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H1-H3 Orcus Conversion PDF
H1-H3 Orcus Conversion PDF
H1-H3 Orcus Conversion PDF
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
Setup................................................................................................ 32
Tactics ............................................................................................. 33
Set Up.............................................................................................. 19
Treasure ......................................................................................... 33
Tactics ............................................................................................. 19
Set Up.............................................................................................. 22
Drowning....................................................................................... 37
Tactics ............................................................................................. 22
XP Analysis ................................................................................. 38
Setup................................................................................................ 24
Tactics ............................................................................................. 24
Shadowfell Keep....................................................................... 27
Tactics ............................................................................................. 28
Negotiations .................................................................................. 30
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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
PROLOGUE
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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
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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 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
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.
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.
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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.
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
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.
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.
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10
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.
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INTIMIDATE CHECK
INTIMIDATE CHECK
INTIMIDATE CHECK
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.
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15
Mirror of Shadows
Level 1
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16
ATTACK ON NINARAN
SET UP
Level 4 Artillery
XP 175
HP 44; Bloodied 22
AC 17; Fortitude 14; Reflex 18; Will 15
Speed 7
TRAITS
Initiative +7
Perception +12
Low-Light Vision
Archers Mobility
Wild Step
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.
XP 150
HP 44; Bloodied 22
AC 16; Fortitude 17; Reflex 15; Will 14
Speed 7, teleport 7
Vulnerable 5 radiant
TRAITS
Shadow Ambush
Initiative +5
Perception +6
Darkvision
Level 3 Skirmisher
Alignment unaligned
Wis 11 (+1)
Cha 14 (+3)
Languages
Wis 16 (+5)
Cha 11 (+2)
Alignment evil
Languages Common, Draconic, Elven
Equipment leather armor, longsword, longbow, quiver of 30
arrows
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FARM ATTACKS
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.
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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.
19
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,
XP 25
Dex 10 (+0)
Int 9 (-1)
Alignment evil
Equipment club
Skills Streetwise +7
Str 16 (+4)
Dex 14 (+3)
Con 15 (+3)
Int 10 (+1)
Wis 11 (+1)
Cha 12 (+2)
Alignment evil
Languages Common
Equipment chainmail, longsword, crossbow with 20 bolts
Level 2 Skirmisher
XP 125
Initiative +6
Perception +1
Combat Advantage
Wis 10 (+0)
Cha 11 (+0)
Languages Common
Level 3 Soldier
XP 150
Initiative +5
Perception +6
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20
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21
CULT OF ORCUS
Encounter Level 3 (700 XP)
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
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
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)
Level 3 Controller
XP 150
HP 47; Bloodied 24
AC 16; Fortitude 14; Reflex 14; Will 17
Speed 6
STANDARD ACTIONS
Initiative +2
Perception +3
Low-Light Vision
Wis 14 (+3)
Cha 18 (+5)
Alignment evil
Languages Common
Equipment leather armor, quarterstaff
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Level 3 Soldier
XP 150
HP 45; Bloodied 23
AC 18; Fortitude 15; Reflex 16; Will 15
Speed 5
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
TRAITS
Speed of the Dead
Initiative +6
Perception +3
Darkvision
Wis 14 (+3)
Cha 3 (-3)
Alignment unaligned
Languages
Equipment chainmail, longsword, light shield
22
Level 2 Skirmisher
XP 125
HP 38; Bloodied 19
AC 16; Fortitude 14; Reflex 15; Will 12
Speed 6
TRAITS
Initiative +6
Perception +1
Low-Light Vision
Combat Advantage
The orcus cultist deals an extra 1d6 damage on melee and
ranged attacks 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 + 6 damage.
M Shadows Wrath (necrotic, weapon) * Recharge 5 6
Attack: Melee 1 (one creature); +5 vs. Fortitude
Hit: 1d6 + 4 necrotic damage and ongoing 5 necrotic damage
(save ends).
MINOR ACTIONS
Shadow Shift * At-Will
Effect: The orcus cultist shifts 1 square as a minor action.
