P1: KING OF THE TROLLHAUNT WARRENS

Transcription

P1: KING OF THE TROLLHAUNT WARRENS
P1: ORCUS CONVERSION
P1: KING OF THE TROLLHAUNT WARRENS
I started out with the ambition of changing the 4th Edition adventure series H1:
Keep on the Shadowfell, H2: Thunderspire Labyrinths, and H3: Pyramid of Shadows –
as there was very little in the plotline that really tied these adventures together into a
full story.
Having just finished up the conversion of H3 one year have gone past and I have
come to realize with the later releases of P2 to E3 that the strong Orcus plotline that I
was looking for is actually being deliver by Wizard of the Coast. We are now facing a
mega adventure path from level 1 to 30 circling around Orcus the Demon Prince of
Undeath – and I am loving it. Thank you very much WoC, this is going to be a great
saga to be told by my players.
However there are still some small adjustments that can be made in order to tie
the adventures together more, at least in P1 to P3. I therefore decided to continue
trying to enhance these great adventures to the best of my ability.
Please note that you should read through the H1 and H3 Conversion Guides first,
as it gives you the full background story to the campaign.
P1: ORCUS CONVERSION
TABLE OF CONTENTS
Table of Contents ......................................................................... 2
Credits ............................................................................................. 4
Prologue .......................................................................................... 4
Background.................................................................................... 6
Adventure Synopsis........................................................................ 6
Starting the Adventure .............................................................. 7
Hook: Escorting Vyrellis ............................................................... 7
The Way to Moonstair ................................................................. 7
Hag of the Fens............................................................................. 8
Setup ................................................................................................... 8
Tactics ................................................................................................ 9
Development .................................................................................... 9
Features of the Area.................................................................... 10
Meeting Etheran ....................................................................... 11
Setup ................................................................................................ 11
Tactics ............................................................................................. 11
Features of the Area.................................................................... 11
Features of the Area.................................................................... 13
Negotiations .................................................................................. 14
Truth Revealed ............................................................................. 14
Hook: Delivering the orb ........................................................... 15
Development ................................................................................. 15
E1: The Messengers ................................................................. 16
Setup ................................................................................................ 16
Tactics ............................................................................................. 16
Losing the Orb .............................................................................. 18
Features of the Area.................................................................... 18
Arriving in Celduilon .............................................................. 19
Meeting with the King ................................................................ 19
A Potential Ally............................................................................ 38
Meeting Dresyae Tlathlyn ........................................................ 20
The Troll Raid .............................................................................. 40
Midnight Rendezvous................................................................. 20
Outcome of the Battle................................................................. 43
Quickling Ambush ................................................................... 22
R4: Wall Siege ............................................................................ 44
Setup ................................................................................................ 22
Setup ................................................................................................ 44
Tactics ............................................................................................. 22
Tactics ............................................................................................. 45
The Larger Battle......................................................................... 22
Development ................................................................................. 45
Development ................................................................................. 22
Features of the Area.................................................................... 45
Features of the Area.................................................................... 23
R6: Shipwreck ............................................................................ 47
The Crone of Ravens ............................................................... 24
Setup ................................................................................................ 47
A Moment’s Respite .................................................................... 24
Tactics ............................................................................................. 48
The Valley of Mar-Kilean ......................................................... 25
Features of the Area.................................................................... 48
The Raven Prophecy................................................................... 25
R7: Hold the Wall! ................................................................... 50
Quests.............................................................................................. 27
Setup ................................................................................................ 50
Raven Sworn................................................................................. 27
Tactics ............................................................................................. 51
Changing Gods ............................................................................ 28
Features of the Area.................................................................... 51
Etheran’s Fate ............................................................................ 29
Raven Skull Necklace ................................................................. 52
Setup ................................................................................................ 29
Int2: Back in Moonstair .......................................................... 53
Tactics ............................................................................................. 29
After the Raid ............................................................................... 53
Features of the Area.................................................................... 30
The Gift of the Eladrin ............................................................... 53
Development ................................................................................. 31
The Fate of the Eye ...................................................................... 54
T2: Lights in the Night ............................................................ 33
Skalmad’s True Power ............................................................... 54
Bax’s Story ..................................................................................... 33
Lore of the Stone Cauldron ....................................................... 54
Int 1: Wrath of Skalmad ........................................................ 35
Destroying the Cauldron ........................................................... 55
Setup ................................................................................................ 35
The Council Celebration........................................................ 56
Development ................................................................................. 35
Inside Information ...................................................................... 56
The Feywild Portal ...................................................................... 35
Dresyae Tlathlyn ......................................................................... 56
Raven Skull Necklace ................................................................. 36
Flaeorn Marnon........................................................................... 57
Int 2: Raid on Moonstair........................................................ 37
Laemu Spiremrul ........................................................................ 57
Prepare for War! ........................................................................ 37
Serriay Celshil .............................................................................. 58
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Dresyae’s Escape ....................................................................... 59
C5: Entrance Cavern .............................................................. 76
T2: Lights in the Night ............................................................ 123
Setup ................................................................................................ 59
Raven Skull Necklace ................................................................. 76
W1: The Trollmaw .................................................................. 123
Tactics ............................................................................................. 59
C6: Cauldron Chamber ......................................................... 77
W2: Marrowmaw Warrens ................................................. 124
Features of the Area.................................................................... 60
Setup ................................................................................................ 77
W3: Marrowmaw Chief Lair ............................................... 125
Development ................................................................................. 61
Destroying the Cauldron ........................................................... 77
W4: Mound of Skulls .............................................................. 126
The Stone Cauldron ................................................................ 62
Tactics ............................................................................................. 79
W5: Dragon’s Den .................................................................. 127
Arrival in the Feywild................................................................. 62
Features of the Area.................................................................... 79
W6: Thrall Pit .......................................................................... 128
The Fortress of Mross-Kagg ..................................................... 62
Vard Returns ................................................................................ 79
Int 1: The Wrath of Skalmad ............................................... 128
C1: Cliffside Portal................................................................... 63
Development ................................................................................. 81
W8: Grell Nest .......................................................................... 129
Setup ................................................................................................ 63
Ending the Adventure ............................................................ 83
W10: Collecting Cave ............................................................ 130
Tactics ............................................................................................. 64
The Vault ....................................................................................... 83
C2: Outpost ................................................................................ 131
Features of the Area.................................................................... 65
Back to Celduilon......................................................................... 83
C3: Waterfall ............................................................................ 131
Activating the Magic Portal ..................................................... 65
Optional Awards ......................................................................... 84
C4: Guardhouse........................................................................ 132
Development ................................................................................. 66
Heroes of Celduilon..................................................................... 84
C2½: Corkscrew Track............................................................ 67
The Next Adventure .................................................................... 86
Setup ................................................................................................ 67
House Rule Appendix ............................................................ 86
Tactics ............................................................................................. 68
Modified Raise Dead .................................................................. 86
Development ................................................................................. 68
Updated DM Maps .................................................................. 87
Features of the Area.................................................................... 68
Appendix: Celduilon ............................................................... 91
Raven Skull Necklace ................................................................. 69
History ............................................................................................ 91
C4.1: The Foundry ................................................................... 70
The City .......................................................................................... 92
Setup ................................................................................................ 70
Architecture ................................................................................... 94
Tactics ............................................................................................. 71
Defenses ......................................................................................... 94
Development ................................................................................. 71
Laws and Enforcement .............................................................. 95
Features of the Area.................................................................... 71
Citizens and Denizens................................................................ 97
C4.2: Throne Room ................................................................. 73
XP Analysis ...............................................................................106
Setup ................................................................................................ 73
Player’s Handouts ..................................................................107
Tactics ............................................................................................. 74
The Crone’s Story ..................................................................... 107
Features of the Area.................................................................... 75
Battle Maps ...............................................................................111
Development ................................................................................. 75
Monster Updates ....................................................................123
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C5: Entrance Cavern............................................................... 132
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CREDITS
These are the contributors in the Wizards community
that have helped with improvements and new ideas and
concepts to this P1 Conversion Guide.
Fleetfang
Inspiration work for the Battle of Moonstair.
Jerismoo
Help and ideas to improve the story.
Awoken
Contributed with alternative prophecy.
PROLOGUE
“NOOO! His soul was mine! His secret was mine to use! I
curse his soul for eternity!” The immortal fury of Orcus was
terrible to behold. Demons and undead servants scurried like
frightened cockroaches across the floor of his terrible fortress.
“Karavakos – you will not escape me again! We had a
contract – a contract written in blood – and you will obey to it, as I
am the Blood Lord”. His screams echoed endlessly in the darkness
of the Red Hold. Bouncing from the blood drenched walls,
resonating with the bones of the Everlost citadel until the whole
fortress trembled in anger.
When his thunderous voice finally grew silent he stood alone
staring into the darkness, letting reality flow back into this undead
flesh were putrid maggots crawled in delight. This would not do –
him, the Demon Prince of Undeath, being tricked by a simple
mortal. If Demogorgon or Grazzt learnt about his failures, they
would see him as weak and not worthy of his title and domain. He
had to put an end to this scheming tiefling, this Karavakos. Even
his name tasted of betrayal.
Karavakos had promised him a secret, a terrible secret, a
secret that could become the dagger piercing the heart of the Raven
Queen, ending her regime. Karavakos had found the key into
Death’s Reach – and Orcus craved for it. He craved for it so badly
that he had agreed to send his Rotting Legions and a large part of
his demonic hordes to assist the tiefling wizard in this ambition to
grow his puny mortal kingdom, in exchange for the souls of all his
subjects and the Secret. But the cursed wizard had tricked him.
First the fey wizard’s had prevented him to lay his hand on
Karavakos soul by imprisoning him in that Pyramid of Shadows –
Orcus could feel the ugly smell of the Raven Queen’s meddling in
that. Then when he had finally tricked some adventurers to kill
Karavakos inside the pyramid, his soul did not travel to its expected
destination. No, instead it remained in the world of the living tied
to that damned artifact he had helped Karavakos create so many
years ago, in an effort to trick him into the Feywild were his plan
on world concur would fail and his contract being sealed. Now it
had been used against him. The stone cauldron prevented
Karavakos soul from falling into the hands of the Raven Queen or
himself as well. The irony of the betrayal was bitter. He needed to
change his plans once again – this time Karavakos would die once
and for all!
***
In the Land of No Return, the realm of the Raven Queen,
silence ruled. The Raven Queen, the Daughter of Winter, the Lady
of Fate sat on her throne in silence. To the dark house, the abode of
Shadows, to the house which none leave who have entered it, to the
road from which there is no way back, to the house wherein the
entrants are bereft of light, where dust is their fare and clay their
food, where they see no light, residing in darkness, where they are
clothed like birds, with wings for garments, and where over door
and bolt is spread dust – dread had come in the form of death
escaped.
The Raven Queen was troubled. She had felt the collapsing of
the extra-dimensional space that had been the Pyramid of Shadow.
There could only be one explanation to this – Karavakos was dead.
She had felt him die, as every death in the multiverse was her
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domain. But he had not passed through her halls to his final
judgment. He had just disappeared…disappeared into nothingness.
This troubled the dark lady more than anything. She knew that
Karavakos had something that her nemesis Orcus, the Demon
Prince of Undeath coveted – a dark Secret. However, she had no
clue as to what it was. The Secret had been locked away in the
Pyramid of Shadows for more than three hundred years thanks to
her influences, but she now feared that it was resurfacing.
Whatever it was, it could be nothing good – nothing good ever
came out of the Abyss…
***
Prince Etheran hurried up through the crystalline silver
palace of Celduilon. He had been summoned by his grandfather,
the eladrin King Palenthior, Warden of the Silver City of
Celduilon. The messenger had said that his presence had been
urgently asked for. Rays of light played in the snow covered trees
above, split into thousands of color in the crystal roof above.
Winter was ever present in the fey kingdom of Celduilon, turning
the colors to blue, indigo and purple. Prince Etheran was unaware
of this, and the surrounding crystalline chiming, as he stormed into
the Silver Hall of Celduilon, were his grandfather sat at the other
end on the immense blue crystal throne of his people.
“Greetings, young prince Etheran, may the winter’s snow
always bring peace to your heart”. The old man smiled. The eladrin
king was old, even for his people. Well above five hundred years,
the man looked like an old tree, bent, wrinkled and creased. But his
eyes were sapphire, like a frost-covered blade, clear and filled with
insight and wisdom of a man having seen the world change around
him.
Etheran went down on one knee and bowed flourishingly to
his king and grandfather. “And to you Warden of the Silver City of
Celduilon. May I ask as to what reason I have been summoned?”
The old king gestured for him to come closer. Etheran stepped
up the silver steps of the dais and leaned in to listen closer. The old
man spoke in whispers, “The rumors that you have been hearing
are true. The fomorians are gathering and have been growing
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bolder. There is someone behind them, someone uniting them.
Whispers of an ancient power. My rangers have only managed to
pick up one name – Skalmad, a troll-king with ambitions. But I
have a feeling that it is something fouler behind it. I need you to
pick out some men that you trust in the palace guard and find out
more about this Skalmad – self proclaimed King of Vardar.”
“King of Vardar? There has been no king over Vardar for
hundred of years. Not since the War of the Dead when Karavakos
breached through the feygate of Mross-Kagg with his undead
armies. But that must have been over three hundred years ago. Are
you sure you are right grandfather?”
The old kings eyes grew tired at the memories. “Yes I am
afraid it is true. The rangers tell me that they are forming in the
old fortress of Mross-Kagg, a place of old evil and dark magic. The
fortress is impenetrable. There is no way you will get by the
fomorian dark masters from this side. You must go through the
Moon Gate to the world of men. Maybe the defense is weaker on
that side. Kill the troll king if you get a chance. Meanwhile I will
talk to the council and try to convince them to prepare for war. I
sense the dawning of dark times again.”
A lonely old crone dressed in a mantle of black feathers took a
step forward, leaning on an oak staff. But the crone, resting lonely
on the placid staff, spoke only that one word, as if his soul in that
one word she did outpour. Nothing further then she uttered – not a
feather then she fluttered – till she scarcely more than muttered,
“other friends have flown before – on the morrow he will leave us,
as my hopes have flown before.” Then the crone said, “Nevermore.”
The old kings eyes lighted and he stood up. “Elysa you old
crone, what are you doing in my audience chamber? I have not
asked for you presence. I do not need to hear the word of the Raven
Queen, as her hands do only lightly touch the eladrin, as a chilling
breeze fluttering our hair. Begone, before I have the guards throw
you out.” But then he regretted his harsh words and grew silent, as
if considering, and said instead. “So Elysa, what word does your
mistress brings to the Silver Halls of Ceduilon – what is the word of
the Raven Queen?”
The old crone met his eyes with a face carved from stone –
“Nevermore!”
“Yes King Palenthior, I will do as you ask. Do not worry, I
know just the men for this. Consider this threat a threat of the
past.”
The old king shook his head in sorrow. “Bold words, but your
confidence might lead you into trouble, my young prince. I have
warned you before. You need to keep your head with your
swordarm. I am entrusting you with our ancestral sword of
Sunwrath. You will need it.”
Etheran received the glistening silver-white blade, inscribed
with flowing arabesques. The hilt was adorned with gold, with a
ruby set in the middle of the handguard. “I am honored
grandfather. You will not regret it. I will return victorious!”
Suddenly a voice from the shadowy corner behind the throne
croaked “Nevermore”.
Etheran swirled around with the blade in his hand shining
glistening as the sun. “Who’s there?”
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BACKGROUND
While exploring the old barrows of the Trollhaunt, the
troll-chieftain Skalmad discovered Moran’s Eye, a potent
fomorian relic wielded by the first king of ancient Vardar.
Lost for untold years, the Eye of shadow and fire, guided by
Karavakos quickly corrupted the avaricious Skalmad,
inspiring him to tear out his own eye in order to claim the
relic’s full power.
As Karavakos now directed Skalmad’s ambition
indirectly, the Eye showed him a portal to the Feywild in
the heart of an ancient troll ruin known as the Great
Warren. Within the Feywild, the Eye led the would-be troll
king to a site of great power and even greater evil—the
Stone Cauldron. There, Skalmad’s plans for domination
were born.
With the power of the Eye, Skalmad set about bringing
the monsters of the Trollhaunt under his dominion. He saw
himself as the founder of a new Vardar, establishing a
stronghold in the Great Warren, allying with the fomorian
dark master’s of the Feywild. Under Skalmad’s leadership,
the trolls of the Trollhaunt began to terrorize neighboring
lands with a fury not seen in generations, while the
fomorians in the Feywild started sacking eladrin
settlements in the Feywild.
Little did Skalmad know that he had to die in order for
Karavakos plan to unfold. With the return of his former ally
Vard, Karavakos hoped that he would be able to guide Vard
to use the Stone Cauldron’s power to let him escape his
prison. He initiated the events that would lead Paldemar or
his opposing adventurers to the Pyramid of Shadows to kill
him, thereby releasing him from his eladrin prison, in order
to be raised back to life again within the Stone Cauldron.
In the eladrin winter kingdom of Eltharion, king
Palenthior – Warden of Celduilon is facing the growing
strength of their fomorian enemies. Unable to convince the
eladrin council to take action, he sends out Prince Etheran
with a band of capable soldiers to assassinate the troll king
Skalmad, and try to find a passage into the fomorian
Fortress of Mross-Kagg from the natural world.
In the shadows other forces are moving. The Crone of
the Raven Queen in Silver City of Cleduilon is receiving
troubling visions – a dark prophecy that needs some
unlikely heroes. While in the Abyss, Orcus yet again finds
himself tricked of the soul of Karavakos, sends out his
trusted servants of the Ashen Covenant to find the soul of
Karavakos. Their search leads them to the small town of
Moonstair…
ADVENTURE SYNOPSIS
Vyrellies lead the adventurers to the town of Moonstair,
were she claims a Moon Door of old will lead them into the
Feywild and her father’s kingdom. In Moonstair they meet
the eladrin prince Etheran, and learns about the true
background of Vyrellis. Etheran ask them to accompany
Ruallis to the Silver City of Celduilon.
Once in the winter realm of the Feywild the
adventurers encounter a gang of trolls attacking them and
stealing the Head of Vyrellis. Ruallis brings them to the
court of Celduilon, were they bring the bad news to king
Palenthior, Warden of Celduilon. They are asked to assist
Prince Etheran in his quest. They also meet the Crone, a
servant of the Raven Queen that gives them a dark
prophecy.
Once back in Moonstair they discover that Skalmad,
the self-proclaimed “King of the Trolls,” has slain prince
Etheran and his companions. To the surprise of Ruallis his
magic cannot bring him back from the dead. Further, they
learn that Skalmad and his troll armies now threaten the
town.
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To deal with Skalmad and his followers, the
adventurers must assault the Great Warren. They soon
learn that the secret of its entrance can only be found from
the dead, which a Orcus cultist help them with.
Once within the ancient cavern complex that was
sacred to Vardar’s shamans in its day, they find it is infested
with trolls and other creatures loyal to Skalmad. While the
adventurers work their way through the complex the find
their way blocked by a Fey gate. Returning to Moonstair
they learn that Skalmad has already launched a raid against
Moonstair.
Fighting their way back to the town, the adventurers
must defeat Skalmad’s elite forces in a climactic battle at
the Old Troll Wall, were eladrin troops help saving the day.
In this battle, the adventurers kill Skalmad. Ruallis help
them with a ritual to open the Fey gate.
Back in the Great Warrens but now on the Feywild
side, they find an ancient throne room, were the
adventurers discover that Skalmad has been reborn with
even greater power at his command. The troll king retreats
into caverns hidden beneath an ancient fortress infused
with dark power. Here, within the chamber of a powerful
relic known as the Stone Cauldron, the adventurers must
put a final end to Skalmad, the chamber’s guardians, and an
ancient evil trying to exert its influence into the natural
world.
To their horror they find that Vyrellis have betrayed
them. She has resurrected Karavakos from the Stone
Cauldron. Orcus appears and the player witness Karavakos
offer his Secret to the Blood Lord in exchange for command
of the Shambling Horde in Deadhold. Something Orcus
gladly agrees to. To their horror the party witness how
Karavakos and Vyrellis steps through a gate to Deadhold, a
place that at least one of the party members recognize all to
well...
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STARTING THE ADVENTURE
it is not far to the kingdom of Eltharion were my father
King Palenthior rules over the Silver City of Celduilon. I
will pay you well, once I reach my home.
As the adventure begins, the player characters are in
Fallcrest and is offered to escort Vyrellis to Moonstair. This
is a false quest, as the players will not be able to complete it.
But it will set them off in the right direction, and once in
Moonstair they will get another one.
Quest XP: 500 (minor quest) for escorting the Head of
Vyrellis safe and sound to the city of Celduilon. In the later
option above, Vyrellis also offers 1,000 gp for their effort, to
be paid once the reach her home.
HOOK: ESCORTING VYRELLIS
As the adventurers have escaped the Pyramid of
Shadows, the Head of Vyrellis ask them to escort her to the
town of Moonstair.
“I have a bad feeling about all this. I need to return to
my kindred in the feywild, to atone for my wrongdoings but
also to warn them. If Karavakos is truly not dead,
Celduilon may very well be in very big danger. You will
serve as my escorts and bodyguards. You need to take me to
Moonstair southwest of here, were there is a Moon Door to
the Feywild. From there it is not far to the great kingdom of
Eltharion were my father the great King Palenthior,
Warden of the Silver City of Celduilon. He needs to learn
about this new threat immediately.”
If the adventurers have learnt about Vyrellis dark
history in H3, they might not be too inclined to help her.
She will then use the following arguments instead.
“Yes it is true that I betrayed my people. But
Karavakos cut off my fucking head! He will pay for that. I
tell you his soul has not gone to join the Halls of the Raven
Queen. No, he escaped it somehow, and I will learn how
and once I find him – I will get my revenge. You need to
take me to Celduilon in the Feywild. There I know people
that can help us find out how Karavakos tricked Death and
were he are. You need to take me to Moonstair southwest of
here, were there is a Moon Door to the Feywild. From there
THE WAY TO MOONSTAIR
Moonstair and its environs is an extension of the
Witchlight Fens south of Fallcrest. Following the Nentir
River downstream will lead you unerringly to Moonstair,
situated roughly 75 miles down river. Vyrellis knows this, as
well as any citizen of Fallcrest still remaining in the town.
Normally the Swiftwater Clan provides daily cargo
transport along the river, but after the appearance of the
Pyramid of Shadows their business has dropped to a halt
and many employees have fled the town. It is not easy to
find anybody that is around to take them south. A successful
DC 21 Streetwise check allows the adventurer to find Ulmo
an old hardheaded Halfling that offers to take them to
Moonstair for 50 gp (they may make one retry every day).
An outrageous price, but the adventurers have not that
many options.
The trip take three days and the adventurers arrive in
the evening of the third day to Moonstair. However, during
the journey through the Witchlight Fens, the adventurers
have a brief encounter with the bog hags that wait in the
fens to ambush unwary travelers during the night. See the
“Hag of the Fens” encounter.
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HAG OF THE FENS
Feymire Crocodile (C)
Encounter Level 10 (2,500 XP)
HP 216; Bloodied 108
AC 28; Fortitude 29; Reflex 21; Will 24
Speed 6, swim 8
Saving Throws +2; Action Points 1
TRAITS
1 bog hag (H)
1 feymire crocodile (C)
2 will-o’-wisps (W)
Level 10 Elite Soldier
Huge fey beast (reptile)
XP 1,000
Initiative +9
Perception +8
Low-Light Vision
Feymire * Aura 2
Enemies treat the area within the aura as difficult terrain
SETUP
This encounter takes place during the party’s travel
through the Witchlight Fens, either during the night watch
or in the last twilight before night. The Nentir River is at this
point both shallow and small as it winds through the
endless fens.
As the adventurer’s first spots the will-o’-wisps
light, read:
Suddenly you see two glowing points of light from
within the bogs. You are not sure, but it looks like someone
is waving two torches from under a dark tree at the side of
the winding river. It looks to be a young human woman,
with torn clothing, clad in mud. She waves the torches and
call to you, “Help me, please! Help me!”
As the bog hag retakes her true form, read:
With determined steps the beautiful woman walks
easily through the fens with a dark smile on her lips. “You
are mine now. All mine!” she cackles, as her beauty falls to
pieces, her white skin turning blue-green and wet, hanging
like a draping around her. You realize to your horror that
the bog hag, staring at you, has been hiding under the
rotted skin of a human woman she must have flayed alive
and used her skin as a dress. The sight makes you sick, but
you have no time to throw up. The hag closes with you
rapidly, her huge claws raised to slay you.
Regeneration
The femire crocodile regains 5 hit points whenever it starts its
turn and has t least 1 hit point. When the feymire crocodile
takes fire damage, its regeneration doesn’t function on its next
turn.
STANDARD ACTIONS
m Bite * At-Will
Attack: Melee 2 ( one creature); +15 vs. AC
Hit: 3d8 + 9 damage, plus the target is grabbed (until escape).
The feymire crocodile cannot make bite attacks while grabbing
a creature, but it can use clamping jaws.
M Clamping Jaws * At-Will
Attack: If a feymire crocodile begins its turn with a target
grabbed in its jaws, it makes an attack against the grabbed
creature; +15 vs. AC
Hit: 3d8 + 13 damage.
Miss: Half damage.
M Swallow * At-Will
Attack: The feymire crocodile attempts to swallow a bloodied
Medium or smaller creature it is grabbing; +15 vs. Fortitude
Hit: On a hit, the target is swallowed and dazed and restrained
(no save) and takes 10 damage on subsequent rounds at the
start of the crocodile’s turn. The only attacks the swallowed
target can make are basic attacks. If the feymire crocodile dies,
any creature trapped in the gullet can escape as a move action,
ending that action in a square formerly occupied by the
crocodile.
Skills Stealth +12
Str 22 (+11)
Dex 15 (+7)
2012-12-13
Con 20 (+10)
Int 5 (+2)
Alignment unaligned
Cha 8 (+4)
Languages —
Bog Hag (H)
Level 10 Skirmisher
Medium fey humanoid (aquatic)
HP 107; Bloodied 54
AC 24; Fortitude 23; Reflex 21; Will 19
Speed 8 (swamp walk), swim 8
TRAITS
XP 500
Initiative +11
Perception +7
Low-Light Vision
Unwholesome Presence * Aura 3
Enemies in the aura gain only half the normal hit points from
spending healing surges.
Evasive Charge
The bog hag shifts 2 squares after charging.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +15 vs. AC
Hit: 2d8 + 9 damage.
M Rending Claws * Recharge when first bloodied
Effect: The bog hag makes two claw attacks against the same
target; if both claws hit, the hag deals an extra 5 damage to the
target.
MINOR ACTIONS
Change Shape (polymorph) * At-Will
Effect: The bog hag alters its physical form to appear as a
beautiful young female elf, half-elf, eladrin, or human until it
uses change shape again or until it drops to 0 hit points. To
assume a specific individual's form, the bog hag must have seen
that individual. Other creatures can make a DC 31 Insight
check to discern that the form is a disguise.
Skills Intimidate +12, Nature +12, Stealth +14
Str 22 (+11)
Dex 18 (+9)
Wis 15 (+7)
Con 19 (+9)
Int 12 (+6)
Cha 14 (+7)
Alignment evil
Languages Common, Elven
Wis 17 (+8)
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2 Will-o’-Wisps (W)
Level 10 Lurker
Small fey magical beast
XP 500
HP 57; Bloodied 29
AC 22; Fortitude 19; Reflex 24; Will 22
Speed 0, fly 6 (hover; altitude limit 2)
Resist insubstantial
STANDARD ACTIONS
Initiative +15
Perception +11
Low-Light Vision
m Glimmer Wisp (radiant) * At-Will
Attack: Melee 2 (one creature); +13 vs. Reflex
Hit: 2d6 + 11 radiant damage.
M Spirit Drain (healing, psychic) * Encounter
Requirment: Bloodied targets only.
Attack: Melee 3 (one creature); +13 vs. Fortitude
Hit: 2d8 + 9 psychic damage, the target is weakened (save ends),
and the wisp regains 14 hit points.
C Luring Glow * At-Will
TACTICS
At the point when the characters see the luring glow
from the will-o’-wisps and the change shaped bog hag, the
feymire crocodile has already moved in under the bottom
of their shallow boat. It starts to push the boat towards the
will-o-wisps and the bog hag. Adventurers might spot this
movement with a DC 22 passive perception check.
Each one of the will-o’-sips uses luring glow to target a
different adventurer and pull that adventurer out of the
boat and into the water. They sustain this effect each round
until they gather the adventurers near them. After that, they
try to flank with the bog hag if possible, saving life drain until
they and the target have been bloodied. They employ blink
out when an attack misses them so that they can gain
combat advantage.
Attack: Close burst 20 (one target in the burst); +13 vs. Will
Hit: The target is pulled 3 squares and dazed (save ends).
Special: Blind targets are immune
FREE ACTIONS
Effect: A will-o’-wisp can give off light as a torch or extinguish
this light. Fey light must be on for the will-o’-wisp to make any
attack. When darkened, the will-o’-wisp has concealment and
can make a Stealth check to remain unnoticed.
TRIGGERED ACTIONS
DEVELOPMENT
If the will-o’-wisps and the crocodile is killed and/or
the bog hag is bloodied, facing certain death, she pleads for
her life.
The horrid hag takes your hand and hold it with her
moss covered slimy hands. Her eyes turn all yellow and she
speaks with a voice that is not hers. “I see a terrible power
returning to the Trollhaunt Warrens. He who was dead
will rise again, and Moonstair will tremble. I see a terrible
troll, a crown rest on his head. He stares down in the water
of a great cauldron. I see his Eye. Oh no, I can see his
terrible Eye. He cannot die. Only you can kill the thing that
cannot die. Only you…”
Trigger: When missed by an attack.
Effect (Immediate Interrupt): The will-o’-wisp teleports 5 squares
and extinguishes its fey light.
Alignment evil
The bog hag moves in as soon as some adventurers get
closer and attack with her rending claws, trying to catch as
many enemies as possible within her unwholesome presence
aura, retaking her true horrible form.
If the adventurers spare Kiera her life she gives them
the following reading.
Blink Out (teleportation) * At-Will
Dex 22 (+11)
Int 8 (+4)
The feymire crocodile is an unsophisticated combatant,
bursting from the water to attack the nearest target. It wait
until the will-o’-wisps pull opponents close before emerging
from under the boat, then use clamping jaws and swallow as
often as possible.
“Spare me strangers. I am Kiera, the oracle of the
Witchlight Fens. If you spare me your life, and give me safe
passage, I will read you your fate”.
Fey Light * At-Will
Skills Stealth +16
Str 4 (+2)
Con 13 (+6)
If a wisp is reduced to 16 hit points or fewer but the
character it fights is not bloodied, it breaks off to life drain
the closest bloodied creature (even the crocodile).
Wis 12 (+6)
Cha 18 (+9)
Languages Elven
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FEATURES OF THE AREA
Illumination: Twilight (dim light).
Bogs: These areas of marsh and mud are difficult
terrain (requiring 1 extra square of movement to enter).
Thickets: These areas of dense undergrowth provide
concealment and are difficult terrain.
Trees: Squares containing trees are difficult terrain
and provide concealment to anyone standing in them. A
tree’s trunk provides cover (-2 to attack rolls) to anyone
standing adjacent to it.
Shallow Water: The shallow water adjacent to the
shore is 5 feet deep and is difficult terrain. Characters in
the water gain cover except against attacks from submerged
enemies. Fighting in the water imposes a -2 penalty to
attack rolls except with spears and crossbows.
Deep Water: Beyond the shallow shoreline, the water
varies from 10 to 15 feet deep. Creatures in deep water
must use the Athletics skill to move. Creatures in deep
water gain cover except against attacks from submerged
enemies. Fighting in the water imposes a -2 penalty to
attack rolls except with spears and crossbows, and powers
that have the fire keyword take a -2 penalty to attack rolls.
A creature that moves from an area of shallow water
into a square of deep water hits a drop-off, ending its
movement in that square unless it is already swimming.
Treasure: The hag has a small pouch tied to her belt.
The pouch contains 100 gp, 2 turquoise gems worth 100 gp
each and one small black pearl worth 200 gp. The pouch
also contains one dead frog, a dead snake, 3 human fingers,
a human eye, a mandrake and a dead lizard.
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MEETING ETHERAN
Encounter Level 12 (3,500 XP)
SETUP
2 eladrin bladesingers (E)
1 Bax (B)
1 eladrin blizzard speaker (S)
5 eladrin blades of winter (W)
18 inn guests (G)
As the adventurers arrive in Moonstair they need to
find out the location of the Moon Door to the Feywild.
Vyrellis do not remember the exact location, as much has
changed after three hundred years. Most likely the
adventurers end up in the small town’s only inn – the
Cloudwatch Inn, where they get a chance to meet Etheran
Movrymm and his henchmen.
As the characters enter the Inn, read:
You enter the establishment, leaving the cold autumn
chill outside to enter the warmth of the Inn. The smell of
roasted lamb greets you as well as Oldmill pipe smoke. A
large hole in the top of the roof lets out the smoke from the
open oven in the middle of the room, as well as allowing
you a glimps of the clouds above. The large serving room is
rather full and you immediately spot a large group of
beautiful and graceful eladrin sitting closely in the back of
the room. Rarely seen outside the Feywild, you cannot but
look at their otherworldly appearance and clothing with
awe. The rest of the room is filled with traveling merchants
and some locals enjoying the bar. A small and portly
halfing comes towards you and greets you. “Welcome to
Cloudwatch Inn, by name is Cham and I am the proprietor
of this establishment. How can I help you?” he says with a
broad smile.
At some point during their stay at the Inn, the eladrin
wizard senses the presence of the Head of the Vyrellis.
Whispering his findings to Etheran, the young eladrin
bladesinger steps up and approaches the adventurers.
Greetings, fellow travelers, my name is Etheran of the
House of Movrymm, prince and heir to the barony of
Therund and the crystal throne of Celduilon. My friend
Salindar, Blizzard Speaker of the winter eladrin of
Celduilon claims that you are carrying an artifact of
mysterious nature. Can I see it?
If the characters do not show the Head of Vyrellis,
Etheran gets more threatening.
You carry something evil, something that may pose a
threat to the Silver City of Celduilon. I demand to see it, or
you will have to face the consequences.
Once Etheran see the obsidian orb carrying the Head
of Vyrellis, read:
The young eladrin prince eyes widens as he stares into
the inky depths of the obsidian orb in your hands.
“Vyrellis..” he gasps and immediately draws his brilliant
blade in a glowing arc, and shouts “To arms – defenders of
Celduilon. These are agents or darkness. Kill them all!”
TACTICS
Bax takes the lead and goes into close combat with the
adventurers defenders, taking advantage of the close space
by using come and get it and sweeping blow. He is joined in the
fight by the eladrin blades of winter. Etheran and his
childhood friend Pangeon, both trained bladesingers, uses
their crippling strike, dance of brilliance and wyvern strike to
dart in and out of battle, targeting controllers or leaders if
possible. Salindar, the eladrin blizzard speaker, keeps to the
back of the inn using his range powers freezing bolt and
winter wind to target controllers or leaders.
Hopefully the adventurers realize that they have more
to win by negotiating with Etheran and the eladrin party
than to fight them, in order to learn more about the
mysterious Vyrellis. Run the skill challenge described
below under “negotiations” as part of the fight, were the
adventurers try to convince the eladrin that they are not
what they appear. The eladrin party surrender as soon as
Etheran turns bloodied.
During the fight there are several innocent bystanders.
You may consider letting some of these inn guests take part
in the battle, defending the eladrin, just to see how the
characters tackle such a moral problem.
FEATURES OF THE AREA
Illumination: Bright light.
Bar: This countertop has a solid front and can provide
cover to a standing character or superior cover to a prone
character. The bar is difficult terrain.
Chairs: Chairs do not limit or restrict movement
through a square.
Hearth: A low-burning fire provides warmth to the
room. The fireplace is difficult terrain. A character starting
his turn in the fireplace takes 10 points of fire damage.
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2 Eladrin Bladesingers (E)
Level 13 Skirmisher
Medium fey humanoid (eladrin)
HP 131; Bloodied 66
AC 27; Fortitude 25; Reflex 26; Will 25
Speed 8
Saving Throws +5 against charm effects
STANDARD ACTIONS
XP 800
Initiative +14
Perception +8
Low-Light Vision
m Brilliant Blade (radiant, weapon) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d8 + 6 radiant damage, and the target takes a -3 penalty to
attack rolls against the eladrin bladesinger until the end of the
bladesinger’s next turn.
m Crippling Strike (weapon) * Encounter
Attack: The eladrin bladesinger shifts 3 squares before and after
making the attack; +16 vs. Fortitude
Hit: The target is weakened and slowed (save ends both).
Miss: The target is slowed (save ends).
M Dance of Brilliance (radiant, weapon) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d10 + 5 radiant damage, and the eladrin bladesinger shifts
3 squares and uses brilliant blade against a different target.
M Wyvern Strike (poison, weapon) * Encounter
Attack: The eladrin bladesinger flies 8 squares and does not
provoke opportunity attacks. At any point during the move, the
bladesinger makes an attack; +16 vs. Fortitude
Hit: 2d10 + 5 damage, and ongoing 10 poison damage (save
ends).
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: The eladrin bladesinger teleports 5 squares.
OTHER POWERS
Combat Shift * At-Will
Requirements: Requires combat advantage against a target
adjacent to the eladrin bladesinger.
Effect: The bladesinger shifts 1 square to a space adjacent to the
target.
Str 14 (+8)
Con 19 (+10)
Dex 22 (+12)
Int 16 (+9)
Attack: Close blast 3 (creatures in blast); +15 vs. Reflex; +16
while bloodied
Hit: 2d10 + 2 cold damage.
