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TABLE OF CONTENT
Table of Content .......................................................................... 2 Credits ............................................................................................. 4 Prologue .......................................................................................... 4 The Threat ...................................................................................... 5 Preparing for Adventure ........................................................... 8 Hook: Missing Mentor 1 .............................................................. 8 Hook: Missing Mentor 2 .............................................................. 8 Hook: Ominous Signs.................................................................... 8 Adventure Summary .................................................................. 9 The Cult of Orcus ........................................................................... 9 The Bloodreavers ............................................................................ 9 Recent Developments................................................................ 9 Adapting Winterhaven.............................................................. 9 Q&A ................................................................................................... 9 Revelations ..................................................................................... 9 Hook: Slave Rescue ..................................................................... 10 Shadowfell Keep ....................................................................... 11 The Truth of the Keep ................................................................ 11 The Missing Villagers .............................................................. 13 Learning the Villagers Fate ...................................................... 13 The Mystery of Old Sara ........................................................ 14 A3: Kobold Lair, Inside........................................................... 15 A4: Burial Site ............................................................................ 16 The Mirror of Shadows .............................................................. 16 Attack on Ninaran .................................................................... 17 Set Up.............................................................................................. 17
Tactics ............................................................................................. 17 Features of the Area ................................................................... 18 Farm Attacks .............................................................................. 19 Set Up.............................................................................................. 19 Perception Check ......................................................................... 19 Tactics ............................................................................................. 19 Features of the Area ................................................................... 20 Whats Next? ................................................................................ 20 Cult of Orcus .............................................................................. 22 Set Up.............................................................................................. 22 Tactics ............................................................................................. 22 Features of the Area ................................................................... 23 Slaver Encounter ...................................................................... 24 Setup................................................................................................ 24 Tactics ............................................................................................. 24 Features of the Area ................................................................... 25 Shadowfell Keep....................................................................... 27 The Tombs ..................................................................................... 27 The Shadow Dreams .................................................................. 27 Area 8: Sir Keegans Tomb ................................................... 28 Keegans Duty .............................................................................. 28 Area 11: Water Cave .............................................................. 28 Water Cave History ................................................................... 28 Tactics ............................................................................................. 28 The Treasure ................................................................................. 29 Area 14: Warchiefs Room ................................................... 30 Negotiations .................................................................................. 30 Area 16: Chamber of statues ............................................... 31 Area 18: Cathedral .................................................................. 31
Setup................................................................................................ 32 Reversing the Ritual ................................................................... 32 Tactics ............................................................................................. 33 Treasure ......................................................................................... 33 The Rod of Ruin .......................................................................... 33 Magic Items Appendix............................................................ 34 The Rod of Ruin .......................................................................... 34 House Rules Appendix ........................................................... 37 Underwater Swimming ............................................................. 37 Drowning....................................................................................... 37 XP Analysis ................................................................................. 38 NPC Portraits ............................................................................. 39 Players Handouts ..................................................................... 41 Battle Maps ................................................................................. 47 Monster Update ........................................................................ 51 On the Road: Kobold Brigands ............................................... 51 A1: Kobold Ambush ................................................................... 52 A2: Kobold Lair, Outside .......................................................... 52 A3: Kobold Lair, Inside ............................................................. 53 A4: Burial Site ............................................................................. 55 Area 1: Goblin Guard Room ................................................... 56 Area 2: Torture Chamber......................................................... 57 Area 3: Excavation Site ............................................................. 58 Area 4: Chieftain's Lair ............................................................. 58 Area 5: Crypt of Shadows ......................................................... 59 Area 6: Hidden Armory............................................................ 60 Area 7: Skeletal Legion .............................................................. 60 Area 8 Sir Keegan's Tomb ....................................................... 61 Area 9: The Maze of Caves....................................................... 61
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CREDITS
These are the contributors in the Wizards community who have helped with improvements, new ideas and concepts to this H1 Conversion Guide. Blastin Helped with all spelling and grammer GMforPowergamers Ideas on adding blood scripts in Keep Lineov Rod of Ruin concordance and connection to Karavakos. Update of Skill Challenges. SgtPepper76 Modified Poem of Melgold the Mad Poet Zinovia Original Poem idea of Melgold the Mad Poet Jacktannery Contributed DM's role-playing advice
whispered word that brought back memories of lost causes and unpaid depts. Orcus focused his divine attention towards the source, spanning his godlike awareness cross planes and dimensions. Master of Undeath, Tear in the shroud of Death, listen to the words of your humble servant, a maggot in your godlike corpse. I have found out where the followers of Bahamut have hidden the Rod of Ruin! The paladin of Bahamut I defiled and brought back in your name knows of its hiding place, great Master. The Rod of Ruin Found! The Blood Lord clenched his fist around the Wand of Orcus, blood dripping between his fingers. This opened up new possibilities, the chessboard had suddenly shifted, and things were tilting in his favor again. As Lord of the Undead, Orcus had the everlasting patience of the dead, a trait seldom seen among his demonic cohorts and enemies. But Orcus knew that if he waited long enough in the darkness, secrets held in life would resurface in the afterlife. It was just a matter of time, and that time was now. With the Rod of Ruin resurfacing he could send his pawns to collect it and complete the task once started but never finished turning the living world into a realm of undeath and eternal darkness. His divine mind immediately identified the hundreds of actions needed for setting the plan in motion, but first he poured a fraction of his essence into the world of the living. His aspect materialized in the crypt of his maggot, pulling darkness and the chill of the grave with it. The priest screamed in terror as his eyes started to bleed at the sight of his true Lord. There were still questions that needed answers and a dept of a soul to be paid
PROLOGUE
The Blood Lord sat on his throne of bones and blood-oozing skulls, engulfed in darkness and the putrid stench of death and misery. Cries of pain and anguish played in the background of Orcus residence of Undeath. Nothing of this reached the dark lord. His blood-hazed eyes were lost into the distance, his mind stretching out to listen to the calls and prayers of his dark clergy and followers. Like buzzing flies, their requests and calls for favors left no impression on the Demon Price of Undeath his schemes of power were on a level incomprehensible for his mortal followers. But suddenly his eye twitched, a prayer no not a prayer a
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THE THREAT
The Pyramid of Shadows: Realms, both wondrous and dire, border the world. One such realm is the Shadowfell. Although not inherently evil, the Shadowfell is fraught with dangers, and the barrier between worlds can be thin. Sometimes the darkness breaks into the light. Nearly five hundred years ago, a mighty tiefling wizard named Karavakos made a fatal bargain. The twin threats of minotaurs of the wild and rebellion from within threatened his iron grip over the lands of his petty kingdom. In desperation, Karavakos summoned a demon, a servant of the mighty demon prince Orcus and asked for aid. The demon whispered dark secrets to Karavakos, guiding him into building an unholy cult of the demon prince Orcus in his kingdom. In return the demon showed him a ritual and an artifact that would create a gap between the worlds, connecting one of Orcuss unholy Shadowfell sites to the world. Karavakos, already a skilled magician, created the Rod of Ruin and the necessary ritual to bridge the gap to the Shadowfell. Skeletons, zombies, and demons flooded through the rift into the light of day. A legion of abyssal warriors came to march under his command, and he stepped up his efforts to restore his tyranny over his domain and subjects. The hordes of demons came at what at the time seemed to be a very reasonable price. They would fight on Karavakos behalf and obey his orders. If he ever led them to defeat, however, they would abandon him and feed on his dark soul for all eternity. All the souls of his subjects would be damned to an eternity of pain in the depths of Abyss. Only an error made by the wizard could result in the demons defeatno army in the world could defeat them on the field of battle. Karavakos led his hordes on one conquest after another. His first target was the neighboring minotaur
tribes, which were almost driven to extinction by Karavakos undead and demon infested hordes. One tribe took refuge in the depths below Thunderspire Mountain, where they founded the city of Saruun Khel and hid from Karavakos wrath. What had been a small kingdom ruled by Karavakos grew into a mighty nation to rival the great human empire of Nerath that held sway over much of the land at this time. With winters arrival, Karavakos called a halt to his campaign of expansion. He returned to his palace with the eladrin princess, Vyrellis, who was to be his bride. Together, he proclaimed, they would rule a new empire, and with springs dawning his armies would march into the Feywild, extending their rule across two worlds. When spring came, the demon hordes marched through the thin border between worlds. In the Feywild, though, the demons met their match. Invincible on the battlefields of the natural world, the demons had no such protection once they stepped into the Feywild. Fey spears and arrows felled the hordes, putting an end to Karavakoss dreams of conquestand severing his demonic bargain. At the same time, the empire of Nerath had dispatched legionnaires to eliminate the threat of the rift to the Shadowfell. The empires soldiers destroyed the remaining undead, sealed the opening, and built a keep to watch over the location and contain the threat. This is the site known as the Keep on the Shadowfell. Karavakos nation died on that day, all his subjects killed and their souls brought back to the Abyss with the returning demons. The Seelie Court feared what the demons would do with Karavakos soul and instead imprisoned him in the Pyramid of Shadows, his eladrin princess at his side. The fey gave the Rod of Ruin to the Nerath Empire as a reminder of mankinds folly and their responsibility to secure that it never happened again. The emperor ordered the Rod of Ruin to be hidden for all time,
as they lacked the power to destroy it. It disappeared and was soon forgotten in the mists of time. The Pyramid of Shadows is one of many magical prisons created to confine powerful beings. The fey created it to exist both in the natural world and in the Shadowfell, at the same time in neither of them, thereby preventing Karavakos from ever returning. Just as a prism splits light into its component colors, the pyramid split Karavakoss life force into free-willed splinters, each one containing a fragment of his power. With his power spread among these various splinters, Karavakos couldnt hope to break free from the prison. Enraged, he lashed out at the only person he could blame for his failureVyrellis, who he claimed tempted him into his ill-fated attack on the Feywild. He cut Vyrelliss head from her shoulders and threw it into the charnel pit at the heart of the pyramid. But Vyrellis didnt die. Her life energy, too, was splintered upon her arrival in the pyramid. Her splinters are not animate, but have instead been imbued into gemstones and an orb spread throughout the pyramid. Vyrellis is now driven by a burning thirst for revenge against Karavakos, matched only by her desire to reunite the fragments of her life force and escape the Pyramid of Shadows. Thunderspire Labyrinth: After Karavakos was imprisoned decades of peace followed, and the village of Winterhaven arose within sight of the keep guarding the closed rift to the Shadowfell. Eventually, the great fort fell into ruins and its grand purpose was forgotten. Today, it is seen as a harmless tumble of stone and wood. But when one power falls another rises in its wake. Soon after the fall of Karavakos, Saruun Khel became the center of an oppressive minotaur kingdom devoted to the demon lord Baphomet that subjugated neighboring lands. This angered the Demon Prince of Undeath, who started to
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ADVENTURE SUMMARY
THE CULT OF ORCUS
I really liked the idea of Bairwin running the Cult of Shar within Winterhaven, introduced in the H1: Realms Conversion. Get it at: http://www.wizards.com/download.asp?filename=155_Sha dowfell_FR.pdf I wanted to use it but for Orcus instead, and it is a quite easy conversion. I decided to change the encounter with more undead, rather than shadows. I also wanted to have some ways for the characters to learn about Bairwins activities in the town, so I reworked the Tavern Thugs into a Skill Challenge The Mystery of Old Sara, as well as an encounter outside of Winterhaven Farm Attacks where the characters find evidence of the abductions happening.
the old Kings Road and outskirt farms. He then routes them to the hobgoblin Warchief that secures the continuous transfer of them to Thunderspire Mountain and the Bloodreavers there.
ADAPTING WINTERHAVEN
Q&A
Q: What do you know about a cult of Orcus? At this point, most people are dismissive of such an idea, laughing it off. Characters can make a DC 13 Streetwise check to learn any or all of the following points of information related to the cult: The town has no underground caverns or hidden places of which its citizens are aware. There arent any new or suspicious folks in town. The newest person is Bairwin, and he arrived several years ago. The gates are shut at night, and the only people who leave through them are returning to their homes outside town. Farmers, like Eilian the Old, and trappers, like Ninaran, leave shortly after dark. Most people are more concerned about the kobolds attacking travelers and townspeople than they are about a subversive cult. If there were a cult, most folks believe it would be outside of townoff in the dragon burial site southwest of town or the old, ruined keep to the northeast. Even so, people find that highly doubtful.