Skills Stealth +9
Str 12 (+2)
Con 14 (+3)
Dex 16 (+4)
Int 12 (+2)
Wis 10 (+1)
Cha 9 (+0)
Alignment evil
Languages Common
Equipment black robe, short sword
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SLAVER ENCOUNTER
Encounter Level 3 (750 XP)
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)
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
Level 3 Soldier
XP 150
HP 47; Bloodied 24
AC 20; Fortitude 18; Reflex 16; Will 16
Speed 5
TRAITS
Phalanx Soldier
Initiative +7
Perception +3
Low-Light Vision
TACTICS
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.
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Wis 14 (+3)
Cha 10 (+1)
Alignment evil
Languages Common, Goblin
Equipment scale armor, heavy shield, flail
24
XP 38
Phalanx Soldier
Wis 13 (+2)
Cha 9 (+0)
Alignment evil
Languages Common, Goblin
Equipment leather armor, light shield, longsword
Wis 14 (+3)
Cha 10 (+1)
Alignment evil
Languages Common, Goblin
Equipment leather armor, longsword, longbow, arrows (30)
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Initiative +7
Perception +8
Low-Light Vision
XP 150
HP 39; Bloodied 20
AC 17; Fortitude 13; Reflex 15; Will 13
Speed 6
STANDARD ACTIONS
Level 3 Artillery
XP 150
Initiative +6
Perception +5
Low-light vision
25
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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26
SHADOWFELL KEEP
THE TOMBS
Who are all these faces that try to stop me. Are they
shadowy memories from another life? Master,
enlighten me.
Area 8:
The PCs can find the following dark red scripts on the
walls of the different areas:
Area 1:
The little girl, who was she? Her blood tasted like
copper, but O so sweet. Master, who was she?
Area 5:
Area 7:
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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
27
KEEGANS DUTY
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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.
28
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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29
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
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Level 5 Elite
Soldier (Leader)
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
XP 400
Initiative +6
Perception +5
Low-light vision
30
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31
Complexity
Level 6
Skill Challenge
XP 750
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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
32
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
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,
2012-11-24
33
Heroic Level
2012-11-24
CONCORDANCE
Starting Score
Owner gains a level
5
+1d10
+2
+1
+1
+2
-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
34
Normal (511)
Level: 6
Category: Binding
Time: 10 Days
Duration: Permanent
You break the seal that has severed the magical
connections that bind one place to the Shadowfell by way of
a portal. The completion of this ritual successfully opens
and activates a portal that has been sealed by magic.
Creatures, objects, or energy can freely pass through the
portal again. The portal becomes visible and tangible again.
At the completion of this ritual, make an Arcana check.
A sealed portal to the Shadowfell can be sealed again with a
seal portal ritual (Dungeon Magazine #160), but the
creature performing the ritual to seal the portal must make
an Arcana check that equals or exceeds the results of the
Arcana check you made when performing this ritual. You
can seal a portal you have opened by performing this ritual
on it again.
Angered (0 or lower)
Release me! You are not worthy of the Dark Lords blessing!
2012-11-24
35
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
2012-11-24
36
DROWNING
