of combat and the rockslide’s first attack, characters know that a rockslide is beginning but they do not know which squares it will effect. Attack Standard Action Close burst 3 Targets: Creatures in burst Attack: +11 vs. Reflex Hit: 3d6 + 5 damage Miss: Half damage Sustain Standard: The rockslide continues until the floodgates are closed. Countermeasures & A character in the burst can take advantage of natural openings in the slide to avoid damage by making a DC 21 Nature or Dungeoneering check. With a successful check, a character takes half damage (no damage if the slide misses).
Natural Cavern Walls: The rough cavern walls can be easily climbed (Athletics DC 10). Portal Circle: The shadar-kai witch has inscribed a circle for a Linked Portal ritual on the floor in chalk and powdered gemstone. Floodgates: Three floodgates pierce the north wall near the ceiling. The left gates are open and spewing blood chaos toward the village (it is this flow that has blasted the tunnel through the hill). The flow from the open right-hand gates has burned another tunnel through the hill to the tower’s moat. The middle gates remain closed. Large gear wheels can be turned to open and close the floodgates (Strength DC 21). Blood Chaos: Blood chaos covers the indicated squares to a depth of 3 feet. These squares are difficult terrain. This potent distillation of elemental energy burns inanimate objects and melts living flesh. A creature that enters or begins its turn in an area of blood chaos takes 2d6 + 3 acid and fire damage and is slowed (save ends).
Unstable Cavern: The earthquake and the subsequent flow of blood chaos into the chamber have undercut the foundations of this cavern. A shower of dust and stones falls constantly from the walls and ceiling. Each round, a rockslide hits (see the statistics block), centered on a square occupied by a randomly determined combatant.
Closing the Gates After the battle is over, the PCs can shut the two open floodgates without difficulty. During the battle, an adjacent character can shut the floodgates as a fullround action.
Aftermath Once the PCs have defeated Sarshan’s servants, they can learn more about recent events. Proceed to “The Chase Is On (Part 1)” skill challenge on the next page.
Features of the Area Illumination: Bright light from a lantern set in the center of the teleportation circle illuminates the floodgates and the surrounding area. The rest of the chamber is in darkness. Ceiling: 20 feet high. A wide, jagged hole in the ceiling provides access to the tower. The rubble-filled squares directly below the hole are difficult terrain.
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THE CHASE IS ON (PART 1) Encounter Level 11 (1,200 XP)
Setup The PCs’ pursuit of Sarshan plays out as a connected two-part skill challenge. In this first part, they must glean what Megan and Falrinth know even as they search the blood chaos caverns for clues. The Chase Is On (Part 1) Skill Challenge
Level 11 XP 1,200
The threat under the tower has been vanquished. Now, even as you attempt to activate the teleportation circle, you must overcome Megan and Falrinth’s animosity to discover who or what is behind the destruction in Talar. Once the PCs have defeated the threat under the tower, they can learn more about recent events and discover the danger Sarshan’s plans pose to Elsir Vale. Once they return to the roof to speak with Megan and Falrinth, or if they seem likely to activate the teleportation circle, begin the skill challenge. Complexity 2 (requires 6 successes before 3 failures). Primary Skills Arcana, Diplomacy, Intimidate. Other Skills Bluff. Victory The PCs collect the information they need and activate the teleportation circle in a timely fashion. Defeat Although the PCs manage to gain some relevant information and to activate the teleportation circle, the time they take in doing so alerts Sarshan that something has gone wrong with the attack. As a result, the PCs face a greater challenge in the “Draconic Wrath” encounter (page 31). Arcana (DC 16) (1 success or failure, maximum 2 successes) The PC is able to recover information regarding the disrupted Linked Portal ritual. The PCs can determine the coordinates of the teleportation circle to which the shadar-kai and her allies were attempting to flee, but they must consult Falrinth to determine where that location is (see below).
Arcana (DC 21) (1 success or failure, maximum 1 success) By investigating the floodgates, the PC discovers the secrets of their operation. The gates are of ancient construction, and were built to channel the flow of magical energy. The activation of these ancient gates caused the earthquake that preceded the blood chaos attack. Bluff (DC 16) (0 successes or failures) With a successful check, the PC manages to get on Megan and Falrinth’s good side. The next Diplomacy check made in the challenge gains a +2 bonus. Diplomacy (DC 16) (1 success or failure, maximum 3 successes) The PC attempts to convince Falrinth or Megan to work with the party. See below for more information. Intimidate (DC 16) (1 success or failure, maximum 2 successes) The PC forgoes pleasantries in an attempt to force Falrinth or Megan’s aid. Though Falrinth can be swayed with threats (see below for more information), attempts to intimidate Megan meet with no success. She gives the PCs no information, earning the party 1 failure in the skill challenge.