Wis 14 (+8)
Cha 19 (+10)
Alignment unaligned Languages Common, Elven
Equipment chainmail, longsword
Bax (B)
Level 12 Soldier
Medium natural humanoid
HP 115; Bloodied 58
AC 32; Fortitude 26; Reflex 26; Will 23
Speed 5
TRAITS
Dragonborn Fury
XP 700
Initiative +9
Perception +7
Effect: A dragonborn gains a +1 racial bonus to attack rolls while
bloodied.
STANDARD ACTIONS
m Flail (weapon) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC; +19 while bloodied
Hit: 2d10 + 12 damage (crit 2d12+32).
M Tide of Iron (martial, weapon) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC; +19 while bloodied
Hit: 2d10 + 12 damage (crit 2d12+32), and the target is pushed
1 square if it is Large or smaller. Bax can shift into the space the
creature occupied.
C Sweeping Blow (martial, weapon) * Encounter
Attack: Close burst 1 (creatures in burst); +20 vs. AC; +21 while
bloodied
Hit: 1d10 + 12 damage (crit 2d12+22).
C Come And Get It (martial, weapon) * Encounter
Attack: Close burst 3 (creatures in burst); +18 vs. AC; +19 while
bloodied
Hit: 1d10 + 12 damage (crit 2d12+22).
MINOR ACTIONS
C Stalwart Guard (martial) * Daily
Effect: Close burst 1; allies in the burst gain a +2 shield bonus to
AC and Reflex until the end of the encounter.
C Dragon Breath (cold) * Encounter
2012-12-13
Skills Athletics +14, Endurance +11, History +8, Intimidate
+15
Str 21 (+11)
Dex 17 (+9)
Wis 13 (+7)
Con 14 (+8)
Int 11 (+6)
Cha 14 (+8)
Alignment good Languages Common, Draconic
Equipment scale armor, heavy shield, vicious weapon +2 flail,
potion of healing
Eladrin Blizzard Speaker (S)
Level 11 Controller
Medium fey humanoid (eladrin)
HP 107; Bloodied 54
AC 27; Fortitude 23; Reflex 27; Will 25
Speed 6
Resist 15 cold
TRAITS
Body of Ice
XP 600
Initiative +8
Perception +6
Low-Light Vision
Any creature that hits the blizzard speaker with a melee attack
is slowed until the end of that creature’s next turn.
STANDARD ACTIONS
m Spear (weapon) * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 2d8 + 5 damage, and the target is slowed until the end of
the blizzard speaker's next turn.
R Freezing Bolt (cold) * At-Will
Attack: Ranged 10 (one creature); +14 vs. Reflex
Hit: 3d8 + 6 cold damage, and the target is immobilized until
the end of the blizzard speaker's next turn.
R Winter Wind (cold, teleportation) * At-Will
Attack: Ranged 10 (one creature); +14 vs. Reflex
Hit: 3d8 + 6 cold damage, and the target is teleported up to 3
squares. The target cannot be teleported into an unsafe space.
C Dazzling Snow (cold) * Encounter
Attack: Close blast 3 (creatures in blast); +14 vs. Will
Hit: 4d6 + 10 cold damage, and the target is blinded until the
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end of the blizzard speaker's next turn.
MOVE ACTIONS
Inn Guests
Icy Step (teleportation) * At-Will
HP 1; a missed attack never damages a minion
Initiative +0
AC 14; Fortitude 13; Reflex 11; Will 11
Perception +0
Speed 6
TRAITS
Effect: The blizzard speaker can teleport to any square in sight as
long as both the origin and the destination squares are icy
terrain.
Skills Arcana +17, History +17, Nature +11
Str 13 (+6)
Dex 17 (+8)
Wis 13 (+6)
Con 11 (+5)
Int 21 (+10)
Cha 17 (+8)
Alignment unaligned
Equipment spear
Languages Common, Elven
Level 11 Minion Skirmisher
Medium fey humanoid (eladrin)
XP 150
HP 1; a missed attack never damages a minion Initiative +11
AC 25; Fortitude 23; Reflex 23; Will 22
Perception +7
Speed 6
Low-Light Vision
Resist 10 cold
TRAITS
Wintry Wounding
A blade of winter’s basic attack deals 1 extra point of cold
damage for each blade of winter adjacent to the target.
STANDARD ACTIONS
m Longsword (weapon) * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 11 damage.
MOVE ACTIONS
Effect: The blade of winter can teleport 5 squares.
Dex 18 (+9)
Int 12 (+6)
Wis 14 (+7)
Cha 17 (+8)
Languages Common, Elven
the end of that movement. The DC of other Acrobatics
checks increases by 5. Creatures gain a +1 bonus on melee
attack rolls against foes lower than them.
Chandelier: Single-Use Terrain effect, see below
Mob Rule
Chandelier
A inn guest gains a +2 power bonus to all defenses while at least
two other inn guests are within 5 squares of it.
STANDARD ACTIONS
A large iron chandelier hangs over the battlefield. It would be a pity if it
fell to the ground.
Str 11 (+0)
Con 12 (+1)
Dex 10 (+0)
Int 9 (–1)
Alignment unaligned
Equipment dagger
Wis 10 (+0)
Cha 11 (+0)
Languages Common
FEATURES OF THE AREA
Illumination: Bright light.
Bar: This countertop has a solid front and can provide
cover to a standing character or superior cover to a prone
character. The bar is difficult terrain.
Hearth: A low-burning fire provides warmth to the
room. The fireplace is difficult terrain. A character starting
his turn in the fireplace takes 10 points of fire damage.
Stairs: The steep staircase leading from the dining
room to the rooms upstairs descends 10 feet, but the ceiling
remains level. Going up or down the stairs is considered
difficult terrain. Creatures running or charging down steep
stairs must succeed on a DC 10 Acrobatics check, ending
their movement 1d2x5 feet later if they fail. Those who fail
by 5 or more fall prone and take 1d6 points of damage at
2012-12-13
Single-Use Terrain
Standard Action
Check: From a distance, to sever or loosen the rope holding the
chandelier aloft, make a ranged attack (defenses 15).
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 5 damage.
Chairs: Chairs do not limit or restrict movement
through a square.
Fey Step (teleportation) • Encounter
Alignment unaligned
XP 25
m Dagger (weapon) * At-Will
5 Eladrin Blades of Winter
Str 18 (+9)
Con 16 (+8)
Level 1 Minion Brute
Medium natural humanoid (human)
Alternatively, you can spend a standard action to cut the rope
while adjacent to either the chandelier or the rope keeping it
aloft.
Success: The chandelier falls to the ground and smashes to
pieces.
Target: Each creature in an area burst 1 beneath the
chandelier.
Attack: +13 vs. Reflex
Hit: 2d8+5 damage
Miss: Malf damage.
Effect: The area where the chandelier fell becomes difficult
terrain.
Tables: A table is tall enough that a Small creature can
move under it and gain cover from doing so. It costs 2
squares of movement to hop up on a table. A character can
use a standard action to tip over a table, which can then
grant cover for a standing creature or superior cover for a
prone creature.
Woodendeck Rail: The rail towards the wooden deck
costs 3 squares of movement to hop over.
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NEGOTIATIONS
Parleying with Etheran
Skill Challenge
Level 12
XP 700
You need to convince Etheran that you are not agents of evil or the
henchmen of the eladrin traitor Vyrellis, condemned to an eternity of
imprisonment in the Pyramid of Shadows
You go through all the things you have learnt about the history of
Vyrellis and Karavakos. Giving proof of your knowledge in its sad
history.
Diplomacy DC 20 (minor action, 1 success, maximum 2
success)
You manage to convince Etheran that you are telling the truth and your
good intentions.
The PCs can engage in a skill challenge with Etheran to end the
battle and talk instead. They can as a group only make one skill
check per round in the battle.
Bluff DC 21 (minor action, no successes, maximum 1 success
attempt for bonus results) Bluff grants a +2 bonus on a
Diplomacy check.
Complexity
You manage to lie and thereby cover your ignorance in the area.
Etheran does not seem to notice.
1 (4 successes before 3 failures)
Primary Skills
Arcana, Diplomacy, History
Secondary Skills
Bluff, Intimidate
Victory
Etheran is convinced that the characters are not in league with
Vyrellis and orders his men to stop fighting. He shares his
knowledge of Vyrellis with the characters, warning them of her
treacherous nature and ask them to take her head to King
Palenthior, Warden of the Silver City of Celduilon. See the
“Truth Revealed” chapter below.
Defeat
Etheran and his fellow warriors continue fighting what they
believe are the evil agents of Vyrellis. As soon as Etheran turns
bloodied they surrender.
Retrying
If Etheran’s party surrenders, and the PCs treat them with
respect, the PCs can try the skill challenge again.
Arcana DC 20 (minor action, 1 success, maximum 1 success)
You go into the details of your understanding of the magical energies of
the Pyramid of Shadows, convincing Etheran that you indeed have been
inside it.
Intimidate DC 21 (minor action, no successes, maximum 1
success attempts for bonus results) Intimidate grants a +2 bonus
on primary skill checks
You convincingly threatens Etheran, showing him that you could have
killed him and his bloody eladrin if you wanted. But you want to talk in
peace.
TRUTH REVEALED
The players get the chance to hear the truth about
Vyrellis and her crimes against her eladrin brothers and
sisters. Etheran gives the following story.
About the Head of Vyrellis:
“What you carry is an artifact of great evil. Inside it
rest the head of Vyrellis of the ruling House of Movrymm,
How that have come to be I do not know, as we all believed
that we had got rid of her and her treacherous plots once
and for all when she was imprisoned for all eternity in the
Pyramid of Shadows together with Karavakos, her obedient
pet.”
History DC 20 (minor action, 1 success, maximum 1 success)
2012-12-13
About the Vyrellis background:
“Believe it or not, but Vyrellis is actually my aunt. She
is the younger sister to my mother, the eladrin princess
Saffrenia Movrymm. Her father is my grandfather
Palenthior, the eladrin high king and Warden of Celduilon
– the Silver City of the Feywild. But I have never met her in
person, or her head to be correct. She was imprisoned in the
Pyramid of Shadows long before I was born.”
About the Vyrellis and the War of the Dead:
“Vyrellis the Cursed, yes I know of her all too well. We
learnt about her crimes against her people in our history
classes. Over three hundred years ago, when my mother
was young, the winter eladrin of Celduilon came to learn
about the mighty tiefling wizard Karavakos. He had
managed to conquer all neighboring lands in the living
world and had formed a mighty nation to rival the great
human empire of Nerath that held sway over much of the
land at this time. However, this did not trouble king
Palenthior. The eladrin controlled the Moon Gates, so no
armies could get through to us.”
“But in their midst the young princess Vyrellis was
growing envious of her older sister, who was destined to
inherit the throne after her father. With her charm and
traitorous nature she managed to convince some influential
eladrin nobles and captains of the guard to join her cause.
She staged a coup to kill and overthrow her own father, but
they failed and Vyrellis and her cohort were exiled from
Celduilon, as was the custom. But this was maybe king
Palenthior’s biggest mistake. He could not phantom the
depth of Vyrellis evil nature.
Exiled from Celduilon, Vyrellis left not only the eladrin
kingdom, but also the Feywild. Instead she ventured to the
Court of Karavakos and used her beauty and charm to
seduce him. Karavakos was struck by her otherworldly
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beauty and promised to do anything in his power to help
her get her throne, just if she would agree to marry him.
Against eladrin customs, Vyrellis an eladrin princess –
agreed to be the tiefling’s bride and proclaimed that they
would rule a new empire, an empire of humans and fey
alike. With spring’s dawning Karavakos ordered his
armies to march into the Feywild.”
“The demon hordes marched through an old, forgotten
and unguarded feygate at the Fortress of Mross-Kagg into
the Feywild. Vyrellis had betrayed her own people by giving
Karavakos knowledge about this old fomorian gate, some
even claim that she was working together with the
fomorian to weaken the great nation of Celduilon.
Karavakos hordes of undead and demons poured down the
valley of Mar-Kilean until they met the joint eladrin armies
at Kadorhak – Stone’s End, where the invasion was brought
to a halt. However, the eladrin forces were heavily
outnumbered and Karavakos kept on bringing through
hordes of undead through the Feygate at Mross-Kagg.
Sharrin the Crone, was seen meeting the hordes of undead
with the words of the Raven Queen, but even her magical
powers could not overcome the invaders. Desperate to save
her home and her people the Crone called upon powers best
left undisturbed. Through a grueling ordeal lasting several
days, she summoned the power of shadow. When the ritual
was over, no creature was left alive in the vale and MrossKagg. Plants and animals alike were all dead, so were
demons, elves and the undead hordes. There were no
remains to even suggest that a battle had ever occurred,
and no sound of any creature could be heard anywhere.
Only Sharrin escaped this fate, but she was no longer the
person she once was; the ritual had irrevocably changed
her.”
“Karavakos nation died on that day, but the Celduilon
Court feared Vyrellis and Karavakos’ powers and ties to the
Abyss and imprisoned them in an extra dimensional prison
conjured by high eladrin wizards, called the Pyramid of
Shadows were they would never be able to escape. Still here
today you stand before me with the Head of Vyrellis. This is
a very bad omen, and my grandfather king Palenthior and
the winter eladrin need to know about this. The Head of
Vyrellis need to be imprisoned again, before she can cause
more harm to the eladrin nation.”
HOOK: DELIVERING THE ORB
Once the adventurers have learnt the true background
of Vyrellis, Etheran ask them to deliver the orb with Vyrellis
head inside to King Palenthior in Celduilon.
“If the situation had been different I would have taken
the Head of Vyrellis myself to the court at Celduilon, but as
the situation is I have pledged myself to another mission,
which I cannot speak upon. You would be greatly rewarded
by my grandfather the king of Celduilon if you took the
Head of Vyrellis to him, and tell him the same story you
have told me, and told him I sent you. The eladrin emissary
Rualiss here will be able to guide you to the Silver City,
sadly I will not be able to detach any of my Blades of
Winter to join your quest. However, take great care once
you reach Celduilon, not everybody is to be trusted, which I
have learnt the hard way. Take the orb directly to the king,
and you will be safe”.
DEVELOPMENT
After Etheran has left with his company the characters
get some chance to talk to Rualiss. He might answer general
questions about the Feywild and Celduilon (see Appendix
section on Celduilon). However, it was a long time ago he
was in Celduilon, so he is not up to date with the latest
politics and changes in Celduilon.
He warns them that next evening when the full moon
rises the Moon Door will come into existence and they will
have to go through it or otherwise wait for another month.
They are going to enter the winter eladrin world, so they
better prepare themselves for winter.
The next evening Rualiss takes the characters to the
Moon Door on the small island outside Moonstair, were
they pass through into the land of the fey.
Quest XP: 2,500 (major quest) for delivering the Head
of Vyrellis to king Palenthior in the city of Celduilon.
Etheran promises that they will be rewarded with no less
than 1,000 gp for their effort, to be paid once they reach the
court of the Silver City.
Note! This hook replaces the hook “Escorting Vyrellis” if the
players chooses to take it.
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E1: THE MESSENGERS
versus DC 24 as a minor action to indicate the square the
invisible fey troll is hiding.
Encounter Level 14 (4,700 XP)
The adventurers’ discussion with Etheran was
overheard by one of the fomorian spies in Winterhaven.
Understanding the importance of the orb, he immediately
set of to the Moon Door to inform his fomorian masters
about what he witnessed. They have short of time, but
manage to set up a small ambush party to attack Rualiss and
the adventurers as they pass through the feywild on their
way to Celduilon.
SETUP
If the characters spot the fomorian, read:
You have been passing through the otherworldly
winter landscape of the feywild on your mission to
Celduilon. Fir trees with boles the size of towers disappears
up into the darkness above. Thick snow surrounds your
travel, but the track you are following has been cleared of
snow. As you reach up to some hot springs in a small
opening between boulders and high cliffs, you suddenly spot
movement behind some of the big boulders left of the track.
“Ambush”, you scream to notify your friends.
4 trolls (T)
1 winter fey troll (W)
1 fomorian dark disciple (F)
1 feypool (P)
The trolls and the fomorian dark discipline lay waiting
as the party passes through a good ambush spot on their
way to Celduilon. The winter fey troll is by the roadside
invisible and waiting for the adventurers to pass by.
The characters cannot spot the trolls who are hidden
behind some rocks, but the fomorian who are acting as
outlook for them can be spotted with a DC 22 passive
perception check. If successful allow the players to setup in
Area A1, otherwise they start in Area A2. The fomorian
dark disciple has also used a dark ritual to corrupt one of
the hot springs the track passes. The invisible winter fey
troll cannot be spotted with a passive perception check.
However, if the characters spot the fomorian dark disciple
or combat breaks out, they can make a perception check
TACTICS
If the adventurers have not spotted the ambush, the
winter fey troll lays in hiding and sneaks up invisible to the
player carrying the Head of Vyrellis. He tries to use
Thievery versus DC 25 (20 + ½ character level) to pick the
pockets of the adventurer carrying the Head of Vyrellis. If
successful the fey troll leaves together with the rest of the
ambush team. If he fails with 5 or more, the character is
aware of the attempt and combat breaks out.
If the adventurers spot the fomorian dark disciple or
the pick pocket attempt, combat breaks out. If a player get
within 3 squares of the feypool an attack from it is
triggered. The four trolls storm out from their hiding, and
glides down the snow ledge to reach the person carrying
the Head of Vyrellis. They even risk opportunity attacks in
order to reach that character. The fomorian dark disciple
moves in from the opposite side and uses mind wrack to daze
the target, in order to make it easier for the feytroll to steal
the orb. Rule that the fey troll only have a -5 penalty (rather
than -10) to his thievery attempt if the target is dazed
during combat. The winter fey troll continues his attempts
to use Thievery to get hold of the orb. As soon they get the
orb the ambush party break off the attacks and disappear
with the Head of Vyrellis with them. Most of them have
Speed 8, and has benefit of their size in the deep snow,
making pursuit by the players unlikely.
4 Trolls (T)
Large natural humanoid
HP 120; Bloodied 60
AC 21; Fortitude 22; Reflex 18; Will 18
Speed 8
TRAITS
Regeneration
Level 9 Brute
XP 400
Initiative +8
Perception +6
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
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regeneration does not function on its next turn.
does not return to life in this way.
STANDARD ACTIONS
square.
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +15 vs. AC
Hit: 3d6 + 8 damage.
Attack: Area burst 1 within 10 (creatures in burst); +16 vs.
Reflex
Hit: 3d8 + 8 fire and necrotic damage.
C Frenzied Mayhem * Recharge 5 6
C Mind Wrack (psychic) * At-Will
Attack: Close burst 2 (creatures in burst); +15 vs. AC
Hit: 2d6 + 6 damage.
m Claw * At-Will
C Freezing Blast (cold) * Recharge 6
Attack: Close blast 5 (creatures in blast); +16 vs. Will
Hit: 3d6 + 11 psychic damage, and the target is dazed (save
ends).
Attack: Melee 2 (one creature); +14 vs. AC
Hit: 3d6 + 7 damage. If the attack bloodies the target, the troll
uses claw against it again.
Attack: Close blast 5 (creatures in blast); +15 vs. Fortitude
Hit: 1d8 + 6 cold damage, and the target is slowed (save ends).
Skills Athletics +15, Endurance +14
Str 22 (+10)
Dex 18 (+8)
Con 20 (+9)
Int 5 (+1)
Effect: The winter fey troll turns invisible until it attacks.
MINOR ACTIONS
Troll Healing (healing)
Alignment chaotic evil
Winter Fey Troll (W)
Wis 14 (+6)
Cha 9 (+3)
Languages Common, Giant
Level 10 Elite Lurker
Large fey humanoid
HP 172; Bloodied 86
AC 26; Fortitude 25; Reflex 25; Will 24
Speed 7, fly 8 (clumsy)
Saving Throws +2; Action Points 1
TRAITS
XP 1,000
Initiative +13
Perception +7
Darkvision
Combat Advantage
The winter fey troll deals an extra 1d6 damage on melee attacks
against any target it has combat advantage against.
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
A Black Flame (fire, necrotic) * At-Will
Invisibility (illusion) * At-Will
Deceptive Veil (illusion) * At-Will
Effect: The winter fey troll disguises itself to appear as a Medium
or Large humanoid until it uses deceptive veil again or until it
drops to 0 hit points. Other creatures can make a DC 20 Insight
check to discern that the form is an illusion.
Skills Arcana +12, Bluff +14, Endurance +15, Stealth +14,
Thievery +14
Str 22 (+11)
Dex 19 (+9)
Wis 14 (+7)
Con 20 (+10)
Int 15 (+7)
Cha 18 (+9)
Alignment chaotic evil
Languages Common, Giant
Fomorian Dark Disciple (F)
Level 13 Elite Controller
Huge fey humanoid (giant)
HP 325; Bloodied 162
AC 29; Fortitude 27; Reflex 24; Will 26
Speed 8
Resist 10 necrotic, 10 poison
Saving Throws +2; Action Points 1
STANDARD ACTIONS
XP 1,600
Initiative +7
Perception +13
Truesight 10
C Double Spell * Encounter
Effect: The dark initiate makes a black flame attack and a mind
wrack attack.
MINOR ACTIONS
R Evil Eye (illusion) * At-Will
Attack: Ranged 5 (one creature); +16 vs. Will
Hit: The dark initiate is invisible to the target until the start of
the dark initiate’s next turn. If the dark initiate uses this power
against a new target, the previous target is no longer affected.
TRIGGERED ACTIONS
Bloodied Invisibility (illusion) * Encounter
Trigger: The fomorian is first bloodied.
Effect (Immediate Reaction): The dark initiate teleports 10 squares
and becomes invisible until the end of its next turn.
Shadow Gaze (teleportation, necrotic) * At-Will
Trigger: The fomorian is damaged by an attack.
Effect (Immediate Reaction): The triggering attacker is teleported 3
squares and takes ongoing 5 necrotic damage (save ends).
Skills Insight +13, Stealth +12
Str 20 (+11)
Dex 12 (+7)
Con 18 (+10)
Int 13 (+7)
Alignment evil
Wis 14 (+8)
Cha 24 (+13)
Languages Common, Elven
m Necrotic Staff (necrotic) * At-Will
Attack: Melee 3 (one creature); +16 vs. Reflex
Hit: 2d10 + 6 necrotic damage, and the target is pushed 1
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Opportunity Action
Close burst 3
Target: The triggering creature
Attack: +11 vs. Will
LOSING THE ORB
The story is built upon the fact that the characters
should lose the Head of Vyrellis at this stage. It is never
good to tamper with the dices, but at this point you
should consider it in order for the winter fey troll to
succeed with one of its thievery attempts.
Hit: The target is affected by a compulsion to enter the pool’s
water (save ends). It moves to the nearest space within the pool
as a free action. While under the compulsion, the target remains
in the pool and can take no action other than moving to another
pool square. Any creature that starts its turn in a pool square
loses a healing surge; a creature that has no healing surges
remaining instead loses hit points equal to its healing surge
value in psychic damage.
Countermeasures
Fey Pool (P)
Hazard
Level 10 Lurker
XP 500
The bubbling, hot waters of this glowing pool are strangely alluring.
Hazard: When non-fey creatures come close to the pool, they
are struck by a compulsion to enter its waters. The pool weakens
the mind of creatures in it.
Perception
No check is necessary to notice the pool.
Additional Skill: Arcana
♦ DC 21: The character recognizes that the pool and the area
around it is as hazardous, in addition to being the focus of the
concentrated fomorian dark magic suffusing the area.
Initiative +12
Trigger
The pool triggers when a non-fey creature comes within 3
squares of the origin square (marked on the map). When
triggered, the hazard makes an attack against the triggering
creature. It is no longer active after triggering but recharges
slowly over time so that it can retrigger in a subsequent
encounter.
Attack
♦ Arcana (DC 21); standard action; the character suppresses
the compulsion effect, allowing the affected creature to make a
saving throw. If the creature saves, it can move half its speed as
a free action.
FEATURES OF THE AREA
Illumination: Bright light.
Boulders: Scattered large boulders sit along the side of
the road and on top of the ledge. They provide total
concealment and superior cover for large creatures or
smaller (otherwise concealment and cover) hiding behind
them. They also serve as obstacles to movement; a creature
can’t move directly into a square that contains boulders.
The boulders are 10 feet high. Climbing onto the boulders
requires a DC 15 Athletics check and costs 4 squares of
movement. A character atop the boulders can move onto
other boulder squares; treat them as difficult terrain.
Moving up to the higher squares requires a climb check
versus DC 15, as it is hard to find grip in the icy snowy
surface. The deep blue squares are considered difficult
terrain for medium size creatures or smaller. Sliding down
the ledge can be done at normal speed, but you end up
prone after the movement. Creatures on a ledge gain a +1
bonus to melee and ranged attack rolls against lower
enemies. A creature on top of the 10-foot-high ridge is not
considered adjacent to a creature at ground level.
Pine Trees: Thick foliage from large pine trees grow
near the road in several places. These areas are lightly
obscured and provide concealment for those attacking from
or into the area. Areas covered by foliage also count as
difficult terrain.
Pool: This shallow body of water (no more than 5 feet
at the deepest) also glows with a strange purple hue. The
water is a hot spring with mist streaming from it. It is a site
of concentrated fomorian dark magic, see fey pool hazard.
The pool is difficult terrain for creatures tall enough to
wade through it.
Snow Drifts: The snow outside the cobblestone areas
is deep enough for it to be treated as difficult terrain for any
medium sized creature or smaller.
Cobblestone: The cobblestone track is normal terrain,
including all squares even partially covered by a
cobblestone; the snow here is not deep enough to seriously
impede movement.
Ledges: The deep blue ledge to the east is 10 foot high.
The one in the southwest corner of the map is 20 foot high.
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ARRIVING IN CELDUILON
ice sculptures towering above the eladrin that gather
outside their homes to meet.
After Encounter 1: The Messenger, it takes three hours
to reach the Silver City of Celduilon. As the city has no
walls they can walk straight into the city, under the
guidance of Rualiss.
Depending on the racial makeup of the party, the PCs
are likely to stand out in this crowd. The PCs find
themselves the center of attention among the guards and
bystanders alike. Though many of the eladrin are clearly
intimidated by characters of other races, as they are
accompanied by Ambassador Rualiss, a respectable eladrin,
nobody interferes with their passage through the city.
As the adventurers enter the eladrin city, read:
“We have finally arrived. Behold the Silver City of
Celduilon”, says Rualiss with a proud voice.
You look at the great eladrin city with awe, struck by
both how beautiful and how alien the city is. Celduilon is
built in the middle of the great winter forest, seeming to
spring up from the ground just like the trees throughout the
city. In fact, many tall, broad trees are larger than several
of the city’s eladrin-built towers, giving the impression that
the towers are merely natural growths within the forest.
The city does not seem to have any walls, instead hundreds
of streets flow outward from the city center, obviously
allowing visitors to enter wherever is convenient upon
arrival.
‘How strange’, you think as you enter. ‘Do they not
have any enemies?’ You find the streets of the city loosely
paved with extremely smooth white stone. They wind their
way through the city in a rather haphazard fashion. The
streets are filled with a silvery mist, which seems to come
from warm springs in the city. You also notice that the
buildings in the city are not built into city blocks, but rather
cluster together in groups of three to five towers, almost
organic in its layout; the roads flow around them, and no
dead-end streets seems to exist in the city. Every street
connects with another, or another branch of itself. As you
get deeper into the city you find it filled with warm springs,
channels and bridges, as well as beautiful frozen parks with
MEETING WITH THE KING
The present is King Palenthior and his first daughter
Saffrenia Movrymm. As you play out the king’s conversation
with the PCs, make sure you touch on the following
important points:
♦
King Palenthior and Saffrenia are horrified to learn
that the Pyramid of Shadows is no more, and that
Vyrellis is free once again. He asks the adventurers to
tell the story of their visit to the prison plane and the
encounter where the Head of Vyrellis was stolen.
♦
King Palenthior wants to know anything they might
have heard from Ethereran, without disclosing any
details about the secret mission to the PCs.
♦
King Palenthior do not trust the adventurers with any
information about Celduilon, and its current situation.
As they failed to deliver the orb with Vyrellis head, he
does not trust them with anything else – at this point.
♦
Saffrenia show more willingness to tell the adventurers
more about the fomorian threat, but is silenced by the
king. “We are among strangers First Daughter, don’t
forget that”, he says.
Rualiss leads them directly to the Citadel of Winter to
meet with King Palenthior, Warden of the Silver City of
Celduilon, so that they can tell their story.
When the adventurers arrive at the keep, read:
As you approach the city center high white walls meet
you. Rualiss says, “Here rests the remains of the original
fortress ‘Silver Vigilance’ from which the city got its name.
This is the Citadel of Winter were the eladrin rulers and
highborn live”. You look up at the thick and high walls,
guarded by proud eladrin warriors patrolling the
battlements.
The guards greet Rualiss and you soon find yourself in
the Silver Halls of Celduilon. On the blue crystal throne sits
an old man, wizened by age. The crown seems to rest heavy
on his head. At his side stands a tall female eladrin with
gray-streaked hair. She wears a plainly embroidered blue
dress and a silver chain of office. “Welcome Rualiss, it was
a long time since you visited us the last time,” the old king
says. “Who do you bring to the Silver Halls of Celduilon?”
2012-12-13
After the brief questioning the adventurers are
dismissed, while the king wants to talk in private with
Rualiss. Saffrenia escort them out of the Silver Hall. Once
outside she takes the opportunity to speak her mind.
“I have lived in Celduilon all my life, and have been
privileged to serve the city as a councilor for many years.
Recently, however, I have grown to suspect that a kind of
corruption festers at the heart of the council—corruption
that might extend into the city guard as well. The fomorian
threat is growing every day. I have reports that the old
fortress of Mross-Kagg is not silent anymore. Something is
gathering, but still I can’t get the council to act. My father
the king, is very old, and scared to take decisions. But we
cannot speak hear. Even the walls of the Citadel of Winter
might have ears. Meet me tonight at the Waystop in the
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Old Battery. Talk to Kagen Blackknife and say to him
‘Flowers blossom in midwinter’. Take great care and speak
to no one that we have spoken, not even Rualiss!”
MEETING DRESYAE TLATHLYN
After some time Rualiss joins them in the waiting hall
and takes them to the accommodations that have been
prepared for them within the citadel. On their way there
Dresayae Tlathlyn, ‘accidentally’ bumps into them. He have
received reports from Jelvistra that they have met with
prince Etheran and she wants to know more about them.
Are they a threat to their plans?
As Dresyae approaches the adventurers, read:
An old eladrin very regally dressed walks towards you,
with steps filled with purpose. He seems to be a man of
importance, as he carries himself with high esteem.
“Rualiss, I am so happy to see you. It was a long time since
you came and gave any report on the happenings of
Moonstair. What are you up to, and who are your
companions?”
He tries to find out why they went to see the king and
what they discussed. Rualiss tells him this unless the
adventurers stop him. If they don’t mention anything about
Etheran he tries to trick them. “Somebody told me you had
news from Etheran, how is he faring?” If they challenge him
as to who gave him this information, he lies and claim some
eladrin trader had arrived this morning, having seen them
at the Cloudwatch Inn. A successful DC 22 Insight check
reveals that he is lying.
A successful Insight check versus DC 16 gives some
insights into Dresyae’s true nature. Observing Dresyae for
an extended period establishes the councilor’s dark
demeanor. He believes himself superior to his peers on the
council, and carries himself with the air of a warrior, not a
politician.
Dresyae Tlathlyn immediately reports any information
he managed to gain to Jelvistra, who takes action (see
Quickling Ambush).
MIDNIGHT RENDEZVOUS
If the characters tells Rualiss that they intend to visit
the Old Battery he strongly advice against it:
“I would advice you to not visit the Old Battery. It has a
bad reputation. It is maybe not ‘dangerous,’ but it is unwise
to enter the Old Battery if you don’t belong there. Criminals
and outcasts flock to the Old Battery, and many would look
to take advantage of unwary visitors, especially foreigners
like yourselves. The Old Battery is a breeding ground for
dissent and chaos in Celduilon”.
The Old Battery is one of the seamier wards of
Celduilon, named for the line of towers that stood beside
the original fortress from which the city has grown.
If the characters enters the Old Battery, read:
You manage to find your way through back alleys and
empty streets of the Old Battery. This seems to be a very old
part of Celduilon. Ancient towers in need of repair stands
vigilant watch over your shadowy progress through the
labyrinth of streets and alleys. The eladrin you pass here
are shabbily dressed, watching you with an intensity that
does not only come from curiosity. You hear muttered oaths
and even a few threats of violence along the dark streets
from some dark strangers you meet, but nobody puts any
force behind them.
2012-12-13
With a successful DC 16 Streetwise check the
adventurers find the Waystop Inn (they may make a new
retry every hour searching for it). Once inside the shabby
inn the characters may be intimidated by the drow
innkeeper Kagen the Blackknife, or the crowd of not only
eladrin but other strange looking fey creatures.
However, if they provide him with the password
‘Flowers blossom in midwinter’ he takes them through the
backdoor of the inn to a closely situated warehouse.
As Kagen takes them to the warehouse, read:
At a decrepit warehouse with grime-streaked windows,
Kagen stops. The street around you is deserted except for
two figures lurking in the shadows to either side of the door.
They nod as the drow enters. Within, the walls are lined
with stacks of dusty boxes, younger eladrin wearing
crimson armbands standing before them. They watch you
with a predatory gaze, a young male in black leather
stepping into the center of the room as the others close
around you.
Stepping out of the shadows Saffrenia smiles at you, “I
thank you for coming to the rescue of Celduilon, in its time
of great need. Meet Illianter, he is the leader of the Crimson
Outcast.”
The young boy in the black leather boy responds with a
wary but deferential bow towards you before turning back
towards Saffrenia. “I never expected to see one of your
station in the exiles’ quarter, and in the company of
outworlders, no less. What do you want?”
Saffrenia are meeting the Crimson Outcasts, a band of
thieves and exiles. Saffrenia fears that the corruption in the
council might have already spread to the leadership of the
city guard and the Winter’s Watch (Celduilon’s secret
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police). She needs to know what the outcast community has
heard and seen.
Saffrenia fills the Crimson Outcasts in on the meeting
earlier in the day, and tells Illianter what her fears of
corruption in the council, the guard, and the Watchers.
“Something sinister is at hand in Celduilon. I cannot
put my finger on it, but my instinct tells me something is
wrong. And it is not only a mother’s care and love for her
son, but it all started with Etheran being falsely accused of
the murder of Llytha Spremrul, the head of the eladrin
trade delegation, five years ago. I have spoken to Amon
Bassiri, the Lord Marshal of the Winter’s Watch, and he
shares my concerns. He has seen unusual activities and
movements of fomorians in the vicinity of Celduilon, but
Dresyae Tlathlyn the Lord Commander of the eladrin army
do not share our concerns. I have been unable to talk any
sense into the man, he is so infuriating! And the council
takes no action, they only postpone my proposals endlessly.
Father being at the state he is in, takes no action either,
even though I try to make him understand the gravity in
the situation, but he is too old. I’m sorry for saying it, but it
is the truth. My hope was that Etheran could have stood by
his side and learnt the burden or rulership, so that he was
ready when his time came, but that they denied me. And
now these adventurers emerge and tell us that my accursed
sister Vyrellis have escaped from the Pyramid of Shadows,
and that fomorians ambushed them and took the orb which
contained her spirit. Why? I don’t know, but I am afraid
that it all ties together somehow. Illianter, I fear that the
Celduilon council has been corrupted somehow, I just hope
that the guard and the Watchers are still faithful to the
crystal throne of Celduilon. What have you seen on the
streets of the city?”
Illianter eyes the party warily as the councilor speaks,
but a DC 16 Diplomacy check from the PCs can help
convince him that Saffrenia speaks the truth.
“I do not know about the Winter’s Watch, once you see
them it is usually too late, if you understand what I mean.
But there is something strange going on in the Old Battery.
The city guard seems to have pulled out completely from
this part of the city. Not that I complain, mind me saying
so, but I still think it is odd. My boys have seen strange
creatures in the shadows of the Battery. Things that do not
belong in Celduilon – shapeshifters, quicklings, banschrae
and even rumors of cyclops, even though I deem the later to
be the result of drunken stupor.”
Before Saffrenia and Illianter can do anything but
compare notes, the meeting is attacked, see the Quickling
Ambush encounter.
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QUICKLING AMBUSH
Encounter Level 10 (2,500 XP)
The following encounter has been taken from “Dark
Heart of Mithrendain” in Dungeon 157.
SETUP
1 blade spider (S)
2 quickling renegades (R)
Xixxit, quickling rogue (X)
Saffrenia has been followed to her rendezvous with the
adventurers. Jelvistra sends a swarm of quicklings to kill
Saffrenia and all those with her, eliminating everyone the
councilor might have spoken to about her suspicions.
The PCs get a Perception check to gain a warning of
the attack. If they fail they are surprised.
Perception Check
DC 26: From beyond the distant windows comes the
sound of a struggle.
When the quicklings attack, read:
Breaking glass heralds the arrival of a horde of wickedlooking fey creatures through the blackened windows, their
eyes blank, short swords flashing in their hands. A huge
spider crashes in through the door a moment later. Even as
the bulk of the creatures focus attacks on the outcasts where
they scatter, two creatures controlling the spider see
Saffrenia and attack.
TACTICS
The quickling renegades use their quick cuts power,
focusing on lightly armored PCs. They stay in constant
motion, using fey shift and quick cuts to keep out of melee.
The blade spider moves into the thick of combat to
threaten as many PCs as possible, making double attacks.
Once a target is weakened by poison, the spider turns its
attention to a new PC.
Xixxit uses the combat advantage from his first strike
against a lightly armored spellcaster, then follows up with
his knockout power in an attempt to get that foe out of the
fight. He flanks with the blade spider for combat advantage.
These creatures all fight to the death. Any surviving
quickling do not know about Jelvistra, they were contracted
for the job by another quickling.