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.
2012-11-24
37
XP ANALYSIS
out during the adventure with 10%, i.e. multiply the
Encounter XP with 0.90. This will keep the balance in the
adventure.
Level
1
2
XP
475
625
Progression
95
220
1
6
2
575
1 250
674
335
585
720
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
2
2
2
4
3
1
1
4
2
5
3
4
675
625
625
875
880
500
500
875
625
1 036
750
775
855
980
1 105
1 280
1 456
1 556
1 656
1 831
1 956
2 163
2 313
2 468
4
3
3
3
2
5
4
6
9
965
790
802
750
650
1 031
975
1 350
2 000
2 661
2 819
2 979
3 129
3 259
3 466
3 661
3 931
4 331
Conversion Encounters
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
1st
The Mystery of Old Sara
200
Attack on Ninaran
Farm Attacks
Cult of Orcus
4
1
3
925
500
700
Interlude Removed
Slaver Encounter
-4
3
-775
750
200
2nd
3rd
4th
21 653
2 500
2012-11-24
-10%
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
21 744
38
NPC PORTRAITS
Douven Staul
Thair Coalstriker
Bairwin Shopkeeper
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40
PLAYERS HANDOUTS
Irontooths Letter in the kobold lair
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41
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43
Map of the
Nentir Vale
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44
2012-11-24
45
Valthruns
Poem of Melgold
The Mad Poet of
Almhurst
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46
BATTLE MAPS
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47
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48
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49
2012-11-24
50
Level 1 Artillery
XP 100
HP 24; Bloodied 12
AC 13; Fortitude 12; Reflex 14; Will 12
Speed 6
STANDARD ACTIONS
XP 25
Initiative +3
Perception +1
Darkvision
MINOR ACTIONS
Shifty * At-Will
HP 36; Bloodied 18
AC 18; Fortitude 14; Reflex 13; Will 13
Speed 5
STANDARD ACTIONS
Skills Stealth +8
Str 9 (1)
Con 12 (+1)
Wis 12 (+1)
Cha 10 (+0)
Alignment evil
Languages Common, Draconic
Equipment leather armor, dagger, sling, 20 sling bullets, 3
rounds of special shot
Shifty * At-Will
Alignment evil
Languages Common, Draconic
Equipment scale armor, light shield, short sword
Wis 12 (+1)
Cha 10 (+0)
Alignment evil
Languages Common, Draconic
Equipment leather armor, 3 javelins
Level 2 Soldier
XP 125
Initiative +4
Perception +2
Darkvision
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Level 1 Skirmisher
XP 100
Initiative +5
Perception +1
Darkvision
Alignment evil
Languages Common, Draconic
Equipment leather armor, light shield, short sword
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
XP 150
Initiative +4
Perception +4
Darkvision
Effect: Close burst 10; kobold allies in the burst gain 5 temporary
hit points and can shift 1 square.
Shifty * At-Will
Effect: The kobold shifts 1 square.
Skills Stealth +9, Thievery +9
Str 9 (+0)
Dex 16 (+4)
Con 12 (+2)
Int 9 (+0)
Wis 17 (+4)
Cha 12 (+2)
Alignment evil
Languages Common, Draconic
Equipment scale armor, light shield, short sword
Shifty * At-Will
HP 36; Bloodied 18
AC 18; Fortitude 14; Reflex 13; Will 13
Speed 5
STANDARD ACTIONS
XP 25
Shifty * At-Will
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Wis 12 (+1)
52
Int 9 (1)
Cha 10 (+0)
next turn.
Alignment evil
Languages Common, Draconic
Equipment leather armor, 3 javelins
Level 1 Skirmisher
XP 100
Initiative +5
Perception +1
Darkvision
HP 36; Bloodied 18
AC 18; Fortitude 14; Reflex 13; Will 13
Speed 5
STANDARD ACTIONS
Shifty
Level 1 Artillery
Level 2 Soldier
XP 125
Initiative +4
Perception +2
Darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12; Reflex 14; Will 12
Speed 6
STANDARD ACTIONS
XP 100
Initiative +3
Perception +1
Darkvision
2012-11-24
Alignment evil
Languages Common, Draconic
Equipment leather armor, light shield, short sword
Alignment evil
Languages Common, Draconic