Falrinth The PCs can use Diplomacy or Intimidate to learn more information from Falrinth. The sage is extremely untrusting and insular, and his singleminded dedication to his work has turned him somewhat surly over the years. Falrinth is also extremely greedy, loving gold like the friends and family that abandoned him years before. Although he is grateful for the PCs’ assistance, he fears that they will attempt to shake him down for a reward. Successful Diplomacy or Intimidate checks inspire Falrinth to reveal some or all of the following. & He had no idea that tunnels existed under his tower. & He does not know the attackers and has no notion of who they work for. He has no enemies that he is aware of, and knows no shadar-kai. & If he is given the sigil sequence of the teleportation circle the shadar-kai witch was
attempting to teleport to, Falrinth recognizes it as a permanent circle in a fetid swamp far to the south. The swamp is known to sages for its rampant primordial fauna and huge trees.
Megan Swiftblade Megan already resents the party for outstripping the Freeriders’ reputation, and having been rescued by them has not improved her attitude. The PCs must tread carefully if they wish to learn more from her. Successful Diplomacy checks inspire Megan to reveal some or all of the following information. & Three assassination attempts have so far been made against Megan and the Freeriders. The rest of the group have scattered across Elsir Vale in an attempt to prevent further attacks. & Through a mercenary band that escaped from the failed attack on Overlook, the Freeriders discovered that a shadar-kai arms dealer—Sarshan—was providing mercenaries, intelligence, support, and even arms and armor to the githyanki assault. & Sarshan’s current plots revolve around something called blood chaos, with which he means to take retribution against Overlook and Elsir Vale. Though Megan had not previously known what “blood chaos” referred to, Falrinth knows the name. He can guess that this is the elemental ooze being funneled through the floodgates. Though Sarshan’s full plans remain unknown, Falrinth knows that dozens of hidden and secret portals are said to be scattered across Elsir Vale. Sarshan’s mastery of portal and planar magic gives him the power to deliver blood chaos to any part of the vale. The scene the PCs witnessed in Talar is set to be repeated across Elsir Vale unless Sarshan can be stopped.
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DRACONIC WRATH Encounter Level 13 (4,500 XP)
Setup Antharosk, green dragon (A) Calaunxin, green dragon (C) Using the teleportation circle beneath the Mottled Tower, the PCs arrive at the Ever-Tree—an immense oak rising within a lake of blood chaos. Two dragons—Antharosk and Calaunxin—guard the approaches to this living tower. When the PCs step through the portal, read: As you shift through the haze of the portal, you emerge on a wooden platform set upon the skeletal branch of an immense oak tree. This stands in the middle of a dismal, fog-shrouded swamp, the tree surrounded by a lake of blood chaos. Its huge roots snake through the boiling ooze like great vipers, while above you, a thick canopy of leaves cuts the light to a perpetual gloom. As soon as the PCs investigate their surroundings, Antharosk and Calaunxin become aware of their presence and attack. If the PCs failed the skill challenge of “The Chase Is On (Part 1),” Sarshan has sent a warning to Antharosk and Calaunxin to be ready for intruders. The dragons gain a surprise round, attacking with their breath weapons as soon as the PCs appear on the platform.