THE LARGER BATTLE
The Crimson Outcasts fight alongside the PCs, but
unlike Saffrenia, they are not meant to be played as NPC
combatants. Don’t roll their attacks and damage along with
the monsters. Instead, simply describe how the exiles clash
with lower-level quicklings in a fight that quickly spreads to
other unseen areas of the warehouse. This leaves the PCs
free to defend Saffrenia from the elite squad targeting her.
When the PCs defeat their foes, the quicklings fighting the
Crimson Outcasts flee.
DEVELOPMENT
Once the initial assault is dispensed with, the Crimson
Outcasts gather up their dead and wounded. Illianter
blames Saffrenia and the PCs for allowing themselves to be
followed, the young eladrin warning the councilor as he
flees.
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“Whoever you’re up against, they’re stronger than you.
No mortal-world rabble are going to stop them.”
In the aftermath, Saffrenia leads the PCs through the
back alleys of the Old Battery and out of the city. She tells
the PCs that the streets are no longer safe. The only option
is to seek help from where the enemy least expects – from
the Crone!
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P1: ORCUS CONVERSION
Blade Spider (S)
Level 10 Brute
Large natural beast (mount, spider)
XP 500
HP 130; Bloodied 65
AC 22; Fortitude 21; Reflex 20; Will 18
Speed 6, climb 6 (spider climb)
STANDARD ACTIONS
Initiative +9
Perception +7
Tremorsense 10
m Claw (poison) * At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 2d8 + 4 damage, and the target takes ongoing 5 poison
damage and is weakened (save ends both).
M Double Attack (poison) * At-Will
Effect: The blade spider makes two claw attacks.
TRIGGERED ACTIONS
M Combined Attack (mount, poison) * Encounter
Requirements: While mounted by a friendly rider of 10th level or
higher.
Trigger: The blade spider’s rider makes a melee attack.
Effect (Free Action): The blade spider makes a claw attack against
the same target. If the claw attack hits, instead of its normal
effect, the attack deals ongoing 10 poison damage (save ends).
Skills Stealth +14
Str 20 (+10)
Con 20 (+10)
Dex 18 (+9)
Int 1 (+0)
Alignment unaligned
Wis 15 (+7)
Cha 10 (+5)
HP 104; Bloodied 52
AC 25; Fortitude 21; Reflex 25; Will 21
Speed 12, climb 6
STANDARD ACTIONS
Effect: The renegade shifts 10 squares.
MINOR ACTIONS
Maintain Mobility * Recharge 4 5 6
XP 500
Initiative +14
Perception +8
Low-Light Vision
m Short Sword (weapon) * At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 2d6 + 7 damage.
M Quick Cuts (weapon) * At-Will
Effect: The renegade moves its speed. At any two points during
this power while immobilized or slowed.
M Knockout (weapon) * Recharge when first bloodied
Attack: Melee 1 (one creature); +13 vs. Fortitude
Hit: 3d6 + 12 damage, and the target is knocked unconscious
(save ends). If the unconscious target takes any damage, it is no
longer unconscious.
Miss: Half damage, and the target is dazed until the end of the
quickling rogue's next turn.
Effect: An immobilized renegade is no longer immobilized.
Fey Shift * Encounter
Skills Acrobatics +17, Bluff +10, Stealth +17
Str 9 (+4)
Dex 24 (+12)
Wis 17 (+8)
Con 16 (+8)
Int 14 (+7)
Cha 10 (+5)
Effect: The quickling renegade shifts 10 squares.
MINOR ACTIONS
Alignment evil
Equipment short sword
Effect: An immobilized quickling rogue is no longer
immobilized.
Maintain Mobility * Recharge 4 5 6
Languages Elven
Xixxit, Quickling Rogue (X)
Level 10 Elite Skirmisher
Small fey humanoid
XP 1,000
HP 208; Bloodied 104
AC 25; Fortitude 21; Reflex 25; Will 21
Speed 12, climb 6
Saving Throws +2; Action Points 1
TRAITS
Initiative +14
Perception +8
Low-Light Vision
At the start of an encounter, a quickling rogue has combat
advantage against any creatures that have not yet acted.
Level 10 Skirmisher
Small fey humanoid
Fey Shift * Encounter
First Strike
Languages —
2 Quickling Renegades (R)
its move, the renegade makes a basic attack at a -2 penalty.
During the movement, the quickling gains a +4 bonus to all
defenses against opportunity attacks. A renegade cannot use this
power while immobilized or slowed.
Sneak Attack
A quickling rogue deals an extra 2d6 damage against any
enemy it has combat advantage against.
STANDARD ACTIONS
m Short Sword (weapon) * At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 2d6 + 7 damage.
M Rogue Strike (weapon) * At-Will
Effect: The quickling rogue moves its speed. At any two points
during its move, the quickling rogue makes a short sword attack.
During the movement, the quickling gains a +4 bonus to all
defenses against opportunity attacks. The quickling cannot use
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Skills Acrobatics +22, Bluff +10, Stealth +17, Thievery +17
Str 9 (+4)
Dex 24 (+12)
Wis 17 (+8)
Con 16 (+8)
Int 14 (+7)
Cha 10 (+5)
Alignment evil Languages Elven
Equipment short sword, leather armor
FEATURES OF THE AREA
Illumination: Moonlight through the shattered
windows sheds dim light through the area.
Crates: Wooden storage crates are stacked across the
warehouse. A stack can be climbed with a DC 16 Athletics
check; the numbers on the tactical map represent the
number of crates stacked on each others. Most creates are 1
square tall (5x5x5 feet), only the large ones are 2 square tall
(10x10x10 feet). A crate can be pushed off a stack to target
a creature below (Strength vs. Reflex, 2d6 + 5 damage, and
the target is knocked prone).
Bags of Flour: This pile of flour sacks is difficult
terrain. A sack can be cut open and emptied as a minor
23
P1: ORCUS CONVERSION
action, with the flour inside creating a cloud in a burst 1
centered in the bag’s square.
stars above and the glowing moss that covers the ceiling of
the small natural cave, filling the area with dim light.
The cloud provides concealment until the end of the
next turn of the character who dumped it.
Saffrenia suggests that the cave is a good place to rest.
This area is near Kadorhak – Stone’s End. Though the air is
wintry cold, Saffrenia soon has a small fire started and the
small cave is soon warm. The party can take an extended
rest at this point.
Pulley: A well-oiled track with a block and tackle runs
above the warehouse floor. The pulley runs freely along the
track, allowing a PC who succeeds on a DC 22 Athletics
check to swing above the fight within 2 squares of the track.
This increases the character’s speed by 2 and does not
provoke opportunity attacks.
THE CRONE OF RAVENS
A MOMENT’S RESPITE
To escape pursuit, Saffrenia takes the PCs through the
back alleys of the Old Battery and out of the city. Eventually,
the characters find themselves in the wintry forest heading
towards some mountain passes in the distance.
The route Saffrenia takes you along seems sure to lose
any potential pursuit. The back alleys of the Old Battery
are a maze of ancient towers and deserted buildings left to
decay, most long disused by the look of it. Though some are
rough stone, others are better preserved showing the
elegant style of the rest of the city.
Eventually, you find yourselves outside Celduilon as
houses give away for large pine trees. Saffrenia seems to be
heading towards some mountain pass far away in the
distance. As you reach a clearing with some protecting
rocks, giving cover from the snow and the weather, close to
a warm bubbling pool, she sits down. The only light is the
The assault at the warehouse and the attack on
Saffrenia’s life confirms her fears of corruption within the
council. She tells them that she started to sense that
something was wrong when Etherean was framed.
“It all started long ago. After the War of the Dead I
commit myself to the rebuilding of Celduilon much had
been destroyed, many lives lost. Centuries went past in
service to the nation and later as part of the council. But
inside I was empty. I was well beyond the age when most
eladrin women had found a man and had children, and I
thought I was doomed to a life of loneliness. It was during
by travels that I was introduces to baron Perenon of
Therund, I found love and meaning to my life again. We
became very close over the course of the next year, but our
relationship was frown upon by the eladrin of Celduilon. I
guess they were all taken by surprise, when I announced
that I was going to marry baron Perenon and that I was
pregnant with his child. Many of the older eladrin were
outraged that I would risk my immortal bloodline of the
house of Movrymm in a liaison with a human. House
Tlathlyn was particularly vehement in its rejection of me;
they accused my father of raising two traitorous daughters,
set on betraying the crystal throne.”
“But I didn’t listen, I was so happy together with
Pernon in Therund, far away from the politics of Celduilon,
and together we raised our child, a baby boy we named
Etheran after his great uncle. His eladrin origin was seen
as a blessing in Therund, the same was not true in
2012-12-13
Celduilon. I tried to change this by sending him to
Celduilon as a young boy to learn of his eladrin heritage.
My father king Palenthior took a liking to him and he
became his ward in Celduilon. I remember how councilor
Dresyae Tlathlyn was enraged that I brought my ‘halfbreed’ into the Winter Citadel, but I did not listen to hem.
My father sent Etheran to Gylvain Movrymm, an old
historian to learn the path of the eladrin. He spent many
years in study and training there. My father, who saw what
a good soul Etheran was, meant for Etheran to become the
heir to the crystal throne of Celduilon, but councilor
Tlathlyn claimed that Etheran would try to steer Celduilon
toward a more conciliatory stance towards humans and
tieflings of the natural world, who just three hundred years
ago had tried to invade us. Nonsense of course, but some
listen to him.”
“Shortly afterwards Etheran became falsely accused of
the murder of Llytha Spremrul, the head of the eladrin
trade delegation. They accused Etheran for trying to
smuggle eladrin weapons to Therund, and Llytha had
discovered his activities, leading to Etheran killing hem. It
was all a well staged lie, but the evidence was strong, so
King Palenthior had to ordered him to leave Celduilon and
the Feywild within the day – exiled – the worst punishment
in Celduilon.”
“Etheran have spent the last five years in Therund,
using his skills to help his father ruling the barony. But
with the recent activities of the trolls indicating that
something evil is brewing in the Trollhaunts, Etheran has
secretly summoned to Celduilon by his grandfather, the
king. The king gave him the Celduilon heirloom
‘Sunwrath,’ a powerful sword forged by the eladrin of old,
and sent him on a secret mission into the Trollhaunt to
learn more about the enemy, try to find out what they were
up to and if possible – assassinate the troll king. Very few
know about his mission, so don’t tell anybody about it or
that you heard it from me.”
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P1: ORCUS CONVERSION
Saffrenia has yet to discover concrete evidence of that
corruption, and is afraid to take her concerns to the other
councilors until she knows who among them has been
tainted. Her foes are obviously aware of her actions and will
try to kill her again. In addition, those foes will be hunting
the party now. She regrets putting them in this danger, and
tells them that the only one that can help them is Sharrin,
the Crone. She was among the wizards that created the
Pyramid of Shadows for three hundred years ago. Nobody
will dare to follow them there, and she can return to
Celduilon and try to find the depth of the corruption in the
council. Before giving the characters direction to the
cottage of the Crone, she gives them some more
background information on the Crone.
Sharrin is the high-priestess of the Raven Queen in
Celduilon, or actually, the only priestess of the Daughter of
Winter. Sharrin is old, old even in eladrin eyes. No one
knows her real age, some even curse her for being a lich.
What is known is that she served a key role in the War of
the Dead, were she unleashed death on enemy and friend
alike, killing armies in an instant.
Legends say that from that day on the old crone has
existed in both the Feywild and the Shadowfell. The forces
she unleashed has turned her into something else – neither
fey nor undead. Some claim her being a lich or even a
ghost.
Since the battle, she has lived alone in the valley of
Mar-Kilean, now called Death’s Gate by my people. No
animal will come near the valley; only the most foolhardy of
people will attempt to enter this haunted place. She
wanders the empty streets of abandoned villages, climbing
its hills and listening in vain for the sound of even a single
bird.
She is not to be trusted, she’s a creature of the Raven
Queen, but she is the only one that might have some
answers to what is happening.
Afterwards, Saffrenia bids them good luck and then
leaves, returning to Celduilon.
THE VALLEY OF MAR-KILEAN
Saffrenia have given directions for the players to reach
the home of Sharrin. But first they have to go a full day
through the blasted landscape of the valley Mar-Kilean and
bare witness to the end of the War of the Dead.
The mighty pine trees turn smaller and smaller as you
progress steadily upwards the slope of the hill leading up
towards the valley of Mar-Kilean laying behind the pass of
Kadorhak – Stone’s End. Once on the other side of the pass
you understand why the eladrin have given it that name –
Stone’s End. The valley in front of you is like a blasted
landscape of rock and debris. No single tree or bush can be
seen anywhere. The valley is empty of any sign of life. Even
the snow and ice have not stayed, but been blown away by
the cold winds from the north, as nothing can give it cover.
Slowly you enter the valley of death, progressing
through its sad landscape. Not a single bird or insect can be
heard, only the cold winter wind from the north whips at
you, giving you little comfort. You feel angered at this
sacrilege against life. How could anybody let such a thing
happen, unless you are a true discipline of death? Fear
comes creeping up you back, thinking about this Crone, this
high priestess of the Raven Queen. If she so easily takes all
life, what will prevent her from doing the same to you?
During their travel through Mar-Kilean they do not
spot any living thing, neither animal nor plant. Everything is
dead around them.
2012-12-13
THE RAVEN PROPHECY
After one days travel the adventurers reach their
destination, the hut of the crone. It rests covered between
some large boulders, making it hard to spot unless you
knew were to look.
As the adventurers approaches the hut, read:
Saffrenia was right, between the two big rocks a small
cottage is hidden. Unless you knew were to look, you would
probably not have spotted it. The walls have been raised
using the stones provided by the barren landscape around.
The roof is of grayish timber that has grown old with age.
The hut is lacking window, and the only door into it is of the
same grayish wood.
As the adventurers get close to the door they hear a
voice from the inside, calling to them. “Please enter my
humble abode. I have been expecting you – Raven Sworn”.
The door is unlocked and they may enter.
When the characters enter the hut, read:
The hut is small and it is dark inside. It takes awhile
before your eyes get accustomed to the few candles burning
in the room. A musty smell greets you, as if you were
entering a sealed tomb, untouched for years.
In the other end of the hut an old crone sits huddled in
a small bed. She is covered in raven feathers, all dark and
gleaming in the reflected light from the candles. Her hair is
dull black, her eyes are dead white and her ash gray skin
and angular features makes you question if she is dead or
alive. She greets you with a croaking voice. “Enter Raven
Sworn, you have been troubling my dreams lately. The
Lady of Fate grows anxious. Come and have your fate
revealed by the Crone.”
25
P1: ORCUS CONVERSION
Sharrin tells them of an old prophecy from the
Netheran empire, written down by the cleric Azardax after
one of his nightmares. It is a foretelling of the Age of the
Raven. Sharrin reads it for the adventurers.
and death walking at your sides. It is no coincidence
you are here to tell me of the undoing of the Pyramid of
Shadows – your are the Raven Sworn.”
♦
When the Rod of Ruin walks again,
the Age of the Raven will commence.
Soul torn apart will rejoin in Death,
Blood’s Oath to cheat again.
The King’s Eye will be found,
a Cauldron of Stone the Ravens mound.
When Death’s 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 soul’s fate will past Raven leak.
Nerull’s 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.
The Crone offer the adventurers a simple stew from
her cauldron. While eating she discuss the following topics
with the adventurers:
♦
The Raven Sworn
”I believe you are the ones referred to in the old
prophecy ‘five will be chosen the Raven to serve’. I have
seen your faces in my dreams, clad with raven feathers
♦
The Pyramid of Shadows
”Yes, I was part of the cadre of wizards that created the
Pyramid of Shadows in ages past. We needed a prison
from where there was no escape, not even death. A
place where the Blood Lord could not reach him –
Karavakos the Cursed One, the Man with Secrets the
prophecy foretold. We thought we had fooled the
prophecy with our creation, yet here you stand to tell
me it has been undone. Something I have already felt
in the fabric of creation. The Age of Ravens is truly
commencing.
The Head of Vyrellis
”So the Head of Vyrellis was taken by the fomorians.
Troubling news indeed. The black sheep of the
Movrymm family tree. She can not be trusted. She was
the one that persuaded Karavakos to attack Celduilon,
thereby dooming him to failure. She was the one that
helped Karavakos strike the alliance with the troll king
Vard and the formorians, telling him of the second
feygate. I bet you she is already entangled with the
trolls and fomorians, scheming to put an end to her
father’s rule. She must be stopped.
Karavakos
”Have you asked yourself why the Demon Prince of
Undead gave Karavakos his Rotting Legions? Why
would an immortal Demon Price care about a puny
tiefling and his ambitions for power? No? Well, we do
not know for sure, not even under torture would
Karavakos tell us what it was the Blood Lord so dearly
coveted. What we do know is that Karavakos was a
2012-12-13
decent magician, but most importantly a sage of
renown when it came to the Dawn War and the
ancient struggle between the Primordials and the Gods
in the beginning of time. Sometime during his research
he must have come a cross a terrible secret, a secret
that could change the fate of creation, and Orcus
coveted it. That we know, so dearly that he lent
Karavakos his undead hordes to rise to power.”
ALTERNATIVE PROPHECY
Demon's spawn combined and slain,
the War of the Winter begins in vain.
Once more escaping his dark path,
the Blood Lord rages full of wrath.
The Glowing Eye again unearthed,
unlocks the way to dark rebirth.
The Raven seeks her new defenders,
though fate is sealed she can't surrender.
Legions Rotting in darkness wait,
the Man with Secrets its Throne to take.
The Spire of Souls the marked must find,
or all souls damned to corpse confined .
Nerull's Gate must sealed remain,
or shackled Ancients escape their chains.
The Raven's Queen fall here foretold,
death and fate by Another controlled.
The Age of Ravens will have its end,
the Dead escape to walk again.
26
P1: ORCUS CONVERSION
♦
♦
The Raven Queen
”The Raven Queen sits on her cold throne of souls to
judge the life of the dead, but she is growing troubled. I
have seen it in my visions. Winter is coming early,
ravens are flying high, prepare yourself for winter’s
cold embrace. She is awaiting the Raven Sworn to step
forward, her champions to emerge to carry the Scythe
of Death to those who tries to bring her down. Are you
ready to step forward? To carry her wrath to those that
tries to cheat Death of her rightful claim?”
What to do now?
”To understand the Now, we need to know the Past”,
she tells you and start telling you the story of the
forming of Celduilon in ages past.
<Provide the players with the Crone’s Story in the
Player’s Handout section>
“The memories of the War of the Dead is still troubling
my sleep, even though it is more than three hundred
years ago. I had to unleash my Goddess fury, killing
friend and foe alike to stop the hordes of Orcus. I am
now a creature of the Raven Queen, having pledged
my soul to the Daughter of Winter to save my people. I
wish it could have been otherwise, the taint of the
Shadowfell is still all to present in Mar-Kilean, put fate
had it no other way. I have grown to old to see history
repeat itself. Fomorian and trolls are gathering at
Mross-Kagg, and the eladrin council is squabbling over
what they should do. I am afraid that this somehow is
tied to the disappearance of the Pyramid of Shadows.
My Mistress has warned me that the soul of Karavakos
the Cursed have not walked through her Halls to face
her judgment. My raven’s whisper to me that a mighty
troll chieftain has arisen, named Skalmad, who has
proclaimed himself King of Vardar. This is bad omens
in itself, but I worry that something even darker, even
more sinister is hidden behind this King of Trolls. You
must seek him out in the Great Warren were the
Feygate to Mross-Kagg is rumored to be hidden.
QUESTS
In game terms this should mean that the players try to
select Paragon paths and Epic destinies that goes in line
with a firm commitment to the Raven Queen. The following
published material is suitable for followers of the Raven
Queen:
♦
Channel Divinity: The Raven Queen’s Champions, page 5666 in Dragon 380. This article contains both new
powers for avengers, clerics and paladins; Soul Reaper
paragon path; new feats; and the Raven Knight epic
destiny.
♦
Deities & Demigods: The Raven Queen’s Misbegotten, page
82-88 in Dungeon 171. This article contains good
background information on the Raven Queen for you
as a DM.
♦
Masters of the Planes, page 37-45 in Dragon 372. This
article contains some good epic destinies: Darklord,
Punisher of the Gods, and Winter Soverign.
♦
Arcane Power. This book has the paragon path of the
Grave Caller (Bard p.20); and the epic destiny of the
Archlich (Arcane class p.143) that may work with
some tweaking, and the Lord of Fate (Arcane class
p.147).
♦
Divine Power. This book has the paragon path of the
Relentless Slayer (Avenger p.24), Demonslayer
(Paladin p.96), Slayer of the Dead (Paladin p.105); the
domains of Death, Fate and Winter for the Raven
Queen; and the epic destinies Avatar of Death (Any
p.145) and Chosen of the Raven Queen (Divine class
p.152).
♦
Martial Power. This book has some good paragon paths,
such as Dread Reaper (Fighter p.26), Ruthless
Punisher (Ranger p.66), Death Dealer (Rogue p.90),
Raven Herald (Rogue p.97); as well as some epic
destinies that can work, some with some tweaking,
such as the Godhunter (Ranger or Rogue p.154),
Sharrin ask the players to accept their fate. They are
the Raven Sworn and as such they must venture on the
following quest to stop the Blood Lords plans against the
Raven Queen.
HOOK: DEATH OF THE TROLL KING
Skalmad’s power threatens not only Celduilon but
Moonstair and all of the land beyond, including the barony
of Therund. However, without their leader, the creatures of
Mross-Kagg will no longer pose a threat.
The adventurers must kill the troll king once and for all
to end his evil reign (in reality more than once and destroy
the Stone Cauldron as well).
Quest XP: 4,000 XP (major quest).
Sharrin uses a linked portal ritual to create a portal in
the hut that leads to the Moon Gate in Moonstair. She also
gives one of the Raven Sworn a raven skull necklace, “So
that I may follow your progress”, she says.
RAVEN SWORN
The adventurers might be content with just being
referred to as the Raven Sworn in an old prophecy, but
Sharrin tries to persuade them to become something more.
She wants them to become the Champions of the Raven
Queen. Some players might be compelled to do this, if so
encourage them to do that. Even clerics and paladins
should be allowed to change deity to the Raven Queen
2012-12-13
27
P1: ORCUS CONVERSION
Perfect Assassin (Rouge p.156), and the Undying
Warrior (Fighter p.157).
♦
Primal Power. This book has the paragon path of the
Death’s Thane (Barbarian p.28), Winter’s Fury
(Barbarian p.31), Seasons’ Heald (Shaman p.84),
Icewrought Sentinel (Warden p.111); and maybe the
Reincarnate Champion (Primal class p.154) with some
tweaking.
CHANGING GODS
In the western world of today, changing god or
religion is a very big thing – mainly due to the fact that
we practice monotheism. In previous editions of D&D
changing god was also frowned upon, as a cleric you
might even loose a level.
However, the D&D world practice polytheism in
which the characters believe in and/or worship multiple
deities. They are assembled into a pantheon, along with
their own mythologies and rituals. As these gods have
different domain which mostly do not overlap, it is
completely natural for a cleric of Bahamut to ask for
Avandra’s blessing before going on a long journey, as
well as to give a thought to the Raven Queen when a
friend dies.
Characters that find themselves selected by the Raven
Queen in this adventure, prophesized to be her
champions should therefore not feel that they have
‘betrayed’ there god, if they choose to turn their focus to
the Raven Queen instead as the future of the world
might depend on it.
Ravensworn, by Helen Rusovich
2012-12-13
28
P1: ORCUS CONVERSION
ETHERAN’S FATE
Encounter Level 10 (2,620 XP)
The adventurers return to Moonstair with the help of
the Crone’s Linked Portal ritual. The adventurers can take
the time to prepare for their travels into the Trollhaunts. If
they ask around about the location of the Great Warren
they learn that the remnants of Vardar’s ancient cities can
be found throughout the bogs and hills of the Trollhaunt,
but the Great Warren’s location is unknown. Trappers,
hunters, and woodcutters from Moonstair sometimes
venture into the outlying portions of the Trollhaunt. They
know that the Great Warren is said to lie in a region of hills,
but not even these adventurous souls know its exact
location or direction.
SETUP
1 two-headed troll (H)
3 trolls (T)
3 troll runts (R)
As the adventurers are about ready to leave for the
Trollhaunts they an alarm is raised as the gates of
Moonstair.
As the adventurers are ready to leave, read:
Suddenly you hear cries and screams from the street
outside. As you go outside to her what the commotion is all
about you se a young squire from the city guard come
running through the street screaming in fear, “The trolls,
the trolls are attacking the outer wall!”
When the characters reach the outer wall they see that
a lot of people have already gathered inside the closed and
barred gate. They are squeezing in front of the bars in order
to get a glimpse of what is happening on the road outside
the walls. City guards have gathered on top of the wall,
looking down in terror on the opposite side.
If the adventurers manage to look through the
gates or over the outer wall, read:
Outside the walls six large trolls have gathered. The
one in front has two heads and is really huge. It speaks in a
thunderous voice, “I am Thurug Two-Head, herald of the
troll king Skalmad the Great. I have come with a message
to you from the King of Vardar.” The troll takes a sack
from his bag, whirls it over his head before sending it flying
over the wall. It lands with a sick hollow ‘thump’.
“Your hero is dead, puny humans. Skalmad killed
him, soon he will come with the army of Vardar to claim
Moonstair and all lands beyond, and all humans will die!
The Age of Trolls have started!”
You hear a scream from the man who opened the sack.
“It is Etherean. It is prince Etheran Vel’Movrymm of
Therund. The trolls have killed him. We are doomed!” The
crushed head of the young prince you recently met looks at
you without seeing.
It is up to the adventurers to decide if they want to
attack the trolls or not. The trolls do not attack, but leaves
after delivering their gruesome message.
TACTICS
are waiting for them at a safe distance. If the adventurers
close in for melee combat, Thurug the two-headed trolls
charge them, followed by the trolls and the troll runts.
Thurug, Two-Headed Troll (H)
Level 10 Elite Brute
Large natural humanoid
HP 260; Bloodied 130
AC 22; Fortitude 23; Reflex 19; Will 19
Speed 6
Saving Throws +2; Action Points 1
TRAITS
XP 1,000
Initiative +9
Perception +7
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Double Actions
A two-headed troll rolls initiative twice, gets two turns during a
round, and has a full set of actions (standard, move, minor) on
each turn. Each set of actions corresponds to a different head.
The troll’s ability to take immediate actions refreshes on each of
its turns.
Dual Brain
At the end of its turn, the two-headed troll automatically
succeeds on all saving throws against the dazed and stunned
conditions and against charm effects that a save can end.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
The trolls immediately moves away from missile range
if the characters try to use range attacks against the trolls. If
they scale down the walls or go through the gates, the trolls
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Attack: Melee 2 (one creature); +15 vs. AC
Hit: 3d8 + 11 damage.
TRIGGERED ACTIONS
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M Smackdown * At-Will
3 Troll Runts (R)
Trigger: When an enemy moves into a position that flanks the
two-headed troll.
Attack (Immediate Reaction): The two-headed troll targets one
creature flanking it; +13 vs. Fortitude
Hit: The target is knocked prone.
Medium natural humanoid
HP 1; a missed attack never damages a minion Initiative +10
AC 24; Fortitude 26; Reflex 24; Will 23
Perception +8
Speed 8
TRAITS
Str 22 (+11)
Con 20 (+10)
Troll Runt Healing (healing)
Dex 18 (+9)
Int 6 (+3)
Alignment chaotic evil
Equipment hide armor
Wis 14 (+7)
Cha 10 (+5)
Languages Giant, Common
3 Trolls (T)
Level 9 Brute
Large natural humanoid
XP 400
HP 120; Bloodied 60
AC 21; Fortitude 22; Reflex 18; Will 18
Speed 8
TRAITS
Regeneration
Initiative +8
Perception +6
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
Level 12 Minion Brute
XP 175
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 1 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it is
destroyed.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +17 vs. AC
Hit: 15 damage.
Str 23 (+12)
Con 21 (+11)
Dex 18 (+10)
Int 3 (+2)
Alignment chaotic evil
Wis 14 (+8)
Cha 8 (+5)
Languages Giant
The troll runts try to move into flank position for Thurug so
that he can use his smackdown power.
All the trolls fight to their death. If any is taken capture
they rather commit suicide than convey any information
about Skalmad and the Great Warren.
FEATURES OF THE AREA
Attack: Melee 2 (one creature); +14 vs. AC
Hit: 3d6 + 7 damage. If the attack bloodies the target, the troll
uses claw against it again.
Illumination: Bright light if the adventurers are set to
leave town during the day. At night, lanterns at the gate
house provide bright light close to the gate.
Skills Athletics +15, Endurance +14
Str 22 (+10)
Dex 18 (+8)
Con 20 (+9)
Int 5 (+1)
Outer Wall: This old wall is 20 feet high and built of
mortared stones. It can be climbed with a DC 21 Athletics
check.
Alignment chaotic evil
Wis 14 (+6)
Cha 9 (+3)
Languages Common, Giant
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Portcullis: This barred gate blocks the road through
the Outer Wall. A target behind the portcullis has superior
cover (–5 to attack rolls). The portcullis can be forced up
with a DC 28 Strength check.
Gate House: A winch at the northern gate house tower
allows a single character to raise the portcullis in 1 round as
a standard action. It takes a minor action to drop the
portcullis back down.
Trees: Squares containing trees are difficult terrain
(requiring 1 extra square of movement to enter) and
provide concealment (–2 to attack rolls) to anyone standing
in them. A tree’s trunk provides cover (–2 to attack rolls) to
anyone standing adjacent to it.
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P1: ORCUS CONVERSION
Carts and Stone: These squares are difficult terrain
and provide cover (-2 to attack rolls) to anyone standing
adjacent to it.
DEVELOPMENT
The news of Etheran’s death carries fast. Soon Rualiss
appears by the characters side. Rualiss orders them to
immediately carry the head of Etheran.
“It might still be time. We have to take the prince head
to Sibehlia the high priestess of Sehanine, the Moon
Goddess. She will be able to save him from the halls of the
Raven Queen. This was not meant to happen. This was not
the foretold destiny of the heir of the Crystal Throne.
Hurry!”
The characters are lead by Rualiss into the shadowy
halls of the Goddess of the Moon. They are greeted by
Sibehlia, she is wearing a silvery shroud depicturing the
moons phases. She has already heard the terrible news and
ask them to carry the head of Etheran to the altar table of
Sehanine. She immidietly commence the ritual that will
bring back the prince soul from the halls of the dead.
Rualiss stands back, anxiously observing the ritual. Soon an
acolyte steps forward and inform them that the ritual will
take time and they better get some rest. As soon as the ritual
is finished they will be called for. Rualiss takes them back to
the Cloudwatch Inn were they spend the time in silence
awaiting the dreaded answer.
After eight hour the acolyte returns with the sad
answer that Sibehlia did not manage to return the prince to
life. Rualiss loses his otherwise so controlled manner, and
shouts and screams, ordering the acolyte that her revered
mother must resume the ritual a second time. The prince
and heir to the throne of Celduilon cannot so easily be lost
to the grasp of ravens.
Another day goes past (16 hours) before they are all
called back to the halls of Sehanine again. Rualiss have
already gone ahead of them to the temple.
Once inside the temple they find it lit with candles. The
priestesses, all dressed in silvery gowns have gathered
around the high priestess Sibehlia performing the ritual on
the corpse of young Etheran for a second time.
You see a young acolyte of Sehanine who wears a
worried expression as he calls out, “Sehanine, I beseech
thee! Return this worthy warrior back to life!” Beside the
priestess, Rualiss can barely contain his sobs of grief. The
rest of the crowd looks no happier, and many of them make
protective signs as they mumble, “Sehanine has abandoned
us,” and “A curse has been placed upon this town,” and
“Poor, poor Etheran.”
As Sibehlia reads the last words of the ritual and
applies the last of the mystic salves to the corpse, she calls
out:
“... in Sehanine’s name I call you forth, Etheran!
Return to life!” the high-priestess demands, completing the
final steps of the ritual. The body on the slab in the open
mausoleum doesn’t move, but suddenly a malevolent wind
rises within the stone crypt, and a dark mist swirls wildly.
“This one is mine!” screams an otherworldly voice as the
dark mist erupts from the open mausoleum and knocks
back the high priestess and scatters the crowd. For just a
moment, the mist seems to take the shape of a dragon, and
then it disappears as quickly as it arrived. A deep hush falls
over the temple hall, broken only by the frightened whispers
of the acolytes and the sobs of Rualiss. Sibehlia turns
towards you.
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“I have done everything within my power to bring
back the soul of Etheran Vel’Movrymm of Therund into the
world of the living, but I have failed a second time.
Something or someone is preventing the soul to return to
the living. I have never experienced anything like it before –
it’s an abomination.”
After the failed attempts to bring back Etheran to life,
Rualiss approach them and says:
“I will have to return to Celduilon with the terrible
news of prince Etherans death and the loss of Sunwrath. I
hope the old king will survive the news. I know he was very
fond of the young prince. I beg you to try to at least recover
Sunwrath. It’s an heirloom of the ruling house of Celduilon.
If you could return the blade to King Palenthior, you would
restore this symbol of courage and inspire hope among the
people of Celduilon, something desperately needed as we
face this looming threat of the troll army.”
If the players want to send any message to Celduilon,
Rualiss agrees to deliver them. From this point on in the
adventure the raise dead ritual will work differently. See
the House Rules Appendix.
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HOOK: RECOVER SUNWRATH
For generations, the sword Sunwrath has been an
heirloom of the ruling house of Celduilon. By returning the
blade to King Palenthior, the adventurers can restore this
symbol of courage and inspire hope among the people of
Celduilon again and potentially get help in the battle
against the troll army.
Quest XP: 3,000 XP (major quest).
Sibehlia, Priestess of Sehanine, the Moon Goddess
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T2: LIGHTS IN THE NIGHT
I have decided to make some small changes to this
encounter. Rather than finding a dead troll with a map to
the Great Warren, the adventurers find a badly wounded
Bax – the dragonborn warrior that accompanied Etheran’s
expedition. He managed to survive the troll ambush in the
Great Warren and have valuable information to tell the
adventurers before he returns to Moonstair. He think
Etheran’s expedition must have been betrayed from within,
which is true. As soon as Dresyae Tlathlyn learnt about the
secret mission he informed Skalmad through Jelvistra about
it. The spy in Cloudwatch Inn was sent by Skalamad to keep
track of Etheran and inform the trolls about their
whereabout.
If the characters succeed with the skill challenge in
Encounter T1, they do not meet Bax. He in this case safely
manage to get back to Moonstair, but after the adventurers
have left the town. However, he can still be of help in “Raid
of Moonstair” interlude.
BAX’S STORY
Bax is both severely injured and dehydrated after being
lost for several days in the marshlands without any fresh
water. If the characters heals his injuries and give him
water, he soon recovers.
Read the following as Bax recovers:
“We had no chance. They were expecting us. Someone
must have betrayed our mission! Skalmad the troll king
must have somebody inside Celduilon. We managed to find
the Great Warren after several days in these damn bogs.
We actually managed to create some crude map of it. I
think I salvaged it here somewhere, wait…”
“The Great Warren laid hidden among some hills in
the center of the marshlands. There were dank caves and
crumbling forts from the old troll kingdom of Vardar.
However, in the midst we came upon this huge standing
stone raised by king Vard, proclaiming it to be his lands.
Not far from there we found this entrance into a large
overgrown cave. There were lots of tracks indicating troll
activity in the area. Etheran, blessed be his soul, did not
head the warning signs, but pushed on, into its murky
depth. We found the gates inside open and unguarded. I
told Etheran that this was strange, but he did not want to
listen. We soon came into a large cavern with a huge
mound of skulls. That’s were they hit us. They were coming
from all directions – a formidable army of trolls, nothics
and troglodytes. We had no chance. A giant of a troll
emerged from their midst, proclaiming himself to be
Skalmad – King of Trolls, destined to bring back the
kingdom of Vardar to its former glory. One of his eyes had
been replaced with a fiery glowing jewel. He called out
Etheran by name, calling him a fool for trying to stop what
was destined. As the other hordes attacked us, Etheran was
faced with the troll king himself. He did not last long. The
brutes greataxe shopped young Etheran’s head from his
body. Ending the line of Movrymm and Therund alike.
Hope lost I saw an opening among the troglodytes to my
left and managed to push through, escaping through the
tunnels and back into the bogs. They followed me but after
several days I managed to loose them, but I was irrevocably
lost. I have been wandering around in this watery grave for
days until I saw some lights. Being thirsty and with
festering wounds I hoped it somehow had managed to find
my way back to Moonstair, but I was tricked again. These
Will-o’-Wisps could have been my end if you had not
shown up and rescued me.”
You can find the map in the Player’s Handouts
section in the end.
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THE GREAT WARREN
I have made some changes to the Great Warren.
Rather than being this huge cavern complex where the troll
kings lair is situated, I have made the fey portal the
important aspect of the cavern complex.
Skalmad seat of power is moved to the fortress of
Mross-Kagg on the Feywild side. I have therefore taken
away that part of the cavern complex and have located it
inside Mross-Kagg instead.
I have also moved the Encounter W8: Grell Nest in
location 17 to after location 13, the Dragon’s Den. Any
adventurer foolhardy to follow the stream will find the grell
nest as the first encounter before plunging deeper into the
Underdark. I have intentionally taken away location 20, i.e.
Encounter W10: Collecting Cavern with the Roper, as it fits
more into an Underdark campaign. If your players still
want to continue down the stream you might consider
putting in Encounter W10 as a further discouraging
encounter about the dangers of the Underdark.
The benefit of this setup is that the players now will
encounter Skalmad in location 14, get a chance to see the
massing troll army on the other side of the fey portal, a fact
that should get them running back to Moonstair. Make sure
to describe this army as a huge threat for both Moonstair
and Celduilon, and the fact that it looks ready to march any
day.
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P1: ORCUS CONVERSION
INT 1: WRATH OF SKALMAD
Here are some of the modifications needed for
Interlude 1: The Wrath of Skalmad encounter.