Equipment scale armor, light shield, short sword
Shifty * At-Will
Dex 17 (+3)
Int 9 (1)
Wis 12 (+1)
Cha 10 (+0)
Alignment evil
Languages Common, Draconic
Equipment leather armor, dagger, sling, 20 sling bullets, 3
rounds of special shot
XP 25
53
Wis 12 (+1)
Cha 10 (+0)
Alignment evil
Languages Common, Draconic
Equipment leather armor, 3 javelins
Level 1 Skirmisher
XP 100
Initiative +5
Perception +1
Darkvision
Alignment evil
Languages Common, Draconic
Equipment scale armor, light shield, short sword
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
Level 2 Soldier
XP 125
HP 36; Bloodied 18
AC 18; Fortitude 14; Reflex 13; Will 13
Speed 5
STANDARD ACTIONS
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
2012-11-24
XP 150
Initiative +4
Perception +4
Darkvision
Wis 17 (+4)
Cha 12 (+2)
Irontooth
XP 300
Initiative +2
Perception +4
Low-Light Vision
54
Dex 14 (+3)
Int 8 (+0)
Wis 16 (+4)
Cha 12 (+2)
Alignment evil
Languages Common, Goblin, Draconic
Equipment chain armor, battleaxe
Dex 10 (+1)
Int 9 (+0)
Alignment any
Equipment club
Level 2 Brute
XP 125
HP 48; Bloodied 24
AC 15; Fortitude 15; Reflex 13; Will 12
Speed 6
STANDARD ACTIONS
Initiative +3
Perception +7
m Bite * At-Will
Wis 10 (+1)
Cha 11 (+1)
Level 2 Lurker
XP 125
Initiative +8
Perception +2
Low-Light Vision
XP 31
HP 22; Bloodied 11
AC 15; Fortitude 12; Reflex 15; Will 13
Speed 6
TRAITS
Nimble Reaction
XP 100
Initiative +4
Perception +5
Level 2 Minion
Level 1 Artillery
Languages
Wis 12 (+2)
Cha 13 (+2)
Str 16 (+4)
Con 18 (+5)
Alignment unaligned
Wis 12 (+2)
Cha 12 (+2)
Languages Common
Alignment unaligned
Languages Common, Elven
Equipment leather armor, war pick, crossbow, 20 crossbow
bolts
2012-11-24
55
Dex 17 (+4)
Int 2 (3)
Alignment unaligned
Wis 10 (+1)
Cha 9 (+0)
Languages
Level 2 Artillery
XP 125
HP 31; Bloodied 16
AC 16; Fortitude 12; Reflex 14; Will 11
Speed 6
TRAITS
Sniper
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
Initiative +5
Perception +2
Low-Light Vision
2012-11-24
Wis 13 (+2)
Cha 8 (+0)
Alignment evil
Languages Common, Goblin
Equipment leather armor, short sword, crossbow, crossbow
bolts (20)
Level 1 Skirmisher
XP 100
HP 30; Bloodied 15
AC 15; Fortitude 13; Reflex 14; Will 13
Speed 6
TRAITS
Great Position
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)
Alignment evil
Languages Common, Goblin
Equipment leather armor, spear, 5 javelins
56
Level 3 Brute
XP 150
HP 56; Bloodied 28
AC 16; Fortitude 16; Reflex 14; Will 14
Speed 6
STANDARD ACTIONS
Initiative +2
Perception +3
Low-Light Vision
Dex 14 (+3)
Int 8 (+0)
Wis 14 (+3)
Cha 10 (+1)
Alignment evil
Languages Common, Goblin
Equipment iron poker, hide armor
Level 2 Artillery
XP 125
Initiative +5
Perception +2
Low-Light Vision
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
Wis 14 (+2)
Cha 8 (1)
Alignment evil
Languages Common, Goblin
Equipment leather armor, spear, 5 javelins
Wis 13 (+2)
Cha 8 (+0)
Alignment evil
Languages Common, Goblin
Equipment leather armor, short sword, crossbow, crossbow
bolts (20)
Level 1 Skirmisher
XP 100
HP 30; Bloodied 15
AC 15; Fortitude 13; Reflex 14; Will 13
Speed 6
TRAITS
Great Position
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
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57
Level 1 Striker
XP 100
Initiative +5
Perception +1
Low-Light Vision
Combat Advantage
Splug deals 1d6 extra damage when he hits a target he has
combat advantage against.
STANDARD ACTIONS
HP 48; Bloodied 24
AC 15; Fortitude 15; Reflex 13; Will 12
Speed 6
STANDARD ACTIONS
Str 16 (+4)
Con 18 (+5)
Dex 15 (+3)
Int 3 (3)
Alignment unaligned
Languages
Level 2 Artillery
XP 125
HP 31; Bloodied 16
AC 16; Fortitude 12; Reflex 14; Will 11
Speed 6
TRAITS
Initiative +5
Perception +2
Low-Light Vision
Sniper
When a goblin sharpshooter makes a ranged attack from hiding
and misses, it is still considered to be hiding.