Antharosk, Level 10 Solo Controller Adult Green Dragon (A)
Large natural magical beast (dragon) XP 2,500 Initiative +10 Senses Perception +13; darkvision Lashing Tail aura 1; all creatures other than Antharosk treat the area within the aura as difficult terrain. Antharosk loses this aura while airborne. HP 428; Bloodied 214; see also bloodied breath AC 26; Fortitude 23, Reflex 24, Will 23 Resist 20 poison Saving Throws +5 Speed 8, fly 12 (hover), overland flight 15; see also flyby attack Action Points 2 m Bite (standard; at-will) & Poison Reach 2; +15 vs. AC; 1d10 + 5 damage, and ongoing 5 poison damage (save ends). m Claw (standard; at-will) Reach 2; +15 vs. AC; 1d8 + 5 damage. M Double Attack (standard; at-will) Antharosk makes two claw attacks. M Flyby Attack (standard; recharge 7 8 ) Antharosk flies up to 12 squares and makes a bite attack at any point during the move without provoking opportunity attacks from the target. M Tail Sweep (immediate reaction, if an adjacent enemy does not move on its turn; at-will) +13 vs. Reflex; 1d8 + 5 damage, and the target is knocked prone. C Breath Weapon (standard; recharge 7 8) & Poison Close blast 5; +13 vs. Fortitude; 1d10 + 4 poison damage, and the target takes ongoing 5 damage and is slowed (save ends both). Aftereffect: The target is slowed (save ends). C Bloodied Breath (free, when first bloodied; encounter) & Poison Antharosk’s breath weapon recharges , and he uses it immediately. C Frightful Presence (standard; encounter) & Fear Close burst 5; targets enemies; +13 vs. Will; the target is stunned until the end of Antharosk’s next turn. Aftereffect: The target takes a –2 penalty to attack rolls (save ends). Alignment Evil Languages Common, Draconic Skills Bluff +19, Diplomacy +14, Insight +18, Intimidate +14 Str 16 (+8) Dex 20 (+10) Wis 17 (+8) Con 19 (+9) Int 16 (+8) Cha 18 (+9)
Calaunxin, Adult Green Dragon (C)
Level 9 Solo Brute
Large natural magical beast (dragon) XP 2,000 Initiative +5 Senses Perception +11; darkvision HP 408; Bloodied 204; see also bloodied breath AC 23; Fortitude 26, Reflex 21, Will 22 Resist 20 poison Saving Throws +5 Speed 8, fly 12 (hover), overland flight 15; see also flyby attack Action Points 2 m Bite (standard; at-will) & Poison Reach 2; +12 vs. AC; 1d8 + 5, and ongoing 5 poison damage (save ends). m Claw (standard; at-will) Reach 2; +12 vs. AC; 1d8 + 5 damage. M Dragon’s Fury (standard; at-will) Calaunxin makes two claw attacks. If she hits a single target with both claws, she makes a bite attack against the same target. M Flyby Attack (standard; recharge 7 8 ) Calaunxin flies up to 12 squares and makes a bite attack at any point during the move without provoking opportunity attacks from the target. R Luring Glare (minor 1/round; at-will) & Charm, Gaze Ranged 10; +10 vs. Will; the target slides 2 squares. C Breath Weapon (standard; recharge 7 8 ) & Poison Close blast 5; +10 vs. Reflex; 4d6 + 6 poison damage, and the target is slowed (save ends both). Aftereffect: The target is slowed and weakened (save ends both). C Bloodied Breath (free, when first bloodied; encounter) & Poison Calaunxin’s breath weapon recharges, and she uses it immediately. C Frightful Presence (standard; encounter) & Fear Close burst 5; targets enemies; +10 vs. Will; the target is stunned until the end of Calaunxin’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). Alignment Evil Languages Common, Draconic Skills Athletics +19 Str 20 (+9) Dex 12 (+5) Wis 14 (+6) Con 22 (+10) Int 12 (+5) Cha 10 (+4)
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Tactics Antharosk and Calaunxin are merciless combatants, and are well versed in fighting together. Antharosk uses his breath weapon to slow opponents fighting Calaunxin before switching to f lyby attack. If an opponent is dealing significant damage with ranged attacks, he uses frightful presence to stun it. Antharosk uses one action point in the first round of combat, reserving the other for an extra double attack to finish off a badly injured target. Calaunxin is more impetuous than Antharosk, and she hurtles into melee using dragon’s fury. If two or more targets present themselves, she uses her breath weapon, relying on frightful presence to prevent foes from fleeing. Calaunxin uses her action points to make double dragon’s fury attacks in the early rounds of combat. As a mated pair, the dragons are fiercely loyal to each other. If one is slain, the other goes into a berserk fury, focusing all attacks on the opponent that delivered the killing blow.