RECENT DEVELOPMENTS
A Skull of Orcus named Kalarel has infiltrated the nearby town of Winterhaven. His cult operates out of the town, which helps supply Kalarel and his followers, who are hard at work in Shadowfell Keep preparing to open the rift to Shadowfell. Bairwin is Kalarels underling and the leader of the cultists located in Winterhaven. Bairwin operates the cult out of a basement in his shop. Bairwin arrived several years ago at the same time as Kalarel, and he has covertly supplied Kalarel with the tools and provisions necessary to excavate Shadowfell Keep. He has also begun recruiting others to his cause. Bairwin, feeling safe in his cover as shopkeeper in Winterhaven, has started to perform vile rituals in the name of Orcus in the basement of his shop. The ritual involves human sacrifices to Orcus and the creation of selfloathing undead creatures from the remains. Bairwin has sent some of his ruffians and thugs, disguised as merchants and guards, to the remote farms to kidnap suitable victims for the rituals. Recently the previous shop keeper Old Sara happened to pass by the shop one morning and heard screams from the cellar. She went in and discovered the basement and its vile purpose. Before she could get out and warn the city guards, Bairwin captured and killed her. He has tried to cover his tracks, but some talented adventurers might find the truth about old Saras disappearance.
THE BLOODREAVERS
As I have tried to tie together Keep on the Shadowfell more tightly with Thunderspire Labyrinth, it was natural that Kalarel was accompanied with Hobgoblins of the Bloodreavers tribe. They have been given the task not only to protect Kalarel (Area 12 to 14), but also to secure a steady supply of slaves to their brethren in Thunderspire Mountain thereby securing Paldemars position and influence. Their Leader Traak is in charge of their operation from the Keep. Another change I made was to turn Irontooth into a hobgoblin Bloodreaver, rather than a mere goblin, thereby making him more threatening, which helped prepare the PCs for the tough A3 encounter (Kobold Lair). Irontooth has taken command of the kobolds, kidnapping slaves from
REVELATIONS
If the PCs discover that Bairwin is leading the cult in Winterhaven they are likely to confront him directly or turn to Lord Padraig. If the PCs go to Bairwins shop, he greets them pleasantly. When the PCs begin asking probing
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If played right, lawful PCs will learn the hard way that they will need hard evidence before making accusations against someone in a lawful society. Bairwin has no relics in his shop; Searching the shop reveals nothing (the secret door to the cellar is magically hidden; Douven did show the mirror when stocking up supplies in his store; Agrid has no actual proof to verify his claim that Bairwin sent him to do the dirty work. If the characters manage to present evidence, such as a successful skill challenge in the Mystery of Old Sara, or providing the thugs from the Farm Attacks encounter, he says he will not take action against a member of the town without just cause. In the event the PCs present proof, then Padraig asks the PCs to help apprehend Bairwin (see Cult of Orcus encounter). If the PCs successfully put an end to the cult activities in Winterhaven Lord Padraig trusts them enough to ask them to help rescue the missing villagers he fears have been taken to the keep for some sinister and evil purpose. Present the PCs with the Slave Rescue hook. This is actually a hook into the next adventure Thunderspire Labyrinth, which the players cannot solve at the keep. They can, however, find the clues at the keep as to what has happened to the missing villagers.
BAIRWINS CLAIM
Douven showed the mirror to Bairwin, who sent word about the relic to a collector of fine arts in Fallcrest. A month ago an old companion from Bairwins adventuring days, Agrid, showed up and said he had fallen on hard times and needed work. Bairwin had no work for Agrid but had just received word from the collector in Fallcrest who was interested in the mirror. He paid Agrid for delivering the message to Douven that he had an interested buyer for the mirror, prepared to pay more than 500 gp for it. Bairwin says that Agrid must have fallen to the temptation to take the money himself. He must have wanted to find more relics from Douven, and probably kill him and escape with all the valuables to Fallcrest were he would try to sell it. Bairwin asks Lord Padraig why he should believe some claims from a stranger such as Agrid and a group adventurer instead of a loyal villager who have brought a lot of trade and taxes to Winterhaven over the last 10 years.
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SHADOWFELL KEEP
Once the characters have exhausted their options in town and have figured out the danger that Kalarel and his cohorts represent, they will likely head toward the keep. However, the characters might learn a little bit more of the story through the efforts of Valthrun, an NPC.
Skeletons, ghouls, and stranger, fouler creatures once crawled through the opening into the light of day. By destroying the undead and sealing the rift, the Nerath Empire thought that was the end of the story. Now, Im not so sure. Take a look at this poem I found in the Collection of Lyrics from Melgold The Mad Poet of Almhurst
But twisted whispers echo through the halls, And ghostly blood runs 'long the walls, None can face those cursed remains, Fear like water in their veins. A Blood Lord follower from a cursed line, Now threatens to awake the unholy shrine, Dark power craves as men do thirst, Confining spells to be reversed. Storm clouds gather with the demon's approach, And the living dead will soon encroach, The forces of good will never survive, For the Prince of the Undeath will soon arrive.
In shadowed keep of tumbled stone, A peril lurks, for years unknown, The Kinslayer's spirit guards it yet, 'Gainst a newfound vile threat. The Kinslayer once was proud and strong, Until the Blood Lord came along.
The forces of good will never survive, for the Prince of the Undeath will soon arrive
The thing of evil sent dark dreams, Nightmares wrought of tortured screams, The vowed defender's mind did bend, And with his blade he did rend. Awakened to the awful truth, Shattered bones of men and youth, His wife and children, pride and joy, Mistaken for demons he was forced to destroy. The Kinslayer fled to meet death alone, For wicked deeds he must now atone, And so the fallen paladin must wait, For heroes to arrive and reverse his fate.
This poem sent me digging deeper into the fall of this Kinslayer and this is what I found: Within two short decades after the collapse of the Nareth Empire, Shadowfell Keep was abandoned and left to fall apart and decay. It was on a grisly night about eighty years ago that the lord and commander of the keep garrison, Sir Jerold Keegan, put into motion the events that led to the keeps downfall. Perhaps the Shadow Rifts malign influence is too strong to resist. Maybe Sir Keegan was a crazed lunatic driven by demons we may never understand. Whatever the case, at the stroke of midnight on that fateful day, Sir Keegan began to systematically slaughter every resident of the keep, forever cursing the place. The author of the
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INTIMIDATE CHECK
Success 0 to +2 The kobolds deliver them to the keep and we pay them. We keep the humans in the cells until the Bloodreavers comes and collects them. Sometimes we have some fun with them. He he Please dont hurt me that is all I know! Success +3 or more The Bloodreavers is a tribe of Hobgoblins up in Thunderspire Mountains fierce warriors hurt goblins if we do not do as told. I do not know what they want the human slaves for. If the PCs questions Balgron the Fat or the Hobgoblin Torturer (Area 2) they might learn more with a successful Inimidate check.
INTIMIDATE CHECK
Success We are the Bloodreavers! The mightiest tribe in the Thunderspire Labyrinth. We have become very rich by selling this human rabble into slavery in the Underdark. Weaklings they are, but they fetch a good price in the Seven-Pillared Hall! A successful interrogation of the hobgoblin Warchief Traak provides the last piece of clues.
INTIMIDATE CHECK
Success: The Bloodreavers have an agreement with the great Master No I do not know his name. I only know that our skilled Warlord Krand struck a bargain with him. We were sent to accompany and protect his disciple Kalarel. In return he provides us with fresh slaves.
INTIMIDATE CHECK
Success 0 to +2 We just delivered four new slaves to the Bloodreavers. They came and picked them up only yesterday, but it serves you no good, they are already on the way to Thunderspire Mountains to meet the same fate as the other twelve. You came too late, ha, ha! Success +3 to +4 The Bloodreavers have a camp not far from here. The human rabble might still be there. They talked about staying longer to get some fat merchants as well. Yes I can tell you how to get to the camp. Success +5 or more: The Bloodreavers are a gang of thieves and slavers, not necessarily in that order, that includes goblinoids and some humans. Most of them are fierce warriors and they have their base in the Thunderspire Mountains. If the PCs question the Bloodreaver hobgoblins on the second level of the keep they gain even more information about the Bloodreaver tribe.
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It is common for followers of Orcus to carry black, skull-topped scepters and they often wear skull masks and black robes with hoods, or goat-horned headdresses and silver robes. 1st Diplomacy (DC 12): Talking to some villagers, PCs learn that Old Sara and her husband used to own the store were Bairwin now resides. It used to be an old pottery but Sara sold the store to Bairwin when her husband died several years ago. Old Sara always passed by the store on her morning and evening walks to the market. Otherwise she never left her home, which makes her disappearance even stranger. 2nd Diplomacy (DC 12): When speaking to Thair Coalstriker PCs learn that this gruff dwarf is in poor humor over the success of Bairwins shop. He openly complains about the Grand Shoppes overnight success. He explains that Bairwin arrived in town with a wagon full of junk a few years ago and has since managed to build a shop that seems constantly to acquire more merchandise and expensive items despite having few customers. 3rd Diplomacy (DC 12): Characters who question Thair further learn that Bairwin was at first a frequent customer of Thairs. Bairwin often purchased metal goods like shovels, spades, and wheelbarrows. Thair assumes that he managed to somehow sell these items at a great profit to others in the areaperhaps dwarves in the nearby hills. Whatever the case, the dwarf smith is bitter over Bairwins shops growth. 2nd Streetwise (DC 12): PCs learn from Delphina Moongem at the market that she saw old Sara entering Bairwins shop that fatal day she disappeared, as she usually did on her morning walk. Like to see that Bairwin took care of her old store, as she used to say, but then she never came over to the market.
Insight (DC 12): PC remembers that Bairwing said that he had not seen old Sara on the day of her disappearance. Dungeoneering (DC 12): A PC notices the Bairwins shop seems to have undergone some recent changes. The house foundation has been strengthened with supporting pillars, suggesting that the foundation needed reinforced. It could be an indication of a cellar being added to the structure. Success: If the adventurers gain 6 successes before attaining 3 failures, they find proof that Bairwin is most likely to be blamed for the disappearance of Old Sara. They can either go to Lord Padraig or Captain Kelfem with the information, and have them arrest Bairwin, or they can confront Bairwin themselves. If they choose the latter then they proceed to the Cult of Orcus encounter. Successfully completing this skill challenge earns the adventurers a major quest reward (200 XP). Failure: If the adventurers attain 3 failures before gaining 8 successes, further skill checks will give them no more information about the mystery. Bairwin also learns about them asking questions about the disappearance of old Sara. He sees the risk and reports it to Kalarel, who then orders Bairwin to dispose of any evidence that might lead back to the Keep and Kalarels plans. When the characters search the cellars of Bairwins shop they find no proof of his involvement in the Cult of Orcus or the disappearance of old Sara. If this happens you as a DM should consider running the Farm Attack encounter to give the PCs a chance to learn about the cult of Orcus.
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Saa (Greetings) Ghaal (Mighty) Irontooth, We have received your chaatoor (human) tuuvotos (slaves). Good work brother. Lhevk-ruh (Skilled Warlord) Krand is proud of your work. Shava (Sword Brother) Traak You might as a DM consider not changing the goblin words in the message making it a little more cryptic and the comprehend language ritual not a 100% translation. You can find the letter in the Players Handouts in the end.
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that crate. I dont know why. It was Bairwin who told me where to find that fool, Douven. Once the gnome has offered his information, he tries to cajole the PCs into letting him go, pointing out that he didnt kill Douven, and the PCs would be cruel to kill him. Once Douven is freed, he also offers an important bit of information to the PCs: When I set out to dig, I had thought this was the burial site of some old dragon. However, the skeleton of the dragon is intermingled with other remains and skeletons from many lesser creatures, many of them looks to be demonic in origin. It seems as if this is the site of some old battle, rather than a burial site. I can only wonder were these demons came from and what could have been worth fighting over in this remote place.
When a PC looks at his reflection in the mirror, read: The silver mirror is tarnished and when you look into it you find your reflection grayish and misty. Suddenly you see your face but it is like a dark corrupted version, glaring out at you with white skin and eyes shining with malice.
Mirror of Shadows
Level 1
The perverted shadow form of yourself breaks down your will Cursed Item 550 gp Attack: +5 vs. Will; Loose one healing surge, range 5 squares Ongoing Effect: Carrying the cursed item gives a -2 penalty to Will defense if the person has looked into the mirror and seen his or her reflection. However, there are not only drawbacks with the Mirror of Shadows. A character in possession of the Mirror gets +2 on their Arcana checks to reverse the ritual in Area 19: The Shadow Rift. Some players might even start using it as a gaze attack versus their opponents successfully.