Combat Advantage
Wis 12 (+1)
Cha 15 (+2)
Alignment unaligned
Languages Common, Goblin
Equipment leather armor, short sword, 2 daggers
Wis 13 (+2)
Cha 8 (+0)
Wis 12 (+2)
Cha 12 (+2)
Cringe * At-Will
Dex 18 (+5)
Int 8 (+0)
Str 14 (+3)
Con 13 (+2)
Alignment evil
Languages Common, Goblin
Equipment leather armor, short sword, crossbow, crossbow
bolts (20)
m Bite * At-Will
Initiative +3
Perception +7
Level 2 Brute
XP 125
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58
STANDARD ACTIONS
TRIGGERED ACTIONS
Goblin Tactics At-Will
Wis 14 (+2)
Cha 8 (1)
Alignment evil
Languages Common, Goblin
Equipment leather armor, spear, 5 javelins
Wis 12 (+1)
Cha 8 (1)
Level 1 Skirmisher
Level 4 Lurker
XP 100
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
XP 175
HP 46; Bloodied 23
AC 17; Fortitude 16; Reflex 17; Will 15
Speed 6
TRAITS
Combat Advantage
Initiative +10
Perception +3
Low-Light Vision
2012-11-24
XP 38
Initiative -2
Perception +1
Darkvision
59
m Slam * At-Will
Str 16 (+4)
Con 13 (+2)
Alignment unaligned
Dex 7 (-1)
Int 1 (-4)
Alignment unaligned
Dex 8 (+0)
Int 1 (4)
Wis 8 (+0)
Cha 3 (-3)
Languages
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
Skeleton Warrior
Wis 8 (+0)
Cha 3 (3)
XP 125
HP 43; Bloodied 21
AC 14; Fortitude 15; Reflex 12; Will 12
Speed 4
Immune disease, poison
TRAITS
Zombie Weakness
Initiative 1
Perception +0
Darkvision
Dex 8 (+0)
Int 1 (4)
Alignment unaligned
Wis 8 (+0)
Cha 3 (3)
Languages
Level 3 Soldier
Languages
4 Zombies (Z)
HP 45; Bloodied 23
AC 18; Fortitude 15; Reflex 16; Will 15
Speed 5
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
TRAITS
Initiative +6
Perception +3
Darkvision
Dex 17 (+4)
Int 3 (3)
Wis 14 (+3)
Cha 3 (3)
Alignment unaligned
Languages
Equipment chainmail, longsword, light shield
XP 25
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60
Dex 17 (+3)
Int 3 (4)
Wis 14 (+2)
Cha 3 (4)
Alignment unaligned
Languages
Equipment longsword, shortbow, 20 arrows
Wis 14 (+4)
Cha 10 (+2)
Alignment good
Languages Common, Draconic
Equipment plate armor, longsword (Aecris)
XP 875
Initiative +5
Perception +9
Darkvision
XP 25
Dex 8 (+0)
Int 1 (4)
Alignment unaligned
Wis 12 (+2)
Cha 1 (4)
Languages
Dex 15 (+2)
Int 2 (4)
Alignment unaligned
Ochre Jelly
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 Bite * At-Will
Blindsight 10
Split * Encounter
Speed 4, climb 4
Immune blinded, gaze effects; Resist 5 acid
Saving Throws +2; Action Points 1
TRAITS
Ooze
Wis 10 (+0)
Cha 6 (2)
Languages
2012-11-24
XP 300
Initiative +0
Perception +2
61
Dex 16 (+4)
Int 4 (2)
Alignment unaligned
Wis 10 (+1)
Cha 6 (1)
Languages
Str 17 (+5)
Con 17 (+5)
Level 2 Brute
Dex 18 (+6)
Int 4 (1)
Alignment unaligned
Initiative +4
Perception +1
Low-Light Vision,
Tremorsense 10
Dex 8 (+0)
Int 1 (4)
Alignment unaligned
Wis 12 (+2)
Cha 1 (4)
Languages
Wis 12 (+3)
Cha 8 (+1)
Languages
TRAITS
Gnashing Horde * Aura 1
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.
Dex 16 (+4)
Int 4 (2)
Alignment unaligned
Str 13 (+2)
Con 11 (+1)
XP 125
HP 43; Bloodied 22
AC 15; Fortitude 13; Reflex 14; Will 11
Speed 8, burrow 2 (tunneling), climb 8
Str 15 (+3)
Con 13 (+2)
Bloodied Eruption
m Claw * At-Will
Languages
Initiative +0
Perception +7
Blindsight 10,
Tremorsense 10
Wis 10 (+1)
Cha 6 (1)
Kruthik Adult
XP 750
Level 4 Brute
XP 175
Initiative +6
Perception +4
Low-Light Vision,
Tremorsense 10
TRAITS
Gnashing Horde * Aura 1
Any enemy that ends its turn within the aura takes 2 damage.