Blood Chaos Lake: The wide, swampy lake surrounding the Ever-Tree consists of a layer of blood chaos floating atop the water. The lake is typically calm (Athletics DC 10 to swim). Around the EverTree, the lake is 20 feet deep. The enchanted bole of the Ever-Tree resists the fell effect of the blood chaos, but the lake is dangerous to all other creatures. This potent distillation of elemental energy burns inanimate objects and melts living flesh. A creature that enters or begins its turn in an area of blood chaos takes 2d6 + 3 acid and fire damage and is slowed (save ends). Creatures in the blood chaos must use their swim speed or make a DC 10 Athletics check to move. They gain cover except against attacks from submerged
enemies. Fighting in the blood chaos imposes a –2 penalty to attack rolls except with spears and crossbows. Powers that have the fire keyword take a –2 penalty to attack rolls. Tunnels: Sarshan’s servants have carved 7-foothigh tunnels through the Ever-Tree’s vast roots. Ladder: Wooden ladders have been set over the Ever-Tree’s smaller roots. Moving over a ladder costs 1 extra square of movement.
Development Once the PCs have defeated Antharosk and Calaunxin, they can enter the tunnels below the EverTree. Go to “The Chase Is On (Part 2)” on the next page.
Features of the Area Illumination: Daylight filtering down through the tree canopy fills the area with dim light. Teleportation Circle: This permanent teleportation circle is set atop a wooden platform 40 feet above the ground. AC/Reflex 2, Fortitude 20, 200 hit points. Stairway: A narrow stairway leads downward through the trunk of the Ever-Tree from the teleportation portal. The stairway is difficult terrain. Thick Mud: The Ever-Tree grows upon a low island of heavy mud. Squares of mud are difficult terrain.
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THE CHASE IS ON (PART 2) Encounter Level 11 (1,800 XP)
Setup In this second part of the connected skill challenge, the PCs enter the tunnels below the Ever-Tree in search of Sarshan. At the culmination of the skill challenge, the PCs catch a first glimpse of the shadar-kai as he works to redirect the flow of blood chaos to another location in the Vale. When he spies the PCs, he flees to an island amid the Sea of Fire deep in the Elemental Chaos. The Chase Is On (Part 2) Skill Challenge
Level 11 XP 1,800
The fetid tunnels beneath the Ever-Tree are a dark labyrinth, but you have no time to lose. The PCs make their way through the twisting tunnels beneath the Ever-Tree. Complexity 3 (requires 8 successes before 3 failures). Primary Skills Acrobatics, Athletics, Dungeoneering, Stealth. Other Skills Nature. Victory The PCs make their way through the tunnels beneath the EverTree without expending significant resources. As a result, they are ready to take the fight to Sarshan’s servants. Defeat The PCs emerge from the labyrinthine tunnels after a tiring journey. All the PCs lose 1 healing surge and take a –1 penalty to all defenses until the end of the next encounter. Acrobatics (DC 16) (1 success or failure, maximum 3 successes). The PCs must move carefully to traverse the tunnels without losing time. This is a group check. One character acts as lead, while the others make checks to aid that character. Each ally that gets a result of 10 or higher provides a +2 bonus to the lead character’s check (which counts as the check to determine success or failure).
Athletics (DC 16) (1 success or failure, maximum 2 successes) Huge tree roots and other hazards partially block several of the tunnels (see “Features of the Tunnels”). With a successful Athletics check, the PC clears a path. Dungeoneering (DC 16) (1 success or failure, maximum 3 successes) With a successful check, the PC picks out the correct route through the tunnel warren. Nature (DC 16) (0 successes or failures) With a successful check, the PC senses the presence of a natural hazard. This provides a +2 bonus to one subsequent Acrobatics, Athletics, or Dungeoneering check. Stealth (DC 16) (1 success or failure, maximum 3 successes) With a successful Stealth check, the party manages to slip past a group of guards. This is a group check. One character acts as lead, while the others make checks to aid that character. Each ally that gets a result of 10 or higher provides a +2 bonus to the lead character’s check (which counts as the check to determine success or failure). On a failed check, the PCs manage to flee from the guards, but this sets back their progress. Alternatively, turn a failed check into an impromptu combat encounter (see the sidebar).
Development After making their way through the labyrinth of tunnels beneath the Ever-Tree, the PCs catch a glimpse of Sarshan and must face his servants in a cavern filled with blood chaos. Go to the “In Fetid Darkness” skill challenge on the next page.
Features of the Tunnels Illumination: Passageways are in darkness; chambers are illuminated by bright light shed by strategically placed lanterns. Tunnels: Tunnels are normally 10 feet wide. Chambers: Chambers are normally in better repair than tunnels. Most have flat, packed-mud floors and walls sheathed in wood.