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ATTACK ON NINARAN
Encounter Level 4 (925 XP)
Ninaran tries to back away to be able to shoot at the PCs. Ninaran, Elf Archer (N)
Medium fey humanoid (elf) HP 44; Bloodied 22 AC 17; Fortitude 14; Reflex 18; Will 15 Speed 7 TRAITS Group Awarness * Aura 5 Non-elf allies in the aura gain a +1 racial bonus to Perception checks. Archers Mobility If Ninaran moves at least 4 squares from its original position, she gains a +2 bonus to ranged attacks until the start of its next turn. Wild Step An elf ignores difficult terrain when it shifts. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d8 + 5 damage. r Longbow (weapon) * At-Will Attack: Ranged 20/40 (one creature); +11 vs. AC Hit: 2d8 + 3 damage. TRAITS Elven Accuracy * Encounter Effect: An elf can reroll an attack roll. It must use the second roll, even if its lower. Skills Nature +12, Stealth +12 Str 13 (+3) Dex 20 (+7) Con 14 (+4) Int 12 (+3) Wis 16 (+5) Cha 11 (+2)
Level 3 Skirmisher
XP 150 Initiative +5 Perception +6 Darkvision
SET UP
This encounter is triggered if the PCs realize Ninaran is the traitor that warned Irontooth of their approach (see A3 Kobold Lair) and choose to confront her at Wraftons Inn. As soon as Ninaran senses that the characters are after her she summons her shadow wolves. They appear in the squares next to her. This encounter includes the following creatures: 5 lesser shadow hounds (H) Ninaran, elf archer (N) When the PCs attacks Ninaran, read: Ninaran leaps to her feet and in a single motion has her longbow in her hand. Lord Orcus, Dark Master protect me, she shouts while putting an arrow to the string. Suddenly the room grows darker and wisps of shadow dance around Ninaran. From nowhere five shadowy black dogs appear, growling menacingly at you. Place the characters where they want to be in the room, but at least 2 squares between them and Ninaran.
Level 4 Artillery
XP 175 Initiative +7 Perception +12 Low-Light Vision
If the shadow hound has combat advantage against its target, it deals an extra 1d6 damage on a successful melee attack. STANDARD ACTIONS m Bite * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 6 damage. MINOR ACTIONS C Baying (fear) * Recharge 5 6 Attack: Close burst 3 (creatures in burst); +6 vs. Will Effect: Target takes a -2 penalty to all defenses until the end of the shadow hounds next turn. Special: Deafened creatures are immune. Skills Endurance +7, Stealth +7 Str 17 (+4) Dex 13 (+2) Con 12 (+2) Int 6 (-1) Alignment unaligned Wis 11 (+1) Cha 14 (+3)
Languages
TACTICS
When the characters attack Ninaran let every one roll initiative. On the shadow hounds initiative they teleport into the room from the Shadowfell and attack the PCs, trying to position themselves at the characters flanks. The hounds keep movingout of melee range when possible.
Alignment evil Languages Common, Draconic, Elven Equipment leather armor, longsword, longbow, quiver of 30 arrows
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FARM ATTACKS
Encounter Level 1 (500 XP)
address any members of the group, the human mercenary grunts and tells them to mind their own business. Unless the PCs attack the men, read: The leader of the group, a scarred man in chainmail, standing at the back challenges you. Youre the right doers, aint you? he asks. Well it aint going to help you. If you try anything I will cut this little girl to pieces, wont I sweety? The girl recoils and tries to wriggle free, but the ruffian is too strong. You hear her manage a stutter, Please save me, they have mom and dad in the bedroom. At this point, give the PCs another opportunity to act or ask questions.
SET UP
The player characters are returning to Winterhaven from either the A3 Kobold Lair or the A4 Burial Site, or they have gone to investigate the disappearing people in the remote farmsteads, maybe failing in the skill challenge around the The Mystery of Old Sara. When they are passing by some of the farmsteads allow the party a DC 12 Perception check to notice that something is wrong. If they succeed they hear a muffled scream from inside the house and that the front door seems to be broken in. The intruders inside have had scouts that noticed the party and now try to prevent the farmers from attracting help. When the party approaches they try to bar the doors from entry, and do not answer any questions, hoping the party will tire and move on. A DC 15 Strength check is needed to break open any of the doors. This encounter includes the following creatures: 4 human thugs (T) 2 human ruffians (R) 1 human mercenary (H) Once the players break into the house, read: A low fire still burns in the hearth of the small farmstead. A group of tough-looking humans is barricaded inside the house holding a young beautiful farm girl hostage. Four men are in the main room and two are visible in the back room. At this point, everyone rolls initiative and gets the opportunity to act. Place miniatures of the human gang according to the positions on the tactical map. If the PCs
PERCEPTION CHECK
DC 19 The leader of the group has a small necklace with a small silver symbol of a skull with rams horns. When the PCs rise to the defense of the farm girl (D) either physically or verballythe human mercenary keeps his sword to the girls throat and threatens to kill her (with a coup the grace), while, urging his allies, Take care of them. The father (F) and mother (M) are locked in a bedroom. The key to the door is in the mercenarys pocket or it can be opened with a DC 10 Thievery check or DC 14 Strength check to break open. If the PCs do not come to the farm girls aid and instead leaves, then the human mercenary makes sure he sees them leaving before they take the family on a wagon towards the Keep on the Shadowfell. Two days later they try to return in disguises to Winterhaven with the girl tied and gagged in a merchant wagon, delivering her for sacrifice at the altar of Orcus in the cellar of Bairwins shop.
TACTICS
The human thugs stand guard at the door. However, at the signal from their leader, they attack the characters. The human mercenary focuses on the farm girl and trys to use her life for negotiations, but he turns his attention on the PCs if he is attacked. Although the mercenaries are working in the service of Bairwin and the cult of Orcus, they are practical opponents and flee if a fight appears lost.
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HP 1; a missed attack never damages a minion Initiative +0 AC 14; Fortitude 13; Reflex 11; Will 11 Perception +0 Speed 6 TRAITS Mob Rule A human thug gains a +2 power bonus to all defenses while at least two other human thugs are within 5 squares of it. STANDARD ACTIONS m Club (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 4 damage. Str 14 (+2) Con 12 (+1) Alignment evil Equipment club Dex 10 (+0) Int 9 (-1) Wis 10 (+0) Cha 11 (+0)
Alignment evil Languages Common Equipment chainmail, longsword, crossbow with 20 bolts
Level 2 Skirmisher
XP 125 Initiative +6 Perception +1
Languages Common
The human ruffian deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. STANDARD ACTIONS m Mace (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d8 + 5 damage, and the ruffian can shift 1 square. R Dagger (weapon) * At-Will Attack: Ranged 10 (one creature); +7 vs. AC Hit: 1d4 + 5 damage, and the ruffian can shift 1 square. M Dazing Strike (weapon) * Recharge when the attack misses Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d8 + 5 damage, and the target is dazed until the end of the ruffians next turn (save ends). Effect: The ruffian can shift 1 square. Skills Stealth +9, Streetwise +7, Thievery +9 Str 12 (+2) Dex 17 (+4) Wis 11 (+1) Con 13 (+2) Int 10 (+1) Cha 12 (+2) Alignment evil Languages Common Equipment leather armor, mace, 4 daggers
Level 3 Soldier
XP 150 Initiative +5 Perception +6
WHATS NEXT?
When the fight concludes, the player characters have the opportunity to talk to the terrorized farm girl, Ilina, and let her parents out of the locked bedroom. Ilina tells the characters what the ruffian told her before they came and rescued her and her family. They said my parents were going to be sold as slaves, but for me they had other plans. I was going to be sacrificed they said,
Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 6 damage, the target is marked until the end of the human mercenarys next turn. M Press the Advantage (weapon) * Recharge 5 6 Requirement: Longsword Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 9 damage, and the target is pushed 1 square and dazed (save ends). R Longbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +7 vs. AC Hit: 1d8 + 4 damage.
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but first they wanted to have some fun. I am lucky to be alive. If you hadnt passed by and heard my screams, we would have been lost. The family thanks them for what they have done, but they are poor and can not give them any money in return. If the players take some of the thugs alive for questioning and succeed on an opposed Intimidate versus Will check they surrender and offer the characters information in exchange for their life. If the PCs accept, they say: Kalarel is the mastermind! We supply him with goods and food up in the old keep in the mountains. My contact in the town is Bairwin the shopkeeper; he is secretly running a cult of Orcus in the basement of his shop. He sent us out to gather virgin girls or boys for his ritual to the Blood Lord. Once the thugs have offered their information, they try to cajole the PCs into letting them go, and the PCs would be cruel to kill them. If the PCs insist on bringing them back to town as evidence of the cult activity, they look for every opportunity to escape.
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CULT OF ORCUS
Encounter Level 3 (700 XP)
tide of undeath, and even the gods will perish at your feet O Lord of Blood. We will show no mercy; as suffering and torment are the fuel that will empower your ascent, O Great Master
The orcus cultists move through the pews when necessary, striking at the PCs flanks and then using shadow shift and a move action to retreat out of reach. Bairwin remains in the back, blinding the PCs with nights veil so the skeleton warriors can gain combat advantage and attempt to keep them in place with their long swords. Bairwin and his followers are utterly devoted to Orcus and to Kalarels plan, and they gladly fight to the death.
SET UP
Whether the characters confront Bairwin directly or attempt to apprehend him on behalf of Lord Padraig, the shopkeeper flees into the backroom at the first sign of danger. Characters following him find a secret door ajar in the shops backroom. The door opens into a narrow stairway that spirals downward into darkness. Bairwin purposefully leaves the door ajar, hoping to lure the characters after him so he can confront them with his allies. Two skeleton warriors stand vigilantly near the entrance to the underground shrine. Two cultists stand near the altar with Bairwin behind them, ready for the attack. This encounter includes the following creatures: 2 orcus cultists (C) 2 skeleton warriors (W) Bairwin, cult leader (B) When the characters enter the area, read: Shadows dance in the room, the only light comes from a few candles lining the walls, burning with flickering, orange flames. The smell of death and decay meets you. Three rows of pews lead up to an altar. A long, black carpet with silver embroideries of skulls, bones and vile pictures of the demon prince of undeath, leads up to the front. Several dark-clad figures stand around the room, poised for action. You see Bairwin in front of the altar calling out to his Master, We promise our souls to you Lord Orcus, we eat of your flesh and drink of your blood, and through You we will gain life everlasting. We will overwhelm the world in a
TACTICS
The creatures occupying this room attempt to engage the PCs near the entrance where the carpet begins. The skeleton warriors, clad in dark robes, attempt to block the main corridor, forcing any PCs to move through the pews if they want to reach Bairwin. Bairwin, Cult Leader (B)
Medium natural humanoid HP 47; Bloodied 24 AC 16; Fortitude 14; Reflex 14; Will 17 Speed 6 STANDARD ACTIONS m Quarterstaff (weapon) * At-Will Attack: Melee 1(one creature); +8 vs. AC Hit: 1d6 + 7 damage. R Nights Veil (necrotic) * At-Will Attack: Ranged 10/20 (one creature); +6 vs. Fortitude Hit: 2d8 + 5 necrotic damage, and the target is blinded (save ends). C Darkness Unleashed (necrotic) * Encounter Attack: Close burst 2 (creatures in burst); +6 vs. Fortitude Hit: 1d4 + 5 necrotic damage, and the target is pushed 2 square and blinded until the end of Bairwins next turn. Skills Nature +8, Religion +7 Str 13 (+2) Dex 12 (+2) Con 15 (+3) Int 12 (+2) Wis 14 (+3) Cha 18 (+5)
Level 3 Controller
XP 150 Initiative +2 Perception +3 Low-Light Vision
Level 3 Soldier
XP 150 Initiative +6 Perception +3 Darkvision
When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 6 damage, and the target is marked until the end of the skeletons next turn. Skills Nature +8, Religion +7 Str 15 (+3) Dex 17 (+4) Con 13 (+2) Int 3 (-3) Wis 14 (+3) Cha 3 (-3)
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Level 2 Skirmisher
XP 125 Initiative +6 Perception +1 Low-Light Vision
However, a PC making a DC 13 Perception check might notice a seam along the wall. Secret Room: This room contains a set of shelves along the west wall and a small chest that sits along the south side of the room (see Treasure below). The shelves contain a dozen identical volumes of devotions to Orcus. Many of the books are more mundane, including treatises on history that detail the Blood Lords exploits. Several of the tomes, although not actual ritual books, describe rituals of unbinding. A few books describe the history of the Thunder Peaks, and PCs who take the time to peruse the books might (with a DC 13 Perception check) notice a book that speaks about the Keep on the Shadowfell and the ancient rift it was created to guard (See The Rise and Fall of the Nareth Empire in the Player Handouts section). carpet grants followers of Orcus (Bairwin and his cohorts) a +1 bonus to all defenses. A character can make a DC 21 Arcana check to notice that enemies on the carpet are benefiting from this object. If the object is removed from the shrine, it loses its magical properties. Pews: These pews are constructed of a dark wood. They are difficult terrain. Also, a character might note with a DC 13 Intelligence check that the pews occupying the room appear capable of accommodating a much larger group than the creatures currently occupying the room. A PC who notes this might realize that the cult has other followers within the towns environs. Although this adventure does not call out any other cult members, you should feel free to include moreperhaps members of the cult seek revenge on the PCs for their actions by attacking them while they sleep in Wraftons. Secret Door: The southeastern corner of the room consists of brick and mortar, like the rest of the shrine. These books are part of Kalarels library, which he has already studied thoroughly. He has left them in Bairwins keeping now that his ritual is on the verge of completion. The shelf does contain one ritual book, which a character making the Perception check noted above can identify. The ritual book contains comprehend languages. Also, on the top of the shelves is a correspondence between Kalarel and Bairwin. See the Players Handouts for a player copy. It reads as follows: Your latest shipment of supplies should meet the keeps needs until the ritual is finished, which should be any day now. I will send word if we require anything else. Rest assured that you will be rewarded for your actions on behalf of Orcus once the rift to Shadowfell and his dark kingdom is opened. Kalarel Treasure: The chest contains 200 sp and 100 gp.
