Professional Documents
Culture Documents
Overview
Prologue
For the Horde!
Excavation Site
Excavation Center
Dig One
The Sealed Hall
South Common Hall
North Common Hall
Hall of the Keepers
Reliquary Base Camp
Central Hall
Revelosh's Gallery
Dig Two
Map Chamber
Map Room
Chamber of Khaz'Mul
Central Tunnels
Winding Tunnels
Echomok Cavern
Annora's Camp
Temple Hall
Northern Tunnels
Scorpid Pit
Dig Three
The Stone Vault
Hall of the Crafters
Crafters' Courtyard
Altar of the Keepers
Khaz'goroth's Seat
Vault of the Lore Keeper
Treasure
Monsters
For the Alliance!
U
ldaman is an ancient titan vault buried deep
within the earth. It is said the titans sealed Prologue
away a failed experiment there and then Since the discovery of Titan ruins, the Badlands have become
moved on to a new project, related to the a hotly contested archaeological site. Led by the charismatic
genesis of the dwarves. Tales of a fabled sorcerer, High Examiner Tae'thelan Bloodwatcher, the
treasure containing great knowledge have relatively young Reliquary looks to counter the long-standing
enticed would-be treasure hunters to dig Explorers' League in the discovery and reclamation of
deeper into the secrets of Uldaman, a task made perilous by magical artifacts of untold power. They look to use these
the presence of stone defenders, savage troggs, Dark Iron artifacts to find a cure for the magic addiction the blood elves
invaders, and other dangers lurking in the lost city. suffer from and return there formerly great race to glory.
The adventurers have come to Ulduar to uncover its From Bloodwatcher Point, the Reliquary has sent
secrets and recover its lost treasures. expeditions to explore the Titan ruins through the Badlands,
often coming into open conflict with their Alliance
Overview counterparts. Having discovered and claimed the Tomb of the
Watchers as their own, they now set their sights on the true
Uldaman is a dungeon designed for characters from levels 7 prize of the Badlands, Uldaman.
to 9. It is meant to be standalone and can be inserted into any Uldaman is an ancient Titan vault that has laid buried deep
campaign. within the earth since the world's creation. Dwarven
In this dungeon, the adventurers have been hired to assist excavations led by the Explorers' league penetrated this
with the Reliquary's expedition into the recently discovered forgotten city, releasing the Titans' first failed creations: the
Titan vault, Uldaman. The ancient halls currently hold Dark Troggs. These stone-skinned monsters drove away the
Iron dwarves, troggs, and Earthen defenders, all looking to unsuspecting archaeologists, reclaiming the halls of Uldaman
keep the Titan's secrets for themselves. Their unending as their own.
series of conflicts within the tunnels of Uldaman has created Legends say that the Titans created troggs from stone.
an opening that the Reliquary seeks to take advantage of. When they deemed the experiment a failure, the Titans
High Examiner Tae'thelan Bloodwatcher, leader and locked the troggs away and tried again - resulting in the
founder of the Reliquary, leads this expedition, himself. He is creation of the dwarven race. The secrets of the dwarves'
accompanied by a host of guards and archaeologists creation are recorded on the fabled Discs of Norgannon -
managed by the High Examiner's lieutenants Aoren and Lidia massive Titan artifacts that lie at the very bottom of the
Sunglow. The adventurers are to report to Tae'thelan ancient city.
Bloodwatcher who has established a camp just inside the Recently, the Dark Iron dwarves have launched a series of
Uldaman excavation if they wish to assist in the expedition. incursions into Uldaman, hoping to claim the discs for their
The secrets of Uldaman must be claimed for the Reliquary fiery master, Ragnaros. However, they found the troggs were
before anyone else can seize them for themselves. The Dark the least of their worries deep within the halls of Uldaman.
Iron dwarves already inside have a head start and the
Alliance's Explorers' League have dispatched forward
expeditions to the vault and are close behind.
Actions
Lightning Bolt. Ranged Spell Attack: +5 to hit, range
120 ft., one target. Hit: 18 (4d8) lightning damage.