STANDARD ACTIONS
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XP 25
62
HP 44; Bloodied 22
AC 17; Fortitude 14; Reflex 18; Will 15
Speed 7
TRAITS
Archers Mobility
Dex 17 (+3)
Int 3 (4)
Wis 14 (+2)
Cha 3 (4)
Alignment unaligned
Languages
Equipment longsword, shortbow, 20 arrows
2 Gravehounds (G)
Wild Step
Level 3 Brute
XP 150
HP 54; Bloodied 27
AC 15; Fortitude 17; Reflex 13; Will 13
Speed 8
Immune disease, poison; Resist 10 necrotic
TRAITS
Zombie Weakness
Initiative +2
Perception +1
Darkvision
Dex 13 (+2)
Int 1 (4)
Alignment unaligned
XP 175
Initiative +7
Perception +12
Low-Light Vision
Wis 10 (+1)
Cha 3 (3)
Languages
r Longbow * At-Will
Level 4 Artillery
Effect: An elf can reroll an attack roll. It must use the second roll,
even if its lower.
Wis 14 (+3)
Cha 10 (+1)
Alignment evil
Languages Common, Goblin
Equipment scale armor, heavy shield, flail
Wis 16 (+5)
Cha 11 (+2)
Alignment evil
Languages Common, Draconic, Elven
Equipment leather armor, longsword, longbow, 30 arrows
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HP 47; Bloodied 24
AC 20; Fortitude 18; Reflex 16; Will 16
Phalanx Soldier
Requirement: Flail
Attack: Melee 1 (one creature); +8 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
Low-Light Vision
m Longsword * At-Will
Speed 5
TRAITS
Level 3 Soldier
XP 150
Initiative +7
Perception +3
63
Dex 12 (+3)
Int 1 (-3)
Alignment unaligned
Wis 10 (+2)
Cha 8 (-1)
Languages
Wis 13 (+2)
Cha 9 (+0)
Alignment evil
Languages Common, Goblin
Equipment leather armor, longsword, longbow, arrows (30)
Alignment evil
Languages Common, Goblin
Equipment leather armor, light shield, longsword
Deathjump 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
XP 38
Initiative +5
Perception +7
Tremorsense 5
XP 175
Level 4 Skirmisher
Wis 14 (+3)
Cha 10 (+1)
Level 3 Artillery
XP 150
Initiative +7
Perception +8
Low-Light Vision
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Wis 13 (+2)
Cha 9 (+0)
Alignment evil
Languages Common, Goblin
Equipment leather armor, light shield, longsword
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Level 3 Soldier
XP 150
HP 47; Bloodied 24
AC 20; Fortitude 18; Reflex 16; Will 16
Speed 5
TRAITS
Initiative +7
Perception +3
Low-Light Vision
Phalanx Soldier
TRAITS
Phalanx Soldier
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.
Alignment evil
Languages Common, Goblin
Equipment robes, quarterstaff
Wis 14 (+3)
Cha 10 (+1)
Alignment evil
Languages Common, Goblin
Equipment scale armor, heavy shield, flail
XP 150
Initiative +5
Perception +4
Low-Light Vision
XP 38
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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
Phalanx Soldier
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Wis 14 (+3)
Cha 10 (+1)
Alignment evil
Languages Common, Goblin
Equipment scale armor, heavy shield, flail
Level 5 Elite
Soldier (Leader)
XP 400
Initiative +6
Perception +5
Low-light vision
Alignment unaligned
Languages
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
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Wis 13 (+3)
Cha 1 (3)
Dex 14 (+4)
Int 1 (3)
HP 46; Bloodied 23
AC 17; Fortitude 16; Reflex 14; Will 14
Speed 4
Immune disease, poison; Resist 5 necrotic
TRAITS
Level 4 Artillery
XP 175
Initiative +3
Perception +3
Darkvision
Regeneration
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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Dex 13 (+3)
Int 4 (1)
Alignment unaligned
Wis 12 (+3)
Cha 3 (2)
Languages
Level 4 Blaster
Trap
XP 175
This 20-foot-tall, articulated sword-wielding statue swings its weapon
in a deadly arc.
Trap: Each round on its initiative, the statue swings its sword,
attacking all non-Evil creatures in a close burst 4. (For purposes
of counting squares, the statue occupies the 2 x 2 area in the
middle of the dais.)
Perception
Standard Action
Close blast 5
Targets: All creatures in the blast
Attack: +6 vs. Reflex
Hit: 1d6 + 5 force damage, and the target is pushed 3 squares.