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SLAVER ENCOUNTER
Encounter Level 3 (750 XP)
PERCEPTION CHECK
DC 13: You hear what sounds like soft weeping through the forest on your right and notice bent branches indicating someone has recently passed that way from here. DC 21: At the same time, you think youre being watched. If the PCs do not succeed on the DC 13 Perception check, the hobgoblins attack with surprise when the softest target (generally a wizard or warlock) looks most vulnerable. With success on the DC 13 check but not the 21 check, the slavers attack with surprise only after the PCs get a chance to arrange their formation or when one character steps into the woods. With a Perception check of 21 or greater, the PCs detect the hobgoblin soldiers (S) and
SETUP
A group of hobgoblins belonging to the Bloodreavers in Thunderspire Mountains are camped a short distance from Shadowfell Keep. They use this outcropping as a place to stay and keep slaves they buy until they are ready to return to the Bloodreavers. This trip, the pickings have been slim, and the slavers have stayed longer than they prefer. They were pleased to buy some captives from kobolds near Winterhaven (which explains the kobolds riches) but are still not satisfied with their take. They are about to break camp to take the few remaining slaves back to the Thunderspire Labyrinth. Allow the players to place their miniatures on the southeast end of the road on the tactical map. Run this encounter after the PCs have picked up clues in the Keep that the captured farmers from Winterhaven are not kept at the Keep, but are to be shipped to the Tunderspire Mountains. This encounter includes the following creatures. 1 hobgoblin subcommander (C) 4 hobgoblin grunts (M) 2 hobgoblin soldiers (S) 1 hobgoblin archer (A) As the PCs enter the area, read: The overgrown path meanders through the forest, revealing a stone promontory abutting the road.
The archer appears atop the great rock, firing down into the fracas. When the subcommander hits a PC, all the other hobgoblins attack that target. Once two or fewer hobgoblins remain standing, they retreat, calling out insults and swearing revenge from the Bloodreavers. If the PCs are defeated, they awake in chains. 2 Hobgoblin Soldiers (S)
Medium natural humanoid (goblin) HP 47; Bloodied 24 AC 20; Fortitude 18; Reflex 16; Will 16 Speed 5 TRAITS Phalanx Soldier
Level 3 Soldier
XP 150 Initiative +7 Perception +3 Low-Light Vision
The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. STANDARD ACTIONS m Flail (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage, the target is marked and slowed until the end of the hobgoblin soldiers next turn. M Formation Strike (weapon) * At-Will Requirement: Flail Attack: Melee 1 (one creature); +5 vs. AC Hit: 1d10 + 5 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: When the hobgoblin warcaster suffers an effect that a save can end. Effect (Immediate Reaction): The hobgoblin warcaster makes a saving throw against the triggering effect. Skills Athletics +10, History +8 Str 19 (+5) Dex 14 (+3) Con 15 (+3) Int 11 (+1) Wis 14 (+3) Cha 10 (+1)
there is no surprise round. Roll initiative when the hobgoblins attack or when the PCs detect the slavers. The woods provide cover but do not hinder movement. When combat begins, read: Low grunts in a growling tongue escalate to shouts when your attackers big, brutish goblins are sure theyve been seen.
TACTICS
Each hobgoblin stays beside at least one other during this fight, especially the two soldiers. The soldiers and the subcommander trigger opportunity attacks if able to benefit from phalanx soldier against the attack. Once combat begins, the soldiers move into battle with the subcommander while the grunts move to provide flanks.
Alignment evil Languages Common, Goblin Equipment scale armor, heavy shield, flail
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Level 3 Artillery
XP 150 Initiative +7 Perception +8 Low-Light Vision
HP 1; a missed attack never damages a minion Initiative +4 AC 17; Fortitude 15; Reflex 13; Will 12 Perception +1 Speed 6 Low-Light Vision TRAITS Phalanx Soldier The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 6 damage. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: When the hobgoblin grunt suffers an effect that a save can end. Effect (Immediate Reaction): The hobgoblin grunt makes a saving throw against the triggering effect. Skills Athletics +6, History +2 Str 18 (+5) Dex 14 (+3) Con 15 (+3) Int 10 (+1) Wis 13 (+2) Cha 9 (+0)
Attack: Ranged 20/40 (one creature); +10 vs. AC Hit: 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. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: When the hobgoblin archer suffers an effect that a save can end. Effect (Immediate Reaction): The hobgoblin archer makes a saving throw against the triggering effect. Skills Athletics +5, History +6 Str 14 (+3) Dex 19 (+5) Con 15 (+3) Int 11 (+1) Wis 14 (+3) Cha 10 (+1)
Alignment evil Languages Common, Goblin Equipment leather armor, light shield, longsword
Alignment evil Languages Common, Goblin Equipment leather armor, longsword, longbow, arrows (30)
Hobgoblin Subcommander (C) Treasure: If the PCs defeat the hobgoblin slavers, they find the weapons noted in each hobgoblin stat block, as well as a potion of healing, 33 gp, and 20 sp. Clues: Examination of the hideout reveals two merchants and their two surviving guards and a family of four, chained. There is no indication that any other slavers were stationed here. They are relieved to have an escort back to Winterhaven; otherwise, they are able to return to the town on their own.
Medium natural humanoid
HP 47; Bloodied 23 AC 19; Fortitude 19, Reflex 16, Will 17 Speed 5 TRAITS Lead from the Front
When the hobgoblin hits an enemy with a melee attack, the hobgoblins allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the hobgoblins next turn.
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STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d8 + 6 damage. Effect: The hobgoblin marks the target until the end of the hobgoblins next turn. MINOR ACTIONS C Tactical Deployment * Recharge 5 6 Effect: Close burst 5 (allies in the burst). Each target can shift up to 3 suares. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Skills Athletics +10, Intimidate +6, Stealth +8 Str 19 (+5) Dex 14 (+3) Wis 15 (+3) Con 15 (+3) Int 12 (+2) Cha 10 (+1) Alignment evil Languages Common, Goblin Equipment scale armor, heavy shield, spear
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SHADOWFELL KEEP
THE TOMBS
The PCs will find old writings in blood on the walls when they enter Area 1. The writings then continue into the Tomb areas (5 and 7). These are the remains of Sir Keegans rampage through the Keep. Sir Keegan wrote on the walls with his fingers and hands, drenched in blood from the soldiers he had killed. The PCs can find the following dark red scripts on the walls of the different areas: Area 1: The Whispering in my head will it ever end? Traitors! They are all traitors to the Blood Lord!! Blood. All the Blood. It is all for thee my Lord! The little girl, who was she? Her blood tasted like copper, but O so sweet. Master, who was she? The Shadows are whispering to me. They tell me secrets. They tell me to do things horrible things. There are shadows in my head and blood on my hands. Who am I? When will it end? Get away from me. I do not want to see! NOO! Sweet blood thou are my river and master The horned one is calling in my dreams, showing me things. Things that I have to do. He is my Master, he is my Lord. The door. I must open the door. He will be waiting for me on the other side
O Master, I hear the steps of your cloven hooves echoing through the shadows. I will do as you have told me. Who are all these faces that try to stop me. Are they shadowy memories from another life? Master, enlighten me. Blood and shadows. Blood for shadows. The door. I must find the door. So much blood. Cant see. Shadows everywhere No they have tricked me Master. They have locked me in. Release thy servant No master. Please no. I do not want to see. Do not show me. Dont abandon me Master. I want to be in your shadow What have I done? NO Bahamut forgive me. This is the end.
Read the following text when the PCs wake up. Start with one paragraph and then add a new paragraph every time they take an extended rest at the keep (even if they go back to Winterhaven in between, as this adds a sense of urgency to the players): (1) You wake up with a scream of terror, drenched in sweat. You have had dreams, bad dreams, nightmares of shadows and blood. You were walking in endless dark corridors, surrounded by whispering voices from the shadows, beckoning you onwards. (2) Lost in the darkness you finally came to an end of the labyrinth, a large empty room with a huge door at the other end. You could hear voices from the other side of the door. Some sounded familiar, beckoning you to open the door. (3) You walked into the room. It was raining, droplets falling from the shadows above, tears gathering on the dusty floor, forming pools of water pouring towards the door, feeding it. (4) You looked at your hands and saw that they were covered in blood. It was dripping blood from the shadows. Blood soaking the slippery floor beneath your shoes, trailing towards the door and the door answered. (5) The door opened in silence. It opened into shadows, like a pool of darkness staring at you. The voices grew louder in your head. Feed us, feed us. Only your blood will quench our thirst, they said, and you screamed in terror. (6) Shadowy arms were reaching out for you from the portal. You saw faces in the rift, faces of dead friends begging you to release them. Begging you to make the final sacrifice. (7) You took your knife and exposed your wrists to the door of shadows. I do this for you, you cried, but no tears
Area 8:
Area 5:
Area 7:
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Kalarel was trying to open a rift to the Shadowfell to unleash undeath and darkness over the living world, they realized the full magnitude of what the dark priest was undertaking. There would be no place for the living in the land of Orcus, human or hobgoblin alike. But before the two hobgoblins could bring back the truth to Taak and the Bloodreavers, they were caught by Kalarels dark servants. Kalarel ordered his undead servants to drown them in the cistern, fill their pockets with stone and let them sink to the bottom. The dead bodies in the water beckoned to something in the Underdark something vile crawled forth from the depths. A morass of hunger without shape or mind, the form had only an insatiable appetite and quietly waited for more creatures to feed upon. When other goblins and hobgoblins came to fetch water they were quickly overcome by the amorphous creature. After several more goblins and hobgoblins died trying to remove this pestilence from the water, Kalarel prohibited any of his followers from entering the area. Not because he cared about their lives, but what he feared they might discover. Kalarel now made it clear that any one entering the Cathedral of Shadows would face death, as any intrusion would risk his delicate work. What that delicate work was, no one dared to ask
KEEGANS DUTY
TACTICS
As in the Keep on the Shadowfell, except there is no island. Most of the pool is only knee deep water, but in the center is an underwater chute, roughly 15 ft. wide and going down 50 ft. to the bottom of the well. The Blue Slime lays hidden in the chute completely submerged. The treasures are all residing on the bottom of the well.
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THE TREASURE
Treasure: A pile of leavings from the slimes past victims, plus the skeleton and remnant of the possessions of Warchief Taaks bodyguard, is gathered on the bottom of the pool. The pool is 50 ft deep. See the House Rules for underwater swimming in the Appendix. This loot includes 157 sp, 33 gp, a potion of healing, a shield of protection, and a waterproof wooden message cylinder.
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Intimidate (DC 22): Taak does not listen to weaklings, so the PCs have to show him that they are fierce enough to be worthy of his time. Religion (DC 15): Convince Taak that the evil plans of Kalarel, a high priest of Orcus will harm the hobgoblins as well as anything not undead. Showing Taak evidence of Kalarels intentions by showing him the book about The Rise and Fall of the Nareth Empire gives the PCs a +2 bonus on the check. Arcana (DC 15): Convince Taak that there is a real threat of a rift forming into the Shadowfell, pouring darkness and undeath over into the world. Players showing the Mirror of Shadow can use it to give proof that Kalarel is initiating a ritual to open a rift to the Shadowfell, gaining a +2 bonus on the check. Insight (DC 15): Grant insights to Taak showing him how Kalarel has been using the hobgoblins for his own means, while the planning for their deaths in the end. Success: If the adventurers gain 8 successes before attaining 3 failures, they convince Taak about Kalarels betrayal. Taak takes his Bloodreavers and leaves the keep, heading back to Tunderspire Mountains. Successfully completing this skill challenge earns the adventurers the full encounter reward (1002 XP). Failure: If the adventurers attain 3 failures before gaining 4 successes, Taak is not convinced and remains faithful to Kalarel. He attacks the party and tries to kill them. Level 5 Elite Soldier (Leader)
XP 400 Initiative +6 Perception +5 Low-light vision
TRAITS Lead from the Front When Ta'ak hits an enemy with a melee attack, the hobgoblins allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the hobgoblin warchief's next turn. Warlord Tactics Tra'ak and his allies deal an extra 1d6 damage against enemies that Tra'ak flanks. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 4 damage. Effect: Ta'ak marks the target until the end of the hobgoblin warchiefs next turn. MINOR ACTIONS C Commander's Strike * At-Will 1/round Effect: Close burst 5 (one ally in the burst). The ally makes a melee basic attack as a free action. C Tactical Deployment * Recharge 5 6 Effect: Close burst 5 (allies in the burst). Each target can shift up to 3 squares. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Skills Athletics +12, Intimidate +7, Stealth +9 Str 20 (+7) Dex 14 (+4) Wis 16 (+5) Con 16 (+5) Int 12 (+4) Cha 10 (+2) Alignment evil Languages Common, Goblin Equipment scale armor, heavy shield, spear
NEGOTIATIONS
If the players found the remains of Taaks bodyguard Garek at the bottom of the water cave (Area 11) they have proof that Kalarel had the guards killed. In this skill challenge, one or more adventurers attempt to convince Taak that Kalarel has betrayed them and that they should let them through or even help them against the priest. Setup: The lead negotiator (the PC with the highest Diplomacy) initiates the negotiations with Taak, but other players may be needed to convince him that there is a real threat from Kalarel and his machinations. Level: This is a 5th-level challenge. Complexity: 3 (requires 8 successes before 3 failures). Primary Skills: Diplomacy, Arcana, Religion. 1 Diplomacy (DC 22): Convince Taak that he should be listening to what they are saying.
st
2nd Diplomacy (DC 15): Convince Taak that Kalarel was behind the death of his bodyguard Garek. If they show the letter from the Water Cave, they get a +2 bonus on the check. If they also show Gareks shield they get another +2 bonus on the check.