Chain Lightning. Ranged Spell Attack: +5 to hit,
range 60 ft., one target. Hit: 10 (3d6) lightning
damage. This attack can be repeated up to two
more times using the current target as the spell's
origin point. This may not hit the same target more
than once per turn.
Longsword. Melee Weapon Attack: +4 to hit, reach Lost. Olaf can't recall most paths he has traveled.
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Protection. When a creature attacks a target other
Shortbow. Ranged Weapon Attack: +4 to hit, range
than Olaf that is within 5 feet of him, he can use his
80/320 ft., one target. Hit: 5 (1d6+2) piercing
reaction to impose disadvantage on the attack roll.
damage.
Actions
Shield Slam. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning
damage and the target must succeed on a DC 14
Constitution saving throw or is Stunned until the
end of its next turn.
STR DEX CON INT WIS CHA Magic Resistance. The Obsidian Sentinel has
advantage on saving throws against spells and other
16 (+3) 9 (-1) 16 (+3) 3 (-4) 11 (+0) 1 (-5) magical effects.
Magic Weapons. The Obsidian Sentinel's weapon
Damage Resistances bludgeoning, piercing, and attacks are magical.
slashing from nonmagical attacks
Damage Immunities poison, psychic Obsidian Reflection. When the Obsidian Sentinel
Condition Immunities Charmed, Exhaustion, would be hit by a spell targeted at a creature, roll a
Frightened, Paralyzed, Petrified, Poisoned d4. On a 4, the spell is reflected and instead hits
Senses darkvision 120 ft., tremorsense 60 ft. the spellcaster.
Languages Titan, Dwarven Obsidian Shard. When the Obsidian Sentinel is
Challenge 1 (200 XP) reduced to 100, 75,50, or 25 hit points, an
Obsidian Shard spawns next to it. The Obsidian
Immutable Form. The golem is immune to any spell Sentinel has its Strength ability score is reduced by
or effect that would alter its form. 2 and any damage dice are reduced by one (d12 to
d10, d10 to d8, etc.).
Magic Resistance. The golem has advantage on
saving throws against spells and other magical Actions
effects.
Multiattack. The Obsidian Sentinel makes two slam
Obsidian Reflection. When the golem would be hit attacks.
by a spell targeted at a creature, roll a d4. On a 4,
the spell is reflected and instead hits the Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
spellcaster. one target. Hit: 18 (2d12 + 5) bludgeoning
damage.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 12 (+1) 11 (+0) 12 (+1) 10 (+0) 17 (+3) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 1 (-5)
Actions
Warhammer. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning
damage.
Whirlwind (Recharge 4-6). All creatures within 5 ft.
must succeed on a DC 14 Dexterity saving throw or
take 8 (1d10 + 3) bludgeoning damage.
7d. Vault of the Lore Keeper With the Discs in hand, the adventurers can return to the
Reliquary. High Examiner Tae'thelan Bloodwatcher will
Unlike the Chamber of Khaz'Mul, the Vault of the Lore excited to hear of the party's success.
Keeper is full of powerful artifacts and riches. Piles of gold The knowledge and artifacts recovered here will ultimately
pieces (10000 gp. or whatever is appropriate for your help the Reliquary achieve their ultimate goal. Silvermoon
campaign) and ornamented weapons cover the vault floor. A will rise again and the blood elves may be finally free of their
stone chest contains two sets of +1 armor. addiction. Silvermoon and The Reliquary owe the characters
The centerpieces of this treasure chamber are four huge a great debt and will look to repay it however they can.
platinum discs, each adorned with numerous sigils of an
unknown origin. Touching them makes your hand tingle. Just
after touching the discs, the visage of a large stone watcher The Platinum Discs
springs forth. Description
The adventurers have uncovered a wealth of previously "Touching the Discs of Norgannon once again makes your
undiscovered worldly lore! This is surely the knowledge that hand tingle. This time, however, a strange grinding noise is
High Examiner Tae'thelan has been seeking. The party may
speak with the hologram to learn about the keepers, the heard from inside the discs.