Stench: The smell of mold and decay hangs heavy in the chambers and passages beneath the Ever-Tree. Though unpleasant, the stench has no harmful effect. Root Curtains: Curtains of roots hang from the ceiling to within 2 feet of the floor. It costs an extra square of movement to push through them. The roots provide cover and block line of sight for any creature not adjacent to them, except creatures that are prone. The roots in a square can be hacked down (AC/Reflex 5, Fortitude 10, 10 hit points). Huge Roots: In places, huge roots pierce the island’s muck. These roots are blocking terrain; creatures must either climb over them (Athletics DC 10) or duck under them (costing 2 squares of movement). Mudslide: Mud fallen away from the wall creates an obstruction. These squares are difficult terrain.
ADDITIONAL ENCOUNTERS If it appears that the PCs will be short of 12th level when they reach the final section of the adventure, consider creating a few additional encounters with Sarshan’s followers in this section. Use the notes in “Features of the Tunnels” to create an interesting battle site, then place one of the following groups of monsters or use these groups as inspiration to create your own. Group 1 (Level 11, 3,000 XP): 1 vampire lord (MM 258), 1 banshrae dartswarmer (MM 25), 8 ogre thugs (MM 198). Group 2 (Level 12, 3,475 XP): 1 ogre warhulk (MM 199), 5 troglodyte warriors (MM 252), 1 ettin spirittalker (MM 108). Group 3 (Level 11; 2,800 XP): 1 stormrage shambler (MM 232), 4 shambling mounds (MM 232).
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IN FETID DARKNESS Encounter Level 14 (5,100 XP)
Setup 1 skull lord servitor (L) 2 battle wight bodyguards (W) 1 elder troglodyte curse chanter (C) 4 cyclops guards (G) As they enter this chamber, the PCs catch their first glimpse of the elusive Sarshan as he flees through a portal. Unfortunately, the shadar-kai’s defenders have no intention of allowing the PCs to pursue their master. When the PCs reach this chamber, read: A pool of blood chaos and two teleportation circles dominate this chamber, a horribly disfigured shadar-kai fleeing across a slender catwalk as you enter. Even as Sarshan disappears into a misty haze that obscures the rear of the chamber, a three-headed skeletal figure steps out in front of you. A cyclops, a troglodyte, and an armored wight stand close behind.
Tactics
Skull Lord Servitor (L)
The skull lord takes on the most powerful looking melee combatant with bone staff attacks, making skull of bonechilling fear or skull of withering f lame attacks each round at enemies at the edge of the fray. The skull lord’s battle wight bodyguards fight adjacent to one another to gain the benefit of their shieldbearer ability. They focus on PCs seeking to move to the rear of the chamber. The troglodyte curse chanter stays at the edge of combat, targeting controllers and ranged combatants with poison ray and cavern curse. The cyclops guards lay into the closest opponents, flanking for combat advantage and trusting their evil eye to grant them extra melee attacks. 4 Cyclops Guards (G)
Level 14 Minion
Large fey humanoid XP 250 Initiative +8 Perception +13; truesight 6 HP 1; a missed attack never damages a minion. AC 27; Fortitude 26, Reflex 23, Will 23 Speed 6 m Battleaxe (standard; at-will) & Weapon Reach 2; +17 vs. AC; 7 damage. M Evil Eye (immediate reaction, when a melee attack misses the cyclops guard; at-will) The cyclops guard makes a melee basic attack against the triggering attacker. Alignment Unaligned Languages Common, Elven Str 22 (+11) Dex 16 (+8) Wis 17 (+8) Con 20 (+10) Int 11 (+5) Cha 11 (+5) Equipment hide armor, heavy shield, battleaxe
Level 14 Artillery (Leader)
Medium natural humanoid (undead) XP 1,000 Initiative +12 Senses Perception +10; darkvision Master of the Grave (Healing) aura 2; undead allies in the aura gain regeneration 5 and a +2 bonus to saving throws. This aura ends when the skull of death’s command is destroyed. HP 55; Bloodied 27; see also triple skulls AC 28; Fortitude 25, Reflex 26, Will 27 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 6 m Bone Staff (standard; at-will) & Necrotic, Weapon +17 vs. AC; 1d8 + 4 damage plus 1d6 necrotic damage. R Skull of Bonechilling Fear (minor 1/round; at-will) &