SETUP
Run this encounter when the PCs enter Location 14,
after they complete Encounter W6.
Skalmad normally spends his time in the Fortress of
Mross-Kagg in the Feywild. If any creatures have fled from
fights against the adventurers, word of the incursion
reaches the troll king in short order. This encounter
assumes that he has just left the Feywild through the fey
portal as he searches the complex for the intruders.
If the adventurers are lucky or skillful enough to have
made it this far into the Great Warren undetected, set up
this encounter as an accidental meeting with Skalmad as he
makes his way through the complex.
The troll king is not particularly stealthy, so allow the
adventurers a DC 20 Perception check to hear him coming
1 round before he appears. If the PCs hear the troll king
approaching, they have a chance to surprise him and his
party.
Show the players the “View of the Wrath of
Skalmad” illustration on page 27 of Adventure Book
One, then read:
Three trolls and two hunched one-eyed humanoids
make their way toward you from a strange glowing portal.
The lead troll wears chainmail and carries a massive
greataxe. One of his eyes has been replaced with a glowing
orange stone that resembles a huge cat’s eye.
When Skalmad sees the adventurers, read:
“What is this?” the armored troll roars in Common.
“More fools come to die under Skalmad’s axe? You cannot
stop me, small humans! You are too weak, and I am too
strong! No one can stop Skalmad, king of the trolls!”
When Skalmad is reduced to 0 hit points, read:
Skalmad falls with an earth-shaking crash. He looks
up at you, bloodied and broken—and then his mouth twists
into a leer. “You have beaten me for now,” he hisses. “But
behold my mighty army”. He points towards the glowing
portal. As you look through you see huge trees and a wintry
landscape. It must lead to the Feywild, but this place look
more sinister, like twisted by evil and corruption. A mighty
army of hundreds of trolls has gathered in the clearing on
the other side. Behind them a dark foreboding ruin of a
fortress stands on bare cliffs. Skalmad manage a blood
coughed laugh, “They will soon advance on both Celduilon
and your town, humans. Moonstair will fall, and I will
strike at Celduilon from two flanks. I will feast on eladrin
children before the full moon rises!”
With that, Skalmad breathes his last. The orange stone
in his eye socket glows brightly, spreading out to bathe his
whole body in blinding light. An instant later, the troll
king’s body is consumed by the blazing light. The orb then
vanishes in a flash of crimson.
DEVELOPMENT
When the adventurers defeat Skalmad, Moran’s Eye
raises him in the cavern of the Stone Cauldron (Encounter
C6 in Mross-Kagg). Within a few hours, the troll king
returns to his armies in an even more powerful form. As the
portal closes in front of them, the adventurers should turn
their attention to Moonstair and race back to defend the
town from the ensuing raid.
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THE FEYWILD PORTAL
The Feywild portal closes before any adventurers can
step through it. However, any sane character would not step
through it right into an army camp of trolls.
Activating the Feywild portal is a skill challenge.
Opening the Feywild Portal
Skill Challenge
Level 12
XP 700
You need to somehow activate the Feywild portal Skalmad stepped
through in order to reach the fortress of Mross-Kagg.
To activate the portal, a creature must touch the stonewall in a
specific way with both hands, create an arcane fire effect or
possess an item that creates such an effect (Moran’s Eye does this
for Skalmad), and mentally command the portal to open.
Complexity
1 (4 successes before 3 failures)
Primary Skills
Arcana, History, Insight, Perception
Secondary Skills
None
Success
When the PCs attain 4 successes, the portal activates, allowing
the character and up to six additional creatures adjacent to the
portal to step through it to the Feywild.
Failure
When the PCs attain 3 failures, it becomes obvious that the
secret of the feywild portal is beyond their grasp. The
adventurers must find an alternate route into the Feywild to
reach Mross-Kagg, most likely through the Moon Door portal.
Retrying
None
Arcana DC 16 (minor action, 1 maximum success)
The PC confirms that the throne is a portal to the Feywild and that it
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P1: ORCUS CONVERSION
operates in response to three specific triggers: an arcane trigger, a
physically manipulated trigger, and a mental trigger.
Arcana DC 21 (minor action, 1 success, no maximum success)
The PC uses detect magic to study the throne’s aura, discovering that
one of its triggers is arcane fire.
RAVEN SKULL NECKLACE
History DC 21 (minor action, 1 success, maximum 1 success)
Sharrin , the Crow, gave the adventurers the Raven
Skull necklace which allows her to scry on their
activities. Sharrin will take a bigger role later in the story,
but it might be a good point to make the characters
aware of her presence during the battle.
The PC recalls that ancient Vardar was allied with fomorian realms in
the Feywild. Stories of Vard’s “Seat of Power” mention the troll king
holding court in a great throne room in the Feywild.
Insight DC 16 (minor action, 1 success, maximum 1 success)
The PC must have been in a position to observe Skalmad using the
portal. He or she recalls the look of concentration on the troll king’s face,
and deduces that Skalmad was bending the operation of the portal to
his will through some kind of mental command.
The portal closes before you and you stand alone in the big
cavern when the full impact of what you just saw fills you with
fear. No one can stop such an army. But then the cold touch of
the raven skull necklace pulls you out of your dark brooding.
The raven skull necklace you received from the Crow feels
unnaturally cold as it touches your chest. A sudden chill fills
them chamber as one of the dead troll suddenly moves it head
and look straight at you with dead eyes. It speaks to you, but the
voice is twisted and dark, as if coming from a great distance, or
from the ground itself.
“Hear me Raven Sworn, Skalmad is planning on attacking
Celduilon from two flanks. In history that have never happened
before. It might be the thing that tips the scales in the troll kings
favor. You must defend Moonstair at all cost. Our eladrin
armies is preparing from an invasion out from Mross-Kagg, we
are too few to guard the fey door to Moonstair as well. Those
open plains provide no defensive lines. Moonstair has to hold. I
am putting all my trust in you.”
The troll head grows silent and stiff, the sudden chill in the
air gone. You are not sure if it really happened or not, or if it
was only delusion caused by weariness and fear.
Perception DC 21 (minor action, 1 successes, maximum 1
success).
The PC examines the portal, searching its surface for hidden triggers or
panels. Subtle scratches reveal where clawed fingers were placed on the
wall, pressing minute indentations. (A Medium creature can place its
hands properly, though doing so involves a bit of a stretch. A Small
creature cannot reach the proper hand positions.)
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P1: ORCUS CONVERSION
INT 2: RAID ON MOONSTAIR
When the adventurers return to Moonstair after their
mission into the Great Warren, they realize they have only
a few days before the town will be under attack by
Skalmad’s followers. The most dangerous denizens of the
Trollhaunt are now under the troll king’s rule. The town
watch and a party of soldiers sent from the barony of
Therund are capable of taking on smaller, weaker groups of
monsters (of which there are plenty), but the troll king’s
elite raiders require the attention of the adventurers.
This section of the adventure is fairly linear, and is
divided into three sections. Preparation before the assault;
get Bax to assist in the town defense; and the troll attack on
Moonstair.
PREPARE FOR WAR!
As the party arrives in Moonstair and give a report to
Kelana Dhoram on what they have seen and what have
happened, she is deeply shaken.
After the players have told Kelana Dhoram about
what they seen, read:
“This is terrible news you are bringing us. We are
doomed! Utterly doomed! We cannot withstand such an
attack. We have no army trained for such a threat. I don’t
even have a commander worthy of the title. The Old Troll
Wall has not been maintained in years. Old Karel lack
both experience and age to drill our town watch, and
definitely not the courage to face such a foe. What shall I
do?”
If the adventurers volunteer to take on the task to get
the city watch in shape for the coming assault, provide
them with the following hook.
HOOK: COMMANDING THE WATCH
Kelana is more than willing to allow the adventurers to
train the town watch and lead their defense during the
coming battle, offering a modest 100 gp per day stipend for
their service. If the party undertakes this quest, they get the
chance to prepare the town for the coming attack as well as
adding members of the town watch to some of the
encounters in the Moonstair raid. The encounters will play
out differently based on their choices.
You don’t need to play every one of them as NPCs, but
let the adventurers set their tactics and order them into
battle.
Quest XP: 500 XP (minor quest) if the players succeed
in defending Moonstair from the troll assault, plus the
stipend.
If the adventurers accept the task they can initiate a
number of activities. Each activity has a Cost in points.
Below you will find a list of a number of potential activities
with their associated Cost, Victory Points, as well as a
description of encounter game effect for the activity.
The number of Victory Points increases the likelihood
of the players winning the Battle of Moonstair (the players
do not know the Victory Points for each activity, only the
Cost). Keep track of the total amount of Victory Point the
adventures receive as it will decide the outcome of the
battle after the last encounter R5: Blightborn Invaders.
Depending on their choices they can earn as much as 100
VP or as little as 20 VP based on the activities below.
The players can spend 20 points per day, divided as
they choose. The attack comes 5 days after their arrival to
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Moonstair, which leaves them with 100 points in total for
activities, but this they are of course unaware of.
The players can increase their available points by
recruiting Bax, Etherans former companion to help them,
see the Hook: Restoring Confidence below. If successful the
adventurers get 25 points per day, instead of 20.
Activity
Cost
VP
Train the town watch for the battle
50
+25
Repair the Outer Wall
25
+15
Repair the Old Troll Wall
20
+20
Send couriers for help to Celduilon
5
+0
Send couriers for help to the Barony of
Therund
5
+20
Send out scouts for early warning of
attack
10
+10
Fortify Moonstair Keep
30
+5
Notify surrounding farms about the
coming threat
15
+0
Gather supplies in Moonstair Keep for a
longer siege
20
+0
Barricade the Moonstair harbors
15
+10
♦
Train the town watch for the battle
PCs get a +1 bonus on all their attacks during the
Encounters R1-R7, due to support and increased
morale from surrounding town guards
♦
Repair the Outer Wall
The Weak Wall feature of the area has been mended
and is not used during the R4: Wall Siege encounter.
♦
Repair the Old Troll Wall
The R7: Hold the Wall! encounter starts with the trolls
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P1: ORCUS CONVERSION
outside the Old Troll Wall instead. They will have to
break through a Weak Wall section before entering
into Moonstair.
♦
Send couriers for help to Celduilon
No game effect
♦
Send couriers for help to the Barony of Therund
PCs get supporting minions in the R5: Blightborn
Invaders encounter, for more details see the encounter
description.
♦
Send out scouts for early warning of attack
PCs get a surprise round in the R1: Farmstead
encounter. Inform the players after 3 days that they
only have two day left of preparations.
♦
♦
♦
♦
Fortify Moonstair Keep
No game effect
Notify surrounding farms about the coming threat
PCs get a bonus on the rally attempt in the R3: Airborn
Assault encounter, for more details see the encounter
description.
Gather supplies in Moonstair Keep for a longer
siege
No game effect
Barricade the Moonstair harbors
Reduces encounter level with one in both encounter
R2: Landing Raid and R6 Shipwreck, for more details
see the encounter description.
In the encounters, make sure the adventurers are
aware of the game effects they have received as a result of
their actions in the preparations for the battle.
A POTENTIAL ALLY
When the adventurers return to Moonstair, they find
Bax in a bad shape in the Cloudwatch Inn. The dragonborn
warrior is blaming himself for the death of Etheran. If the
players manage to get him out of his self-accusations, he can
be a valuable ally in the coming battle.
If the adventurers sit down with Bax, read:
The once so proud dragonborn warrior you saw
accompany prince Etheran for what seems like a lifetime
ago, now sits alone in a shadowy corner of the Cloudwatch
Inn with several emptied tankards in front of him. His scale
armor has started to rust; he stinks of vomit and lack of
hygiene. He is a miserable sight.
“It is all my fault. I should have stopped him. I should
have forced him to turn around. It was my duty – but I
failed him. I have shamed my name, my clan and myself. I
do not deserve my sword anymore.”
HOOK: RESTORING CONFIDENCE
As the adventurers have returned to Moonstair, they
can try to befriend Bax in an attempt to get him back on his
feet. This quest involves recruiting the dragonborn for the
preparations of Moonstair as well as helping actively in the
defense of the town during the troll raid.
Bax come to their assistance as a sign of their success.
He offers to take up a position as one of the lieutenants in
the defense of the city, heading a part of the town watch
during the battle.
In addition to XP, Bax will assist them during some of
the encounters in the raid. If they get him involved in the
preparations for the battle, the players get 25 points per
day, instead of 20 points in preparations for the troll raid,
see “Prepare for War!” If the adventurers manage to win
the battle of Moonstair, he will also provide the adventurers
with important information about the power of the Stone
Cauldron.
2012-12-13
Quest XP: 400 XP (minor quest), as well as the aid
described above.
Bax
Level 12 Soldier
Medium natural humanoid
HP 115; Bloodied 58
AC 32; Fortitude 26; Reflex 26; Will 23
Speed 5
TRAITS
Dragonborn Fury
XP 700
Initiative +9
Perception +7
Effect: A dragonborn gains a +1 racial bonus to attack rolls while
bloodied.
STANDARD ACTIONS
m Flail (weapon) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC; +19 while bloodied
Hit: 2d10 + 12 damage (crit 2d12+32).
M Tide of Iron (martial, weapon) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC; +19 while bloodied
Hit: 2d10 + 12 damage (crit 2d12+32), and the target is pushed
1 square if it is Large or smaller. Bax can shift into the space the
creature occupied.
C Sweeping Blow (martial, weapon) * Encounter
Attack: Close burst 1 (creatures in burst); +20 vs. AC; +21 while
bloodied
Hit: 1d10 + 12 damage (crit 2d12+22).
C Come And Get It (martial, weapon) * Encounter
Attack: Close burst 3 (creatures in burst); +18 vs. AC; +19 while
bloodied
Hit: 1d10 + 12 damage (crit 2d12+22).
MINOR ACTIONS
C Stalwart Guard (martial) * Daily
Effect: Close burst 1; allies in the burst gain a +2 shield bonus to
AC and Reflex until the end of the encounter.
C Dragon Breath (cold) * Encounter
Attack: Close blast 3 (creatures in blast); +15 vs. Reflex; +16
while bloodied
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P1: ORCUS CONVERSION
Hit: 2d10 + 2 cold damage.
Skills Athletics +14, Endurance +11, History +8, Intimidate
+15
Str 21 (+11)
Dex 17 (+9)
Wis 13 (+7)
Con 14 (+8)
Int 11 (+6)
Cha 14 (+8)
Alignment good Languages Common, Draconic
Equipment scale armor, heavy shield, vicious weapon +2 flail,
potion of healing
To succeed with getting Bax out of his gloomy mood,
the adventurers need to succeed in a skill challenge. They
get no separate XP for this as it is part of the Quest XP.
Pulling Bax out of his misery
Skill Challenge
Level 10
Quest XP
Retrying
If the adventurers try, Bax get furious and attacks the nearest
PC. He fights till his death.
Diplomacy DC 20 (minor action, 1 success, maximum 2
success, Second check against DC 28)
You manage to convince Bax emotionally that he is not to blame
himself for the death of Etheran.
Nature DC 14 (minor action, 1 success, maximum 1 success)
You are well aware of the sense of personal honor among dragonborn.
Using this knowledge you manage to convince Bax logically that he can
not be responsible for the decisions Etheran made that lead to his death.
Insight DC 20 (minor action, 1 success, maximum 2 success)
You understand Bax’s grief. You sense that his love and companionship
with Etheran must have been very strong. Helping him getting all those
suppressed emotions out of him makes him come to his senses.
You need to get Bax to pull himself together, get out of the self loathing
and help you prepare Moonstair for the coming troll invasion.
Bluff DC 28 (minor action, no successes, maximum 1 canceled
failure) Bluff can be used to cancel one primary skill failure.
The PCs can engage in a skill challenge with Bax to get him to
sober up and help them in the preparations for the troll raid.
You tell Bax that King Palenthior has honored Bax for his bravery in
the fight trying to defend Etheran, or some other lie that rebuilds his
personal honor or self-esteem.
Complexity
1 (4 successes before 3 failures)
Primary Skills
Diplomacy, Nature, Insight
Secondary Skills
Bluff, Intimidate
Victory
Bax manage to get on with his life. He understands and accepts
that he is not responsible for Etheran’s death. To regain his
honor he agrees to help Moonstair to fight of this threat of
Skalmad’s troll army.
Defeat
Bax do not listen to reason. His self loathing only gets deeper.
He continues drinking and will not help either the adventurers
or the city to fend off the trolls.
After the battle (if successful) Bax moves up to the
“leader” of the party and says:
Bax comes up to you, he is all but covered in troll blood,
with a big smile on his face. “That was a fight worthy of a
song. By Bahamut, we really showed them, didn’t we? By
the way, it is one thing that I have meant to speak to you
about, but it has been slipping my mind during all these
preparations. It was something Skalmad said during the
battle with Etheran. ‘…with the Stone Cauldron at my
command. I am invincible. No one will be able to stop me,
not even you with your puny little sword!’ First I thought it
was an idle boost, but come thinking about it, I think it can
have a greater meaning. What do you think?”
Intimidate DC 20 (minor action, no successes, maximum 1
success attempts for bonus results) Intimidate grants a +2 bonus
on all primary skill checks
By showing your strength and force of will you challenge the core values
of the dragonborn. Is he a sissy and wimp? It is time that he pulls
himself together.
During the troll raid Bax will be busy defending the
city and leading parts of the town watch. However, the PCs
can select to use him in 2 of the Encounters R1-R7. They do
not know before hand, which encounters will happen, and
have to judge after the DM has described the threat if they
want to have Bax supporting them or not.
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P1: ORCUS CONVERSION
THE TROLL RAID
R1: FARMSTEAD
A group of soldiers from the barony of Therund has
arrived to bring back the body of prince Etheran. They offer
their assistance in the battle against the slayers of their
prince. However, their numbers are too small to turn the
tide of war.
If the adventurers have sent out scouts for early warning of
attack they are well aware that these skirmish attacks on the
farmsteads are only small parts of the main army that is due
to arrive the day after. They are aware that they could
engage in an encounter and still have time for an extended
rest before the main army arrives.
Below you find a schematic sketch of the encounters
playing out during the raid. The players have a number of
encounter choices, which threats they should deal with, and
is rewarded different Victory Points based on these choices.
Some choices lead to the direct loss of the battle of
Moonstair.
The first encounter occurs on the fourth day when the
first troll scouts approach the town from the east. Pillars of
black smoke start to appear in the distance, indicating the
first farmsteads under attack.
If the PCs have notified the surrounding farms about the
coming threat a majority of the Moonstair population is
behind the Old Troll Wall. Only a few farmers have chosen
not to listen to the warnings, they now come scurrying
towards the gates of the Outer Wall. Some gets trapped in a
small farmstead well within sight of the Outer Wall. They
adventurers can decide if they want to open the gates and
ride out to save them from the troll skirmishers. If they do,
run encounter R1: Farmstead.
If the PCs have taken none of the above actions, a large
part of Moonstairs population is taken by surprise at their
farmsteads and are killed, captured or eaten alive by the
trolls. All the burning farmsteads is a grim reminder to the
adventurers what fate they have met. From the Outer Wall
the adventurers see a nearby farm getting attacked by troll
skirmishers. They adventurers can open the gates and ride
out to save them, or leave them to die. If they ride out, run
encounter R1: Farmstead.
The next encounter do not happen until the next day,
allowing players to take an extended rest if they dare.
Reward: If the adventurers kill the attackers in the
R1:Farmstead encounter, they are rewarded with only +5
Victory Points, as it has small impact on the general success
of the raid.
No
War lost!
R6 Shipwreck
Airborn raiders move
the battle past the
Outer Wall. Will PC
intervene?
VP
No
R1 Farmstead
First troll patrolls arrive,
harressing fleeing
farmers. Will PC
VP
intervene?
No
+5
Yes
R4 Wall Siege
Trolls attack the Outer
Wall. Will the PCs try to
stop it?
Yes
VP
+15
No
R2 Landing Raid
Aquatic raiders att
Moonstair from the
south. Will PC
intervene?
R3 Airborn Assault
Airborn raiders move
the battle past the
Outer Wall. Will PC
VP
intervene?
R3 Rally Troops
Skill Challenge
Yes
+15
VP
+10
Yes
R5 Blightborn Invaders
Airborn raiders move
the battle past the
Outer Wall. Will PC
intervene?
VP
+20
Yes
R7 Hold the Wall!
Airborn raiders move
the battle past the
Outer Wall. Will PC
intervene?
VP
No
+30
Yes
+25
VP
+10
No
War lost!
No – R3 is now a Level 13 encounter
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P1: ORCUS CONVERSION
R2: LANDING RAID
As the adventurers leave the surrounding farmstead to
their fate, they are idle when they receive reports in the
morning that the city is under attack at the south port of
Moonstair. Aquatic raiders pour out of the water to
overwhelm the guards of the town watch.
If the adventurers have chosen to barricade the
Moonstair harbors this R2 Encounter is Level 10 (2,500 XP)
instead, as one chuul was killed in the barricades.
If the adventurers chooses to disregard this threat as
well and leave it to the town watch, some aquatic raiders
survive and joins in the fray of Encounter R3, turning it into
a Level 13 encounter.
Reward: If the adventurers kill the attackers in the
R2: Landing Raid encounter, they are rewarded with +10
Victory Points.
R4: WALL SIEGE
If the adventurers are fighting the R2: Landing Raid,
they are engaged when the big attack on the Outer Wall
(rather than the Old Troll Wall as in the original encounter)
happens, preventing them to intervene.
The Outer Wall of the town is suddenly threatened as
hundreds of trolls charges out of the surrounding forest,
aiming at the northern gate of the Outer Wall. If they are
not stopped, the next wave of invaders can easily reach the
Old Troll Wall, the next line of defense.
If the adventurers have chosen to repair the Outer Wall
then the Weak Wall feature at the area is taken away.
If the adventurers decide to stay at the Old Troll War
and leave the fighting at the Outer Wall to fate, they get
indications that aquatic raiders are attacking the southern
port of Moonstair. If they engage, run the R2: Landing Raid
encounter.
Reward: If the adventurers kill all the attackers in the
R4: Wall Raid encounter, they are rewarded with +10
Victory Points. If none of the raiders manage to get past the
outer wall to the other side, they instead get +15 Victory
Points.
R3: AIRBORNE ASSAULT
Rally the Moonstair defenders
Skill Challenge
To rally the troops the PC needs to be located with the troops at
either the outer wall or the old troll wall to be able to try to rally
the troops.
Complexity
1 (4 successes before 3 failures)
Primary Skills
Diplomacy, Intimidate
If the adventurers did not succeed with the R2:
Landing Raid encounter, or decided on not joining that
fight, the chuul moves into Moonstair and give support to
the airborne raiders in this encounter. Increase the Level to
13 (4,000 XP) and add 2 chuuls from the R2 encounter
inside the walls.
Failure
Before the battle starts, the adventurers need to get the
troops in line. Many of the defenders are frightened by the
airborne raiders and believe the battle is already lost. The
PCs need to convince them that this is not the case, they
just need to regroup and face this new threat behind the
Old Troll Wall. The rally attempt is played out as a skill
challenge, were the players get rewarded with Victory
Points if they are successful.
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+10 VP
The airborne raiders will just fly over your defense lines, attacking the
center of Moonstair. You need to rally your troops to meet this new
threat..
To the adventurers dismay they see airborne raiders
flying over the outer wall and the old troll wall. If they don’t
manage to stop the enemies in the center of Moonstair all
hope is lost. In this encounter, Moonstair comes under
attack by air from two wyverns and a manticore with a
troglodyte rider. The troglodyte is a blightborn spellcaster,
and he scatters seeds that play a part in the final Encounter
R5.
If the players decide to not deal with this threat they
lose the Battle of Moonstair, see “Outcome of the Battle”
later in this chapter.
Level 11
Secondary Skills
History, Insight, Streetwise
Success
When the PCs attain 4 successes, the troops move back to
defend the center of Moonstair from the airborne raiders.
Reward the players with +10 Victory Points.
When the PCs attain 3 failures, a large part of the troops do not
any longer have faith in their new commander, They are
overcome by fear and think the battle is lost. Rather than to
increase their efforts, everyone try to save themselves, fleeing
from the field of battle. Punish the players with -10 Victory
Points.
Retrying
None
Diplomacy DC 19 (standard action, 1 success, no maximum
success)
You shout to the troops to not give up. To meet the new threat, and they
seem to listen to you..
Intimidate DC 19 (standard action, 1 success, no maximum
success)
You enter the fray, showing that everything is not lost. Your fighting
frenzy gives new hope to the troops that follow your example.
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P1: ORCUS CONVERSION
History DC 19 (minor action, no successes, maximum 1
success attempts for bonus results) History grants a +2 bonus on
all primary skill checks
You use the history of Moonstair to bolster the morale of the defenders,
telling them that Celduilong and the barony of Therund has always
come to the defense of Moonstair in the past.
Insight DC 27 (minor action, no successes, maximum 1
canceled failure) Insight can be used to cancel one primary skill
failure.)
You sense the fear in the troops. You understand that you need to
convey hope to these troops, whatever it is that can help them overcome
their fears.
Streetwise DC 19 (minor action, no successes, maximum 1
success attempts for bonus results) Streetwise grants a +2 bonus
on all primary skill checks
You manage to wake the fury of the population of Moonstair, they don’t
want to sacrifice their homes or their loved one. Backed up by the
crowds the troops start to listen to you.
Once the battle is over, the adventurers is faced with
two simultaneous threats. While engaged in this battle, the
main army has breached the Outer Wall and is not
threatening the Old Troll Wall. If the adventurers want to
deal with this threat move onto Encounter R7: Hold the
Wall! But at the same time they get a report about a huge
ship filled with trolls crashing into the southern harbor. If
they want to deal with this threat move onto R6: Shipwreck.
Reward: If the adventurers kill all the attackers in the
R3: Airborne Assault encounter, they are rewarded with
+15 Victory Points. If they succeed with the rally attempt
they get an additional +10 Victory Points, if it is
unsuccessful they instead get a -10 Victory Points penalty.
R6: SHIPWRECK
The adventurers rush to the southern harbor just to see
trolls moving out of a large crashed ship.
If the adventurers have chosen to barricade the
Moonstair harbors this R6 Encounter is Level 11 (2,900 XP)
instead, as one of the trolls was killed in the barricades.
If the players decide to not deal with this threat or the
R7: Hold the Wall! they lose the Battle of Moonstair, see
“Outcome of the Battle” later in this chapter.
After the battle the adventurers have to quickly move
up to Moonstair Keep were the final battle takes place on
the streets of Moonstair. In this case, some of the trolls from
the R7 encounter have managed to get past the Old Troll
Wall, while the adventurers were tied down in the harbor,
adding to the difficulty of the encounter.
the streets of Moonstair. In this case, some of the trolls from
the R6 encounter have managed to get up from the harbor,
while the adventurers were tied down at the Old Troll Wall,
adding to the difficulty of the encounter.
Reward: If the adventurers kill all the attackers in the
R7: Hold the Wall! encounter, they are rewarded with +15
Victory Points. If none of the raiders manage to get past the
old troll wall to the other side, they instead get +25 Victory
Points.
R5: BLIGHTBORN INVADERS
The seeds scattered in Encounter R3 sprout in the
aftermath of the adventurers’ earlier victories, unleashing
deadly plant creatures. This is the last major group of
raiders,
Reward: If the adventurers kill all the attackers in the
R6: Shipwreck encounter, they are rewarded with +20
Victory Points.
If the adventurers chose to deal with the trolls in R6:
Shipwreck, add a spitting troll and a war troll to the
encounter, increasing it to Level 15 (5,100 XP).
R7: HOLD THE WALL!
If the adventurers instead chose the path of R7: Hold
the Wall!, add an anchor troll and a troll to the encounter,
increasing it to Level 15 (5,000 XP).
The adventurers rush to the Old Troll Wall just to see
trolls trying to breach the wall.
If the adventurers have chosen to repair the Old Troll
Wall then the trolls have not managed to break through the
Weak Wall feature at the area when the adventurers arrive.
The trolls are still outside the wall and need to break
through it to get inside.
If the players decide to not deal with this threat or the
R6: Shipwreck encounter they lose the Battle of Moonstair,
see “Outcome of the Battle” later in this chapter.
If the adventurers sent couriers for help to the Barony
of Therund a small army arrive just in time to help defend
Moonstair at it needs it the most. They join the fray, mainly
attacking the troll army from the rear. A small unit manages
to break through and can assist the players in their final
battle if they want to. The party gets 7 Therund Soldier
minions under their control (see statistics below), reducing
the challenge of the encounter to Level 14 (4,000 XP).
After the battle the adventurers have to quickly move
up to Moonstair Keep were the final battle takes place on
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P1: ORCUS CONVERSION
7 Therund Soldiers
Level 11 Soldier Minion
Medium natural humanoid
XP 150
HP 1; a missed attack never damages a minion
Initiative +8
AC 27; Fortitude 23; Reflex 22; Will 22
Perception +6
Speed 6
TRAITS
Squad Defense
The Therund soldier gains a +2 bonus to its defenses when
adjacent to at least one other Therund soldier.
STANDARD ACTIONS
m Longsword (weapon) * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 10 damage.
Str 14 (+7)
Con 14 (+7)
Dex 12 (+6)
Int 10 (+5)
Wis 12 (+6)
Cha 12 (+6)
Alignment good
Languages common
Equipment Chainmail, heavy shield, longsword
If the players decide to not deal with this final threat
they lose the Battle of Moonstair, see “Outcome of the
Battle” later in this chapter.
Reward: If the adventurers kill all the attackers in the
R5: Blightborn Invaders encounter, they are rewarded with
+30 Victory Points.
OUTCOME OF THE BATTLE
The characters can get as much as 100 Victory Point in
the battle and as little as 35 Victory Point. Combined with
the preparation works the Victory Point the characters can
have gained varies from 55 to 200 VP.
The outcome of the battles therefore varies accordingly:
55-100: The Fall of Moonstair
Troll army defeat the Moonstair defenders. Moonstair
is plundered and put to the torch. Villagers that are not
killed or eaten in the raid is shackled and led back to the
Troll Warren were they are kept as slave and foodstock.
The troll army continues through the Moon Door into the
Feywild. The troll army attacks Celduilon from two flanks.
The eladrin can not hold of the troll army and Celduilon is
sacked and plundered. All eladrin are killed.
The adventurers are captured and brought to the Troll
Warren. You as a DM must decide their fate under the
cruel rule of Skalmad.
101-140: The Siege of Moonstair
The Moonstair defenders manage to hold back the troll
army, turning the battle into a siege. The troll army will
finally break down the defenses after a month, unless the
adventurers manage to kill the troll king.
The adventurers can try to sneak through enemy lines
and yet again go after Skalmad through the Great Warren.
As a DM you can run this as a skill challenge or an extra
encounter, as you wish. Repopulate the Great Warren, but
do not reward XP for encounters they have already faced.
The characters will have to get into the Feywild side to kill
Skalmad.
141-170: The Victory of Moonstair
The townsfolk are scared, and many are preparing to
flee Moonstair permanently in anticipation of another
attack.
The adventurers soon learn that as long as the Stone
Cauldron survives, the town remains in danger. The
characters still run the risk of running into stray trolls in the
Trollhaunt, and some of the Great Warren locations have
been repopulated (see Development section in each
encounter). Do not reward XP for encounters the
adventurers have already faced earlier.
171-200: The End of the Troll Wars
The troll army suffers a major loss. Celduilon is saved
for now. Skalmad need to rebuild the strength of the army
before he can risk an attack against Celduilon again.
Postponing the fall of Celduilon for another 3-5 years.
However, everybody understands that Skalmad will be back
unless somebody deals with the threat one time for all, and
kills the troll king.
Moonstair has been saved with only limited losses.
Most of the walls stood the assault and can be repaired.
Morale is high and townsfolk stays and help in the
restoration of the village.
The Trollhaunt has been cleared of any remaining
trolls. The Great Warren lays deserted. The adventurers
find the journey to the fey portal in the Great Warren to be
a walk in the park.
The troll army is defeated. Skalmad will have to go
after Celduilon from Mross-Kagg only. Though Moonstair
has been saved, its limited defenses have taken a beating.
The eastern wall is all but destroyed, and it is now clear that
Skalmad’s allies are capable of attacking from the river and
the air. Though the soldiers from the barony of Therund
gives assistnace, almost half the town watch has been killed
or seriously injured.
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P1: ORCUS CONVERSION
R4: WALL SIEGE
2 Ice Trolls (I)
Encounter Level 13 (4,475 XP)
HP 109; Bloodied 55
AC 26; Fortitude 23; Reflex 19; Will 17
Speed 8
TRAITS
2 hill giant rockthrower (H)
2 ice trolls (I)
1 ogre warhulk (O)
5 troll runts (T)
SETUP
A gang of Skalmad’s raiders has come to break through
the Outer Wall. A major road passes through here,
alongside multiple residences and a small market on the
inside. The road is protected by a portcullis, but several
sections of the ancient wall are weak enough to break
through.
Place only the ice trolls and troll runt minions on the
map. The ogre and the hill giant rockthrowers do not arrive
until the second round (see “Tactics,” below).
When the adventurers see the trolls, read:
Lumbering toward the outer wall come two heavily
armored trolls brandishing mauls. The trolls appear to be
lighter in color then any of the other trolls you have
encountered thus far. Clustered around them are five
normal trolls howling with battle rage.
When the warhulk and the hill giants arrive, read:
On the heels of the first group, an enormous ogre
lurches forward. The stone flail it drags leaves grooves in
the ground behind it. Two hill giants follow him carrying
greatclubs and huge sacks with rocks.
Level 10 Soldier
Large natural humanoid
XP 500
Initiative +9
Perception +7
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Emanating Cold * Aura 1
Any enemy that starts its turn in the aura is slowed by the
numbing cold until the start of its next turn.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Maul (weapon) * At-Will
Level 11 Elite Brute
Large natural humanoid
XP 1,200
HP 282; Bloodied 141
AC 23; Fortitude 25; Reflex 21; Will 21
Speed 8
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Initiative +7
Perception +7
m Heavy Flail (weapon) * At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 4d8 + 6 damage, and the target is knocked prone.
C Flail Hurricane (weapon) * Encounter
Requirements: Requires heavy flail.
Attack: Close burst 2 (creatures in burst); +16 vs. AC
Hit: 4d8 + 6 damage, and a Medium or smaller target is
knocked prone.
Str 24 (+12)
Con 21 (+10)
Dex 15 (+7)
Int 4 (+2)
Wis 15 (+7)
Cha 6 (+3)
Alignment chaotic evil Languages Common, Giant
Equipment heavy flail, hide armor
2 Hill Giant Rockthrowers (H)
Level 12 Artillery
Large natural humanoid (earth, giant)
Attack: Melee 2 (one creature); +15 vs. AC
Hit: 3d6 + 10 damage.
TRIGGERED ACTIONS
M Frenzied Strike * At-Will
Trigger: When the troll's attack bloodies an enemy.
Effect (Free): The troll makes a maul attack.
Skills Athletics +16, Endurance +15
Str 22 (+11)
Dex 18 (+9)
Con 21 (+10)
Int 6 (+3)
Ogre Warhulk (O)
Wis 14 (+7)
Cha 8 (+4)
Alignment chaotic evil
Languages Giant
Equipment maul, scale armor
HP 97; Bloodied 49
AC 26; Fortitude 25; Reflex 22; Will 22
Speed 8
STANDARD ACTIONS
XP 700
Initiative +5
Perception +12
m Greatclub (weapon) * At-Will
Attack: Melee 2 (one creature); +17 vs. AC
Hit: 2d10 + 9 damage.
r Knockdown Throw (weapon) * At-Will
Attack: Ranged 10/20 (one creature); +17 vs. Reflex
Hit: 3d8 + 6 damage, and the rockthrower pushes the target 2
squares or knocks it prone.
A Shattering Rockburst (weapon) * Recharge 5 6
Attack: Area 1 within 10 (creatures in burst); +17 vs. Fortitude
Hit: 3d8 + 6 damage, and the target is dazed (save ends).
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Skills Athletics +16
Str 21 (+11)
Dex 8 (+5)
Con 19 (+10)
Int 7 (+4)
DEVELOPMENT
Wis 12 (+7)
Cha 9 (+5)
The raiders here represent the most significant group
attacking Moonstair, other battles happen along the Outer
Wall. If the characters manage to hold of the trolls, the
Moonstair defenders do as well. Additional forces are
waiting to the east for the wall to be breached. They retreat
back to the Trollhaunt if they see their vanguard force taken
out by the adventurers. However, the seeds dispersed by
the blightborn troglodyte in Encounter R3 are about to
sprout their deadly threat. Do not allow the PCs to take a
short rest between this encounter and Encounter R3.
Alignment chaotic evil
Languages Giant
Equipment 10 rocks, hide armor, greatclub
5 Troll Runts (R)
Level 12 Minion Brute
Medium natural humanoid
XP 175
HP 1; a missed attack never damages a minion Initiative +10
AC 24; Fortitude 26; Reflex 24; Will 23
Perception +8
Speed 8
TRAITS
Troll Runt Healing (healing)
FEATURES OF THE AREA
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 1 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it is
destroyed.
STANDARD ACTIONS
Illumination: Bright light if the adventurers have
returned to town during the day. At night, lanterns hang
along both sides of the Old Troll Wall providing bright light.
Old Troll Wall: This ancient moss-covered wall is 20
feet high and built of enormous unmortared stones. It can
be climbed with a DC 21 Athletics check.
m Claw * At-Will
Attack: Melee 2 (one creature); +17 vs. AC
Hit: 15 damage.
Str 23 (+12)
Con 21 (+11)
Dex 18 (+10)
Int 3 (+2)
Alignment chaotic evil
Wis 14 (+8)
Cha 8 (+5)
Languages Giant
TACTICS
Though these raiders have the ultimate goal of causing
as much destruction as possible, they must get the portcullis
open or the wall down first.