Countermeasures
* A character can make a DC 15 Athletics check to climb onto
a dragon statue. A statue cannot attack a character that has
climbed onto it.
* A statue stops attacking if it reduced to 0 hit points. Each
statue has the following statistics: AC 15, Fortitude 10, Reflex
5, hp 40, resist 5 to all damage.
* A character adjacent to the statue can disable its trap by
disfiguring or altering some of the arcane symbols carved
into the statue. Disabling a dragon statue requires a total of 4
successful DC 13 Arcana or Thievery checks.
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.
Perception
Level 3 Blaster
Trap
Attack
2 Dragon Statues
XP 150
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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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.
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XP 200
Initiative +8
Perception +2
Darkvision
Wis 11 (+2)
Cha 12 (+3)
Languages Common
XP 38
Initiative -2
Perception +1
Darkvision
Dex 7 (-1)
Int 1 (-4)
Alignment unaligned
Dex 8 (+0)
Int 1 (4)
Wis 8 (+0)
Cha 3 (3)
Languages
Wis 8 (+0)
Cha 3 (-3)
2 Zombies (Z)
Level 2 Brute
XP 125
Initiative 1
Perception +0
Darkvision
Level 2 Lurker
XP 125
Initiative +7
Perception +6
Darkvision
Guard Object
Languages
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Alignment unaligned
Str 16 (+4)
Con 13 (+2)
m Slam * At-Will
Level 5 Soldier
Hit: The zombie grabs the target (escape DC 12) if it does not
have a creature grabbed.
TRIGGERED ACTIONS
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Dex 15 (+3)
Int 10 (+1)
Alignment unaligned
Perception +3
Wis 10 (+1)
Cha 16 (+4)
Languages
XP 50
Dex 16 (+5)
Int 9 (+1)
Alignment evil
Dex 14 (+4)
Int 11 (+2)
Alignment evil
Wis 12 (+3)
Cha 17 (+5)
Level 5 Controller
XP 200
Initiative +4
Wis 11 (+2)
Cha 12 (+3)
Alignment any
Languages Common
Equipment hide armor, greataxe, handaxe x2
Languages Common
Wis 14 (+4)
Cha 12 (+3)
HP 66; Bloodied 33
AC 16; Fortitude 16; Reflex 14; Will 14
Speed 7
STANDARD ACTIONS
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Level 4 Brute
XP 175
Initiative +3
Perception +2
Dark Creeper
Level 4 Skirmisher
XP 175
Initiative +8
Perception +4
Darkvision
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Wis 14 (+4)
Cha 13 (+3)
Speed 5
Saving Throws +2; Action Points 2
STANDARD ACTIONS
m Rod of Ruin (weapon) * At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 2d6 + 5 damage plus ongoing 5 necrotic damage (save
ends).
r Decaying Ray (necrotic) * At-Will
Attack: Ranged 10 (one creature); +11 vs. Fortitude
Hit: 2d6 + 5 necrotic damage, and the target is weakened (save
ends).
C Unlife to Life (healing) * Encounter
Alignment unaligned
Languages Common
Equipment black garments, dagger x5
HP 186; Bloodied 93
AC 22; Fortitude 21; Reflex 19; Will 21
XP 175
Level 4 Lurker
Hazard
XP 700
Initiative +5
Perception +9
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
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Perception
* DC 14: Although the whispers are mostly unintelligible, the
character hears the portal whisper the name Kalarel.
Initiative +3
Trigger
The trap rolls initiative at the start of the encounter. On its turn,
it makes a whispering lure attack and a grasping claws attack.
Whispering Lure (Attack)
Minor Action
Ranged 20
Targets: One creature in range
Attack: +7 vs. Will
Hit: The target is pulled 5 squares toward the mouth of the
portal, stopping when it enters a square within reach of the
Things grasping claws.
Grasping Claws (Attack)
Standard Action
Melee 5
Targets: One creature
Attack: +9 vs. AC
Hit: 1d10 + 7 damage, and the target slides 1 square. Kalarel
regains 5 hit points if he is standing in the evil magic circle in
front of the portal.
Countermeasures
Wis 21 (+9)
Cha 12 (+5)
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Dex 17 (+6)
Int 3 (1)
Wis 9 (+1)
Cha 18 (+6)
Languages Common
Wis 14 (+5)
Cha 3 (1)
Alignment unaligned
Languages
Equipment longsword, shortbow, 30 arrows
Level 4 Controller
XP 175
Initiative +4
Perception +1
Darkvision
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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
Old XP
New XP
6. Hidden Armory
500
500
1036
300
750
300
790
200
975
200
4051
1500
TOTAL
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.