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Master of Decay, Bane of Life, we thrive in your shadow. Deliver unto us eternal unlife and fill the world with blood and shadows, O thou Lord of Misery!
The PCs must unravel the ceremony and perform specific procedures to reverse the effects of the uncompleted ritual. Complexity 3 (8 successes before 3 failures) Primary Skills Arcana, Heal, Religion Secondary Skills Endurance Success If the adventurers gain 8 successes before attaining 3 failures, they reverse the progress of the ritual and close the Shadow Rift. Kalarels ritual book is consumed in a burst of black fire. Failure If the adventurers attain 3 failures before gaining 8 successes, the magical energy of the Shadow Rift stabilizes. Necrotic energy surges through Kalarels ritual book and the altar to strike all of the characters attempting this skill challenge. Each of these characters loses one healing surge. A character with no healing surges remaining takes damage equal to his or her level. The ritual isnt complete, but the partially opened rift remains as such until either the adventurers defeat Kalarel, or Kalarel defeats the adventurers and completes the ritual as he originally planned. Retrying Yes, and with a cumulative +2 bonus on all checks as the PCs gets more familiar with the region. Arcana DC 15 (free action, 1/round, 1 success, 4 maximum successes) A failed check also causes the energy of the ritual to attack the character who attempted the check: +9 vs. Will; 1d8 + 6 necrotic
Level 6
XP 750
One or more adventurers attempt to reverse the partially completed ritual in order to close the Shadow Rift. This challenge takes place while the PCs battle Kalarel and his undead servants.
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TREASURE
In the original adventure, Kalarels rod of ruin is simply an object that channels his evil power, not an item of treasure. It functions as an ordinary staff in the hands of any other creature. I wanted to change this and make it into an evil artifact that the players might feel tempted to use, but at a price they might find too steep. At the same time I wanted it to be reflecting Orcus and maybe trick the PCs into keeping it instead of handing it over to the Church of Bahamut for safe keeping. You can find the details of the Rod of Ruin in the Magic Items Appendix. Among the notes and books Kalarel has gathered that details the rituals for unbinding the Nareth seal and opening the rift to the Shadowfell, the PCs can find a letter to Kalarel from Paldemar in the Thunderspire Labyrinth (see Players Handouts section). The letter reads as follows: Greetings Kalarel, I am happy to hear that our plan is progressing so well in Winterhaven. I approve of your suggested changes of the ritual of Unbinding I gave you. I think you are on the right track. The Nareth wizards seal will soon be broken and our Dark Lords hordes will yet again walk the lands of the living. Keep an eye on the Bloodreavers, they have started to ask questions. If you need anything further just ask. Your Master
TACTICS
If and when the Thing in the Portal pulls Kalarel into the Shadowfell rift, the Rod of Ruin is dropped on the ground by Kalarels outstretched hand, as if he had been burnt by it. The evil artifact (see Treasure) has left its wielder and now rolls up in front of the nearest PC ready to
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and moaning can be heard from the skull. Weapon: The Rod of Ruin is a +1 Morningstar with the following properties and powers Enhancement: Attack rolls and damage rolls Critical: +1d6 necrotic damage Property: Any power that uses necrotic energy does +2 on any damage rolls. Property: When using a healing surge on yourself, you gain -2 hit points on the healing surge. Property: You can speak and understand the Abyssal language and read the Barazhad script. Power (Encounter Necrotic): Standard Action. Make a ranged basic attack versus Fortitude with the weapon against a target within 5 squares of you. All damage dealt by this attack is necrotic damage and the target is weakened (save ends). Power (Daily Necrotic): Free Action. Use this power when you hit with the weapon. Deal ongoing 5 necrotic damage (save ends). The Rod of Ruin is appropriate for characters in the heroic tier and upward to the middle paragon tier.
CONCORDANCE
Starting Score
Owner gains a level Owner can cast at least one divine spell Owner creates undead creatures (per occasion) Owner receives a vision from the Rod of Ruin Owner visits the Shadowfell
5
+1d10 +2 +1 +1 +2
Heroic Level
This evil artifact was created by the wizard Karavakos under influence of the Demon Lord Orcus Prince of the Undead. The dark rod bears a resemblance to the much-feared Wand of Orcus. A black skull crowns the rod and black tendrils of necrotic energy and shadows play across the weapon like a dark promise of decay and death. Old sages whispers in fear that the purpose of the rod was not as a weapon, but as a tool to open a rift to the Shadowfell, to bring darkness and undeath to the world of the living. Omen: The skull on the Rod of Ruin leaks black tendrils of shadow and is icy cold to the touch. Faint whispers
Owner fights a battle without using the Rod of Ruin -2 Owner refuses to search for Karavakos or to enter the Pyramid of Shadows -2
Pleased (1620) In shadow and undeath we shall thrive. The Rod of Ruin (Karavakos) is pleased with its host for now. It concentrates on advancing Orcus designs on the world, confident that it has found an effective vehicle for its
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MOVING ON
Orcus punishes the living. The Rod of Ruin (Karavakos) tries to kill the wielder by calling on the power of undeath from its Lord. The character is infested with Mummy Rot. Disease: The Rod makes a special attack against your Fortitude defense, rolling 1d20 + your level. If this attack hits, you contracts mummy rot (Improve DC 15+2/3 of PC Level; Maintain DC 10 + 2/3 of PC level, Worsen DC 9 + 2/3 of PC level). For more information on Mummy Rot, see DMG p.49
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underwater swim speed is 1/6 of your normal speed (minimum of speed 1). When holding your breath underwater and only taking minor actions, you can do it for 30 rounds before checking for drowning (DMG p.159). If you take less than 5 standard or move action this time is reduced to 15 rounds, any more standard or move actions reduces it to 10 rounds. Heavy armor increases the downward speed by 2.
Example: With these changes the above example turns into the following distance for diving underwater: 6 (speed) / 3 (dive speed) x 10 (holding breath and taking move action) x 5 ft x (75% + 25% x 0,5) = 87 ft This means swimming to a depth of 43 ft and then back to the surface, or through an 87 ft submerged tunnel with no major problem. A more realistic scenario, that fits better into my Area 11: Water Cave scenario.
DROWNING
How dangerous is it to start drowning in 4th Edition? Not very dangerous at all. Example: Even if you miss all your Endurance checks the pre-generated Dwarf Fighter in the Keep on the Shadowfell would last through 12 + 31/1 or 37/2 = 43 or 30 extra rounds (depending on if he is 1st or 2nd level) before going unconscious. Actually quite a strange rule as it is way to high as well as the fact that the number of rounds will decrease as you increase levels.
Example: With this small change the pre-generated Dwarf Fighter in the Keep on the Shadowfell would last through 12 + 31/7 or 37/9 = 16 extra rounds regardless if he is 1st or 2nd level before going unconscious. This is still quite a long time, but better than the official rules.
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XP ANALYSIS
I have made a small analysis of the XP in the main adventure and the changes introduced in this conversion. For the PCs to remain at the proper level after completing H1, I would suggest you as a DM to reduce the XP handed out during the adventure with 10%, i.e. multiply the Encounter XP with 0.90. This will keep the balance in the adventure. For detailed XP breakdown, see below.
Main Adventure Encounters On the Road: Kobold Brigands A1: Kobold Ambush A2: Kobold Lair, Outside A3: Kobold Lair, Inside A4: Burial Site
Level 1 2 1 6 2
Attack on Ninaran Farm Attacks Cult of Orcus 1. Goblin Guardroom 2. Torture Chamber 3. Excavation Site 4. Chieftains Lair 5. Crypt of Shadows 6. Hidden Armory 7. Skeletal Legion 8. Sir Keegans Tomb 9. The Maze of Caves 10. Kruthik Lair 11. The Water Cave Interlude: The Dead Walk 12. Hobgoblin Guard Room 13. Hobgoblin Barracks 14. Warchief's Council Room 15. Corridors of the Cube 16. Camber of Statues 17. Ghoul Warren 18. Cathedral of Shadow 19. The Shadow Rift Hook: Omnious Sign 2 2 2 4 3 1 1 4 2 5 3 4 4 3 3 3 2 5 4 6 9 675 625 625 875 880 500 500 875 625 1 036 750 775 965 790 802 750 650 1 031 975 1 350 2 000 21 653 855 980 1 105 1 280 1 456 1 556 1 656 1 831 1 956 2 163 2 313 2 468 2 661 2 819 2 979 3 129 3 259 3 466 3 661 3 931 4 331
4 1 3
2nd
200
4th
New XP 428 563 180 518 1 125 607 833 450 630 608 563 563 788 792 450 450 788 563 932 675 0 675 869 711 902 675 585 928 878 1 215 1 800 -10% 21 744
New Progression 86 1st 198 234 338 563 684 851 941 1 067 2nd 1 188 1 301 1 414 1 571 1 730 1 820 1 910 2 067 2 180 2 366 3rd 2 501 2 501 2 636 2 810 2 952 3 133 3 268 3 385 3 570 3 746 3 989 4th 4 349
2 500
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NPC PORTRAITS
Douven Staul
Ernest Padraig Lord of Winterhaven Salvana Wrafton 2012-11-24 Valthrun the Prescient Eilian the Old 39
Thair Coalstriker
Bairwin Shopkeeper
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PLAYERS HANDOUTS
Irontooths Letter in the kobold lair Bairwins Letter in the basement of his shop Ninarans warning to Irontooth
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BATTLE MAPS
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M Dirty Tactics (weapon) * Encounter Attack: Melee 1 (one creature); +5 vs. Reflex Hit: 2d6 + 7 damage, and the target is immobilized until the end of the kobold's next turn. Miss: Half damage, and the target is slowed until the end of the kobold's next turn. MINOR ACTIONS Shifty Effect: The kobold shifts 1 square. TRIGGERED ACTIONS Dragonshield Tactics * At-Will Trigger: An enemy adjacent to the kobold shifts or an enemy moves to a square adjacent to the kobold. Effect (Immediate Reaction): The kobold shifts 1 square. Skills Acrobatics +8, Stealth +7, Thievery +7 Str 14 (+3) Dex 13 (+2) Wis 12 (+2) Con 12 (+2) Int 9 (+0) Cha 10 (+1) Alignment evil Languages Common, Draconic Equipment scale armor, light shield, short sword
HP 1; a missed attack never damages a minion Initiative +5 AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1 Speed 6 Darkvision STANDARD ACTIONS m Javelin (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 4 damage. r Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +6 vs. AC Hit: 4 damage. MINOR ACTIONS Shifty * At-Will Effect: The kobold shifts 1 square. TRIGGERED ACTIONS Narrow Escape * Encounter Trigger: A close or an area attack hits or misses the kobold. Effect (Immediate Interrupt): The kobold shifts up to 3 squares. Skills Stealth +8, Thievery +8 Str 8 (1) Dex 16 (+3) Con 12 (+1) Int 9 (1) Wis 12 (+1) Cha 10 (+0) XP 100 Initiative +3 Perception +1 Darkvision
Level 1 Artillery
Level 2 Soldier
XP 125 Initiative +4 Perception +2 Darkvision
Alignment evil Languages Common, Draconic Equipment leather armor, dagger, sling, 20 sling bullets, 3 rounds of special shot
Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 6 damage. Effect: The kobold marks the target until the end of the kobolds next turn.