In the first round, the trolls move adjacent to the Outer
Wall. The troll runts work in pairs and use a standard
action to lift one of the two ice trolls to the top of the wall,
after which the ice trolls use a second move action to
scramble down. Place each ice troll adjacent to the wall on
the inside. If the troll runts are killed before they can use
this tactics, the ice trolls will not get over the wall as easy.
In the second round, the ice trolls swarm the
adventurers and try to get to the winch in the northern
tower in order to raise the portcullis. The remaining troll
runts on the outside try to break through the weaker
sections of the wall. The ogre warhulk and two hill giant
rockthrowers arrive, waiting until the wall is breached
before moving through it. If the trolls initially fail to breach
the wall, the ogre attempts to lift the portcullis or join in
tearing down the wall.
Once the wall is breached, the hill giants move in to
join the battle with the PCs, supporting the trolls and the
ogre with their rock throwing.
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Weak Wall: Sections of the wall to the north are
displayed as cracked stones instead of a solid area. These
can be broken through. A DC 25 Strength check allows a
creature to break through a 1-square section of wall. Each
section has AC 5, Fortitude 10, Reflex 5, and 20 hp. Solid
sections of wall cannot be broken through and are
effectively impervious to damage.
Portcullis: This barred gate blocks the road through
the Outer Wall. A target behind the portcullis has superior
cover (–5 to attack rolls). The portcullis can be forced up
with a DC 28 Strength check.
Gate House: A winch in the northern gate tower
allows a single character to raise the portcullis in 1 round as
a standard action. It takes a minor action to drop the
portcullis back down.
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Trees: Squares containing trees are difficult terrain
(requiring 1 extra square of movement to enter) and
provide concealment (–2 to attack rolls) to anyone standing
in them. A tree’s trunk provides cover (–2 to attack rolls) to
anyone standing adjacent to it.
Shrubs: These smaller trees are difficult terrain.
Barrels and Crates: These squares are difficult
terrain.
Buildings: The monsters in this encounter do not enter
the buildings unless they are in pursuit of a PC. If they do
so, use the details given in Encounter R5.
Ice Troll, from Pathfinder Bestiary 2
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R6: SHIPWRECK
Encounter Level 12 (3,300 XP)
Another troll stands atop the smashed house, tearing
beams loose from the roof in a senseless rage.
This encounter has been copied for your convenience
from Dungeon #160 “Beyond the Trollhaunt”.
A larger, more muscular troll wanders about, dragging
a massive metal chain. At the end of the chain, you see the
ship’s anchor scraping along the ground.
1 anchor troll (A)
1 troll timber slinger (S)
4 trolls (T)
SETUP
This encounter occurs during the raid on Moonstair.
The raid takes place at the shoreline of the northern harbor.
A group of six trolls hijacked a sailing ship and killed
the crew. They then crashed the ship into the shore (and
through a house) and have begun to rampage through the
town. The PCs can see the wreck (if they’re close enough)
or hear the thundering crash as the ship runs aground.
The PCs can place their miniatures on the south edge
of the map, either on the road or the blank area on the
southeast.
When the PCs arrive on the scene, read:
Near the shore, a cloud of dust rises from the site of a
wreckage. A sailing ship has run aground and plowed into
a house here. Both the house and ship are demolished, and
enormous timbers litter the ground. Barrels from the ship
have scattered all around, and you can see and smell that
some of them are leaking lamp oil.
Amid the houses several trolls roam, looking for
trouble. One of them carries a blood-spattered sail it must
have ripped from the ship’s mast.
When the trolls see you, they roar at you. The one with
the anchor begins swinging it over its head in wide circles.
The troll atop the house hefts a beam like it’s ready to throw
it, and the other trolls rush toward you.
Roll initiative.
Attack: Area burst 1 within 15 (creatures in burst); +17 vs.
Reflex
Hit: 3d6 + 10 damage. If you hit the creature in the origin
square of the burst, that creature takes 1d6 extra damage.
M Timber Swing (weapon) * Encounter
Attack: Melee 3 (one creature); +15 vs. Fortitude
Hit: 4d8 + 12 damage, and the target is pushed 3 squares.
Skills Athletics +15, Endurance +15
Str 22 (+12)
Dex 19 (+10)
Con 21 (+11)
Int 5 (+3)
Alignment chaotic evil
Languages Giant
Anchor Troll (A)
Troll Timber Slinger (S)
Large natural humanoid
Level 12 Artillery
XP 700
HP 99; Bloodied 49
AC 24; Fortitude 26; Reflex 24; Will 22
Speed 8
TRAITS
Regeneration
Initiative +10
Perception +9
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +17 vs. AC
Hit: 3d8 + 7 damage.
A Timber Toss (weapon) * At-Will
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Wis 16 (+9)
Cha 10 (+6)
Level 14 Controller
Large natural humanoid
HP 139; Bloodied 70
AC 28; Fortitude 27; Reflex 27; Will 23
Speed 7
TRAITS
Regeneration
XP 1,000
Initiative +12
Perception +14
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 3d6 + 12 damage.
M Wrapping Chain (weapon) * At-Will
Attack: Melee 5 (one creature); +17 vs. Reflex
Hit: 2d6 + 7 damage, and the target is restrained (save ends).
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P1: ORCUS CONVERSION
The restrained effect ends if the troll and the target move more
than 5 squares apart.
M Chain Slam (weapon) * At-Will
Attack: This attack can be used only against a creature restrained
by wrapping chain. The troll swings the chain that has snared its
target, and slams the creature against the ground. Move the
target to any square within 5 of the troll and make an attack;
+17 vs. Fortitude
Hit: 4d8 + 16 damage, and the target is knocked prone.
Effect: The target is no longer restrained.
C Anchor Tornado (weapon) * Recharge 5 6
Alignment chaotic evil
Wis 14 (+9)
Cha 12 (+8)
Large natural humanoid
HP 120; Bloodied 60
AC 21; Fortitude 22; Reflex 18; Will 18
Speed 8
TRAITS
Skills Athletics +15, Endurance +14
Str 22 (+10)
Dex 18 (+8)
Con 20 (+9)
Int 5 (+1)
The timber slinger stays atop the house and uses its
area attack. It uses timber swing only if creatures move close,
then grabs an armful of timbers (a minor action) and
retreats to throw timber from a distance.
Alignment chaotic evil
Wis 14 (+6)
Cha 9 (+3)
Languages Common, Giant
The trolls avoid fighting in the water if at all possible.
TACTICS
Sail Wrap (standard; encounter) ♦ Weapon
Languages Giant
4 Trolls (T)
slam if the target doesn’t save. If a PC creates a damaging
zone, or if the barrels or lamp oil are lit on fire, the anchor
troll uses chain slam to toss its allies into the damaging effect.
Choose one of the normal trolls to carry the ship’s sail.
It can use a standard action to toss the sail over a creature.
It gains the following attack:
Attack: Close burst 5 (creatures in burst); +19 vs. AC
Hit: 3d8 + 15 damage, and the target is knocked prone.
Skills Athletics +18, Endurance +16
Str 23 (+13)
Dex 20 (+12)
Con 19 (+11)
Int 5 (+4)
Attack: Melee 2 (one creature); +14 vs. AC
Hit: 3d6 + 7 damage. If the attack bloodies the target, the troll
uses claw against it again.
Level 9 Brute
XP 400
Initiative +8
Perception +6
Reach 2; +14 vs. Reflex; The target is blinded and slowed (save
ends). If the target attacks the sail, the sail is destroyed and both
conditions end.
The anchor troll uses wrapping chain, followed by chain
FEATURES OF THE AREA
Illumination: Bright light.
Deep Water: The water varies from 10 to 15 feet
deep. Creatures in deep water must use the Athletics skill to
move. Creatures in deep water gain cover (–2 to attack
rolls) except against attacks from submerged enemies.
Fighting in the water imposes a –2 penalty to attack rolls
except with spears and crossbows, and powers that have the
fire keyword take a –2 penalty to attack rolls.
A creature in the water can move onto the shore by
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
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P1: ORCUS CONVERSION
spending 1 extra square of movement.
Barrels: Numerous barrels have tumbled out of the
smashed ship. They are filled with lamp oil, and some have
ruptured. If a barrel is hit with a fire attack, it explodes in a
burst 1, dealing 2d6 fire damage to each creature in the
burst. The area of the burst burns until the end of the
encounter, dealing 2d6 fire damage to each creature that
moves into the square or starts its turn in the square. Some
barrels are already ruptured, and oil has leaked on the
ground. If a square of spilled oil is hit with a fire attack, it
burns until the end of the encounter, as described above.
A non-ruptured barrel can be destroyed (AC 10,
Fortitude 5, and 5 hp). This fills the barrel’s square and all
adjacent squares with oil.
Smashed Ship: The debris from the front of the ship is
difficult terrain. A creature can gain cover by hiding inside
the ship.
Houses: The DC to climb the buildings’ walls is 20. A
house is 2 squares tall.
Treasure: The trolls don’t have any treasure on them.
The owners of the wrecked ship, a group of merchants,
offer 3,000 gp as thanks to the PCs for stopping the
creatures that attacked their friends and employees. This is
a treasure parcel 8 for a party of 11th-level characters.
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R7: HOLD THE WALL!
Spitting Troll (P)
Encounter Level 12 (3,500 XP)
HP 106; Bloodied 53
AC 26; Fortitude 23; Reflex 23; Will 22
Speed 6, climb 4
TRAITS
This encounter has been copied for your convenience
from Dungeon #161 “The Temple Between”.
1 spitting troll (P)
1 two-headed troll (T)
2 war trolls (W)
SETUP
A squad of monstrous trolls, using a battering ram
made of a bronze-capped tree trunk, has smashed a hole in
one of the outer walls. The soldiers there have been driven
back, and if someone doesn’t stop them, the trolls will have
free run of the city. “Someone” being the PCs, of course.
(Assume a few other trolls are present, but that the
Overlook soldiers are dealing with them. On occasion,
throw in a bit of description to remind the PCs that they
aren’t the only ones fighting.)
When the PCs arrive, read:
Rubble lies strewn about—rubble that used to be a 15foot stretch of wall. Visible just beyond is a huge tree trunk,
capped with bronze—presumably, the battering ram that
created that hole.
Moving through the gap are several hideous trolls. The
city guards appear to have a few occupied, but others—two
in heavy armor, one with two heads, and one far smaller
than the others—are moving unimpeded into the streets.
Level 10 Soldier (Leader)
Two-Headed Troll (T)
XP 500
Large natural humanoid
Medium natural humanoid
Initiative +12
Perception +8
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Troll Healing (healing)
Level 10 Elite Brute
HP 260; Bloodied 130
AC 22; Fortitude 23; Reflex 19; Will 19
Speed 6
Saving Throws +2; Action Points 1
TRAITS
Regeneration
XP 1,000
Initiative +9
Perception +7
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
Double Actions
m Claw (poison) * At-Will
At the end of its turn, the two-headed troll automatically
succeeds on all saving throws against the dazed and stunned
conditions and against charm effects that a save can end.
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 2d6 + 7 damage, plus 1d6 poison damage.
r Javelin (poison, weapon) * At-Will
Attack: Ranged 10/20 (one creature); +15 vs. AC
Hit: 2d6 + 7 damage, plus 1d6 poison damage.
MINOR ACTIONS
R Acid Spit (acid) * Recharge 5 6
Attack: Ranged 5 (one creature); +13 vs. Reflex
Hit: 1d8 acid damage.
Regenerative Empowerment * At-Will 1/round
Effect: One troll within 10 squares whose regeneration is
currently inactive (as a result of taking acid or fire damage)
immediately reactivates the regeneration.
Skills Athletics +13, Endurance +14
Str 16 (+8)
Dex 21 (+10)
Con 18 (+9)
Int 10 (+5)
Wis 17 (+8)
Cha 13 (+6)
Alignment chaotic evil
Languages Common, Giant
Equipment leather armor, javelin x10
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A two-headed troll rolls initiative twice, gets two turns during a
round, and has a full set of actions (standard, move, minor) on
each turn. Each set of actions corresponds to a different head.
The troll’s ability to take immediate actions refreshes on each of
its turns.
Dual Brain
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +15 vs. AC
Hit: 3d8 + 11 damage.
TRIGGERED ACTIONS
M Smackdown * At-Will
Trigger: When an enemy moves into a position that flanks the
two-headed troll.
Attack (Immediate Reaction): The two-headed troll targets one
creature flanking it; +13 vs. Fortitude
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P1: ORCUS CONVERSION
Hit: The target is knocked prone.
Str 22 (+11)
Con 20 (+10)
Dex 18 (+9)
Int 6 (+3)
Alignment chaotic evil
Equipment hide armor
Attack: Ranged 20/40 (one creature); +19 vs. AC
Hit: 2d12 + 3 damage.
Wis 14 (+7)
Cha 10 (+5)
Languages Giant, Common
2 War Trolls (W)
Large natural humanoid
HP 140; Bloodied 70
AC 30; Fortitude 28; Reflex 26; Will 24
Speed 7
TRAITS
Level 14 Soldier
XP 1,000
Initiative +13
Perception +9
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Threatening Reach
The war troll can make opportunity attacks against all enemies
within its reach (2 squares).
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Greatsword (weapon) * At-Will
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 2d12 + 9 damage. If the attack bloodies the target, the troll
uses greatsword against it again.
Effect: The troll marks the target until the end of the war troll’s
next turn.
m Claw * At-Will
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 3d6 + 12 damage.
r Longbow (weapon) * At-Will
C Sweeping Strike (weapon) * At-Will
Requirements: Requires greatsword.
Attack: Close blast 2 (enemies in blast); +19 vs. AC
Hit: 2d12 + 6 damage, and the target falls prone.
TRIGGERED ACTIONS
Blood Pursuit * At-Will
Trigger: When a bloodied enemy within 2 squares of the war
troll moves or shifts.
Effect (Immediate Reaction): The war troll shifts 1 square closer to
the enemy.
Skills Athletics +17, Endurance +15
Str 24 (+14)
Dex 19 (+11)
Con 20 (+12)
Int 6 (+5)
Wis 14 (+9)
Cha 10 (+7)
Alignment chaotic evil
Languages Giant
Equipment plate armor, greatsword, longbow, arrows (30)
TACTICS
The two-headed troll is a straightforward combatant,
charging in and attempting to pulp the PCs into the ground.
The war trolls make use of slightly more intelligent tactics,
flanking or trying to fight from behind difficult terrain,
taking full advantage of reach. The spitting troll remains at
range and throws javelins.
FEATURES OF THE AREA
Illumination: This encounter takes place in bright
daylight.
Buildings: The buildings range from two to eight
stories (4 to 16 squares) in height. Climbing the walls
requires a DC 15 Athletics check.
Rubble: The rubble qualifies as difficult terrain.
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RAVEN SKULL NECKLACE
Sharrin contacts the Raven Sworn again during the
final peak of the battle. During the “Hold the Wall!“
encounter read the following description or modify it for
some other encounter if it fits better.
You are hacking your way through the troll king’s army.
Everywhere you hear screams and shouts as the few defenders
try to prevent the hordes of trolls and other vile beasts from
scaling the walls of Moonstair. The raven skull necklace you
received from the Crow feels unnaturally cold as it touches your
chest. As your sword decapitates one of the trolls the severed
head suddenly opens its eyes and looks at you. It speaks to you,
but the voice is twisted and dark, as if coming from a great
distance, or from the ground itself.
“My Queen, the Daughter of Winter is pleased. Your
enemies are passing through her shadowy halls in great
numbers. You are truly her scythe of death. But know that even
if the troll kings minions are seeing the Lady of Fate for the first
time, the troll king, Skalmad has not. First when he is killed can
Celduilon know real peace.”
The troll head grows silent and stiff, the sudden chill in the
air gone. You are now sure that Sharrin the Crow has tried to
deliver a new message to you through the dead servants of the
Raven Queen.
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INT2: BACK IN MOONSTAIR
The following description of what happens after the
raid on Moonstair is based on a scenario where the
adventurers got 141 or more Victory Points. If that is not
the case, you as a DM will have to create your own story on
what happens afterwards.
AFTER THE RAID
For their role in repelling the assault on Moonstair, the
adventurers receive the gratitude of the town. However, the
threat of the Trollhaunt has not ended yet. Having taken a
leadership role during the battle Mayor Kelana Dhoram
thanks them for saving the village and try to encourage
them to be part in at least initiating the build up activities
after the battle.
However, the day after Rualiss seeks out the
adventurers in the aftermath of the raid. He tells them that
the news of their victory has reached Celduilon. They are
expected in the eladrin court. King Palenthior wants to
thank them in person as well as have the full report.
Saffrenia has sent Ruallis and Sharrin have linked a portal
in the palace to the Moon Door, to save them travel time.
Once the characters enter the Moon Door they are
whisked away to the Citadel of Winter.
THE GIFT OF THE ELADRIN
Once the adventurers step through the portal of icy
silver within the Citadel of Winter, Saffrenia and Sharrin
greets them.
Saffrenia greets them all, “Thank you for what you
have done for Moonstair and Celduilon. By stopping the
troll army you have rekindled our hopes. The king is
expecting to see you. I do not think we want to delay him
further. Rualiss, please go and tell the king that the heroes
have arrived. We will be there shortly.”
Once Ruallis is gone Saffrenia talks to them in
confidence while leading them through the citadel.
As I am sure you have understood that we are under
attack by Skalmad’s troll army. Our eladrin armies have
managed to stop them at Kadorhak – Stone’s End. The
valley of Mar-Kilean is overrun with his foul spawn.
However, I am afraid that it is only temporary. Sooner or
later our defense lines will fall because we have a traitor
among us. There has been to many strange incidents.
Crucial logistic trains with rations for our troops ambushed
at the worst place at the worst time; troops falling ill from
food poisoning; important officers dying from freak
accidents. Alone these incidents maybe have gone
unnoticed, but combined you start to see a pattern. That’s
why it is so important that you come here and bring good
news to our city and people, giving them what they need the
most – Hope! We need to show our tired troops that
Skalmad and his troll army can be stopped, and that you
have done it! At the same time I want you to have your ears
and eyes open. My father is throwing a big celebration to
you and to the victory at Moonstair. I was hoping that you
might poke around and see if you might root out who the
viper is in our midst. Would you do that for me? People
would like to talk to you, meet you. If you ask the right
questions without causing concerns, maybe you can find
out things I couldn’t?
The adventurers soon find themselves in the Silver
Halls of Celduilon, in front of King Palenthior and the
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whole court who has gathered to catch a glimpse at the
heroes from Moonstair.
You soon find yourself in the Silver Halls of Celduilon,
this time is filled with eladrin nobles dressed in silver, white
and blue. On the blue crystal throne sits King Palenthior,
he looks as old as you remember him, but his eyes seems
awake this time. Filled with hope for the good news you are
bringing. Saffrenia walks up next to him, smiles and
whisper something in his ear.
The kings face smiles when he greets you, “Greetings
heroes from Moonstair. Your deeds have not gone
unnoticed in the Silver City of Celduilon. Maybe I was too
fast to judge you last time we met. I have brought you here
so that you might tell us of your heroic deeds that saved
Moonstair from complete annihilation at the hands of the
troll king Skalmad. But first I want to show you a token of
my peoples appreciation for what you have done for us.”
King Palenthior offer a gift to the party—a suit of +3
darkleaf leather armor (See Player’s Handbook page 228 for
details on this item.) Afterwards he asks his daughter
Saffrenia to introduce all the heroes to the court. He then
ask them to retell everything from the battle of Moonstair.
He ask questions such as: “How did you prepare for the
battle?”, “Wasn’t you greatly outnumbered? Yet you
prevailed, how?”, “What was the enemies weakness?”,
“How shall we meet this threat, what would you do?”, etc.
After the hearing King Palenthior invites them to
participate in the celebration of the victory of Moonstair,
and for their crucial role in saving Celduilon from a twoflank war. There, they have a chance to look for evidence of
the corruption Saffrenia suspects in the other members of
the council.
Tactical Encounter: “The Council Celebration” (next
page).
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THE FATE OF THE EYE
During the celebration, Sharrin the Crow talks to them
about some research she has done while they were in the
Great Warren and Moonstair. Sharrin has deduced that the
“magic eye” Skalmad’s followers speak of must be Moran’s
Eye.
In a work of ancient eladrin lore, Sharrin read of how a
wearer properly attuned to the Eye is said to be able to
return from the dead. If the PCs have already fought
Skalmad, Rualiss asks them what became of the troll king’s
magic eye. If they speak of having seen it disappear, Rualiss
gruffly tells them that Skalmad is still alive and unless they
stop him and the eye, they will never be able to kill him for
good.
SKALMAD’S TRUE POWER
Since she first heard rumors of the rise of the new troll
king, Sharrin has pondered on the source of Skalmad’s
power. Even with what she has learned (and what the
adventurers’ observations confirm), she tells the PCs that
Moran’s Eye is just one part of Skalmad’s power.
If the PCs are interested in investigating this line of
thought themselves, they can take advantage of the eladrin
library in Celduilon to undertake the skill challenge below.
If they are in a hurry to return to the Great Warren to
discover the certainty of Skalmad’s fate, have Sharrin
uncover a portion of the lore of the Stone Cauldron and
pass that information on. See the failure outcome of the
skill challenge for details.
LORE OF THE STONE CAULDRON
It is assumed that the PCs undertake this skill
challenge only after the raid on Moonstair. However, it is
possible that the PCs might engage in research or questions
regarding the Stone Cauldron earlier, particularly if they
make multiple expeditions from Moonstair to the Great
Warren before the raid occurs.
If the PCs have already figured out some of the
information below, grant them automatic successes in the
appropriate checks. Likewise, if certain assumptions made
in the skill challenge are incorrect (such as the PCs having
already killed Skalmad), adjust the checks accordingly.
Lore of the Stone Cauldron
Skill Challenge
Level 12
XP 700
You search for any piece of information in the large library of Celduilon
that might help you solve the mystery of Skalmad’s mysterious
disappearance and his rise to power.
Poring over the books in Celduilon’s library can take up to a
week, but the eladrin’s library holds the secrets the adventurers
seek.
Complexity
None
Arcana DC 20 (one day, 1 success, maximum 1 success)
The PC studies Celduilon’s lore regarding Moran’s Eye. In doing so, he
or she confirms that the disappearance of the troll king’s body was not
solely a property of the Eye. It has not been credited with such powers in
the past.
Arcana DC 28 (one day, 1 success, maximum 1 success, can
only be tried after the successful DC 20 Arcana check above)
Ancient eladrin tomes mention that the site the fomorian king Moran
built Mross-Kagg on was a holy eladrin site long before that. Its arcane
energies could only be translated to “ life-giving waters” in the ancient
eladrin tongue used back then.
History DC 20 (one day, 1 success, 2 maximum successes)
The PC compares Celduilon’s lore with eladrin knowledge and reports
of Skalmad’s recent activities, discovering one of the following pieces of
information.
♦
Legends of Moran’s Eye frequently speak of something else called
the Stone Cauldron—a lost fomorian artifact reportedly located
near Mross-Kagg.
♦
The trolls of the Trollhaunt have long been enemies of all fey, but
Skalmad is said to have made alliances with the fomorians and
other fey creatures, such as hags, as did the kings of ancient
Vardar.
♦
Records from the time of the War of the Dead mention that the
troll king Vard was very cautious and always led his armies from
the back. After joining forces with Karavakos he fought viciously
from the front lines, and was terrible to behold. ‘It was like he
didn’t fear death at all’ some witnesses retell in their records.
1 (4 successes before 3 failures)
Primary Skills
Arcana, History, Insight
Success
The adventurers deduce that whatever the Stone Cauldron is, it
has something to do with Skalmad’s rise to power. Sharrin is
able to do further research. The following day, he gives the PCs
the information revealed in the read aloud text below.
Failure
If the adventurers attain 3 failures before gaining 4 successes,
they are at a loss, but Sharrin can pick up where they left off.
After two days of research, she gives the PCs most of the DC 20
information revealed in the read aloud text below. However,
she does not mention any of the information from the DC 28
checks. Because the PCs failed the skill challenge, they are
denied this key piece of information regarding the Cauldron
and the means to destroy it (see “Destroying the Cauldron,”
below).
Retrying
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History DC 28 (one day, 1 success, maximum 1 success, can
only be tried after the successful DC 20 History check above)
The PC discovers the following passage of prophecy in one of Celduilon’s
old tomes, “When the troll king returns and the Stone Cauldron is used
two times, then Vard himself shall rule again.”
Insight DC 20 (minor action, 1 success, maximum 1 success)
The PC recalls the dying Skalmad’s last words, confirming that the troll
king’s promise to return went beyond bravado. Skalmad knew that his
death was only a temporary setback.
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When Sharrin is ready to reveal what he has
learned regarding the Stone Cauldron, read:
“The Stone Cauldron is not a relic, but a magical
site. Centuries ago, a clan of fomorians found a magic
spring and built a cauldron of stone around it. It stands
within a ruined fortress in the Feywild. The Cauldron
was once a powerful fomorian weapon that could raise
entire armies from the dead, but its power is said to
have declined over the long passage of years.
“The ruined fortress is just east of the Feywild
equivalent of the Trollhaunt. If Skalmad has managed
to tap into the power of the Stone Cauldron, he must
have a way to cross over to the Feywild within or close
to the Great Warren.”
DESTROYING THE CAULDRON
Crafted long ago by dark fomorian magic, the Stone
Cauldron is difficult to destroy. If the adventurers
succeeded on the previous skill challenge, the eladrin is
able to hypothesize that throwing Moran’s Eye into the
Cauldron will destroy it. As well, the eladrin provides them
with a scroll for the ritual of Alleshandros. This special ritual
takes 10 minutes to perform, but it will also destroy the
Cauldron.
If the PCs failed at the skill challenge, they know
neither of these pieces of information, and must figure out
how to destroy the Cauldron on their own.
HOOK: DESTROY THE STONE
CAULDRON
Even as they return to the Great Warren to break up
Skalmad’s forces and discover that the troll king has indeed
returned, the adventurers take on a new major quest. They
must find and destroy the Stone Cauldron to permanently
vanquish Skalmad’s power and end the threat of a reborn
Vardar.
Quest XP: 4,000 XP (major quest).
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THE COUNCIL CELEBRATION
The following encounter is taken from Dungeon
Magazine 157 – “Dark Heart of Mithrendain”.
out in this crowd. The looks they get range from
astonishment to revulsion, but their notoriety precedes
them. The other councilors are eager to meet the party that
saved Saffrenia—though some are less thankful than others.
Interrogating the Council Members
The PCs follow Saffrenia to the big celebration in one
of Celduilon’s many open parks.
You find yourselves surrounded by eladrin revelers
circling through seven large pavilions were the celebration
is being held. Saffrenia explains that each pavilion belongs
to a family of the ruling council that has contributed to the
expenses. Not only is it a good way to share the cost but it
also allows the folk of the city to meet freely with the
members of the council, discussing concerns, creating
petitions, or simply socializing with its rulers.
With word of the PCs’ part in saving Moonstair already
circulating through the city, they are honored guests at the
celebration and are welcomed in the pavilions of the other
councilors. Saffrenia stays in her own pavilion during the
celebration, giving the PCs the chance to glean insight into
who might betray Celduilon.
INSIDE INFORMATION
The following skill challenge sees the PCs make the
rounds of the pavilions, seeking confirmation of Saffrenia’s
fears.
Setup: The PCs can freely circulate throughout the
celebration, keeping their eyes and ears open. Saffrenia
gives them the names and descriptions of the four council
members she herself suspects (see below). Depending on
the racial makeup of the party, the PCs are likely to stand
Skill Challenge
Level 12
XP 2,800
You move around the different council members pavilions trying to keep
your ears and eyes open, looking for evidence of corruption among the
council members.
This section of the adventure is effectively four skill challenges
in combination—one for each of the council members under
suspicion. Information on each council member (and what
kinds of things the PCs might learn from them) is given below.
The PCs can engage the councilors in any order they want,
working individually or together.
Though the skill challenge connects specific information to
particular checks, you can rework those revelations as you see
fit. Improvise responses to the PCs’ questions for things not
covered below, using the broad sense of each councilor’s
personality and backstory, and the information in the “Citizens
and Denizens” section.
The PCs can hear about Jelvistra from a number of different
sources, but the characters will have to piece the information
together to get a full sense of the lamia’s plots.
can use to have him arrested. Beyond the specific information
they have gained from their successes, give them any
information detailed in the other checks that you think is
important.
Failure
The PCs’ failed attempts at gathering information draw the
attention of corrupt city guards loyal to Jelvistra. They note these
guards watching them as they leave the celebration.
Retrying
None
DRESYAE TLATHLYN
If the PCs gain two or more successes with Dresyae,
they gather enough circumstantial evidence to believe that
he is corrupt. If a PC earns a failure while speaking with
Dresyae, he or she draws the attention of his guards, who
forcibly remove the PC from his pavilion. That PC can
make no further checks in this part of the skill challenge.
Primary Skills
Bluff, Diplomacy, Thievery.
Complexity
Secondary Skills
4 (10 successes before 3 failures)
Insight, Perception.
Because the skill challenge plays out in four parts (see below),
the PCs might wish to seek more successes in order to obtain
additional information. For every two additional successes,
award the party an additional 700 XP.
Bluff DC 28 (5 minutes, 1 success, maximum 1 success)
Primary Skills
See below
Success
The PCs gather enough information to suggest which of the
councilors are dealing with Jelvistra. Most importantly they
have solid proof of Dresyae Tlathlyn’s betrayal, which Saffrenia
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The PC quietly claims to know about Dresyae’s corruption, or
pretends to want to aid the councilor in his secret plans. A
successful check causes Dresyae to drop the name of the eladrin
noble Jelvistra, and to suggest that there might be a place for the
PCs in Dresyae’s plans or in his army. However, he tells them to
steer clear of Saffrenia for their own good.
Diplomacy DC 20 (10 minutes, 1 success, maximum 2
success)
A PC seeking to ingratiate himself to Dresyae finds the
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councilor only too willing to talk about himself. He speaks of his
role in leading the army against the troll army, and lets on that
he has even more extensive plans to ensure the prosperity and
safety of the city.
Secondary Skills
Thievery DC 20 (standard action, 1 success, maximum 1
success) This check can only be made after a successful
Perception check
Dresyae is distracted, and a canny PC might be able to steal the
letter he was reading when the PCs entered the pavilion. If this
is done, Saffrenia gets the evidence she needs to prove Dresyae’s
corruption. The letter is in the Player’s Handout appendix.
Insight DC 14 (5 minutes, no success) A successful Insight
check grants a +2 bonus on further Bluff or Diplomacy checks
in this part of the challenge.
Observing Dresyae for an extended period establishes the
councilor’s dark demeanor. He believes himself superior to his
peers on the council, and carries himself with the air of a
warrior, not a politician.
Perception DC 14 (free action, no success) A successful
Perception check allows the PCs to make a Thievery check
The character notices that Dresyae is reading a letter when they
enter the pavilion. Once he sees the PCs he put it away in his
pocket.
FLAEORN MARNON
With two or more successes in this part of the
challenge, the PCs believe that Flaeorn is not involved in
any plots against the city. If a PC fails a check while
speaking with Flaeorn, his mood darkens immediately and
is noted by his crowd of supporters. Any further checks in
this section of the challenge made by the PC (or any other
PCs seen speaking with him or her) take a –2 penalty.
Primary Skills
Bluff, Diplomacy, Streetwise.
Insight.
Primary Skills
Bluff DC 20 (5 minutes, 1 success, maximum 1 success)
Bluff, Diplomacy, Intimidate, Streetwise.
The PC can try to flatter or lie her way into Flaeorn’s good
graces, causing him to gossip about his fellow council members.
He suggests that Dresyae is dangerous and power hungry, that
Laemu would sell his children if the price were right, and that
Serriay is far less capable than her recent success suggests.
Secondary Skills
Diplomacy DC 20 (10 minutes, 1 success, maximum 2
success)
A PC can threaten Laemu or pretend he knows that the
councilor is involved in illicit activity. Laemu deflects attention
to Serriay, saying that she was the one determined to delay the
reinforcement of the Celduilon army, thereby putting them at
great risk once the threat of the troll kings army was confirmed.
The PC offers praise for Flaeorn’s pavilion, inspiring the
councilor to speak of enjoying the company of honest folk. He
contrasts that with a councilor’s obligation to deal with
supplicants like Jelvistra, always wanting something in exchange
for her offers of advice and favors.
Streetwise DC 20 (10 minutes, 1 success, maximum 1 success)
Flaeorn is surrounded by an adoring crowd. A PC who succeeds
on this check learns that the councilor has performed many
good works for the city, and that he has donated a sizable
amount of his fortune to charities.
Insight DC 14 (10 minutes, no success) A successful Insight
check grants a +2 bonus to all primary skill checks in this part of
the challenge.
The PC spends time watching Flaeorn interact with the
common folk to gauge his temperament and personality.
LAEMU SPIREMRUL
Those who gain two or more successes against Laemu
believe that he has been bribed to help delay the war
preparations in Celduilon. If a PC earns a failure against
Laemu, the councilor orders his guards to show him and
any PCs seen speaking with him away from his pavilion.
Those PCs can make no further checks in this part of the
challenge.
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Insight.
Bluff or Intimidate DC 20 (5 minutes, 1 success, maximum 1
success)
Diplomacy DC 20 (10 minutes, 1 success, maximum 2
success) A PC who gives Laemu a gift of coins or jewelry worth
at least 100 gp gains a +2 bonus on this check.
The PC can attempt to win over Laemu with honest interest in
the workings of the city’s politics. With a successful check,
Laemu speaks of the relationship between himself and those
interested in the continued strength of the city, naming Jelvistra
as a noble who has Celduilon’s best interests at heart.
Streetwise DC 28 (10 minutes, 1 success, maximum 1 success)
A PC who makes a successful Streetwise skill check overhears
the talk of Laemu’s underpaid and largely dissatisfied personal
guards. They hear of several late-night meetings with Jelvistra,
and secret caravans heading out along less traveled roads. One
guard even shows a strange gold coin with a troll head on it,
which he received as payment for his services to Laemu. Show
the gold coin in the Player’s Handout section.
Insight DC 14 (10 minutes, no success) A successful Insight
check grants a +2 bonus on the following Diplomacy or
Streetwise check made in this challenge.
The PC observes Laemu giving greater attention to those city
folk who ply him with gifts, establishing the councilor’s greed.
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SERRIAY CELSHIL
Those who gain two or more successes with Serriay
discern that she is beholden to another who has
orchestrated her rise to power. While she may be good at
heart, the councilor is clearly trying to cover up her
connection to Jelvistra.
If a PC fails a skill check in this part of the challenge,
Serriay’s husband Thendol drunkenly asks them to leave
her pavilion. If they do not, he punches them (+6 vs. AC,
2d6 + 5 damage) before passing out. However, Serriay’s
mortification gives the PC a +2 bonus to further checks in
this part of the challenge.
Streetwise DC 14 (10 minutes, no success) A successful
Streetwise check grants a +2 bonus on the next primary skill
check made in this challenge.
By observing and listening to the city folk in Serriay’s pavilion,
the PC hears of the young councilor’s recent rise to a leadership
role in council. A successful check grants a +2 bonus on the
PC’s next primary skill check. The use of this skill does not
count as a success or failure in the skill challenge.
Primary Skills
Bluff, Diplomacy, Intimidate.
Secondary Skills
Streetwise.
Bluff or Intimidate DC 28 (5 minutes, 1 success, maximum 1
success)
The PC threatens to expose Serriay’s secrets. With a successful
check, Serriay admits her relationship with Jelvistra.
Additionally, she tells the PCs how the noble’s formerly friendly
suggestions and direction have lately turned to subtle threats.
She has been forced to show Jelvistra secret related to army
movements and supply trains.
Diplomacy DC 20 (30 minutes, 1 success, maximum 2
success)
A PC who engages Serriay in conversation is introduced to her
husband Thendol, who is only too happy to talk to the PCs. He
speaks at length about Serriay’s late-night meetings with the
attractive and brilliant Jelvistra.
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DRESYAE’S ESCAPE
Encounter Level 13 (4,200 XP)
Dresyae Tlathlyn (D)
4 eladrin blackguards (G)
1 eladrin twilight enforcer (E)
SETUP
The party is in the middle of a market square,
surrounded by tent pavilions and eladrin homes, as they try
to approach Dresyae Tlathlyn in order to arrest him.
Dresyae Tlathlyn do not surrender, instead he surrounds
himself with several eladrin guards. Farmers and shoppers
huddle behind produce carts as the fight breaks out.
Dresyae realize that he has been exposed and tries to
escape Celduilon at the first opportunity.
TACTICS
The eladrin blackguards each issue a Feywild challenge
to different PCs in an effort to prevent attacks against
Dresyae Tlathlyn. They position themselves to use their
harvest’s sorrow power to protect Dresyae Tlathlyn, allowing
him to slip into an ally where he can escape.
The twilight enforcer uses binding bolt against the
strongest-looking melee combatants, giving the blackguards
combat advantage against immobilized foes. He uses
teleporting bolt against a spellcaster or ranged combatant
trying to stay out of melee, dropping them where the guards
can attack. He reserves dazzling blast until he can target two
or more PCs.
Dresyae Tlathlyn keeps back using feywild challenge. As
the first sign that he is loosing the battle (first death of a
bodyguard) he moves south to the drainage grating. He
then uses fey step to teleport down into the sewer,
preventing anybody to follow which can’t teleport through
the grating. If nobody follows in 2 rounds, he is gone.
The bodyguards ignore all threats or offers of parley.
They do not surrender (knowing that Dresyae Tlathlyn will
have them killed if they are captured). However, if at least
three of them are dead or unconscious and Dresyae
Tlathlyn has made his escape, the survivors flee.
Dresyae Tlathlyn (D)
Level 12 Soldier (Leader)
Medium fey humanoid
XP 700
HP 117; Bloodied 58
Initiative +14
AC 28; Fortitude 24; Reflex 26; Will 22
Perception +7
Speed 5
Low-Light Vision
Saving Throws +5 to end charm, immobilize, restrained, or
slowed conditions*
TRAITS
Feywild Tactics * Aura 5
Fey allies can score a critical hit on rolls of 19-20 while in the
aura.