Earthen, the dwarves, and the troggs. Once finished, he will Your backpack suddenly becomes heavier than it was
give the party a miniature version of the platinum discs before. Inside, you discover a miniature version of the discs!
containing all their information. If they accept the discs they No doubt, an item of this sort would be invaluable for
immediately are offered the quest, "The Platinum Discs". someone interested in the ancient history of Azeroth.
Someone would sure be interested in this!"
Mechanics and Rewards
Return the Discs of Norgannon to High Examiner Tae'thelan
Bloodwatcher. He will reward the adventurers with 3000 gp.
and offer them permanent membership in the Reliquary.
Earthen Rocksmasher
Medium humanoid (dwarf), lawful neutral
Armor Class 14
Hit Points 45 (6d8+18)
Speed 25 ft.
Actions
Flame Buffet. Ranged Spell Attack: +5 to hit, range
60 ft., one target. Hit: 10 (3d6) fire damage and the
target is vulnerable to the next fire damage it takes
within 30 seconds.
Fire Shield. Surrounds a creature within 60 ft in a
shield of flames, granting it a +2 bonus to AC
against melee attacks. When a creature enters
melee range of the target for the first time on a turn
or starts its turn there, it must make a DC 13
Constitution saving throw. On a failed save, the
creature takes 7 (2d6) fire damage.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage plus
7 (2d6) poison damage.
Crystalline Slumber. All creatures within 10 ft. of the
basilisk must succeed on a DC 14 Constitution
saving throw or take 7 (2d6) force damage and are
Stunned until the end of their next turn. Shadowforge
Reflection. Until the start of the basilisk's next turn,
it is resistant to all damage dealt by spells. When Archaeologist
the basilisk would be hit by a spell targeted at a Medium humanoid (dwarf), lawful evil
creature, the spell is reflected and instead hits the
spellcaster. Armor Class 16
Hit Points 45 (7d8+14)
Speed 25 ft.
Actions
Warhammer. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
damage.
Disarm. A creature within melee range must
succeed on a DC 14 Strength saving throw or
anything it is holding is knocked 1d4x5 ft. away in a
direction the dwarf chooses.
Reactions
Shield Bash. If a hostile target attempts to cast a
spell within melee range, the dwarf may make a
melee attack against it (+4 bonus). On a hit, the
target takes 5 (1d6+2) bludgeoning damage and
the spellcasting fails.
Armor Class 12
Hit Points 39 (6d8+12)
Speed 25 ft.
Mana Burn (Recharge 4-6). A creature within 60 ft. 15 (+2) 11 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2)
must succeed on a DC 14 Wisdom saving throw or
take 1d4x5 force damage and lose a spell slot of Senses blindsight 60 ft., passive Perception 13
level equal to the result of the roll. Languages
Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6+2) piercing damage.
Sonic Burst (Recharge 4-6). All creatures within 10
ft. must succeed on a DC 14 Wisdom saving throw
or take 10 (3d6) psychic damage. Affected
creatures are Deafened and unable to cast spells
until the start of the bat's next turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 18 (+4) 3 (-4) 11 (+0) 1 (-5) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1)
Actions
Stonevault Brawler
Medium humanoid (trogg), chaotic neutral
Multiattack. The golem makes two slam attacks.
Armor Class 14
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit Points 45 (7d8 + 14)
one target. Hit: 13 (2d8 + 4) bludgeoning damage. Speed 30 ft.
Ground Tremor. All creatures within 10 ft. must
succeed on a DC 15 Constitution saving throw or STR DEX CON INT WIS CHA
be stunned until the end of the golem's next turn.
The golem may not use this action on its next turn. 16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1)
Actions
Multiattack (only when Enraged). The trogg can make
two thrash attacks.
Thrash. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage and
the trogg may use its bonus action to make another
Thrash attack.
Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft.
Actions
Multiattack (only when Enraged). The trogg can make
two dagger attacks.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Armor Class 14
Hit Points 36 (8d8)
Speed 30 ft.
Actions
Multiattack. The scorpion makes two attacks: one
with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Venom Sting. Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing
damage, and the target must make a DC 12
Constitution saving throw, taking 18 (4d8) poison
damage on a failed save, or half as much damage on
a successful one.