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Level 1 Skirmisher
XP 100 Initiative +5 Perception +1 Darkvision
Alignment evil Languages Common, Draconic Equipment bone mask, hide armor, spear
HP 1; a missed attack never damages a minion Initiative +5 AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1 Speed 6 Darkvision STANDARD ACTIONS m Javelin (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 4 damage. r Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +6 vs. AC Hit: 4 damage. MINOR ACTIONS Shifty * At-Will Effect: The kobold shifts 1 square. TRIGGERED ACTIONS Narrow Escape * Encounter Trigger: A close or an area attack hits or misses the kobold. Effect (Immediate Interrupt): The kobold shifts up to 3 squares. Skills Stealth +8, Thievery +8 Str 8 (1) Dex 16 (+3) Wis 12 (+1)
Level 2 Soldier
XP 125 Initiative +4 Perception +2 Darkvision
HP 36; Bloodied 18 AC 17; Fortitude 13; Reflex 15; Will 15 Speed 6 STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 6 damage. R Energy Orb (acid) * At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d10 + 5 acid damage. C Dragon Breath (acid) * Encounter
Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 6 damage. Effect: The kobold marks the target until the end of the kobolds next turn. M Dirty Tactics (weapon) * Encounter
Attack: Close blast 3 (creatures in blast); +8 vs. Fortitude Hit: 1d10 + 5 acid damage. Miss: Half damage. MINOR ACTIONS
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Level 1 Skirmisher
XP 100 Initiative +5 Perception +1 Darkvision
Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d6 + 3 damage. The attack deals 2 extra damage per square the kobold has shifted since the start of its turn. MOVE ACTIONS Fleet Feet * At-Will Effect: The kobold shifts up to 3 squares. MINOR ACTIONS Shifty * At-Will Effect: The kobold shifts 1 square as a minor action. Skills Athletics +4, Stealth +8, Thievery +8 Str 8 (1) Dex 17 (+3) Wis 13 (+1) Con 13 (+1) Int 9 (1) Cha 10 (+0) Alignment evil Languages Common, Draconic Equipment leather armor, light shield, short sword
Alignment evil Languages Common, Draconic Equipment leather armor, dagger, sling, 20 sling bullets, 3 rounds of special shot
Level 1 Artillery
XP 100 Initiative +3 Perception +1 Darkvision
HP 1; a missed attack never damages a minion Initiative +5 AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1 Speed 6 Darkvision STANDARD ACTIONS m Javelin (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 4 damage. r Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +6 vs. AC Hit: 4 damage. MINOR ACTIONS Shifty * At-Will Effect: The kobold shifts 1 square. TRIGGERED ACTIONS Narrow Escape * Encounter
Level 2 Soldier
XP 125 Initiative +4 Perception +2 Darkvision
Attack: Ranged 10/20 (one creature); +8 vs. AC Hit: 1d6 + 5 damage. R Special Shot (weapon) * At-Will (3/encounter) Attack: Ranged 10/20 (one creature); +8 vs. AC Hit: 1d6 + 5 damage plus one of the following effects (roll a d6):
Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 6 damage. Effect: The kobold marks the target until the end of the kobolds
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Level 1 Skirmisher
XP 100 Initiative +5 Perception +1 Darkvision
Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d6 + 3 damage. The attack deals 2 extra damage per square the kobold has shifted since the start of its turn. MOVE ACTIONS Fleet Feet * At-Will Effect: The kobold shifts up to 3 squares. MINOR ACTIONS Shifty * At-Will Effect: The kobold shifts 1 square as a minor action. Skills Athletics +4, Stealth +8, Thievery +8 Str 8 (1) Dex 17 (+3) Wis 13 (+1) Con 13 (+1) Int 9 (1) Cha 10 (+0) Alignment evil Languages Common, Draconic Equipment leather armor, light shield, short sword
Alignment evil Languages Common, Draconic Equipment bone mask, hide armor, spear
Irontooth
Small natural humanoid (goblin) HP 106; Bloodied 53 AC 16; Fortitude 16; Reflex 14; Will 15 Speed 6 Saving Throws +2; Action Points 1 STANDARD ACTIONS m Battleaxe (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 6 damage. TRIGGERED ACTIONS M Dual Axe (weapon) * At-Will
Level 2 Soldier
XP 125 Initiative +4 Perception +2 Darkvision
HP 36; Bloodied 18 AC 17; Fortitude 13; Reflex 15; Will 15 Speed 6 STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 6 damage. R Energy Orb (acid) * At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex
Trigger: When Irontooth doesn't move on his turn. Effect (Standard): Make a battleaxe attack against two adjacent creatures. Goblin Tactics * At-Will Trigger: When missed by a melee attack. Effect (Immediate Reaction): Irontooth can shift 1 square.
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Alignment evil Languages Common, Goblin, Draconic Equipment chain armor, battleaxe
Alignment unaligned Languages Common, Elven Equipment leather armor, war pick, crossbow, 20 crossbow bolts
Languages Common
Level 1 Artillery
XP 100 Initiative +4 Perception +5
Level 2 Lurker
XP 125 Initiative +8 Perception +2 Low-Light Vision
Level 2 Brute
XP 125 Initiative +3 Perception +7
The halfling gains a +2 bonus to AC against opportunity attacks. STANDARD ACTIONS m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d4 + 4 damage. r Sling (weapon) * At-Will Attack: Ranged 10/20 (one creature); +8 vs. AC Hit: 1d6 + 5 damage, or 2d6+5 damage if the halfing has combat advantage against the target. R Stone Rain (weapon) * Recharge 5 6 Effect: The halfling slinger makes three sling attacks, each with a -2 penalty to the attack roll. TRIGGERED ACTIONS Second Chance * Encounter Trigger: When hit by an attack. Effect (Immediate Interrupt): The halfling slinger forces the
If a gnome has cover or concealment when it rolls initiative, it can make a Stealth check to become hidden. STANDARD ACTIONS m War Pick (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d8 + 6 damage, or 2d8 + 6 damage if the gnome was invisible to the target when it attacked. R Hand Crossbow (weapon) * At-Will Attack: Ranged 10/20 (one creature); +7 vs. AC Hit: 1d6 + 6 damage, or 2d6 + 6 damage if the gnome was invisible to the target when it attacked. Vanish from Sight (illusion) * At-Will Effect: The gnome becomes invisible until it hits or misses with
Alignment unaligned
Languages
Level 2 Minion
XP 31
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Alignment evil Languages Common, Goblin Equipment leather armor, short sword, crossbow, crossbow bolts (20)
Level 1 Skirmisher
XP 100 Initiative +5 Perception +2 Low-Light Vision
Alignment unaligned
Level 2 Artillery
XP 125 Initiative +5 Perception +2 Low-Light Vision
If, on its turn, the goblin ends its move at least 4 squares away from its starting point, it deals 1d6 extra damage on its ranged attacks until the start of its next turn. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 4 damage. R Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +6 vs. AC Hit: 1d6 + 4 damage. R Mobile Ranged Attack (weapon) * At-Will Effect: The goblin moves up to half its speed. At any point during that movement, it makes one javelin attack without provoking opportunity attacks. TRIGGERED ACTIONS Goblin Tactics At-Will Trigger: The goblin is missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +8, Thievery +8 Str 13 (+1) Dex 17 (+3) Con 14 (+2) Int 8 (1) Wis 14 (+2) Cha 8 (1)
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. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 4 damage. r Hand Crossbow (weapon) * At-Will Attack: Ranged 10/20 (one creature); +9 vs. AC Hit: 1d8 + 5 damage. TRIGGERED ACTIONS Goblin Tactics * At-Will Trigger: When missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square.
Level 2 Skirmisher
XP 125
HP 36; Bloodied 18 Initiative +6 AC 16; Fortitude 14; Reflex 16; Will 12 Perception +6 Speed 6, climb 2 Low-Light Vision Resist half damage from melee and ranged attacks; Vulnerable 5 to close and area attacks TRAITS Swarm Attack * Aura 1 Any enemy that ends its turn in the aura takes 5 damage, and the swarm can slide it 1 square as a free action. Swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The
Alignment evil Languages Common, Goblin Equipment leather armor, spear, 5 javelins
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The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 4 damage. r Hand Crossbow (weapon) * At-Will Attack: Ranged 10/20 (one creature); +9 vs. AC Hit: 1d8 + 5 damage. TRIGGERED ACTIONS Goblin Tactics * At-Will Trigger: When missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +12, Thievery +12 Str 14 (+3) Dex 18 (+5) Con 13 (+2) Int 8 (+0) Wis 13 (+2) Cha 8 (+0)
Level 3 Brute
XP 150 Initiative +2 Perception +3 Low-Light Vision
Alignment evil Languages Common, Goblin Equipment leather armor, spear, 5 javelins
Alignment evil Languages Common, Goblin Equipment leather armor, short sword, crossbow, crossbow bolts (20)
Level 1 Skirmisher
XP 100 Initiative +5 Perception +2 Low-Light Vision
Alignment evil Languages Common, Goblin Equipment iron poker, hide armor
Level 2 Artillery
XP 125 Initiative +5 Perception +2 Low-Light Vision
If, on its turn, the goblin ends its move at least 4 squares away from its starting point, it deals 1d6 extra damage on its ranged attacks until the start of its next turn. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 4 damage. R Javelin (weapon) * At-Will
When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding.
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Level 1 Striker
XP 100 Initiative +5 Perception +1 Low-Light Vision
HP 48; Bloodied 24 AC 15; Fortitude 15; Reflex 13; Will 12 Speed 6 STANDARD ACTIONS m Bite * At-Will
Initiative +3 Perception +7
Alignment evil Languages Common, Goblin Equipment leather armor, short sword, crossbow, crossbow bolts (20)
Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d10 + 3 damage, or 1d10 + 9 damage while the drake is within 2 squares of an ally. Str 16 (+4) Con 18 (+5) Dex 15 (+3) Int 3 (3) Wis 12 (+2) Cha 12 (+2)
Alignment unaligned
Languages
Level 2 Artillery
XP 125 Initiative +5 Perception +2 Low-Light Vision
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. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 4 damage. r Hand Crossbow (weapon) * At-Will Attack: Ranged 10/20 (one creature); +9 vs. AC Hit: 1d8 + 5 damage. TRIGGERED ACTIONS
Alignment unaligned Languages Common, Goblin Equipment leather armor, short sword, 2 daggers
Goblin Tactics * At-Will Trigger: When missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +12, Thievery +12
Level 2 Brute
XP 125
HP 1; a missed attack never damages a minion Initiative +5 AC 16; Fortitude 12; Reflex 14; Will 11 Perception +1 Speed 6 Low-Light Vision
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STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 4 damage, or 5 damage if the goblin has combat advantage against the target. TRIGGERED ACTIONS Goblin Tactics * At-Will Trigger: The goblin is missed by an attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +5, Thievery +5 Str 14 (+2) Dex 17 (+3) Con 13 (+1) Int 8 (1) Wis 12 (+1) Cha 8 (1)
TRIGGERED ACTIONS Goblin Tactics At-Will Trigger: The goblin is missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +8, Thievery +8 Str 13 (+1) Dex 17 (+3) Con 14 (+2) Int 8 (1) Wis 14 (+2) Cha 8 (1)
Alignment evil Languages Common, Goblin Equipment leather armor, spear, 5 javelins
Level 4 Lurker
XP 175 Initiative +10 Perception +3 Low-Light Vision
Alignment evil Languages Common, Goblin Equipment leather armor, short sword
Level 1 Skirmisher
XP 100 Initiative +5 Perception +2 Low-Light Vision
Balgrons deals an extra 2d6 damage against targets he has combat advantage against. STANDARD ACTIONS m Club (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 2d6 + 3 damage, and the target is slowed and takes a -2 penalty on opportunity attacks until the end of Balgrons next turn. r Crossbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +9 vs. AC Hit: 2d8 + 3 damage. MOVE ACTIONS Goblin Shuffle * Recharge 5 6 Effect: Balgron shifts a number of squares equal to half his speed, and up to two allies within Balgrons line of sight shift a number of squares equal to half their speed as a free action. TRIGGERED ACTIONS Goblin Tactics * At-Will Trigger: Balgron is missed by a melee attack.
If, on its turn, the goblin ends its move at least 4 squares away from its starting point, it deals 1d6 extra damage on its ranged attacks until the start of its next turn. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 4 damage. R Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +6 vs. AC Hit: 1d6 + 4 damage. R Mobile Ranged Attack (weapon) * At-Will Effect: The goblin moves up to half its speed. At any point during that movement, it makes one javelin attack without provoking opportunity attacks.