STANDARD ACTIONS
m Longsword (weapon) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 3d8 + 7 damage.
M Rage of the Wild (weapon) * Recharge 5 6
Attack: Close burst 1 (enemies in burst); +17 vs. AC
Hit: 3d8 + 7 damage, and the target is knocked prone.
MINOR ACTION
R Feywild Challenge (radiant) * At-Will
Effect: Close burst 5 (one enemy in the burst). Dresyae marks the
target until the end of the encounter or until Dresyae uses this
power again. While the enemy is marked by Dresyae, it takes 4
radiant damage whenever it ends its turn without attacking
Dresyae.
MOVE ACTIONS
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Fey Step (teleportation) * Encounter
Effect: Dresyae teleports up to 5 squares.
TRIGGERED ACTIONS
Turn the Tide * At-Will
Trigger: When an ally within 5 squares of Dresyae fails a saving
throw.
Effect (Immediate Interrupt): The ally makes a new saving throw,
using the second result.
Skills Athletics +15, Arcana +10, History +10, Nature +12
Str 18 (+10)
Dex 22 (+12)
Wis 13 (+7)
Con 13 (+7)
Int 14 (+8)
Cha 16 (+9)
Alignment evil
Languages Common, Elven
Equipment longsword, ring of freedom of movement*
4 Eladrin Blackguards
Level 12 Soldier (Leader)
Medium fey humanoid (eladrin)
HP 117; Bloodied 58
AC 28; Fortitude 24; Reflex 26; Will 22
Speed 5
Saving Throws +5 against charm effects
TRAITS
XP 700
Initiative +14
Perception +7
Low-light vision
Feywild Tactics * Aura 5
Fey allies can score a critical hit on rolls of 19-20 while in the
aura.
STANDARD ACTIONS
m Longsword (weapon) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 3d8 + 7 damage.
M Stab of the Wild (weapon) * Recharge 5 6
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 3d8 + 15 damage, and the target is restrained until the end
of the eladrin’s next turn.
MINOR ACTION
R Feywild Challenge (radiant) * At-Will
Effect: Close burst 5 (one enemy in the burst). The eladrin marks
the target until the end of the encounter or until the eladrin uses
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this power again. While the enemy is marked by the eladrin, it
takes 4 radiant damage whenever it ends its turn without
attacking the eladrin.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
M Harvest's Sorrow * At-Will
Trigger: An attack damages an ally.
Effect (Immediate Interrupt): Close burst 5 (triggering ally in the
burst). The target takes half damage from the triggering attack,
and the eladrin takes an equal amount of damage.
Skills Athletics +15, Arcana +10, History +10, Nature +12
Str 18 (+10)
Dex 22 (+12)
Wis 13 (+7)
Con 13 (+7)
Int 14 (+8)
Cha 16 (+9)
Alignment evil
Languages Common, Elven
Equipment chainmail, light shield, longsword
Level 12 Controller
Medium fey humanoid (eladrin)
HP 114; Bloodied 57
AC 26; Fortitude 23; Reflex 25; Will 25
Speed 6
Saving Throws +5 against charm effects
STANDARD ACTIONS
XP 700
Initiative +9
Perception +7
Low-Light Vision
m Spear (weapon) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 3d8 + 4 damage, and the target is slowed until the end of
the eladrin's next turn.
R Binding Bolt (force) * At-Will
Attack: Ranged 10 (one creature); +15 vs. Reflex
Hit: 3d8 + 7 force damage, and the target is immobilized until
end of the eladrin's next turn.
Miss: The target is slowed until the end of the eladrin’s next turn.
R Teleporting Bolt (force, teleportation) * At-Will
Attack: Ranged 5 (one creature); +15 vs. Reflex
that is tipped over spills its contents in a 2-square-by-2square area that becomes difficult terrain.
C Dazzling Blast (radiant) * Recharge 5 6
Attack: Close blast 3 (enemies in the blast); +15 vs. Will
Hit: 4d6 + 6 radiant damage, and the target is blinded until the
end of the eladrin's next turn.
MOVE ACTIONS
Effect: The eladrin teleports up to 5 squares.
TRIGGERED ACTIONS
Eladrin Twilight Enforcer
Hit: 2d10 + 9 force damage, and the eladrin teleports the target
up to 3 squares.
Miss: The eladrin can teleport the target 1 square.
Fey Step (teleportation) * Encounter
Effect: The eladrin teleports up to 5 squares.
Skills Arcana +18, History +18, Nature +12
Str 12 (+7)
Dex 16 (+9)
Wis 12 (+7)
Con 10 (+6)
Int 20 (+11)
Cha 16 (+9)
Alignment evil Languages Common, Elven
Equipment robes, spear
FEATURES OF THE AREA
Bystanders: Thirteen eladrin bystanders (labeled ‘B’
on the tactical map) have moved to the edges of the square,
taking shelter in doorways, alleys, or under sellers’ carts.
The bodyguards focus their attacks exclusively on the PCs,
but if any bystanders are attacked (including being caught
in the PCs’ area attacks), treat them as minions with AC 12,
Fortitude 11, Reflex 12, and Will 11.
Ice: Sheets of ice cover some squares. These squares
are slippery. A character charging or running through these
squares must make a DC 15 Acrobatics check or fall prone
in the first square of ice entered.
Stalls and Carts: Market stalls and vendors’ carts
selling produce and flowers, milk and cheese, and a wide
variety of handicrafts are set up across the market square. A
cart is tall enough that a Small creature can move under it
and gain cover. It costs 2 squares of movement to hop up
onto a cart. A character can make a DC 10 Strength check
to tip over a cart, which then grants superior cover. A cart
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Wooden Dais: The woden dais is 5 foot high with a
railing. Climbing on top of the platform, rather than using
the two stairs requires a full move action.
Drainage Grating: The metal grating requires a DC
25 Strength check to open. The drainage pipe is narrow
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P1: ORCUS CONVERSION
and forces medium sized creatures to squeeze through the
4 squares, before entering the larger sewer system. The
sewers are a labyrinth of tunnels and pipes, which Dresyae
Tlathlyn knows by heart.
DEVELOPMENT
It is important the Dresyae Tlathlyn is given the chance
to escape, as it is part of the story. The players will later
have their revenge upon Dresyae in the final battle against
Skalmad at Mross-Kagg. However, you may decide to give
the players a chance to catch the fleeing Dresyae Tlathlyn if
they manage to get down into the sewers within 2 rounds
from when Dresyae entered. If they capture him, he tells
the full story of his betrayal and is brought to justice.
However, Jelvistra have already escaped Celduilon. As a
result you will have to do changes to Encounter C4.2:
Throne Room. Replace Dresyae Tlathlyn with a fourth
Warren troll instead.
The bodyguards have the look of Citadel Sentinel, only
their badges indicate their service to the House of Tlathlyn.
Once the bodyguards are overcome, the remaining
bystanders react in fear to the PCs, believing them to be
enemies of Celduilon and the eladrin. A few run for help or
shout for the city guard.
If the PCs attempt to capture any of the bodyguards for
later questioning, they find that they know very little about
their master’s treachery. The captured eladrin knows only
that they were ordered to protect the councilor with their
lives. They know that he have had secret meetings with
Jelvistra, but nothing more.
Dresyae Tlathlyn – Betrayer of Celduilon
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THE STONE CAULDRON
As I changed the Great Warren map I have reworked
the Stone Cauldron map as well, having tried to move some
of the encounters to the Feywild instead.
♦
Encounter W11: Crow Cage Cavern has been
combined with the C1: Cliffside Portal.
♦
Encounter W9: Corkscrew Cave has been just slightly
adjusted (mainly the map) and moved in between
Encounter C2 and C3.
♦
Both Encounter W7: The Foundry and W12: Throne
Cave have been moved into the fortress of Mross-Kagg.
ARRIVAL IN THE FEYWILD
If the adventurers step through the portal in the Great
Warren, they appear in below the fortress of Mross-Kagg
(Location 1 on the map).
When the adventurers arrive in the Feywild by
using the Great Warren portal, read:
You feel a sudden lurch as you step through the
glimmering portal. As you look around you find that you
are no longer inside the cavern of the Great Warren. You
stand next to a cliff side with an open sky above. You are
surrounded by towering cliffs heavy with moss, a treecovered landscape around you torn through by enormous
rifts extending down into darkness. On a hilltop to the right
you see a dark looming ruin of a fortress, its wall twisted
and of ancient design. Whoever build it must have built it
out of nightmares.
THE FORTRESS OF MROSS-KAGG
Below is the changes done to some of the locations on
the Stone Cauldron map. The new updated map is on the
right. A larger version is in the DM Map section.
14. Underground Entrance. An opening leading into
the underground area extends from a narrow shelf 40 feet
down the side of this rift. It cannot be seen from the top. It
can be climbed with a DC 15 Athletics check (DC 10 with
a rope).
1. Crow Cage Landing. A labyrinth of steep cliffs,
streams and thick thorn bushes is the home of the hags
Geala and Morsha. A magic portal leads through the
eastern wall from the chamber to the north.
3½. Corkscrew Pass. Three warren trolls and a galeb
duhr guards this pass as the track climbs upwards towards
the fortress of Mross-Kagg.
7. Kitchen. The kitchen is empty as all the kitchen
staff has joined the troll army heading towards Celduilon.
9. Courtyard and Barracks. This area is open to the
sky. The trolls have raised simple barracks to provide
accommodation for the troll army officers. It is now
deserted as the army is attacking Celduilon.
10. Foundry. The foundry is run by the troll smith
Thurk and his grimlock apprentices. They are working hard
to supply the army with weapons and armor.
11. Skalmad’s Bedchamber. Two huge rifts have all
but destroyed this area. However, Skalmad still use it as his
bedchamber. A narrow rope bridge is the only means of
access. This open room is situated 10 feet above the
courtyard.
12. War Room. The walls of this room hang with
maps showing the lands around Moonstair and Celduilon.
A large meeting table is situated in the middle with a warm
hearth and some bookshelves to the east part of the room.
13. Throne Room. The pillars here are carved with
regal Elven runes in the fomorian dialect. An old fomorian
crystal stone is still situated in the throne room were
Skalmad holds council.
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C1: CLIFFSIDE PORTAL
Encounter Level 14 (5,300 XP)
Selnarine, briar witch dryad (D)
Geala, briar hags (H)
5 boneshard troll skeletons
SETUP
This encounter takes place in Location 1. The players
step through the portal in the Great Warren, arriving in the
mountainside portal to the south. This garden is the home
of the briar hags Geala and Selnarine, who live in the small
hut to the north. One hag is in this hut at the start of this
encounter, the other is sitting in the open area under the
cages. The boneshard troll skeletons start the encounter
inside the hanging iron cages.
When the adventurers enter this chamber, lay out
the poster map. Show the players the “View of the Iron
Cages” illustration in the Player’s Handout section,
then read:
Patches of glowing fungi cover the ground and some
trees in this small clearing, illuminating it with a dim
purple glow. Some huge purple toadstools, the size of men
grows in the strange dark forest surrounding you. Huge
trees and thorn bushes block almost all sunlight, leaving the
clearing dim and shadowy. The clearing below you is 15
feet lower than the surrounding higher terrain, with broad
stone steps carved out from the underlying bedrock leading
down into the cauldron-like clearing. On the other side you
spot something that looks to be an old hut.
skeletons sprawled within them. To the northeast stands an
archway, with a solid slab of stone cliff face behind it.
Rellanic runes are scribed across it, glowing yellow. Close
by, the corpse of an eladrin lies sprawled on the ground in a
pool of drying blood. Near the foot of the steps in front of
you, a haggard old woman tends a mushroom patch.
Perception Check
DC 26: The skull of the large skeleton in the nearest
cage faces you, and you notice tiny sparks of fire pulsing
deep within its otherwise dark sockets.
Selnarine, Briar Witch Dryad
Level 13 Elite Controller
Medium fey humanoid (plant)
HP 262; Bloodied 131
AC 29; Fortitude 27; Reflex 25; Will 27
Speed 8 (forest walk)
Saving Throws +2; Action Points 1
TRAITS
XP 1,600
Initiative +8
Perception +13
Curse of Thorns * Aura 3
Enemies without forest walk take 2 damage each time they
move—or are pulled, pushed, or slid—into a square within the
aura. Creatures do not take damage when a briar witch dryad
moves closer to them.
Thorn Boon * Aura 6
The skeletons here are not as decrepit as they appear.
Shortly after Skalmad declared himself king, these five
lesser clan chiefs tried to seize power for themselves. After
slaying them, the troll king had them turned into boneshard
skeletons and placed as guards in this clearing below
Mross-Kagg. The hags refer to these skeletons as their
crows.
Allied plants in the aura deal an extra 5 damage with each
melee attack.
Geala (the old woman) cackles and mutters softly to
herself at the first sign of the adventurers. She appears to be
a harmless hermit, but suspicious characters can attempt a
DC 21 Insight check to sense hardened malice beneath her
crazed laughter.
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d8 + 7 damage.
If the adventurers call to the old woman, read:
“What?” the old woman calls back, one gnarled hand
to her ear. “Speak up! Can’t you see I’m an old, decrepit
woman? Come closer if you want to talk. Otherwise, I’ve got
mushrooms to tend to.”
Thorny Body
Any creature that grabs the briar witch dryad takes 5 damage at
the start of its turn.
STANDARD ACTIONS
m Claws * At-Will
R Briar Cage * At-Will
Attack: Ranged 10 (one creature); +16 vs. Reflex
Hit: 3d6 + 5 damage, and the target takes ongoing 5 damage
and is restrained (save ends both). A creature in a briar cage has
cover. A briar cage can be destroyed (25 hit points; resist 10 to
all damage).
MOVE ACTIONS
Treestride * At-Will
Effect: The briar witch dryad can teleport 8 squares if it begins
and ends adjacent to a tree, a treant, or a plant of Large size or
bigger.
MINOR ACTIONS
Deceptive Veil * At-Will
Five large iron cages hang by chains from the black
branches of the immense trees high above you, broken troll
Effect: The briar witch dryad disguises itself to appear as a
Medium humanoid, usually a beautiful elf or eladrin, until it
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uses deceptive veil again or until it drops to 0 hit points. Other
creatures can make a DC 34 Insight check to discern that the
form is an illusion.
Skills Bluff +15, Insight +13, Stealth +13
Str 16 (+9)
Dex 14 (+8)
Wis 14 (+8)
Con 19 (+10)
Int 11 (+6)
Cha 19 (+10)
Alignment unaligned
Languages Elven
Geala, Briar Hag (G)
Level 12 Controller
Medium fey humanoid
HP 123; Bloodied 62
AC 26; Fortitude 23; Reflex 25; Will 24
Speed 7 (forest walk)
TRAITS
XP 700
Initiative +11
Perception +14
Low-Light Vision
Feverish Presence * Aura 3
Bloodied enemies in the aura are weakened.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d6 + 8 damage.
M Rake the Eyes * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d8 + 6 damage, and the target is blinded until the end of
the briar hag’s next turn. The briar hag shifts 2 squares before or
after making this attack.
A Call Briar (conjuration, zone) * Recharge 5 6
Attack: Area burst 2 within 10 (creatures in burst); +15 vs.
Reflex
Hit: 4d4 + 5 damage and the target is immobilized (save ends).
This attack’s area becomes a zone of difficult terrain until the
end of the encounter. Any creature that enters or starts its turn
in the zone takes 1d4 damage. A briar hag is immune to its own
briars.
R Curse of Thorns * Encounter
Attack: Ranged 10 (one creature); +17 vs. AC
Hit: 3d6 + 10 damage and the target is restrained (save ends).
MINOR ACTIONS
Change Shape (polymorph) * At-Will
Effect: The briar hag alters its physical form to appear as a
Medium humanoid, usually a young human woman or an old
crone, until it uses change shape again or until it drops to 0 hit
points. To assume a specific individual's form, the briar hag
must have seen that individual. Other creatures can make a DC
33 Insight check to discern that the form is a disguise.
Skills Arcana +13, Intimidate +14, Nature +14
Str 18 (+10)
Dex 21 (+11)
Wis 17 (+9)
Con 19 (+10)
Int 14 (+8)
Cha 16 (+9)
Alignment evil
Languages Common, Elven
5 Boneshard Troll Skeletons
Level 11 Brute
Medium natural animate (undead)
XP 600
HP 137; Bloodied 69
AC 23; Fortitude 22; Reflex 22; Will 21
Speed 6
Immune disease, poison; Resist 10 necrotic;
Vulnerability 5 radiant
STANDARD ACTIONS
Initiative +8
Perception +7
Darkvision
m Scimitar (necrotic, weapon) * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 3d8 + 6 damage plus 10 necrotic damage. If the troll
skeleton takes acid or fire damage, it does not deal necrotic
damage with this attack until the end of its next turn.
m Boneshard (necrotic) * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 2d6 + 7 damage, and ongoing 5 necrotic damage (save
ends).
TRIGGERED ACTIONS
C Boneshard Burst (necrotic)
Trigger: When first bloodied and again when the boneshard
skeleton is reduced to 0 hit points.
Attack (Immediate Reaction): Close burst 3; +14 vs. Reflex
Hit: 3d6 + 9 necrotic damage.
Str 16 (+8)
Con 17 (+8)
Dex 16 (+8)
Int 3 (+1)
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Wis 14 (+7)
Cha 3 (+1)
Alignment unaligned
Equipment scimitar
Languages —
TACTICS
Unless the adventurers attack her at once, Geala
maintains her disguise as an old woman. She mutters to
herself, putters around the mushroom patch, and waits for
two or more of the adventurers to enter the lower portion of
the clearing before she attacks. If the adventurers attempt
to talk to her or approach her in a peaceful manner, she
tries to entice them to walk toward her, beneath the
hanging cages.
Once combat starts, the boneshard troll skeletons
throw open their cage doors and drop to the floor (lowering
themselves as a move action so that they do not take
damage). Selnarine is out of sight in the nearby hut, but the
sound of combat brings her through the door the following
round.
Geala uses call briar to immobilize targets within range
of a boneshard troll skeleton’s reach. She uses curse of thorns
to pin down characters who escape the briars, then use rake
the eyes to move in, attack, and shift away again. She tries to
stay close to the release levers to drop a cage on any
characters fighting beneath it. If the adventurers stay out of
range, Geala drops a cage on a badly injured skeleton if
doing so will unleash its boneshard burst while two or more
adventurers are within range.
Selnarine tries to catch the enemies in the front with
briar cage, and then she uses treestride to attack controllers in
the back of the party, trying to get as many as possible
within her curse of thorns area.
The skeletons fight to the death. If one hag is defeated
and the other is bloodied, that survivor tries to escape
through the door to the east and warn Skalmad that trouble
is on the way.
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FEATURES OF THE AREA
Illumination: Dim light (from the glowing fungi
throughout).
Boulders: Stone boulders provide cover to any
character standing adjacent to one.
Ceiling: The canopy of dark leaves form a ceiling 25
feet above the higher sections of floor to the north and
south, 40 feet above the center.
High Escarpment: These steep slopes rise to a height
of 15 feet, separating the eastern and western sides of the
clearing from the lower central floor. Scaling the slope
requires a DC 21 Athletics check. A creature that drops
down from above takes 1d10 falling damage.
Fungi Patch: These knee-high patches of mushrooms
and toadstools are difficult terrain (requiring 1 extra square
of movement to enter).
Mushrooms: These large purple mushrooms explode
in a cloud of spores if they take any damage. Anyone caught
in the cloud risk becoming dazed.
Mushroom Cloud (immediate reaction, when damaged;
encounter)
Close burst 1; +16 vs. Will; the target is dazed (save ends).
Hanging Cages: These large cages are suspended by
chains from the tree branches above. Each cage is 10 feet
tall and hangs so that its bottom is 15 feet above the floor.
(This means that the four cages set above the central part of
the clearing are level with the floor on the higher east and
west sides of the cavern.) Though they are currently open,
the cages can be locked (DC 26 Thievery check to unlock).
Geala and Morsha have the keys.
Chain Release: The chains suspending the cages are
secured to sturdy roots, and fitted with a quick-release
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lever. As a minor action, a single cage can be released to
plummet to the floor. Anyone in the cage takes 1d8 + 5
damage; anyone beneath the cage takes 3d6 + 5 damage.
Characters making a successful DC 21 Acrobatics check
take half damage.
As a standard action, a cage can be slowly lowered to
the ground.
Stone Portal: The stone portal provides access to the
fortress of Mross-Kagg. To enter the magical portal, see
“Activating the Magic Portal” below.
Trees and Thorns: Squares containing trees and thorn
bushes are difficult terrain (requiring 1 extra square of
movement to enter) and provide cover (–2 to attack rolls) to
anyone standing within it or behind it. If a creature moves
through more than 1 square of thorns during a single move
action or incident of forced movement, that creature takes
5 damage. Clearing one square of thorns requires a
standard action and makes plenty of noise.
Hag’s Hut: The hags’ foul lair contains two straw
pallets, sacks of tubers and mushrooms, a few foul-smelling
carcasses hanging to ripen (mostly small game), and shelves
piled with foul-smelling herbs and reagents. Among the
clutter is a locked wooden chest that holds 2,200 gp, a fine
ivory statuette of a dragon (worth 800 gp), and a +3 torc of
fortune (see page 23 of Adventure Book One).
ACTIVATING THE MAGIC PORTAL
The runes on the portal arch are in the fomorian
dialect. They translate to “The blood of our enemies is our
strength,” but their magical essence holds further meaning
for those who study them. Show the players the runes in
the Players’ Handout Section. Figuring out the operation of
the magic portal is a skill challenge to be undertaken during
the combat with the hags.
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Activating the Magic Portal
Skill Challenge
Level 15
XP 1,200
You move around the different council members pavilions trying to keep
your ears and eyes open, looking for evidence of corruption among the
council members.
The fomorians built this portal. To activate it, a specific pattern
must be traced in Eladrin blood on the blank wall within the
arch. Successfully activating the portal might require multiple
applications, as detailed below.
Complexity
1 (4 successes before 3 failures)
Primary Skills
Arcana, Perception, Religion, Thievery.
Secondary Skills
None
Success
The magic portal opens to reveal an ethereal passageway
through the cliff wall (indicated on the overview map). The hags
do not follow the PCs through the ethereal passageway.
Failure
The portal goes dormant and doesn’t open.
Retrying
Yes, the next day.
Arcana or Religion DC 22 (minor action, 1 success, maximum
2 success) A character fluent in Elven or who can read Rellanic
gets a +2 bonus on these checks.
The PC applies a handful of eladrin blood to the wall within the
arch. It takes a minor action to scoop up the blood from the pool
around the dead eladrin. Obtaining enough blood for the ritual
from a living creature is a standard action that deals 5 damage
to the creature. With the blood in hand, applying it to the wall
and making the check is a standard action.
Perception DC 22 (minor action, 1 success, maximum 1
success)
Though the portal absorbs the blood used to activate it, the PC
can see faint flecks of red on the wall that suggest the pattern
that must be traced.
Thievery DC 22 (standard action, 1 success, maximum 1
success)
A few of the stones that make up the archway are loose,
weakening the portal’s power. By pushing them back into place,
the PC makes the portal easier to open.
DEVELOPMENT
If the adventurers are defeated and captured at any
point during the adventure, they are brought here and
confined in one of the hanging cages. The boneshard troll
skeleton that occupied the cage stands guard.
Without the use of the portal, the adventurers must
find another way to cross the mountain or the rifts.
Climbing the cliffs requires a DC 21 Athletics check, or you
can create another short skill challenge to accommodate
this.
The PC closely examines the runic writing, discovering one of
the following two pieces of information.
♦
The stone wall beyond the arch must be anointed with
eladrin blood in order for the portal to be activated.
♦
Blood from a dead eladrin is less potent than that of a living
specimen.
Arcana, Religion, or Thievery DC 27 (standard action, 1
success, maximum 2 success) If the blood is from a living
eladrin, a successful check grants two successes instead of one.
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C2½: CORKSCREW TRACK
2 Nothic Gazers (N)
Encounter Level 12 (3,600 XP)
HP 91; Bloodied 46
Initiative +8
AC 23; Fortitude 24; Reflex 23; Will 21
Perception +6
Speed 6
Darkvision, Truesight 10
STANDARD ACTIONS
3 warren trolls (T)
2 nothic gazers (N)
1 galeb duhr rockcaller (G)
SETUP
This encounter takes place in Location 19. The eastern
side of this mountain track is 20 feet higher than the
western side. The high side is used as a lookout by the
guards stationed here. A galeb duhr sworn to Skalmad’s
service works alongside the trolls and nothics. The group is
charged with watching the mountain track for possible
intruders, as well as keeping half an eye on the nearby
fomorian, but the work is dull and usually uneventful, so
these guards are easily distracted.
When the adventurers arrive, read:
A high escarpment divides this mountain track, with
the eastern side about 20 feet higher, overlooking the
western side. A sloping path and two flights of rough steps
connect both halves of the track, winding up and around a
huge boulder of rock. The surrounding forest is filled with
thorns, thick and intimidating. Several trolls stand guard
here, along with two nothics and a strange creature
resembling a boulder with arms and legs.
Adventurers approaching from the west along the track
are normally spotted by the monsters when they leave the
fortified outpost further down the track. Adventurers
approaching from the dense forest or climbing the northern
ridge can attempt Stealth checks to pass the guards
unnoticed.
Level 11 Artillery
Medium aberrant humanoid
XP 600
m Claw * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 2d6 + 7 damage.
Attack: Ranged 10 (one creature); +16 vs. Fortitude
Hit: 2d12 + 4 necrotic damage, plus the target is slowed and
takes a -2 penalty to attack rolls (save ends both). The nothic
gazer loses this power while blinded.
TRIGGERED ACTIONS
Retaliate * Encounter
Trigger: When hit by a melee or close attack.
Effect (Immediate Reaction): The nothic shifts and makes a claw
attack or a rotting gaze attack against the triggering attacker.
Dex 17 (+8)
Int 8 (+4)
Alignment unaligned
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 3d8 + 7 damage. If the attack bloodies the target, the troll
uses claw against it again.
Wis 12 (+6)
Cha 9 (+4)
3 Warren Trolls (T)
Level 11 Brute
Large natural humanoid
XP 600
HP 120; Bloodied 60
AC 22; Fortitude 23; Reflex 20; Will 19
Speed 8
TRAITS
Regeneration
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 4d10 + 4 damage, and ongoing 10 poison damage (save
ends).
Miss: Half damage, and ongoing 5 poison damage (save ends).
Skills Athletics +16, Endurance +15
Str 22 (+11)
Dex 18 (+9)
Con 20 (+10)
Int 5 (+2)
Alignment chaotic evil
Wis 16 (+8)
Cha 10 (+5)
Languages Common, Giant
Galeb Duhr Rockcaller (G)
Level 11 Controller
Medium elemental humanoid (earth)
Languages Deep Speech
Initiative +9
Perception +13
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
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m Claw * At-Will
m Powerful Bite (poison) * Encounter
R Rotting Gaze (necrotic) * At-Will
Skills Stealth +13
Str 18 (+9)
Con 19 (+9)
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
HP 118; Bloodied 59
AC 25; Fortitude 26; Reflex 21; Will 22
Speed 4 (earth walk), burrow 6
Immune petrification, poison
STANDARD ACTIONS
XP 600
Initiative +5
Perception +12
Tremorsense 10
m Slam * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 3d8 + 6 damage.
M Rolling Attack * At-Will
Attack: The galeb duhr rockcaller moves up to 4 squares and
then attacks an adjacent target; Melee 1 (one creature); +14 vs.
Fortitude
Hit: 3d8 + 8 damage, and the target is pushed 1 square and
knocked prone.
R Earthen Grasp * At-Will
Requirement: The target must be in direct contact with the
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pitch or the stream. Otherwise, it stands its ground and
fights with its slam attack.
ground.
Attack: Ranged 10 (one creature); +14 vs. Fortitude
Hit: The target is restrained (save ends).
MINOR ACTIONS
If the trolls and the nothics are defeated, the galeb duhr
breaks off the fighting and asks for quarter in Giant and
Dwarven. If the adventurers cease hostilities, it allows them
to pass without further hindrance.
A Rocky Terrain (zone) * At-Will
Effect: Area burst 4 within 10; The area becomes a zone of
difficult terrain. The squares need not be contiguous, but the
affected terrain must consist of earth or stone.
Skills Stealth +10
Str 19 (+9)
Con 22 (+11)
Dex 10 (+5)
Int 13 (+6)
Alignment unaligned
DEVELOPMENT
Wis 15 (+7)
Cha 13 (+6)
If the galeb duhr survives, it considers its bargain with
Skalmad concluded and departs. If the adventurers clear
this area of other creatures and then leave the Feywild, two
warren trolls and three nothic stalkers take up guard duty
here.
Languages Dwarven, Giant
TACTICS
If the adventurers arrive in the western side of the
track, the trolls to the east move to the edge of the
escarpment, raining rocks down while the nothics target
characters with rotting gaze.
FEATURES OF THE AREA
Illumination: Bright light if adventurers arrive during
the day, otherwise dim or darkness.
A troll can hurl rocks with the following attack
statistics:
High Escarpment: This steep slope rises to a height of
20 feet, separating the eastern and western sides of the
cavern. Scaling the slope requires a DC 21 Athletics check.
A creature that drops down from above takes 2d10 falling
damage.
Standard action; at-will. Ranged 10; +14 vs. AC; 1d8 +
5 damage.
If the adventurers prove resistant to their ranged
attacks, the trolls jump down the escarpment to catch them
off guard, trusting that they will heal the 2d10 falling
damage soon enough.
If the adventurers should arrive from the eastern side
of the track for some reason, the trolls attack at once while
the nothics use rotting gaze on any characters staying out of
melee. The trolls seek to push characters off the
escarpment, dealing 2d10 falling damage to them. Then
they switch to the tactics described above.
The troll in the lower half of the track concentrates on
keeping enemies from getting up or down the stairs. The
galeb duhr is not happy about fighting beside the trolls, but
it sticks to the bargain it made with Skalmad. It uses rocky
terrain and earthen grasp to slow the adventurers’
movement and keep them confined to the lower half of the
track. When it has a target restrained, the galeb duhr uses
rolling attack in an attempt to push the PC into the pool of
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Stream: The stream is 5 feet deep and is difficult
terrain (requiring 1 extra square of movement to enter).
Characters in the water gain cover (–2 to attack rolls) except
against attacks from submerged enemies. Fighting in the
water imposes a –2 penalty to attack rolls except with
spears and crossbows.
Rubble: This area of loose scree below the steep slope
is difficult terrain.
Trees and Thorns: Squares containing trees and thorn
bushes are difficult terrain (requiring 1 extra square of
movement to enter) and provide cover (–2 to attack rolls) to
anyone standing within it or behind it. If a creature moves
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through more than 1 square of thorns during a single move
action or incident of forced movement, that creature takes
5 damage. Clearing one square of thorns requires a
standard action and makes plenty of noise.
RAVEN SKULL NECKLACE
Once the characters get into the Feywild and in the
proximity of Mross-Kagg there will be no time to take an
extended rest between the encounters. If the characters
leave the Feywild they find the areas repopulated and
maybe enforced with more monsters. Unless the
characters use the portal shortcut between area 3 and 6
(thereby reducing the number of encounters from 6 to
4), you might want to consider giving them a means to
replenish their powers. One suggestion is to have the
Raven Skull Necklace talk to them after completing
Encounter C4: Guardhouse. “I can feel the presence of the
Water of Life close by. Drink the water in the wells to renew
your powers”. Depending on the characters condition you
might allow them to regain some or all their Healing
Surges, and maybe some/all daily powers if they drink
the water from the well in location 6.
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C4.1: THE FOUNDRY
ceramic retorts of molten iron, forging simple blades and
armor. A troll in chainmail oversees their work.
Encounter Level 12 (3,500 XP)
6 grimlock minions (G)
Thurk, troll smith (T)
1 redspawn firebelcher (R)
SETUP
This encounter takes place in Location 10. The troll
smith Thurk works here to manufacture weapons for
Skalmad’s forces. A number of grimlocks and a
dragonspawn loyal to the troll king aid him in his labors.
The encounter does not begin until the adventurers
enter the room. The noise from the foundry is loud enough
to be heard from outside, as well as to mask the sounds of
outside battle to those laboring within the foundry.
If the adventurers listen at the door, read:
From across the courtyard you can hear ringing
hammer blows and a roaring fire. A deep voice speaks
sharply, giving orders in a guttural language.
If any listeners understand Giant, they can make out
directions such as “Don’t spill that!”, “That’s not straight!”,
and “Beat that iron! Harder!”
When the adventurers enter the room, read:
This must be the troll kings foundry were he supplies his
army with weapons and armor. Flames leap and crackle
under two large cauldrons and the burning forge fill the
area with firelight. A number of eyeless, gray-skinned
humanoids move between anvils and a pair of huge
Two of the grimlocks and the redspawn firebelcher are
out of sight on the upper side of the balcony that splits the
chamber. Do not place them until they are spotted or unless
they attack.
Thurk, Troll Smith (T)
Level 12 Soldier
Large natural humanoid
XP 700
HP 104; Bloodied 52
AC 28; Fortitude 27; Reflex 23; Will 23
Speed 7
TRAITS
Regeneration
Initiative +12
Perception +9
Secondary Attack: +15 vs. Fortitude
Hit: 3d6 + 10 damage, and the target is pushed 3 squares.
TRIGGERED ACTIONS
Blood Pursuit
Trigger: When a bloodied enemy within 2 squares of Thurk
moves or shifts.
Effect (Immediate Reaction): Thurkr troll shifts 1 square closer to
the enemy.
Str 24 (+13)
Con 20 (+11)
Dex 19 (+10)
Int 10 (+6)
Alignment chaotic evil
Wis 16 (+9)
Cha 12 (+7)
Languages Common, Giant
6 Grimlock Minions (G)
Level 14 Minion
Medium natural humanoid
XP 250
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
HP 1; a missed attack never damages a minion
Initiative +6
AC 24; Fortitude 24; Reflex 23; Will 23
Perception +7
Speed 6
Blindsight 10
Immune gaze
STANDARD ACTIONS
Threatening Reach
m Greataxe (weapon) * At-Will
Thurk can make opportunity attacks against all enemies within
its reach (2 squares).
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +17 vs. AC
Hit: 3d8 + 7 damage. If the attack bloodies the target, Thurk
uses claw against it again.
M Smash and Shove * Recharge 5 6
Attack: Melee 2 (one creature); +15 vs. Reflex
Hit: 3d6 + 10 damage, the target is pulled 1 square, and Thurk
makes a secondary attack against the same target.
2012-12-13
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 9 damage (11 damage against a bloodied target).
Str 17 (+10)
Con 14 (+9)
Dex 12 (+8)
Int 7 (+5)
Alignment evil
Equipment greataxe
Wis 15 (+9)
Cha 9 (+6)
Languages Common, Deep Speech
Redspawn Firebelcher (R)
Large natural beast (reptile)
HP 97; Bloodied 49
AC 25; Fortitude 25; Reflex 22; Will 21
Speed 4
Resist 20 fire
TRAITS
Level 12 Artillery
XP 700
Initiative +7
Perception +6
Low-Light Vision
Fire Within (fire) * Aura 5
Allies in the aura gain resist 10 fire.
STANDARD ACTIONS
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FEATURES OF THE AREA
m Bite (fire) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d10 + 4 damage, and ongoing 5 fire damage (save ends).
Illumination: Bright light. The pools of burning pitch
and the forge illuminate the area.
R Fire Belch (fire) * At-Will
Ceiling: The western room has a flat ceiling 20 feet
high above the balcony. The ceiling of the eastern room is
stone that arches 30 feet above the floor.
Attack: Ranged 12 (one creature); +17 vs. Reflex
Hit: 3d6 + 5 damage, and ongoing 5 fire damage (save ends).
A Fire Blast (fire) * Recharge 5 6
Pillars: Two huge pillars support the ceiling in the
eastern room. They provide cover (–2 to attack rolls).
Attack: Area burst 2 within 10 (creatures in burst); +17 vs.
Reflex
Hit: 3d8 + 7 damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing fire damage.
Str 18 (+10)
Con 19 (+10)
Dex 13 (+7)
Int 2 (+2)
Alignment unaligned
Escarpment: The western balcony sits on a ledge 10
feet above the floor. It can be scaled with a DC 15 Athletics
check.
Wis 13 (+7)
Cha 8 (+5)
Molten Pitch Pools: Tar has been gathered in the
nearby swamp and distilled in the large cauldrons to
flammable pitch, both to provide a ready source of fuel for
Thurk’s ironworks as well as for the troll war machines
currently laying siege to Celduilon. Any creature starting its
turn next to the heated cauldron takes 2d6 + 5 fire damage.
Creatures adjacent to a cauldron can be caught in an
intermittent explosion. See the burning pitch hazard for
details.
Languages —
TACTICS
The grimlock minions in the lower (eastern) part of the
forge swarm any intruders as Thurk moves behind them
and uses his reach to fight over their heads. They are all
aware of the danger posed by the burning pitch hazard, and
they avoid affected squares. Any sound of battle alerts the
grimlocks and the redspawn firebelcher from the upper
balcony; they roll initiative and enter the order in the
second round. The firebelcher stays near the top of the
steps, blasting enemies with its fire belch and fire burst
attacks. If it is bloodied and Thurk falls, the dragonspawn
flees.
The firebelcher’s fire within fire aura protects its allies
from fire damage. Thurk tries to remain within 5 squares of
the dragonspawn to reduce the threat posed to him by fire.
He uses his smash and shove power to clobber a target, then
direct it towards either one of the cauldrons of burning
pitch. If he sees several enemies near a retort of molten
iron, he uses the retort as a weapon (see “Features of the
Area”).
Burning Pitch (D)
Level 11 Blaster
Hazard
XP 600
The moleten pitch in the burning pool suddenly flares, blasting forth in
a wave of fire.