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can convince Sir Davin its been 300 years since he was last
in the world.
Too difficult, perhaps? Sir Davin the ghost knight
inquires, thoughtfully running a gauntleted finger down
the sharp blade of his black axe. Well, not to worry: it is the
best of three after all. You can pass on this one, and
hopefully you will get the next. Or feel free to have a guess,
though your situation is obviously hopeless. In any case you
must now ask me a riddle in return.
If PCs get frustrated Sir Davin is more than happy to
oblige with combat. He is a ghost armor that immidetly
animates six nearby armor that joins him in the battle.
Throughout combat the riddle challenge continues. Sir
Davin follows the PCs everywhere.
Armor Ghost (G)
XP 300
Initiative +4
Perception +8
Darkvision
The ghost takes only half damage from any damage source
except those that deal force damage.
STANDARD ACTIONS
m Greatsword (weapon; cold) * At-Will
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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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Dex 13 (+2)
Int 8 (+0)
Wis 14 (+3)
Cha 10 (+1)
Alignment evil
Languages Common
Equipment greatsword, plate armor
XP 38
Dex 13 (+2)
Int 3 (1)
Wis 14 (+3)
Cha 3 (3)
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module at the last minute to take into account the fact that
they have been so clever and followed all the clues. Tell
them you are counting the number of combat rounds that
take place between now and when/if you stop the ritual.
You don't actually have to count the rounds - this just adds
suspense.
When the PCs arrive in the Fane of Orcus they find
that all Kalarel's servants have been sacrificed - probably
they heard the moaning of the dying cultists during the
previous encounter with the ghouls.
You run down the stairs and into a vast cathedral. The
room is shrouded in shadows. The only light emanates
from four blue-green crystal columns, sculpted into
screaming skulls and bones piled into pillars. A dais along
the eastern wall holds a large altar bin, filled with blood.
Twenty half-naked bodies hang upside down in the air,
their wrists and throats slashed as if by claws. They are
dressed in dark purple robes and one wears a horned-ram
mask and is covered in tattoos. You can still hear their
moaning, even though they ought to be dead. Some unholy
power seems to keep them alive, allowing their blood to
continue to drip into the altar bin below. A leering statue of
a ram faced demon stands behind the altar holding a skull
capped wand.
Crimson streams of dark coagulated blood trail across
the floor from the altar bin and terminate at a grate
covering a hole in the middle of the floor of this shadowy
cathedral. A mosaic of a grotesque demon head surrounds
the grate. Large chains allow access into the central hole in
the floor. A strange dark light emanates through this hole
and from it you hear the sound of sinister praying, building
in volume.
As you examine the scene, something shimmers into
existence to your right, and the image of a raven appears
and transforms into a severe but beautiful middle-aged
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woman with long black hair and white skin. She remains
floating there, at the edge of the room, saying nothing, just
watching.
If the PCs pray before the apparition of the Raven
Queen, she tells them the prophesy below. PCs hearing this
are left in no doubt that the Rod of Ruin is extremely
important to the fate of the world. In addition she can grant
PCs a holy boon of some sort. Additionally PCs examining
the cathedral can discover how to end the ritual without
defeating Kalarel (see H1 conversion document page 32
'Reversing the Ritual'), which of course involves going
downstairs.
When the Rod of Ruin walks again,
the Age of the Raven will commence.
Soul torn apart will rejoin in Death,
Bloods Oath to cheat again.
The Kings Eye will be found,
a Cauldron of Stone the Ravens mound.
When Deaths Call will be unheard,
five will be chosen the Raven to serve.
The Rotting Legion in darkness waits,
the Man with Secrets its Throne awaits.
The Spire of Souls the five must seek,
or souls fate will past Raven leak.
Nerulls Gate must sealed remain,
or souls fall and the Shackled will be free again.
The Raven Queen will end its flight,
Death turned into Blood Lords night.
The Age of Ravens will have its end,
the Dead the earth to walk again.
Give the PCs 200 XP if they recognize the Raven
Queen and/or examine the blood for a way to end the
ritual.
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