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Level 3 Soldier
XP 150 Initiative +6 Perception +3 Darkvision
Alignment unaligned
Languages
Level 2 Brute
XP 125 Initiative 1 Perception +0 Darkvision
Alignment unaligned
4 Zombies (Z)
Medium natural animate (undead) HP 43; Bloodied 21 AC 14; Fortitude 15; Reflex 12; Will 12 Speed 4 Immune disease, poison TRAITS Zombie Weakness
Level 2 Brute
XP 125 Initiative 1 Perception +0 Darkvision
A critical hit automatically reduces the zombie to 0 hit points. STANDARD ACTIONS m Slam * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d12 + 4 damage, or 1d12 + 9 against a grabbed target. M Zombie Grab * At-Will Attack: Melee 1 (one creature); +4 vs. Reflex Hit: The zombie grabs the target (escape DC 12) if it does not have a creature grabbed. TRIGGERED ACTIONS Deathless Hunger * Encounter Trigger: The zombie is reduced to 0 hit points, but not by a critical hit. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point. Str 16 (+4) Con 13 (+2) Dex 8 (+0) Int 1 (4) Wis 8 (+0) Cha 3 (3)
A critical hit automatically reduces the zombie to 0 hit points. STANDARD ACTIONS m Slam * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d12 + 4 damage, or 1d12 + 9 against a grabbed target. M Zombie Grab * At-Will Attack: Melee 1 (one creature); +4 vs. Reflex Hit: The zombie grabs the target (escape DC 12) if it does not have a creature grabbed. TRIGGERED ACTIONS Deathless Hunger * Encounter Trigger: The zombie is reduced to 0 hit points, but not by a critical hit.
HP 1; a missed attack never damages a minion Initiative +3 AC 16; Fortitude 13; Reflex 14; Will 13 Perception +2 Speed 6 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Longsword (weapon) * At-Will Effect: The skeleton can shift 1 square before the attack. Attack: Melee 1 (one creature); +6 vs. AC Hit: 4 damage. r Shortbow (weapon) * At-Will Effect: The skeleton can shift 1 square before the attack.
Alignment unaligned
Languages
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While squeezing, the ooze moves at full speed rather than half speed, it doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing. STANDARD ACTIONS m Slam (acid) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 2d6 + 1 damage, and ongoing 5 acid damage (save ends). MOVE ACTIONS Flowing Form * At-Will Effect: The ochre jelly shifts up to 4 squares. TRIGGERED ACTIONS Split * Encounter Trigger: The ochre jelly becomes bloodied. Effect (No Action): The jelly splits into two creatures, each with hit points equal to one-half its current hit points. Effects on the original ochre jelly do not apply to the second one. Str 13 (+2) Con 11 (+1) Dex 8 (+0) Int 1 (4) Wis 12 (+2) Cha 1 (4)
Alignment good Languages Common, Draconic Equipment plate armor, longsword (Aecris)
HP 1; a missed attack never damages a minion Initiative +1 AC 13; Fortitude 13; Reflex 11; Will 9 Perception +5 Speed 6, climb 3 Low-Light Vision STANDARD ACTIONS m Bite * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 5 damage. Str 14 (+2) Con 18 (+4) Dex 15 (+2) Int 2 (4) Wis 10 (+0) Cha 6 (2)
Alignment unaligned
Languages
Alignment unaligned
Languages
Ochre Jelly
Large natural beast (blind, ooze) HP 102; Bloodied 51 AC 15; Fortitude 16; Reflex 14; Will 14
HP 1; a missed attack never damages a minion Initiative +3 AC 15; Fortitude 13; Reflex 14; Will 11 Perception +0 Speed 8, burrow 2 (tunneling), climb 8 Low-Light Vision, Tremorsense 10 TRAITS Gnashing Horde * Aura 1
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Alignment unaligned
Languages
Alignment unaligned
Languages
Level 2 Brute
XP 125 Initiative +4 Perception +1 Low-Light Vision, Tremorsense 10
Alignment unaligned
Languages
Any enemy that ends its turn within the aura takes 2 damage. STANDARD ACTIONS m Claw * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 2d8 + 3 damage. Str 15 (+3) Con 13 (+2) Dex 16 (+4) Int 4 (2) Wis 10 (+1) Cha 6 (1)
Alignment unaligned
Languages
Kruthik Adult
Medium natural beast (reptile) HP 67; Bloodied 34 AC 17; Fortitude 14; Reflex 15; Will 13 Speed 6, burrow 3 (tunneling), climb 6 TRAITS Gnashing Horde * Aura 1
Level 4 Brute
XP 175 Initiative +6 Perception +4 Low-Light Vision, Tremorsense 10
HP 1; a missed attack never damages a minion Initiative +3 AC 16; Fortitude 13; Reflex 14; Will 13 Perception +2 Speed 6 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Longsword (weapon) * At-Will Effect: The skeleton can shift 1 square before the attack. Attack: Melee 1 (one creature); +6 vs. AC
Any enemy that ends its turn within the aura takes 2 damage. STANDARD ACTIONS
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If Ninaran moves at least 4 squares from her original position, she gains a +2 bonus to ranged attacks until the start of her next turn. Wild Step Ninaran ignores difficult terrain when she shifts. STANDARD ACTIONS m Longsword * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d8 + 5 damage. r Longbow * At-Will Attack: Ranged 20/40 (one creature); +11 vs. AC Hit: 1d10 + 7 damage. FREE ACTIONS Elven Accuracy * Encounter Effect: An elf can reroll an attack roll. It must use the second roll, even if its lower. Skills Nature +12, Stealth +12 Str 13 (+3) Dex 20 (+7) Con 14 (+4) Int 12 (+3) Wis 16 (+5) Cha 11 (+2)
2 Gravehounds (G)
Medium natural animate (undead) HP 54; Bloodied 27 AC 15; Fortitude 17; Reflex 13; Will 13 Speed 8 Immune disease, poison; Resist 10 necrotic TRAITS Zombie Weakness
Level 3 Brute
XP 150 Initiative +2 Perception +1 Darkvision
A critical hit automatically reduces the zombie to 0 hit points. STANDARD ACTIONS m Bite (necrotic) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 5 damage, and the target takes ongoing 5 necrotic damage (save ends) and is knocked prone if it is Medium size or smaller. TRIGGERED ACTIONS M Death Jaws * Encounter Trigger: When reduced to 0 hit points. Effect (Immediate Reaction): The gravehound makes a bite attack against a target within its reach. Roll a d20. On a 15 or higher, the gravehound is instead reduced to 1 hit point. Str 16 (+4) Con 14 (+3) Dex 13 (+2) Int 1 (4) Wis 10 (+1) Cha 3 (3)
Alignment evil Languages Common, Goblin Equipment scale armor, heavy shield, flail
Alignment evil Languages Common, Draconic, Elven Equipment leather armor, longsword, longbow, 30 arrows
Alignment unaligned
Languages
Level 3 Soldier
XP 150 Initiative +7 Perception +3
HP 1; a missed attack never damages a minion Initiative +4 AC 17; Fortitude 15; Reflex 13; Will 12 Perception +1 Speed 6 Low-Light Vision TRAITS Phalanx Soldier The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. STANDARD ACTIONS m Longsword (weapon) * At-Will
Level 4 Artillery
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Alignment unaligned
Languages
Alignment evil Languages Common, Goblin Equipment leather armor, light shield, longsword
Alignment evil Languages Common, Goblin Equipment leather armor, longsword, longbow, arrows (30)
Deathjump Spider
Medium natural beast (spider) HP 52; Bloodied 26 AC 18; Fortitude 17; Reflex 16; Will 15 Speed 6, climb 6 (spider climb) Resist 5 poison TRAITS Web Walk
Level 4 Skirmisher
XP 175 Initiative +5 Perception +7 Tremorsense 5
HP 1; a missed attack never damages a minion Initiative +4 AC 17; Fortitude 15; Reflex 13; Will 12 Perception +1 Speed 6 Low-Light Vision TRAITS Phalanx Soldier The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 6 damage. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Skills Athletics +6, History +2 Str 18 (+5) Dex 14 (+3) Con 15 (+3) Int 10 (+1) Wis 13 (+2) Cha 9 (+0)
The spider ignores difficult terrain composed of webs. STANDARD ACTIONS m Bite (poison) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d6 + 3 damage, and the target takes ongoing 5 poison damage (save ends). M Death from Above * Recharge 4 5 6 Effect: The spider jumps up to 6 squares. This movement does not provoke opportunity attacks. After the jump, the spider uses bite, knocking the target prone on a hit. MOVE ACTIONS Prodigious Leap * Encounter Effect: The spider jumps up to 10 squares. This movement does not provoke opportunity attacks. Skills Athletics +9, Stealth +9
Level 3 Artillery
XP 150 Initiative +7 Perception +8 Low-Light Vision
Alignment evil Languages Common, Goblin Equipment leather armor, light shield, longsword
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Level 3 Soldier
XP 150 Initiative +7 Perception +3 Low-Light Vision
Attack: Melee 1(one creature); +8 vs. AC Hit: 1d8 + 4 damage. M Shock Staff (ligtning, weapon) * Recharge 4 5 6 Requirement: Quarterstaff Attack: Melee 1 (one creature); +8 vs. AC Hit: 2d10 + 2 lightning damage, and the target is dazed until the end of the hobgoblins next turn. R Force Lure (force) * Recharge 5 6 Attack: Ranged 5 (one creature); +6 vs. Fortitude Hit: 2d6 + 6 force damage, and the target slides 3 squares. C Force Pulse (force) * Recharge 6 Attack: Close blast 5 (creatures in the blast); +6 vs. Reflex Hit: 2d8 + 4 force damage, and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Skills Arcana +10, Athletics +4, History +12 Str 13 (+2) Dex 14 (+3) Wis 16 (+4) Con 14 (+3) Int 19 (+5) Cha 13 (+2) Alignment evil Languages Common, Goblin Equipment robes, quarterstaff
TRAITS Phalanx Soldier The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 6 damage. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Skills Athletics +6, History +2 Str 18 (+5) Dex 14 (+3) Con 15 (+3) Int 10 (+1) Wis 13 (+2) Cha 9 (+0)
Alignment evil Languages Common, Goblin Equipment leather armor, light shield, longsword
Level 3 Soldier
XP 150 Initiative +7 Perception +3 Low-Light Vision
Alignment evil Languages Common, Goblin Equipment scale armor, heavy shield, flail
Medium natural humanoid (goblin) HP 46; Bloodied 23 AC 17; Fortitude 13; Reflex 15; Will 14 Speed 6 STANDARD ACTIONS m Quarterstaff (weapon) * At-Will
The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. STANDARD ACTIONS m Flail (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage, the target is marked and slowed until the end of the hobgoblin soldiers next turn. M Formation Strike (weapon) * At-Will Requirement: Flail Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage, and the hobgoblin soldier shifts 1 square
HP 1; a missed attack never damages a minion Initiative +4 AC 17; Fortitude 15; Reflex 13; Will 12 Perception +1 Speed 6 Low-Light Vision
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Alignment evil Languages Common, Goblin Equipment scale armor, heavy shield, flail
When Ta'ak hits an enemy with a melee attack, the hobgoblins allies gain a +2 bonus to attack rolls and damage rolls against that enemy until the end of the hobgoblin warchief's next turn. Warlord Tactics Tra'ak and his allies deal an extra 1d6 damage against enemies that Tra'ak flanks. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 4 damage. Effect: Ta'ak marks the target until the end of the hobgoblin warchiefs next turn. MINOR ACTIONS C Commander's Strike * At-Will 1/round Effect: Close burst 5 (one ally in the burst). The ally makes a melee basic attack as a free action.
Alignment unaligned
Languages
Level 4 Artillery
XP 175 Initiative +3 Perception +3 Darkvision
HP 156; Bloodied 78 Initiative +4 AC 17; Fortitude 18; Reflex 16; Will 15 Perception +3 Speed 3, climb 3 Blind, blindsight 5 Immune blinded, gaze effects; Resist 5 acid Saving Throws +2; Action Points 1 TRAITS Ooze While squeezing, the ooze moves at full speed rather than half speed, it doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing. Translucent The cube is invisible until seen (Perception DC 25) or until it attacks. A creature that fails to notice the cube might walk into
The corruption corpse regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the corruption corpse takes radiant damage, its regeneration does not function on its next turn. Grave Stench * Aura 1 Living enemies in the aura take a -5 penalty to attack rolls. STANDARD ACTIONS m Slam * At-Will
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Alignment unaligned
Languages
Whirlpool Trap
Level 4 Obstacle
Trap XP 175 The four cherub statues tip their vases downward and release a deluge of water. At the same time, transparent walls shimmer into existence, cutting off all avenues of escape. Trap: Two indestructible walls of arcane energy appear (as shown on the map), trapping creatures in the 4-squareby- 6square hallway with the cherub statues, which begin pouring water into the hall. At the start of the traps third turn, when the water is 5 feet deep, a whirlpool forms and batters all creatures trapped in the hall. Perception * DC 14: The vases are inscribed with arcane symbols. Initiative +2 Trigger When a creature moves into the 4-square-by-4-square area between the statues, the arcane walls appear and the trap rolls initiative. At the start of the traps third turn and each turn thereafter, the whirlpool attacks on its turn.