Hazard: Flammable gases accumulate above the two pich seeps
and explode.
DEVELOPMENT
If the adventurers clear this chamber and then leave
the Feywild (including returning to Moonstair or
Celduilon), eight 11th-level ogre minions, an ogre warhulk,
and a Fey Troll are brought in to keep the foundry going.
Perception
None. The fire and smoke of the pool of pitch obsure the
accumulation of gas.
Additional Skills: Nature or Dungeoneering
♦ DC 27: The character recognizes the danger of the pitch
pool before it first erupts.
Initiative +4
Trigger
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Roll initiative for this hazard as soon as PCs enter the chamber.
Each round on its turn, roll d6. On a 5 or 6, the pool explodes.
Attack
Standard Action
Close burst 1
Targets: All creatures in burst
Attack: +16 vs. Reflex
Hit: 3d8 + 6 fire damage and secondary attack
Secondary Attack: +14 vs. Fortitude
Hit: Ongoing 5 damage and blinded (save ends both).
Miss: Half damage.
Coal Mound: This pile of coal is difficult terrain.
Retort of Molten Iron: Iron is smelted in these
massive ceramic vessels. A retort can be pushed over with a
DC 20 Strength check (a standard action). This creates a
close blast 3 in the direction of the push: +13 vs. Reflex;
3d8 + 5 fire damage and the target is dazed (save ends).
The creature pushing the retort takes 1d8 + 5 fire damage
unless he or she can knock it over without touching the
vessel.
Treasure: Thurk carries his treasure in a pouch at his
belt: 150 gp and a +3 symbol of despair.
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C4.2: THRONE ROOM
Encounter Level 15 (6,300 XP)
The troll king stands more gaunt than when you fought
him before, his stone eye glowing with bright fire. “You!” he
laughs. “Do you understand the power of my magic now,
humans? This time I will destroy you!”
3 warren trolls (M)
Dresyae Tlathlyn (D)
Jelvistra (J)
Skalmad of the Cauldron (S)
SETUP
This encounter takes place in Location 13.
Skalmad is currently hosting Dresyae Tlathlyn
accompanied by Jelvistra. Dresyae the traitor is negotiating
an alliance with the troll king, offering to betray his people
in exchange for ruling Celduilon under Skalmad.
If the PCs did not kill Skalmad previously, rework the
read aloud text accordingly.
When the adventurers enter this chamber, show
the players the “View of the Throne Cavern”
illustration on page 29 of Adventure Book One, then
read:
You have reached the throne room of Mross-Kagg, the
ancient fomorian fortress. A dais holding a great throne of
purple crystal shows the fomorian legacy, the rest of the
furniture seems to have been more recently added. Two
glowing braziers on each side of the throne, three large
barrels of wine and beer in one corner, and some large
tapestries trying to reflect the majesty of the kingdom of
Vardar. Pair of eladrin nobles and several trolls is gathered
here— including Skalmad situated in the high seat. You
recognize one of the eladrin as Dresyae Tlathlyn, who you
met in Celduilon.
3 Warren Trolls (T)
Level 11 Brute
Large natural humanoid
XP 600
HP 120; Bloodied 60
AC 22; Fortitude 23; Reflex 20; Will 19
Speed 8
TRAITS
Initiative +9
Perception +13
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Dresyae Tlathlyn (D)
Level 12 Soldier (Leader)
Medium fey humanoid
Feywild Tactics * Aura 5
Fey allies can score a critical hit on rolls of 19-20 while in the
aura.
STANDARD ACTIONS
m Longsword (weapon) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 3d8 + 7 damage.
Troll Healing (healing)
M Rage of the Wild (weapon) * Recharge 5 6
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
Attack: Close burst 1 (enemies in burst); +17 vs. AC
Hit: 3d8 + 7 damage, and the target is knocked prone.
MINOR ACTION
m Claw * At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 3d8 + 7 damage. If the attack bloodies the target, the troll
uses claw against it again.
m Powerful Bite (poison) * Encounter
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 4d10 + 4 damage, and ongoing 10 poison damage (save
ends).
Miss: Half damage, and ongoing 5 poison damage (save ends).
Skills Athletics +16, Endurance +15
Str 22 (+11)
Dex 18 (+9)
Con 20 (+10)
Int 5 (+2)
Alignment chaotic evil
Wis 16 (+8)
Cha 10 (+5)
Languages Common, Giant
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XP 700
HP 117; Bloodied 58
Initiative +14
AC 28; Fortitude 24; Reflex 26; Will 22
Perception +7
Speed 5
Low-Light Vision
Saving Throws +5 to end charm, immobilize, restrained, or
slowed conditions*
TRAITS
R Feywild Challenge (radiant) * At-Will
Effect: Close burst 5 (one enemy in the burst). Dresyae marks the
target until the end of the encounter or until Dresyae uses this
power again. While the enemy is marked by Dresyae, it takes 4
radiant damage whenever it ends its turn without attacking
Dresyae.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: Dresyae teleports up to 5 squares.
TRIGGERED ACTIONS
Turn the Tide * At-Will
Trigger: When an ally within 5 squares of Dresyae fails a saving
throw.
Effect (Immediate Interrupt): The ally makes a new saving throw,
using the second result.
Skills Athletics +15, Arcana +10, History +10, Nature +12
Str 18 (+10)
Dex 22 (+12)
Wis 13 (+7)
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Con 13 (+7)
Int 14 (+8)
Cha 16 (+9)
Jelvistra, Lamia (J)
Level 12 Elite Controller (Leader)
Medium fey magical beast (shapechanger)
XP 1,400
HP 244; Bloodied 122
Initiative +8
AC 26; Fortitude 23; Reflex 22; Will 24
Perception +13
Speed 6, climb 6
Resist takes half damage from melee and ranged attacks;
Vulnerability 10 to close and area attacks
Saving Throws +2; Action Points 1
TRAITS
Swarm’s Embrace * Aura 1
Any enemy that ends its turn in the aura takes 10 damage.
Swarm
The swarm can occupy the same space as another creature, and
an enemy can enter its space, which is difficult terrain. The
swarm cannot be pulled, pushed, or slid by melee or ranged
attacks. It can squeeze through any opening that is large enough
for at least one of the creatures it comprises.
STANDARD ACTIONS
m Cursed Touch (healing) * At-Will
Attack: Melee 1 (one creature); +15 vs. Fortitude
Hit: 2d6 + 8 damage, and the target is dazed (save ends). In
addition, the lamia regains a number of hit points equal to the
amount of damage dealt.
M Devouring Swarm * At-Will
Attack: Melee 5 (one creature); +15 vs. Fortitude
Hit: 3d8 + 12 damage.
Sustain (minor): When the lamia sustains this power, the
devouring swarm deals 3d8+12 damage to the target (no attack
roll required). The target must be within this power's range for
the lamia to sustain the power.
C Pacifying Burst (psychic) * Recharge 5 6
Attack: Close burst 5 (creatures in burst); +15 vs. Will
Hit: The target is stunned (save ends).
Effect: Skalmad marks the target until the end of the troll’s next
turn.
MINOR ACTIONS
Alignment evil
Languages Common, Elven
Equipment longsword, ring of freedom of movement*
Change Shape (polymorph) * At-Will
Effect: Jelvistra can alter her physical form to appear as a
Medium humanoid, usually an attractive human woman, until
she uses change shape again or until she drops to 0 hit points. To
assume a specific individual's form, Jelvistra must have seen
that individual. Other creatures can make a DC 33 Insight
check to discern that the form is a disguise.
Skills Arcana +14, Bluff +16, Insight +13
Str 13 (+7)
Dex 14 (+8)
Wis 14 (+8)
Con 18 (+10)
Int 17 (+9)
Cha 21 (+11)
Alignment evil
Languages Common, Elven
Skalmad of the Cauldron (S)
Level 15 Elite Soldier
Large natural humanoid
XP 2,400
HP 302; Bloodied 151
AC 31; Fortitude 27; Reflex 25; Will 24
Speed 8
Saving Throws +2; Action Points 1
TRAITS
Regeneration
Initiative +13
Perception +9
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Aura of Rage * Aura 5
Bloodied allies within the aura gain +2 to attack rolls.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Greataxe * At-Will
Attack: Melee 2 (one creature); +20 vs. AC
Hit: 2d12 + 8 damage. If the attack bloodies the target, Skalmad
uses greataxe against it again.
2012-12-13
m Claw * At-Will
Attack: Melee 2; +20 vs. AC
Hit: 3d6 + 13 damage. If the attack bloodies the target, Skalmad
uses claw aginst it again.
C Toppling Swing * Recharge 4 5 6
Requirements: Requires greataxe.
Attack: Close blast 2 (creatures in blast); +20 vs. AC
Hit: 3d12 + 4 damage, and the target is knocked prone.
C Smoldering Eye (fire) * Encounter
Attack: Close blast 5 (creatures in blast); +18 vs. Reflex
Hit: 2d10 + 6 fire damage, plus ongoing 10 fire damage and a -2
penalty to attack rolls (save ends both). Skalmad takes 10
psychic damage when he uses this power.
MINOR ACTIONS
R Baleful Eye * At-Will
Attack: Ranged sight (one creature); +18 vs. Will
Hit: The target is slowed and cannot teleport (save ends both).
The effect ends if Skalmad uses baleful eye on another target.
TRIGGERED ACTIONS
Cauldron's Wrath (fire) * At-Will
Trigger: When Skalmad is hit by a melee attack.
Effect (Immediate Reaction): The attacker takes ongoing 10 fire
damage (save ends).
Skills Athletics +20, Endurance +18, Intimidate +15
Str 26 (+15)
Dex 19 (+11)
Wis 14 (+9)
Con 23 (+13)
Int 11 (+7)
Cha 17 (+10)
Alignment chaotic evil
Languages Common, Giant
Equipment greataxe, hide armor
TACTICS
Dresyae Tlathlyn use feywild challenge against the most
dangerous-looking PC, then use fey step to get within reach
of his stab of the entangling wild power. If Skalmad escapes or
is killed, Dresyae Tlathlyn flee.
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The troll bodyguards focus their claw attacks on any
foes attempting to move close to Skalmad. They fight until
slain.
FEATURES OF THE AREA
Jelvistra use pacifying burst on a potential controller
then take swarm shape to climb on walls to reach the target.
She uses her devouring swarm power and tries to get as many
enemies as possible within her swarm’s embrace. When
bloodied she uses cursed touch to regain hit points. She stays
within Dresyae Tlathlyn’s feywild tactics aura to gain critical
hit on a roll of 19 or 20.
Ceiling: The roof of the chamber is 30 feet above the
main floor.
Skalmad moves into position to use smoldering eye
against as many PCs as possible. He uses toppling swing to
limit his foes’ movement, combining it with baleful eye to
keep powerful combatants within melee range. Skalmad
spends his action point only after he is bloodied. He fight to
his death believing that Moran’s Eye will bring him back if
he dies.
Illumination: Bright light.
Chairs: Chairs provide difficult terrain due to their
large size.
Hearth: A low-burning fire provides warmth to the
room. The fireplace is difficult terrain. A character starting
his turn in the fireplace takes 10 points of fire damage.
Pillars: Two huge pillars support the ceiling in the
eastern room. They provide cover (–2 to attack rolls).
Table: The table is large enough that a Medium
creature can move under it and gain cover from doing so. It
costs 2 squares of movement to hop up on a table. A
character can use a standard action to tip over a table,
which can then grant cover for a standing creature or
superior cover for a prone creature.
Skalmad took the sword down to the Stone Cauldron but
did not return with it.
Skalmad’s personal chambers lie to the northeast
(Location 11). A rope bridge leads across the big rift. Any
character crossing the bridge might discover the hidden
stairway cut into the wall on the opposite side of the rift
with a successful DC 23 Perception check. The room
contains a variety of trophies and prizes, mostly the broken
weapons of defeated enemies and shields marked with the
emblems of other troll clans. Additionally, two large chests
contain a bashing shield (15th level), +3 sunleaf leather armor,
2,600 gp, seven pearls (worth 100 gp each), and a gold
signet ring worth 700 gp.
Throne: The crystal throne is large enough to provide
cover to Medium or smaller creatures. It has AC 4,
Fortitude 12, Reflex 4, resist 10 to all damage, and 80 hp.
DEVELOPMENT
If the adventurers keep any of the trolls or Jelvistra
alive for questioning they can tell them that Skalamad
keeps his personal belongings in his personal chamber
(Location 11). If the adventurers ask how Skalmad manage
to come back alive after them having killed him, A
successful DC 23 Intimidate or Diplomacy check tells them
that the troll king makes use of a place of power known as
the Stone Cauldron. If asked were this Stone Cauldron is,
they tell them that Skalmad uses a hidden stairway that
leads down into the big rift next to his personal chamber. If
asked about Sunwrath, they tell the adventurers that
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C5: ENTRANCE CAVERN
I have made some changes to the C5 Encounter as
Sharrin is accompanying the adventurers as they enter the
cavern of the Stone Cauldron at the bottom of the rift.
As they are entering the cavern, read:
At the bottom of the rift you can see how the fissure
have revealed a cavern entrance in the rock wall. Twisted
runes have been carved in the rock wall, as with great
claws. The runes are utterly dark and shadow seems to be
seeping from them, like pus from a wound in the rock.
Sharrin stops and says, “I sense great evil here. This
unholy site has been hallowed in the name of the Blood
Lord. This bodes ill, I will not be able to enter until I have
torn down the rituals that have been laid on this entrance.
You must enter alone and make sure no one gets through
that can disturb me will I work on the ritual. I must not be
disturbed. But walk no further, I feel a strong presence here
and you will not be able to face this threat alone.”
Sharrin starts a ritual that will take here at least 10
minutes to complete. While she does this the characters
will have to enter and face the C5 Encounters themselves,
as it is written in the Adventure Book 2, page 60-61.
RAVEN SKULL NECKLACE
After the battle with Skalmad the adventurers are
contacted by Sharrin. It is important that the player
heeds her warnings otherwise they will stand no chance
in the final confrontation with both Karavakos and Vard,
the King of All Trolls.
The raven skull necklace suddenly grows cold against your
chest. Suddenly one of the dead trolls open its dead eyes and
stares right at you. It speaks from the grave to you, its voice
twisted and dark.
“Hear me Raven Sworn. Skalmad has not past through my
Lady’s shadowy halls. He is still alive by dark sorcery. I feel a
dark presence here, a presence I have not felt for a very long
time. This threat is beyond you. I will have to assist you in
facing this old evil. Go back to the entrance of Mross-Kagg,
there you will find a portal. Touch the portal with the raven
skull necklace, but hurry, darkness is gathering as we speak.”
The troll’s eyes closes again and its head turn still. The frosty
chill in the air gone. You shake off the uncomfortable feeling of
wrongness and turn your heads away from the troll.
When the adventurers go to the portal and touches it
with the necklace Sharrin gets the connection she need
to setup the linked portal ritual, shortly after she steps
through the portal. She speaks to them, “A great evil is
gathering here at this ancient formorian site. I will help
you meet it. But know that maybe even our combined
efforts will not be able to stop this evil”
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C6: CAULDRON CHAMBER
Encounter Level 16 (7,000 XP)
The final battle has been changed, as not only Vard is
being brought back but also Karavakos. However, the
characters will not have to face Karavakos as Sharrin will
deal with this new threat. However, Vyrellis is present and
have helped Karavakos back to the living.
Vard (V)
Vyrellis (Y)
3 ghost troll devourers
Stone cauldron
SETUP
This encounter takes place in Location 17. In the
northwest corner of this cavern stands the Stone Cauldron, in
the adjacent cave stand Vyrellis. She has learnt from the
fomorian dark master’s how to leave the orb and take
possession of recently killed beings. She currently possesses
a captured young eladrin female whose throat was slit for
this purpose.
When the adventurers enter the cavern, show the
players the “View of the Stone Cauldron” illustration
on page 31 of Adventure Book One, then read:
The innermost part of the cavern complex does not
only seem ancient. Runes have been carved in the walls,
runes of power. The very air seems charged with arcane
energies as you slowly step forward. In the far corner
stands a ring of black stone. A pool of liquid within roils
and bubbles, casting forth an eerie blue light. Mist rises
from its surface and forms terrifying shapes, almost as if
they were alive.
Suddenly a voice addresses you from the cavern to the
left. “So you came to learn the truth? I must confesses, I did
not expect you to make it this far.” You see a young eladrin
woman standing next to a boulder, her fingers tenderly
caressing the surface of the Orb of Vyrellis lying on the
block. She must once have been beautiful but now her skin
is white as ice, her eye sockets sunken and a bloodstained
wound across her throat tells you she should be dead.
“Yes, I have learnt some more tricks from my fomorian
friends since we parted. But that doesn’t matter. You are all
going to die her. Meet Vard, the troll king of old, my
alliance from the past. Finally we have repaid him what
was promised for doing his part in the war against
Celduilon so long time ago. Finally we will end what we
started!”
From the steam of the Cauldron, a form emerges—an
immense troll wearing tarnished battle armor. “I am Vard,
founder of Vardar and the one true king of all trolls. You
will pay for your crimes against the glorious kingdom of
Vardar”, he screams and launches forward.
The Cauldron summons a ghost troll at the end of each
round until all three ghost trolls have appeared.
troubling presence.” She turns towards Vyrellis. “Betrayer
of Blood and Land, my mistress is waiting for you in her
halls of tears. You speak of ‘we’ – yet I do not see your
foolish lover? Where is Karavakos, I can feel his stench as I
felt it three hundred years ago!”
The corpse of Vyrellis looks stricken for a moment, but
then she speaks. “Sharrin, so you are here. How fitting, but
this time it will end with your death. We escaped from your
prison to get our revenge. How many nights have I not
dreamt about how I would make you pay for obstructing
my plans. Hunny bunny, can you please kill this fucking
bitch, once and for all.” Suddenly a new shape is taking
form over the cauldron, a shape you recognize all too well.
A voice answers her call from the gathering shadows.
“Sugarplum, I will kill that cat and claw her kittens to
pieces…not because you ask me, but because I want to.”
DESTROYING THE CAULDRON
Whether they do so during the battle or only after the
troll king and his servants are defeated, the PCs must deal
with the Stone Cauldron in the end. If Rualiss gave them a
scroll containing the ritual of Alleshandros (page 49), the PCs
can perform the ritual within 15 squares of the Cauldron to
destroy it once the fight is done. If the PCs are in possession
of Moran’s Eye, dropping it into the Cauldron destroys both
relics.
When the first ghost troll appears, read:
The Cauldron suddenly hisses as the form of a ghostly
troll drifts out of it and it slips through the air toward you.
Sharrin do not act during the first round, at her
initiative count in the second round, read:
Sharrin steps forward, speaking quietly to you as she
passes. “You will have to handle Vard, I feel a more
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Ghost Troll Devourer
Large shadow humanoid
HP 109; Bloodied 54
AC 27; Fortitude 27; Reflex 24; Will 23
Speed fly 7 (hover); phasing
Immune disease, poison
STANDARD ACTIONS
Insubstantial
Level 13 Lurker
XP 800
Initiative +14
Perception +14
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The ghost troll takes half damage from all attacks, except those
that deal force damage. When it takes acid, fire, or radiant
damage, it loses this trait until the start of its next turn.
STANDARD ACTIONS
m Spirit Bite (necrotic) * At-Will
Attack: Melee 2 (one creature); +16 vs. Fortitude
Hit: 2d8 + 8 damage, and ongoing 5 necrotic damage (save
ends). If the attack bloodies the target, the troll regains the use
of entrapping jaws.
M Entrapping Jaws * Recharge 5 6
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 3d6 + 11 damage, plus the target is restrained (save ends)
and the ghost troll devourer gains +2 to all defenses. The
restrained condition and defense bonus end automatically
when the ghost troll is no longer adjacent to the target.
Str 20 (+11)
Con 25 (+13)
Dex 18 (+10)
Int 5 (+3)
Alignment chaotic evil
Wis 16 (+9)
Cha 11 (+6)
Languages Giant
Stone Cauldron
Level 14 Controller
Trap
XP 1,000
As you approach it, the blue light shining from the Stone Cauldron
begins to pulse.
Trap: The area within 10 squares of the Cauldron is protected by
its magical power.
Perception
No check is required to see the Cauldron.
Additional Skills: Arcana
♦ DC 22: The character deduces the effect of the magical field
protecting the Cauldron.
Initiative +6
Attack: +17 vs. Will
Hit: 3d6+ 12 psychic damage and the target is pushed 3
squares
Miss: The trap targets the next nearest creature. Do not repeat
the attack if the second attack misses.
Trigger
Immediate Interrupt
When a creature teleports to a destination within 10 squares of
the Cauldron, the creature instead arrives in an empty square
within 2 squares of its indended destination.
Countermeasure
♦ The Cauldron is destroyed if Moaran's Eye is thrown into it,
or if the ritual of Alleshandros is performed within 15
squares of it.
Vyrellis Corpse (Y)
Level 13 Artillery
Medium fey humanoid (eladrin, undead)
XP 800
HP 102; Bloodied 51
Initiative +10
AC 25; Fortitude 24; Reflex 24; Will 26
Perception +9
Speed 6
Darkvision
Immune disease, fear, poison; Resist 5 psychic,
10 necrotic; Vulnerability 5 radiant
Saving Throws +5 against charm effects
STANDARD ACTIONS
m Winter's Touch (cold) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d6 + 9 damage, and the target takes ongoing 5 cold
damage (save ends).
r Freezing Ray * At-Will
Attack: Ranged 12 (one creature); +18 vs. Reflex
Hit: 2d8 + 8 cold damage, and the target is slowed and takes
ongoing 5 cold damage (save ends both).
Trigger
R Chilling Terror (fear, psychic) * Encounter
The trap rolls initiative when an enemy moves within 10
squares of it.
Attack: Ranged 10 (one creature taking ongoing cold damage);
+18 vs. Will
Hit: 3d10 + 10 psychic damage, and the target is knocked prone
(save ends).
Attack
Standard Action
Ranged 10
Target: The enemy closest to the Cauldron.
R Visions of Icy Death (fear, psychic) * Recharge 4 5 6
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Attack: Ranged 10 (one creature taking ongoing cold damage);
+18 vs. Will
Hit: 3d8 + 8 psychic damage, and the target is dazed (save ends).
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: Vyrellis teleports 5 squares and gains +2 to all defenses
until the end of her next turn.
Skills Bluff +17, Arcana +14, Diplomacy +17, History +14,
Religion +14
Str 12 (+7)
Dex 19 (+10)
Wis 16 (+9)
Con 18 (+10)
Int 16 (+9)
Cha 22 (+12)
Alignment evil
Equipment robes
Languages Common, Elven
Vard, King of All Trolls (V)
Level 16 Elite Brute
Large shadow humanoid (undead)
HP 388; Bloodied 194
AC 28; Fortitude 26; Reflex 23; Will 22
Speed 8
Immune disease, poison
Saving Throws +2; Action Points 1
TRAITS
Regeneration
XP 2,800
Initiative +13
Perception +17
Vard regains 5 hit points whenever it starts its turn and has at
least 1 hit point. When Vard takes fire or acid damage, its
regeneration does not function on its next turn.
Bound to the Cauldron
If the Stone Cauldron is destroyed, Vard takes 40 damage and
howls in pain. If the Stone Cauldron is intact when Vard is
reduced to 0 hit points or fewer, the troll king’s body turns to a
dark fog that flows back into the Cauldron. One round later, he
reforms with 194 hp and without Moran’s Eye (so he cannot use
baleful eye or smoldering eye powers). If the Cauldron is already
destroyed when Vard is defeated, his essence dissipates.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +21 vs. AC
Hit: 4d8 + 13 damage. If the attack bloodies the target, Vard
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uses claw aginst it again.
C Propelling Swipe * At-Will
Attack: Close blast 2 (creatures in blast); +19 vs. Reflex
Hit: 4d8 + 13 damage, and the target is pushed 2 squares and
knocked prone. If Vard takes acid or fire damage, propelling
swipe does not function until the end of his next turn.
C Smoldering Eye (fire) * Encounter
Attack: Close blast 5 (creatures in blast); +19 vs. Reflex
Hit: 3d10 + 8 fire damage, plus ongoing 10 fire damage and a -2
penalty to attack rolls (save ends both). Vard takes 10 psychic
damage when he uses this power.
MINOR ACTIONS
R Baleful Eye * At-Will
Attack: Ranged sight (one creature); +19 vs. Will
Hit: The target is slowed and cannot teleport (save ends both).
The effect ends if Vard uses baleful eye on another target.
TRIGGERED ACTIONS
M Necrotic Blood (necrotic) * At-Will
Trigger: When Vard takes damage.
Attack (Immediate Reaction): Melee 2; +19 vs. Fortitude
Hit: The target takes ongoing 10 necrotic damage (save ends).
Skills Athletics +21, Endurance +20, Intimidate +14
Str 26 (+16)
Dex 20 (+13)
Wis 18 (+12)
Con 24 (+15)
Int 8 (+7)
Cha 13 (+9)
Alignment chaotic evil
Languages Common, Elven, Giant
Equipment Moran's Eye, plate armor
TACTICS
Vard uses smoldering eye against as many targets as he
can. He uses baleful eye to let him pick and choose the
targets of his propelling swipe attacks.
Vard uses his propelling swipe to keep foes from closing,
then focuses his wrath on a single PC. He uses his necrotic
blood power on weaker-looking foes.
The ghost trolls stay on the outskirts of combat,
targeting those PCs making ranged or area attacks against
the troll king.
Vyrellis remains in the back of the southwestern cave,
using freezing ray, followed by chilling terror or vision of icy
death. If killed, her soul is forced back into the orb. The orb
cannot be physically destroyed.
The Cauldron’s power is automatic. It pushes PCs away
without regard for how that impacts the trolls’ strategy.
Sharrin engages Karavakos in the battle, and
commands the adventurers to deal with Vard and Vyrellis.
Karavakos will not attack any PCs unless he is attacked
himself. Statistics for Karavakos and Sharrin is provided just
for your convenience. You as the DM should not play out
their battle; it is enough describing it happening
simultaneously. Adventurers are not rewarded any XP for
Karavakos.
FEATURES OF THE AREA
Illumination: Bright light emanating from the Stone
Cauldron in the form a ghostly blue glow. Phosphorescent
fungi provide dim light in the rest of the cavern.
Ceiling: The rough ceiling of the cavern rises to a
height of 30 feet.
Rubble: These areas of loose rock and scree are
difficult terrain (requiring 1 extra square of movement to
enter).
Pockmarked Wall: Close to the Stone Cauldron, the
wall is pockmarked and cut through with holes. Creatures
on either side of the wall have superior cover (–5 to attack
rolls).
glowing, with a DC 21 Perception check by any character
within 5 squares of its location.
Head of Vyrellis: The Head of Vyrellis, or rather the
orb lays on a boulder. While Vyrellis possesses the corpse,
her head cannot be seen inside the orb. The orb is
indestructible when Vyrellis soul is inside it, but while
possessing a corpse, it can be destroyed and thereby
trapping Vyrellis soul in the corpse. The orb then has
AC/Ref/Fort 8, 20 hit points and resist 10 to all damage.
VARD RETURNS
Vard, king of all trolls, was tied by Karavakos to the
Stone Cauldron in life, as was Karavakos himself. Each time
Skalmad uses the Cauldron, Vard inches closer to returning
to life. Finally, with his second death, Skalmad provides the
last push necessary to bring back the undead troll king. If
Skalmad escaped at the end of Encounter W12, his return
to the Cauldron also allows Vard to step through the veil of
death and take possession of Skalmad’s body.
When Vard is killed in this chamber, he returns one
round later if the Stone Cauldron is still intact. However,
Moran’s Eye takes up its place in the alcove to the southeast.
Vard must retrieve it to make use of its powers.
Vyrellis has not been idle either. She has been using
dark rituals to release the soul of Karavakos from the Stone
Cauldron. However, as he has no body to enter, he has
returned as an insubstantial shadow creature, similar to the
ghost trolls.
Moran’s Eye: If Vard is killed, Moran’s Eye teleports
into an alcove to the southeast. It can be found there,
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Karavakos Unchained
Level 20 Elite Artillery
Medium shadow humanoid
HP 292; Bloodied 146
AC 32; Fortitude 29; Reflex 32; Will 29
Speed 6
Resist 10 necrotic
Saving Throws +2; Action Points 1
TRAITS
Insubstantial
XP 5,600
Initiative +13
Perception +12
Low-Light Vision
necrotic until the end of Sharrin’s next turn.
Second Wind (healing) * Encounter
Effect: Karavakos spends a healing surge an regains 73 hit points.
He gets a +2 bonus to all defenses until the start of his next turn.
MOVE ACTIONS
Dimension Door (teleportation) * Recharge 6
Cloak of Resistance * Daily
Effect: Karavakos gains resist 10 to all damage until the start of
his next turn.
Bloodhunt
Effect: Gain +1 one attack and +3 damage to his next attack
against a foe who hit Karavakos since his last turn.
r Screaming Skull (necrotic) * At-Will
Attack: Ranged 20 (one creature); +25 vs. Reflex
Hit: 6d4 + 13 necrotic damage.
A Scorching Burst (fire) * At-Will
Attack: Area burst 1 within 10 squares (creatures in burst); +25
vs. Reflex
Hit: 4d6 + 15 fire damage.
C Shadow Storm (necrotic) * Encounter
Attack: Close blast 5 (creatures in blast); +25 vs. Fortitude
Hit: 4d8 + 17 necrotic damage, and the target is pushed 4
squares; swirling area of black energy grants concealment until
the end of Karavakos next turn.
C Blast of Cold (cold) * Encounter
Attack: Close blast 5 (creatures in blast); +25 vs. Reflex
Hit: 7d6 + 11 cold damage, and the target is immobilized (save
ends).
Miss: Half damage and the target is slowed (save ends).
R Dispel Magic * Encounter
Attack: Ranged 10 (targeted zone or conjuration); +25 vs. Will
Effect: +25 vs. the Will defense of targeted zone or conjuration.
On a hit, destroy the zone or conjuration.
Infernal Wrath * Encounter
Skills Arcana +22, Bluff +17, Insight +17, Religion +22, Stealth
+15, Diplomacy +20
Str 14 (+12)
Dex 16 (+13)
Wis 15 (+12)
Con 20 (+15)
Int 25 (+17)
Cha 20 (+15)
Alignment evil
Equipment robes, staff
Sharrin, the Crone
Languages Common
Level 20 Elite Artillery (Leader)
Medium fey humanoid (eladrin)
Attack: Ranged 10 (one creature); +25 vs. Fortitude
Hit: 3d8 + 15 necrotic damage, and any enemy adjacent to the
target takes 5 cold damage.
C Chilling Defiance (cold, healing) * At-Will
Effect: Teleport 10.
MINOR ACTIONS
Karavakos takes half damage from all attacks, except those that
deal force damage. When he takes radiant damage, he loses this
trait until the start of his next turn.
+1 racial bonus to attack rolls against bloodied foes.
STANDARD ACTIONS
r Shadow Veil (cold, necrotic) * At-Will
XP 5,600
HP 292; Bloodied 146
Initiative +19
AC 32; Fortitude 32; Reflex 33; Will 31
Perception +15
Speed 6
Low-Light Vision
Resist 10 cold, 10 necrotic
Saving Throws +2 (+5 against charm effects);
Action Points 1
TRAITS
Raven's Blessing * Aura 3
An ally within the area gains resist necrotic 5 and a +1 bonus to
attack rolls.
STANDARD ACTIONS
Effect: Close burst 3 (enemies in burst); automatic hit; the target
takes 10 cold damage and is slowed until the end of Sharrin’s
next turn. Sharrin regains 2 hit points for each enemy who takes
damage from this power.
MOVE ACTIONS
Fey Charge (teleportation) * Encounter
Effect: Sharrin can teleport 6 squares and make a melee basic
attack.
TRIGGERED ACTIONS
Unkind Intervention (cold, necrotic) * Recharge 4 5 6
Trigger: When an enemy within 5 squares from Sharrin hits an
ally of Sharrin.
Effect (Immediate Reaction): The enemy must reroll the attack and
use the second result. If the attack misses, the enemy takes 5
cold and necrotic damage.
Furious Dismissal (teleportation) * At-Will
Trigger: When an enemy enters an adjacent square.
Effect (Immediate Interrupt): The triggering creature is teleported
5 squares and Sharrin or an ally makes a basic attack against the
target.
Skills Arcana +20, History +21, Intimidate +23, Nature +20,
Religion +21
Str 12 (+11)
Dex 29 (+19)
Wis 20 (+15)
Con 20 (+15)
Int 22 (+16)
Cha 27 (+18)
Alignment unaligned
Languages Common, Elven
Equipment Death's Dagger, robes
m Death's Dagger (weapon) * At-Will
Attack: Melee 1 (one creature); +25 vs. AC
Hit: 3d6 + 11 damage, and the target gets vulnerable 5 cold or 5
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had reached a decision and steel himself for the
consequences. He screams out, loud and clear – his voice
reverberating in the cavern hall, “Orcus, Demon Prince of
the Undeath – I call upon thee! Hear your servant. I am
prepared to pay my part of the contract. Answer me You
Lord of Blood and Shadows!”
You hearts instantly grow cold. You are in the Blood
Lords unholy temple. Will he answer his servant’s call?
Sharrin looks equally troubled, backing away and looking
around. The air seems to grow colder.
DEVELOPMENT
The battle between Sharrin and Karavakos mimics the
battle between the adventurers and Vard. When the
adventurers have the upper hand, so has Sharrin, and so on.
When they finally defeats Vard, Sharrin is about to deal the
final blow to Karavakos.
Nothing happens. Only the putrid stench of decay that
grows stronger. Then you gasp. Thousands of maggots
emerge from the slain body of Vard, consuming the undead
flesh in seconds. The worms explodes into thousands of fat
blood colored flies that burst forward in a thunderous
buzzing. “Take cover!” Sharrin screams on top of her lungs,
her voice drowning in the blood red cloud of flies. The dark
cloud seems to take shape, forming the vague resemblance
of a hulking obese man, with the head of a ram and batlike
wings on his towering back. From the coalescing shape a
voice of nightmares can be heard, “Karavakooosszz, I have
been waiting for this moment for five hundred years. I have
a dept to collect – a blood oath in your name. Are you
prepared to pay the price – eons of torture in the black pits
of the Abyss – reckless wizard? I will have the Secret of
Death’s Reach in the end anyway.”
When Karavakos is about to die, read:
The Troll King of old is dead, his body laying cold at
your feet. You turn to watch how the fight between Sharrin
and Karavakos is going. Sharrin has multiple wounds from
where Karavakos arcane energies have hit her, however
Karavakos looks even worse. The shadowy shape looks
torn, like a tapestry cut to pieces by the scythe of death.
Upon the appearance of Orcus’ aspect all the players
immediately start to lose 5 hp per round due to his necrotic
aura. Blood starts to pour from their ears and eyes. They
cannot harm the avatar in any way. Time this damage well,
as it is not intended to kill the PCs, just frighten them.
For the first time you see fear in the eyes of the tiefling
wizard. His mind seems to be razing as his true survival
finally is at stake. Suddenly his face grows hard, like as he
Karavakos takes some careful steps away from the
darkening shape. “Greetings Lord of Unholy Flesh, yes I am
prepared to share my secret. I have only one wish.”
2012-12-13
The shape of buzzing flies quivers in rage. “You have
run out of wishes mortal. Face your ending.”
“I wish only to serve you O Great Putrefied Lord of
Undeath. I have had time to think in the Pyramid of
Shadows, in more ways than one. I want to lead your
legions again. To finish what I once started, but in your
Great Name, only as a servant to your Unholy Will. May I
be your Exarch, Dark Master? Avoiding my blood oath for
five hundred years must count for something.”
The noise from the mass of flies first makes you think
that the Blood Lord will strike down Karavakos for his
blasphemies. But then you notice hesitation –
consideration. “Indeed it should. Let us discuss this were we
can be undisturbed.” A wormhole opens in midair at his
command, shadows leaking from it like blood from a
wound. Ancient buildings are visible, rising from ashen
plains like tombstones in a graveyard. “But I will not forget
your betrayal. You will have to pay for that.”
As Karavakos moves across the portal he is beset with
pain. He screams in horror and soul-ripping agony as his
body twists and turn to a demonic monstrosity. “Make that
a lesson to never cross my Will again, mortal”. As the cloud
of flies enter the portal they take physical form and the
putrefied flesh of the demon lord becomes all to visible on
the other side of the portal. His cloven foot stops, and he
looks back straight at you and Sharrin.
“Don’t think I have forgotten about you Crow”, he
points his skull-capped wand towards Sharrin.
She screams and you look into her fear studded eyes,
“Learn the Secret, Ravensworn. The Mages of Saruun can
help you”, then she withers and dies in front of you, until
only a pile of ashes remains. Then the demon lord turns his
attention towards you. “You will all die and serve me in
unlife, but today you will live to be my witnesses. Spread the
word of the coming of Orcus. And know Fear, because the
Raven Queen will fall, and her throne will have a new
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Master”. The portal closes behind him and the anguished
new form of Karavakos. One among you stands transfixed
as the scenery disappears in wisps of shadow. His voice
barely audible, “I know that place. It is Deadhold, home of
the Shambling Horde – the undead army of Orcus…”
The character who carried the Rod of Ruin can tell the
other more about Deadhold, based on the memories he or
she received while in the Pyramid of Shadows.
Karavakos do not care much for Vyrellis, if she is still
alive or inside the Orb you can have the following scene
play out:
HOOK: DYING WISH OF THE CROW
Sharrin the Crow begged the adventurers to find out
the Secret of Death’s Reach, the secret Karavakos have
been carrying for all these years. It might have very dire
consequences for the Raven Queen and her followers if
Orcus was prepared to wait for 500 years to learn its secret.