2 Dragon Statues
Trap
Level 3 Blaster
XP 150
Magical energy spews from the mouths of these dragon statues. Trap: Each round on its initiative, a dragon statue unleashes a blast of force that pushes creatures away from it. Perception * DC 13: The character sees arcane symbols carved into the dragon statue. Arcana * DC 21: The character realizes that the arcane symbols on the dragon statues allow it to breathe blasts of force. Initiative +3 Trigger
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HP 1; a missed attack never damage a minion AC 15; Fortitude 16, Reflex 13, Will 13 Speed 4 Immune disease, poison STANDARD ACTIONS m Slam * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 7 damage. TRIGGERED ACTIONS Deathless Hunger * Encounter
Alignment unaligned
Languages
Level 2 Lurker
XP 125 Initiative +7 Perception +6 Darkvision
Level 5 Soldier
XP 200 Initiative +8 Perception +2 Darkvision
Trigger: The zombie is reduced to 0 hit points, but not by a critical hit. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point. Str 17 (+4) Con 14 (+3) Dex 7 (-1) Int 1 (-4) Wis 8 (+0) Cha 3 (-3)
Alignment unaligned
Languages
Whenever the ghoul takes radiant damage, one creature immobilized or stunned by the ghoul can make a saving throw against one of those effects. STANDARD ACTIONS m Claw * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d6 + 6 damage, and the target is immobilized (save ends). m Ghoulish Bite * At-Will Attack: Melee 1 (one immobilized, restrained, stunned, or unconscious creature); +10 vs. AC Hit: 4d6 + 6 damage, and the target is stunned (save ends). Skills Stealth +11 Str 14 (+4) Dex 19 (+6) Con 15 (+4) Int 10 (+2) Alignment chaotic evil Wis 11 (+2) Cha 12 (+3)
2 Zombies (Z)
Medium natural animate (undead) HP 43; Bloodied 21 AC 14; Fortitude 15; Reflex 12; Will 12 Speed 4 Immune disease, poison TRAITS Zombie Weakness
Level 2 Brute
XP 125 Initiative 1 Perception +0 Darkvision
The clay scout gains a +4 bonus to attack rolls against targets adjacent to or carrying its guarded object. Limited Invisibility (illusion) The clay scout is invisible to dazed creatures. STANDARD ACTIONS m Bite (poison) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d8 + 5 damage, and the homunculus makes a secondary attack against the same target. Secondary Attack: +5 vs. Fortitude Hit: The target is slowed (save ends). R Mind Touch (psychic) * At-Will Attack: Ranged 10 (one creature); +5 vs. Reflex Hit: 1d6 + 4 psychic damage, and the target is dazed (save ends). TRIGGERED ACTIONS Redirect * At-Will
A critical hit automatically reduces the zombie to 0 hit points. STANDARD ACTIONS m Slam * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d12 + 4 damage, or 1d12 + 9 against a grabbed target. M Zombie Grab * At-Will Attack: Melee 1 (one creature); +4 vs. Reflex
Languages Common
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Alignment unaligned
Languages
HP 1; a missed attack never damages a minion Initiative +7 AC 21; Fortitude 17; Reflex 18; Will 17 Perception +9 Speed 7, climb 4 (spider climb) Darkvision Immune disease, poison; Resist 5 necrotic TRAITS Destroyed by Sunlight Whenever the vampire starts its turn in direct sunlight, it can take only a single move action during its turn. If it ends that turn in direct sunlight, it turns to ash and is destroyed. STANDARD ACTIONS m Claw (necrotic) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 6 necrotic damage (8 necrotic damage against a bloodied target). Str 17 (+5) Con 14 (+4) Alignment evil Dex 16 (+5) Int 9 (+1) Wis 14 (+4) Cha 12 (+3)
Dark Creeper
Small shadow humanoid HP 54; Bloodied 27 AC 18; Fortitude 15; Reflex 17; Will 15 Speed 6 TRAITS Combat Advantage
Level 4 Skirmisher
XP 175 Initiative +8 Perception +4 Darkvision
The dark creeper deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. STANDARD ACTIONS m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 2d4 + 7 damage. R Dagger (weapon) * At-Will Attack: Ranged 5/10 (one creature); +9 vs. AC Hit: 2d4 + 7 damage. MOVE ACTIONS Dark Step * At-Will
Level 4 Brute
XP 175 Initiative +3 Perception +2
Languages Common
Level 5 Controller
XP 200 Initiative +4
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Level 4 Lurker
XP 175
Hazard Claws of black shadow erupt from a dark, whispering portal. XP 700
Trap: The trap uses evil whispers to draw enemies toward it, whereupon it attacks with its grasping claws. Arcana or Religion * DC 14: The character deduces that the ritual used to open
HP 1; a missed attack never damages a minion Initiative +8 AC 17; Fortitude 15; Reflex 16; Will 15 Perception +3 Speed 6 Darkvision Immune disease, poison; Resist 5 necrotic STANDARD ACTIONS
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Languages Common
Level 4 Controller
XP 175 Initiative +4 Perception +1 Darkvision
HP 54; Bloodied 27 AC 18; Fortitude 15; Reflex 16; Will 17 Speed 6 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Claw (necrotic) * At-Will
Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d6 necrotic damage, and the target loses a healing surge. R Grave Bolt (necrotic) * At-Will Attack: Ranged 20 (one creature); +7 vs. Reflex Hit: 1d6 + 8 necrotic damage, and the target is immobilized (save ends). C Death Grimace (fear) * Recharge 5 6 Attack: Close blast 5 (creatures in blast); +7 vs. Will Hit: the target moves its speed away from the shallowgrave wight as a free action, and the target is considered weakened whenever it makes an attack that includes the shallowgrave wight as a target (save ends). MINOR ACTIONS R Reanimate (healing) * At-Will
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If you make the suggested changes your PCs will lose out in 2,500 XP during this module. Happily, Myrhdraak has added 2,500 extra XP, so if you make these changes you don't need to reduce the XP in H1 by 10% as suggested by Myrhdraak in the "XP Analysis" appendix.
I AM THE GHOST KNIGHT OF THE KEEP OF THE SHADOWFELL, ETERNAL GUARDIAN OF THE ANCIENT SECRET ARMORY! PREPARE THEE TO BE SLAIN! Two dim lights like eyes start glowing red adjacent to you, and as your eyes adjust you see that they shine from within an empty black helmet, which in turn floats atop a suit of black metal armor decorated with little white skulls and crossbones symbols. The armor clutches a huge black axe. Actually I think there is supposed to be some sort of riddle contest now. Theres hardly much point death is inevitable and you'll find that you won't achieve any of your goals in life anyway. I should probably have practised this speech better ... There is an awkward heavy silence in the claustrophobic space. THOU MUST CONTEST ME IN A CHALLENGE OF INTELLECT, AFTER WHICH, THOU SHALT BE SLAIN! Another pause. I cant really remember what was supposed to happen if you win the riddle contest. Do you mind checking the notes on the desk there? The armor raises an arm and points to the side with a black gauntlet, and Brandish (whose eyes are beginning to adjust) makes out the remains of an ancient table with a pile of dust atop it. All around the tiny chamber are rusted weaponracks, spears and shields on walls, and rotten chests. If you cant be bothered, I could just SLAY THEE now. I dont really care either way. The armor ghost's notes have crumbled into dust, and the few fragments of parchment PCs are able to find are totally illegible. There is no treasure in the room (the treasure is Sir Davin's armor). Sir Davin waits for the PCs to tell him what the rules are (he can't recall).
6. HIDDEN ARMORY
Remove the Zombies and make this a role-playing encounter. Instead of zombies, the adventurers encounter Sir Davin, who was a guard that Sir Keegan had made responsible to guard the armory as he hunted down and murdered his wife and children and the nanny in a rage (who then became the zombies in the previous encounter). Sir Davin had stuck to his orders and refused to help the women and the children when they had come seeking his protection, so he was cursed to become a armor ghost for eternity. As the adventurers enter the Armory read: You push through the immaterial wall, following the sound of the moaning. It is thick and hard to breath as you move through it and you see nothing but pitch blackness even as you sense you have emerged into a pitch-black room that smells small, old and damp. The moaning stops abruptly. Erm, hello. Im Sir Davin. Are you here for the treasure? the voice is high-pitched, slightly camp and male. It carries through the illusory wall to those waiting beyond, and seems to be coming from somewhere very close. I thought no-one would ever come. Waste of time this. Anyway, here goes the voice clears its throat.
OVERALL CHANGES
Since Myrdraak has added many new excellent encounters to the H1+ series in his Prince of Undeath conversion, this allows GMs to remove some of the less good original combat encounters in the modules. The reason this is a good idea is that the original modules contain too-many similar combat encounters that turn a potentially good story into a grind. I've listed below the suggestions for removing some of the original combat encounters. XP implications for changes: Encounter 6. Hidden Armory 10. Kruthik Lair 11. The Water Cave 13. Hobgoblin Barracks 18. Cathedral of Shadow TOTAL Old XP 500 1036 750 790 975 4051 New XP 500 300 300 200 200 1500
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The ghost takes only half damage from any damage source except those that deal force damage. STANDARD ACTIONS m Greatsword (weapon; cold) * At-Will Attack: +8 vs. AC Hit: 1d8 damage plus 6 cold damage. M Blade Sweep * At-Will Effect: The armor ghost uses greatsword twice against two different targets within reach.
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But this is of course wrong. Slightly discouraged, Sir Davin finally clicks his skeletal digits and taps his black crystalline bone forehead. 'I have it! I remember the third and final riddle the most difficult one of all. Aha! You will never get this one:' 'A wondrous treasure, Valued by all, sought by many. Found in both victory and defeat, Yet never at the bottom of a treasure chest. It marches before you like a herald, And lives long after you are gone. Of what do I speak?' If the PCs win (or kill Sir Davin) he evaporates leaving only his magic armor.
Sir Davin the Ghost Knight looks impassively at you, its red glowing eyes blinking beneath the black visor perhaps in surprise, confusion or irritation its hard to tell. There is no need to be so rude. If the contest of intellect irritates you than you could have said so politely. Yes, I think we are done. Now, if you all keep still this will be far easier and quicker: prepare to be beheaded. Sir Davin considers all the PC riddles carefully and always concludes that the answer must be 'Depression'. He's happy to be wrong; just glad he has someone to chat to. 'So! hopefully I am winning now. Round Two now what was it again...?' Sir Davin thinks hard, but has clearly also forgotten the second riddle. 'Very well, this will have to do; at least it should be easy for you guys: what is the worst and most inappropriate name possible for a party of adventurers or a group of heroes the worst name in the entire universe!' PCs will probably suggest something silly and ask Sir Davin a second answer in return. When PCs correctly guesses the answer to his second riddle, Sir Davin just nods, depressed. 'Drats. I thought you might know that one. Well, the answer to your riddle is probably going to be abstract again, so its unlikely to be what I was thinking of. I would say that it is probably... DEPRESSION!'.Sir Davin brandishes his black mailed fist and slams it into his other gauntlet then unexpectedly strides around the room, strutting like a peacock.
HP 1; a missed attack never damages a minion Initiative +4 AC 19; Fortitude 16; Reflex 14; Will 15 Perception +3 Speed 6 Darkvision Immune disease, poison STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 6 damage. TRIGGERED ACTIONS Parry * Encounter Trigger: When the animated armor is hit with a melee attack. Effect (Immediate Interrupt): The ghost armor parries the attack an takes no damage. Str 18 (+5) Con 14 (+3) Dex 13 (+2) Int 3 (1) Wis 14 (+3) Cha 3 (3)
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'traps activate! Gears start grinding under the room. You realise that you have all taken a few steps into the chamber while Kalarel was doing his show-and-tell. A portcullis slams down behind you where the door was and traps you inside the room (its quite old and rusty so only takes a DC15 STR check to lift it up). The large statue starts to jerk into life and the runes on the dragon statues begin glowing. Kalarels ghostly projection wiggles its fingers, as if playing with a stringed puppet, and throws his head back in glee. Ha ha ha ha ha ha ha ha ha! Mwa Ha Ha ha ha ha ha ha. MWA HA HA HA HA HA HA HA HA! Kalarel's projection (immune to damage) watches as the PCs deal with the traps, laughing hysterically the entire time. When they finish, read out something along the lines of the following: As you disrupt the magic of the third statue, the arcane walls collapse and the water floods out, allowing everyone to rush past the trap and open the door in front even as the dragon statues swivel and prepare to shoot off another pair of force bolts at you. As you reach the door, a bolt in the large statue's foot pops out and the entire thing starts to topple over. One of the arms falls off and crumbles to the ground. Behind you Kalarel's spectral projection remains in the room, looking extremely irritated. 'Impertinent morons!' he shakes his fist at you as you flee. 'I cannot allow you to disrupt this ritual I am so close now! If only you hadn't found that damned mirror It would be completed by now; and if my slave supply had been just that little bit more regular enough blood would have been collected to trigger it early! DAMN YOU PESKY BASTARDS!' His face, contorted by rage, all of a sudden goes slack. Even through the washed-out image you can tell that he is
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