Quest XP: 8,000 XP (major quest), and if Saffrenia
Movrymm is informed about what happened at the Stone
Cauldron, she offers them a reward (select a Level 17
Treasure Parcel from the Dungeon Master’s Guide) if they are
prepared to pursue the dying wish of the Crow.
Vyrellis looks stricken, “But my love, we have
unfinished business here. Celduilon will have to pay for
what they have done to me. We were to rule them together
– remember?”
Karavakos looks at Vyrellis with contempt. “That was
your dream Vyrellis – never mine – I have come to realize
that during my imprisonment. My ambitions have always
been much higher. Were I am going; you have no place.
Sorry love, but it ends here.” Karavakos raises his hand and
a blast of fire hits Vyrellis corpse (or the orb) consuming her
in flames (making it glow until it shatters). Vyrellis goes
down screaming. “But I thought you loved me…” is the last
you hear from her until the screams of agony are consumed
in flames.
If the players have the orb or tries to stop him, he
leaves her without any concern. Vyrellis serves no more
purpose and has no knowledge about where Karavakos
might have been taken by Orcus.
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ENDING THE ADVENTURE
With the Stone Cauldron destroyed, the threat of a
renewed troll kingdom is ended. Moonstair, Celduilon, the
Barony of Therund, and all neighboring lands are safe.
THE VAULT
Instead of the life force amulet in Skalmad’s Vault I
would recommend to turning it into a divine boon of the
Raven Queen. The character that played the major part in
the battle, such as delivered the killing blow to Vard; made
a critical hit that turned the battle; inflicted the most
damage; or whatever you as a DM thought was the most
worthy action in the eye’s of the Lady of Death – should
receive the divine boon.
The Raven Queen’s Reward
Level 17+
The Raven Queen rewards her heroes for slaying her enemies, making use
of the life force of her slain foes to heal the faithful.
Lvl 17
65,000 gp
Lvl 22
325,000 gp
Lvl 27
1,625,000 gp
Divine Boon
Property: Gain a +4 item bonus to Fortitude, Reflex and Will.
Level 22: +5 item bonus.
Level 27: +6 item bonus.
Property: The first time each day that you reduce an enemy to
0 hit points, increase the healing provided by the next use of this
item’s power by 4 points.
Power (Daily ♦ Healing): Minor Action. Target creature within 5
squares of you regains 20 hit points.
Level 22: The target regains 30 hit points.
Level 27: The target regains 40 hit points.
BACK TO CELDUILON
The adventurers are hailed as heroes when they return
to the natural world, and word of their deeds spreads
rapidly across the land. They will always be welcome in
Moonstair, and hold a place of honor in the history of the
town. The eladrin court of Celduilon is indebted to the
adventurers for their deeds and bravery. There actions have
stopped a war against an ancient enemy of Celduilon and
the eladrin are more than grateful.
As the adventurers return to Moonstair, read:
The word of your success travels ahead of you. As you
return to Moonstair the city is already celebrating. It is a
beautiful autumn day. There is a chill in the air, but the
warmth of the sun makes the trees along the road up to
Moonstair glow in yellow and red.
People meet you at the old gate. You notice that much
of the damages caused in the siege are already repaired.
They are shouting your names, proclaiming that the heroes
have returned. Children runs around you and people step
up to you to tell you how grateful they are for you saving
not only their lives, but also the future of Moonstair. Their
shouts carries you up to Moonstair Keep, were the villagers
have gathered. Colorful flags decorate the keep towers.
Kelana Dhoram greets you and declares to the crowd
gathered, “This is a day of celebration. Moonstair will
always remember the act of the Heroes of Moonstair. Their
names will never be forgotten, and their deeds will be told
for generations to come. Lets celebrate their return and
their Victory against Skalmad the Troll King!”
The party carries you long into the night with drinking,
dancing and celebration. You will always look back upon
this night with fond memories. The night where your
names were on everybody’s lips and the merriment knew no
ending.
2012-12-13
In Moonstair the adventurers are awarded 2,000 gp
and an emerald worth 1,000 gp for saving the village.
As the adventurers return to Celduilon, read:
An envoy of the Citadel Sentinel greets you as you
approach the outskirts of Celduilon. Saffrenia Movrymm is
there with representatives of all the ruling noble houses.
With shining armor and silvery-blue pennants flying in the
wind you approach the ancient city built around the
magnificent wintry trees of the Silver City. Lights are
shining along every street, as people have gathered in the
streets and ramparts, carrying lanterns to greet the Heroes
of the Troll War. They all bow solemnly as you pass and
then follow the gathering behind you, as you are guided
through the mist filled streets towards the Citadel of
Winter.
King Palenthior, Warden of the Silver City of
Celduilon greets you in the Silver Halls. The hall is filled
with eladrin nobles dressed in silver, white and blue. The
king steps down from the crystal throne, assisted by his
daughter Saffrenia. He looks young again. Filled with hope
and youthful hope of a shining future for his people and
city. He bows his head as he greets you, “Greetings Heroes
of the Troll War, Valiant Defenders of Celduilon. I offer
you and my people’s sincere thanks for saving us from a
threat most dire. May this day for always be etched into our
eladrin souls as a day of joy and celebration. The evil of
Vard and Karavakos is finally ended. Our children can
know true peace. As a token of our gratitude we bring you
these small gifts. Know that you are always welcomed to
Celduilon, and your legacy will never be forgotten as long
as a single eladrin is alive.”
In Celduilon king Palenthior rewards them 1,000 gp, 3
snow opals worth 1,000 gp each. Solemnly he also gives
them sunwrath and a winterward heavy shield. The eladrin also
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offers to share some of their secrets to the adventurers as a
reward for their efforts, see Heroes of Celduilon below.
Winterward Shield
Level 16+
This icy white shield with a silver rim is chill to the touch as it draws the
cold to itself.
Lvl 16
45,000 gp
Lvl 26
1,125,000 gp
Item Slot: Arms
Shield: Any
Property: You gain resist 10 cold.
Level 26: Resist 15 cold.
Power (At-Will): Immediate Interrupt. Trigger: You are targeted
by a cold attack. Effect: All other targets of the attack gain resist 10
cold against that attack, and you lose your resistance to cold for the
attack.
Level 26: Resist 15 cold.
Published in Adventurer's Vault 2, page 56.
of the Crystal Rose, empowering them to act as the council’s
agents. The Celduilon council can act as a patron of the PCs
in future adventures.
Arcana Check Result
Portal Duration
19 or lower
1 round
Saffrenia’s Ritual Book: Saffrenia shares the ritual
that allows them to open the Moon Doors that can bring the
PCs to and from Celduilon.
20–39
3 rounds
40 or higher
5 rounds
HEROES OF CELDUILON
PLANAR KEY
The air shimmers as the scene around you is replaced by a
wholly different location. A gateway opens as the boundary
between two worlds fades.
Level: 13
Category: Travel
Time: 10 minutes
FIGHTER POWERS
Duration: Special
Component Cost: 200 gp
OPTIONAL AWARDS
For their efforts in this adventure, the PCs are made
Companions of Celduilon, and they are always welcome in
the eladrin city. In addition, Saffrenia and the remaining
council members can bestow any of the following rewards
upon the PCs, at your discretion.
Dresyae Tlathlyn’s Estate: If the PCs are inclined to
stay in the Feywild for a time, the new council finds it only
fitting that the outsiders who risked their lives to save the
city be granted Dresyae’s estate. In addition to providing a
base of operations, hidden rooms in the basement or
journals in Dresyae’s personal library might lead the PCs to
future adventures.
The following section is from the Dragon Magazine
#366, and includes new options for player characters that
accept the offer of training from the Battlemasters of
Celduilon in reward of their services to the Silver City. The
characters need to stay in Celduilon for at least a month of
training to receive the power options presented in
Celduilon paths of the fighter and wizard.
Market Price: 1,000 gp
Key Skill: Arcana
This ritual allows you to activate an existing permanent
link between two planes. It otherwise functions as the
Linked Portal ritual.
At the DM’s discretion, specific permanent planar
portals might only be operational at certain times.
The following new powers belong to the fighter class
and can be taken any time a character would normally take
a power of that level provided he or she meets the power’s
prerequisites. These particular powers are available to all
fighters, but eladrin fighters commonly take these powers
(and powers like them) to take advantage of their inherent
Dexterity bonus. The characters can chose to do retraining
of one of their existing powers with one from the new
power options below, see “Retraining” on page 28 of Player’s
Handbook.
At the completion of this ritual, make an Arcana check.
The result determines the duration that the portal remains
open.
Titles and Patronage: Cleaning out the full extent of
the corruption in the city will take time. To aid in that effort,
Saffrenia and the council name the PCs as Winter Knights
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WIZARD POWERS
The following new powers belong to the wizard class,
and they can be taken any time a character would normally
take a power of that level provided he or she meets the
power’s prerequisites. The characters can chose to do
retraining of one of their existing powers with one from the
new power options below, see “Retraining” on page 28 of
Player’s Handbook.
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HOUSE RULE APPENDIX
MODIFIED RAISE DEAD
The shadow dragon Urishtar have taken control of the
Nightwyrm Fortress and started the ancient magic that
steals the life force from the newly deceased, see P3: Assault
on Nightwyrm Fortress for further details.
THE NEXT ADVENTURE
After the death or Etheran in this adventure P1: King of
the Trollhaunt Warrens the rules for the raise dead ritual is
changed. From now on the raise dead ritual is becoming
more random, depending on if Urishtar has stolen the life
force of the individual or not.
Saffrenia Movrymm is troubled by the death of Sharrin
the Crow. As she learns the dying wish of Sharrin from the
adventurers she begs them to pursue the lead.
During the casting of a raise dead ritual on a PC, the
PC has to roll two death saving throws. If he or she fails
both of these death saving throws, the character cannot be
brought back to life (a 25% chance).
“I do not know what this Secret is Karavakos held so
tight all those years, but it does not bode well. I beg you to
learn the truth of this Death’s Reach. It might have very
dire consequences for the Raven Queen and her followers if
Orcus was prepared to wait for five hundred years to learn
its secret. Go to the Mages of Saruun, they will know what
to do. Celduilon will reward you richly for pursuing this last
task for us.”
During the adventure P2: Demon Queen’s Enclave the
PC cannot be raised if he fails a single death saving throw (a
50% chance). Showing the growing power of Urishtar.
During P3: Assault on Nightwyrm Fortress the characters
cannot be brought back to life with a raise dead ritual.
In P2: Demon Queen’s Enclave the characters will have to
face Karavakos in a final showdown, learning the danger of
Death’s Reach and the terrible secrets of the Ashen
Covenant.
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UPDATED DM MAPS
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APPENDIX: CELDUILON
This part has been copied for your convenience with
some small changes and additions from Dragon #366
“Mithrendain Feywild Citadel” and Dungeon #157 “Dark
Heart of Mithrendain”.
HISTORY
Deep in the Feywild, beyond the winter storms of the
White Forest, stands one of the most legendary cities of the
winter eladrin: Celduilon. The city’s name is derived from
the elf phrase “silver valiance,” but the word has become
synonymous with the beauty and longevity of the eladrin.
Home to nearly 30,000 people, almost all of them eladrin,
Celduilon is a beautiful city resplendent with soaring
towers and graceful architecture. In addition to its proper
name, Celduilon is often referred to as the Silver City, since
most of its towers are colored like winter frost, with white,
silver, and crystal being common. The natural hot springs
that dots the landscape around also fills the city’s streets
with a warm silvery mist at all time.
Celduilon was founded many hundred years ago and is
one of the oldest cities of the last eladrin empire. It was
founded after the Midnight Wars against the ancient
fomorian king Moran, the Eye of Ruin. The terrible
fomorian king that had led his armies to the surface of the
Feywild where they built the fortress Mross-Kagg, meaning
“Stones of Pain” in the fomorian tongue. The vile rule of
Moran spread over the surrounding land, to a point were all
the eladrin kingdoms had to unit in order to face this
common threat. Thereby forming the basis of what would
be the start of the new eladrin empire. After a bloody battle
between the eladrin armies and the fomorians, the surface
forces pushed their enemies back into the fortress of MrossKagg. With the help of the most powerful eladrin wizards of
the time, the eladrin unleashed terrible magics that
shattered the fortress and the surrounding landscape for
miles around. Unwilling to trust that the destroyed fortress
of Mross-Kagg would stay empty from other fomorians,
dreaming about rebuilding its power, the soldiers founded a
fortress nearby, to guarantee that the eladrin would be
aware of any attempts to rebuild it.
At first, the fortress stood vigilant, overlooking the
blasted landscape of Mross-Kagg, with soldiers patrolling
the surroundings to make sure no fomorians would retake
it. Over time, the vigilance of the eladrin guards and patrols
grew ever weaker, to a point when many generations later,
people questions the true threat of the old abandoned
fortress. Soldiers brought their families to live in the fortress
with them, and children were born in Celduilon with no
knowledge of the original purpose of the fortress. Within a
few decades, the small fortress was bursting with families,
and these families built homes for themselves outside the
walls of the fortress. With no attacks on the fortress, and no
attempts by the fomorians to retake the Mross-Kagg, the
fortress became a village, then a town, and within a few
more decades the sprawl had become a city.
Feygate and found Moran’s Eye. With his new found power
and insights he founded the kingdom of Vardar that grew in
strength every day. In secret fomorians were gathering in
Mross-Kagg again, inspired by the troll king with Moran’s
Eye, who were nurturing their dream of a new fomorian
and troll kingdom. When Celduilon finally acted on this
new threat, it was far too late. They could not face Vard and
his forces alone. Vard knew that and wanted to build his
strength further, before meeting the eladrin on the
battlefield. He was afraid that the eladrin kingdoms would
yet again unit to face this new threat, as they had in the past.
However, things changed when a powerful wizard named
Karavakos suddenly arrived and promised not only an
alliance, but also promises to escape the clutches of the
Raven Queen, should anything go wrong. He constructed
the stone cauldron on top of the Waters of Life, one other
secret the eladrin had missed when destroying the fortress
of Mross-Kagg long ago. The spring, hidden in the
underground chambers under the fortress had survived,
and with it some of the magical strength the fortress had
been built upon.
Years came and went, and the original generation of
soldiers who founded the fortress moved on to the next life.
As the centuries passed, the true purpose of the Citadel of
Silver (as the original fortress came to be called) was
forgotten by all but a handful of city leaders, who then
passed the secret knowledge of the history of Mross-Kagg
down to their successors. With no more threats from the
fomorians (at least, no more than any other eladrin city),
Celduilon flourished and prospered. Eventually, the
influence of soldiers waned and scholars, artists, and
artisans became the new lords of the city. As the silver
towers of Celduilon grew ever taller, the militant history of
the city faded into history.
In spring the fomorian and troll forces joined the
undead demonic hordes of Karavakos. They used the
feygate of Mross-Kagg to enter into the Feywild and laid
siege of Celduilon. However, as Vard had feared, the
common threat of Vard and Karavakos had united the
eladrin kingdoms, and their combined armies was to much
even for Vard and Karavakos to face. Vard was killed in
battle at Kadorhak, his body vanishing in a sheet of orange
flame. The forces of good assumed he had been incinerated,
as they focused on Karavakos and the remaining undead
hordes. But the power of Moran’s Eye carried Vard’s body
back to the Great Warren. Troll shamans later interred
Vard’s remains and the Eye in a great barrow hidden in the
Trollhaunt.
So, it came as a big surprise to the eladrin when the
troll king Vard, entered the heart of Mross-Kagg from a
Yet again the cycle was repeated as the Mross-Kagg
again fell into ruins. The eladrin empire turned its attention
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elsewhere and over time the threat of Mross-Kagg was yet
again forgotten. With the decline and fall of the eladrin
empire, not much remains of the armies of winter.
Celduilon retains little that would suggest it was only three
hundred years ago it almost faced destruction from the
encroaching forces of trolls and fomorians. Soaring towers
of gleaming crystal and shining silver reach for the clouds,
and the streets of the city are filled with eladrin who have
no idea that evil is yet again festering and growing in the
fortress of Mross-Kagg, as Skalmad the troll-king has found
Moran’s Eye and is uniting trolls and fomorians alike.
THE CITY
Visitors to the Silver City from the World are likely to
be struck by both how beautiful and how alien the city is.
Celduilon is built in the middle of a great winter forest,
seeming to spring up from the ground just like the trees
throughout the city. In fact, many tall, broad trees are larger
than several of the city’s eladrin-built towers, giving the
impression that the towers are merely natural growths
within the forest. Unlike the Citadel at its heart, the city of
Celduilon has no walls, meaning that entering the city is a
matter of walking wherever a gap can be found between the
buildings and great trees. Hundreds of streets flow outward
from the city center, allowing visitors to enter wherever is
convenient upon arrival; similarly, leaving the city is a
matter of finding the shortest route to the edge of the
buildings. However in the center of the city rests the
remains of the original fortress “Silver Vigilance” from
which the city got its name. The high white walls of the
fortress protect the Citadel of Winter were the eladrin
rulers and highborn live. The walls are so thick and high,
and guarded with fey magic which prevents all fey
creatures with teleporting powers to get past it.
The streets of the city, loosely paved with an extremely
smooth white stone, wind their way through the city in a
rather haphazard fashion. The streets are filled with a
silvery mist from all the warm springs in the city. The
buildings in Celduilon are not built into city blocks, but
rather cluster together in groups of three to five towers; the
roads flow around them, and no dead-end streets exist in
the city. Every street connects with another, or another
branch of itself, and the buildings allows those, having
climbed the stairs to get above the mist filled streets,
looking in any direction to see for great distances with little
obstruction. Though many buildings are in the city, each
cluster of towers does not block line of sight over long
stretches. While walking through the streets of the city, one
might suspect that Celduilon is an unplanned, haphazard
city due to the organic nature of its layout, though this
couldn’t be further from the truth; the city’s leaders
carefully approve of every new building, making sure that it
still leaves enough space for unobstructed views of distant
places in the city. Additionally, the city is filled with warm
springs, channels and bridges, as well as beautiful frozen
parks with ice sculptures towering above the eladrin that
gather outside their homes to meet. The eladrin make sure
that Celduilon is constantly filled with trees, gardens,
streams, and small warm misty pools, which gives the
impression that the city and the forest surrounding it grew
up at the same time.
Celduilon is ruled by a council of seven respected
members of the community. Each of the councilors is
considered among the best in his or her field, and has
earned the admiration of the rest of the city. The seven
councilors also each hold a symbol of office. When a
member of the council dies, the other members of the
council select a new councilor from the most deserving
members of society, making sure to select a councilor that
the people accept as a good choice.
Walking through the streets of Celduilon can be, for
newcomers, like stepping into a timeless realm of alien
design. There are no clocks, no sundials, and no other
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method of keeping time found anywhere throughout the
Silver City, and it can be easy to lose track of the time or
even the date for those unaccustomed to this quirk. As a
result of the organic layout of the city’s streets and the lack
of timekeeping, visitors to Celduilon are often frustrated by
both directions and descriptions of time given by the locals.
“Meet me in the southeastern portion of the city, near the
sculpture garden, sometime after midday,” is a perfectly
reasonable appointment for the inhabitants of Celduilon,
though the vagueness can sometimes confuse outsiders.
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Like any other city, Celduilon is broken down into a
series of districts and zones. Most of these districts are
identified solely by their directional relationship.
Neighborhoods typically have names such as the
“Southeastern” or “Below the North End,” though a few
exceptions exist. The Citadel of Winter is the sole
remaining structure of the original fortress that had been
called Celduilon, and the Old Battery is a darker side of
town that represents some of the oldest homes and
settlements in the city. Likewise, the Outskirts covers all the
homes and villages outside Celduilon proper, beyond
which the light of civilization does not shine as brightly.
Unlike most major cities, Celduilon does not have a
“Merchant District” or bazaar; rather, specialty shops serve
customers throughout the city, usually on the bottom floors
of the homes of individual citizens. Thanks to their
longevity, eladrin learn more than one trade (and the basics
of many more), and the need for specialization is less
common. Most eladrin learn to make their own clothing,
repair their own homes, and perform the basics of several
other trades.
Winter is extremely functional as a defensible structure.
High towering walls surround the main grounds of the
Citadel (clearly a sign of human influence), and the tower is
guarded at all times, inside and out.
The Citadel of Winter not only serves as the first and
only defense against the threat from Mross-Kagg, it also is
the central meeting place for the city’s ruling council.
Within the citadels are the offices and living quarters of the
seven council members, and the Citadel also serves as a
barracks and gathering place for the city guard. Moreover,
the Citadel of Winter serves as a base of operations for the
city’s secret police force, known as the Winter’s Watch.
The interior of the Citadel is well appointed, and even
the most utilitarian parts of the Citadel have some amount
of decoration and beauty to them. The Citadel also has a
number of meeting chambers, training areas, and even a
banquet hall. The Citadel of Winter is the one building in
the city that resembles the castles and keeps built by
humans, though eladrin consider the Citadel far superior to
any human creation.
THE OLD BATTERY
THE CITADEL OF WINTER
Where the original fortress of Celduilon once stood is
now the towering Citadel of Winter. After the population of
the fortress began to grow beyond its capacity, major
sections of the original fortress were torn down, rebuilt,
torn down again, and rebuilt to better accommodate the
fledgling city’s expansion. At the point when Celduilon
could no longer be referred to as a town, the leaders of the
city organized a massive reconstruction effort for the
original fortress. The entire original fortress was rebuilt
around a single, looming tower that stands above all other
buildings in Celduilon. This tower is the central structure of
the Citadel of Winter, and it serves as the central building
of government and defense in Celduilon.
As the city expanded further it did so outside the high
walls of the original fortress, in the end leading to that the
City of Winter became the center point of the city, not the
city per se.
The Citadel’s design was influenced by human
architecture, which at the time was deemed worthy of study
due to the human propensity for defending their cities
against invasion. However, the eladrin builders took
inspiration from human designs and used their own
techniques to produce a magnificent structure unrivaled in
its beauty. Despite its artistic appearance, the Citadel of
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Just to the northwest of the Citadel of Winter is the
section of Celduilon referred to as the Old Battery. The
oldest part of Celduilon, the Old Battery is the first section
of the city founded when the population of the original
fortress outgrew itself. Named for a line of towers that once
stood in its place, the Old Battery is as close as the city of
Celduilon gets to a bad part of town. As the oldest section of
the city besides the Citadel, many of the towers of the Old
Battery are older than any living eladrin in the city. Though
most are kept in fair repair, few of the inhabitants of the
Old Battery are what one would consider “wealthy.”
The Old Battery has a somewhat notorious reputation
primarily due to the fact that many of its inhabitants are the
families of exiles. Being exiled from Celduilon is a severe
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punishment not only for the offender but also for the
offender’s family; having a family member exiled is like
having a black mark placed on your family’s reputation.
Most such families are forced to move to the Old Battery by
societal pressure, and while some suffer the disgrace in
silence just as many more bear a grudge either against their
exiled family member or against those who decided to send
the relative into exile.
The Old Battery is full of history, but that history is
overshadowed by its reputation. Although most inhabitants
of Celduilon would hesitate to call this section of the city
“dangerous,” many would agree that an unwise person
enters the Old Battery alone. Criminals and outcasts flock
to the Old Battery, and many would look to take advantage
of unwary visitors. Inhabitants of the Old Battery are usually
normal people just trying to get by, but there is no doubt
that the section of Celduilon is a breeding ground for
dissent and chaos.
THE OUTSKIRTS
Several settlements exist outside the city proper.
Scattered out for several miles in every direction, these
small towns and farming communities are collectively
known as the outskirts. Most of the food for the city is
brought in from farms in the outskirts. Like Celduilon, the
farms of the outskirts are somewhat unconventional in their
methods and appearance. Most of the farms appear to be
little more than homes built at random in the deep snow
filled forest. Farmers in the outskirts take extra care in
tending the warm springs that is the source of the heat that
allow them to grow plants and crops in this winter
environment. The planting of certain cold- resistant crops in
fields heated by an inventive network of channels carrying
the hot spring water over the fields, turn these fields into
green oasis in an otherwise white and snow filled
landscape. The authority of the city guard rarely stretches to
the outskirts, though the small towns in the area have seen
the occasional Winter’s Watch.
Farmers from the outskirts harvest their crops yearround and in careful rotation. Every few weeks, an eladrin
farmer brings a portion of his or her harvest to the city to
sell to city-dwellers. The carts of these farmers dot the street
corners throughout Celduilon at all times, and inhabitants
of Celduilon have favorite farmers that they prefer to buy
from whenever possible.
ARCHITECTURE
No city better exemplifies eladrin architecture than
Celduilon. Taking a look at the various buildings
throughout the city, it becomes easy to feel like you are
walking through a place built by beings with a different
outlook on the world. Buildings in Celduilon expand
vertically; there are no sprawling estates in the city, and
when more space is needed the owner of a building adds on
another floor. Most buildings in Celduilon are at least 30
feet tall, and almost all of them are circular towers with
doors on the ground floor and stairs spiraling upward
around the walls on the inside of the building. Eladrin
buildings almost never have windows on the ground floor; it
is too easy for an eladrin to teleport, and eladrin value their
privacy. On the upper floors, well out of the range of a fey
step, buildings have windows that are made of reflective
glass, allowing those on the inside to see out but keeping
those on the outside from seeing into the room. Wealthy
eladrin pay to have disc-shaped platforms enchanted to
hover near buildings they own, allowing an eladrin to fey
step out of the upper floors of a building directly onto a
platform and then descend to the ground by stairs without
having to leave through their own front door.
Eladrin keep their private chambers on the upper
floors of their building, leaving a large, open common area
on the ground floors. Eladrin homes do not have bedrooms,
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but instead have cozy, soundproof meditation chambers
where the eladrin spend their resting time. Proper
meditation is extremely valuable to the eladrin of
Celduilon, and maintaining a small but plush meditation
room is a matter of pride for most eladrin. Unfortunately,
this means that inns in Celduilon often have no bedrooms;
those few that do (designed to cater to outsiders) have
bedrooms constructed with a uniquely eladrin viewpoint.
Normally, these bedrooms are small rooms with one bed
and little room for anything else.
The common areas of eladrin homes are lined with
bookshelves, since reading is highly valued in Celduilon
society. Eladrin store their valuables in small, underground
vaults, accessed by secret doors. These vaults exist to keep
others from teleporting into the vault, and the vault floors
are lined with thick metal and stone to prevent anything
from breaking into the building from below.
DEFENSES
Though Celduilon might appear to be a harmonious
place, the keepers of the eladrin city must be constantly
vigilant for many dangers. The city was built close to MrossKagg, and many of the city’s defenses were put in place to
warn of any attacks. However, threats from the fomorians
are not the only things that worry the city’s defenders; the
Feywild full of mischievous and malicious creatures, many
of which could do great harm to the city, also trouble them.
The primary defenders of Celduilon are the members
of the city guard. The city guard consists of volunteers who
patrol the streets day and night, vigilant for the presence of
anyone attempting to disturb the peace. Lurking in the
shadows of Celduilon are also the Winter’s Watch, a secret
police force that is tasked with rooting out anyone, or
anything, that might pose a threat to the safety of the city
from outside. See the section on Law Enforcement below
for more about each of these organizations.
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As mentioned before, Celduilon has no outer walls, and
the buildings most distant from the Citadel of Winter are
without protection against anything coming from the forest.
The inhabitants of these buildings take their defense into
their own hands, though, and outlying buildings are full of
surprises to ward off invaders from the outside. In many
cases, those that dwell on the outskirts of Celduilon keep a
bow or a spear close to the door, and those that can afford it
have magical wards placed on their homes. Buildings on
the outskirts also have arrow slits carved out of the walls on
the upper floors (at least, those sections of the building
facing the edge of the city), allowing their owners to fire
upon intruders from the relative safety of their homes. As
one approaches the center of the city, the buildings have
fewer defenses raised by their owners, and the city’s own
defenses become more prominent.
burst. Powers with the teleportation keyword can’t be used
within the burst and powers with the teleportation keyword
can not end any teleportation within the area of the burst,
any attempts puts the teleporting individual at the nearest
square outside of the burst area.
LAWS AND ENFORCEMENT
The Silver City has a code of laws similar to that found
in most civilized areas. Theft, murder, and trespassing are
all just as illegal in Celduilon as they are elsewhere.
However, what distinguishes Celduilon from other cities is
the code of punishments that accompanies its laws.
Imprisonment is not an option for punishment in eladrin
cities, since keeping an eladrin prisoner is extremely
difficult. Though many of the guard stations throughout the
city have small holding areas for detaining a prisoner
temporarily, no real prisons exist in Celduilon.
The Citadel of Winter’s two primary defense
mechanisms come in the form of revelation spheres and
teleportation wards.
Revelation Spheres: Invented at the creation of the
original fortress, revelation spheres are solid marble
spheres roughly 8 feet in diameter set into the indentations
in the ground. They are only present within the boundaries
and walls of the Citadel of Winter. Each revelation sphere
is covered in glowing runes that pulse with arcane energy;
these runes cause the spheres to give off waves of magical
energy that disrupt illusions, including invisibility. In the
Feywild, invisible threats pose extreme danger, since they
could otherwise walk into the Citadel of Winter and kill the
guards and ruling council; given the number of creatures in
the Feywild capable of turning invisible, it is no wonder the
city’s founders ensured that revelation spheres were placed
at intervals throughout the citadel, ensuring that their zones
of influence overlapped to cover almost the entire Citadel
of Winter.
Teleportation Wards: Consisting of elaborate runes
placed on enchanted stones set into the ground,
teleportation give off waves of magical energy that disrupt
teleportation. These wards prevent potential attackers from
teleporting up, over or through the great walls surrounding
the Citadel of Winter.
Revelation spheres take up an entire square as blocking
terrain. Each revelation sphere radiates a continual 20-
A teleportation ward takes up an entire square. Each
teleportation ward radiates a continual 20-square close
square close burst. Powers with the illusion keyword can’t
be used within the burst and powers with the illusion
keyword end upon entering the area of the burst.
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If a crime calls for punishment beyond simple
restitution, that punishment comes in the form of
disfigurement. For some crimes, a symbol is branded on the
offender’s face, not only to rob the offenders of a clean
appearance but also to warn others that he or she is a
criminal. In more severe cases, crimes call for one of the
offender’s hands to be maimed beyond use, or sometimes
twisted with magic to uselessness. The most extreme form
of punishment, at least to the inhabitants of the Silver City,
is exile. When an offender is banished from Celduilon, it
signifies his or her complete removal from eladrin society.
The exile and family are forever shamed, and the offender
is forbidden from ever entering Celduilon again. Many
bitter exiles have fled into the Underdark, and some exiles
make their treason complete by serving as agents of the
fomorian kings there.
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Celduilon Guard
Level 2 Soldier
Medium fey humanoid (eladrin)
XP 125
HP 38; Bloodied 19
AC 18; Fortitude 14; Reflex 15; Will 14
Speed 6
STANDARD ACTIONS
Initiative +6
Perception +8
Low-Light Vision
m Longsword (weapon) * At-Will
Celduilon Guard Captain
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d8 + 5 damage.
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 2d8 + 5 damage, and the target is marked until the end of
the Celduilon guard's next turn.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: The Celduilon guard can teleport 5 squares.
Alignment unaligned
Level 5 Soldier (Leader)
Medium fey humanoid (eladrin)
M Protective Swing (weapon) * Recharge 5 6
Skills Arcana +4, History +4
Str 11 (+1)
Dex 17 (+4)
Con 14 (+3)
Int 12 (+2)
mobility in the Guard. The most promising members of the
city guard are given the chance to train to become part of
the elite corps of defenders – the Citadel Sentinel. The
defenders set with the task of guarding the Citadel of
Winter.
XP 200
HP 63; Bloodied 32
AC 21; Fortitude 17; Reflex 18; Will 17
Speed 6
TRAITS
Initiative +8
Perception +10
Low-Light Vision
Eladrin Courage * Aura 5
Any eladrin ally within the aura that succeeds on a saving throw
gains 5 temporary hit points.
STANDARD ACTIONS
m Longsword (weapon) * At-Will
Wis 14 (+3)
Cha 10 (+1)
Languages Common, Elven
THE CITY GUARD
The Celduilon city guards are the primary keepers of the
peace in the Silver City. Unlike in human cities, the guards
in Celduilon are mostly lightly armored, nimble swordwielders who rely on their speed and dexterity to take down
their opponents. They wear armor made of small
overlapping plates, larger than scales but offering the
flexibility and mobility of most leather armors. The city
guard is headquartered in the Citadel of Winter, but
smaller guard posts exist throughout the Silver City, which
allows the guard to react quickly to any disturbance. The
city guard is made up of paid volunteers, most of whom are
young people without families of their own. City guards
serve for as long as they wish, though there is little upward
XP 800
HP 196; Bloodied 98
AC 25; Fortitude 21; Reflex 22; Will 21
Speed 6
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Initiative +11
Perception +12
Low-Light Vision
m Longsword (weapon) * At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage, and the target is marked until the end of
the citadel sentinel's next turn.
M Drive Back (weapon) * Recharge 5 6
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 3d8 + 8 damage, and the target is pushed 3 squares.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
M Shield Riposte * At-Will
M Protective Swing (weapon) * Recharge 5 6
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 3d8 + 6 damage and the target is marked until the end of
the Celduilon guard captain's next turn.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: The Celduilon guard captain can teleport 5 squares.
MINOR ACTIONS
C Guard Captain's Poise * At-Will
Effect: Close burst 10 (targets one eladrin ally within burst); the
target makes an immediate saving throw against one effect that
a save can end.
Wis 16 (+5)
Cha 13 (+3)
Alignment unaligned
Languages Common, Elven
Equipment scale armor, longsword
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Level 9 Elite Soldier
Medium fey humanoid (eladrin)
Effect: The citadel sentinel can teleport 5 squares.
TRIGGERED ACTIONS
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d8 + 4 damage.
Skills Arcana +5, History +5
Str 12 (+3)
Dex 18 (+6)
Con 15 (+4)
Int 13 (+3)
Citadel Sentinel
Requirements: Requires shield.
Trigger: When hit by a melee attack.
Attack (Immediate Interrupt): Melee 1 (one creature); +12 vs.
Fortitude
Hit: 2d6 + 5 damage, and citadel sentinel gains a +2 bonus to
AC and Reflex until the end of its next turn.
Sentinel Step * Encounter
Trigger: When an enemy moves into a position flanking the
citadel sentinel.
Effect (Immediate Reaction): The citadel sentinel can teleport 5
squares.
Skills Arcana +7, History +7
Str 16 (+7)
Dex 20 (+9)
Con 18 (+8)
Int 12 (+5)
Wis 16 (+7)
Cha 11 (+4)
Alignment unaligned Languages Common, Elven
Equipment chainmail, longsword, heavy shield
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THE WINTER’S WATCH
The Winter’s Watch are a secret police force within
Celduilon responsible for keeping a wary eye out for
anyone or anything endangering the city. Originally
established as a group of elite guard and spies designed to
root out anyone enemies that tried to re-establish MrossKagg, ranging far into enemy territories, the Winter’s
Watch slowly withdraw from the wilds and their
jurisdiction changed to cover the eladrin city and the
surrounding outskirts. Despite their humble origins, the
Watchers have become an influential organization in the
Silver City.
The Watchers of the night are a secret police force in that
they search out traitors to the city in secret. Each Watcher
is given a signet ring that allows him or her to ignore the
city’s defenses. Winter’s Watch can turn invisible and use
illusion spells as normal, even within the range of the
revelation spheres, and as a result they spend their time
watching the day-to-day activities of citizens throughout
Celduilon. The Watchers are mostly unobtrusive, but many
feel uncomfortable with the secret observation of the
Watchers. In fact, the Watchers’ own name has something
of a double meaning; on the one hand, they are vigilant
against threats from the eternal night of the Underdark and
its fomorian dark masters, but by the same token they are
observers that peer at the people of Celduilon from the
shadows.
The Watchers are rarely seen, and few people in
Celduilon have ever encountered one; those that do usually
keep quiet about the fact as well. Though no Watcher has
ever revealed how he or she became a Winter’s Watch,
many suspect that the Watchers are culled from the ranks
of exceptionally talented criminals who know how to move
about the Silver City unseen. Watchers wear leather armor
that has been dyed to pitch black, and they carry ornate
daggers given to them when their training is complete.
Winter’s Watch
Level 12 Elite Lurker
Medium fey humanoid (eladrin)
HP 194; Bloodied 97
AC 26; Fortitude 22; Reflex 24; Will 22
Speed 6
Saving Throws +2; Action Points 1
TRAITS
Combat Advantage
XP 1,400
Initiative +16
Perception +15
Low-Light Vision
A Winter’s Watch deals 2d6 extra damage against any target
granting combat advantage to it.
STANDARD ACTIONS
m Dagger (weapon) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 4d4 + 10 damage.
M Double Attack (weapon) * At-Will
Effect: The Winter’s Watch makes two dagger attacks.
M Arcane Blade (weapon, varies) * Encounter
Attack: Melee 1 (one creature); +15 vs. Reflex
Hit: 4d6 + 16 damage; the Winter’s Watch can choose to do
normal damage with this attack, or have the attack deal cold,
fire, lightning, or thunder damage instead.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: The Winter’s Watch can teleport 5 squares.
MINOR ACTIONS
C No More Secrets * Encounter
Effect: Close burst 10 (targets one creature); the target gains 10
vulnerability to cold, fire, lightning, or thunder (Winter’s Watch
choice) until the end of the Watch’s next turn.
Watch's Signet * Encounter
Effect: The Winter’s Watch gains a +5 bonus to Stealth checks
until the end of its next turn.
TRIGGERED ACTIONS
Night's Embrace (illusion) * Recharge 5 6
Trigger: When hit or missed by a melee attack.
Effect (Immediate Reaction): The Winter’s Watch gains total
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concealment from the attacking creature until the end of the
Watch’s next turn. The Winter’s Watch can use this power even
in the radius of a revelation sphere and this power does not end
when the Winter’s Watch enters the radius of a revelation
sphere.
Skills Arcana +10, History +10, Stealth +17
Str 14 (+8)
Dex 22 (+12)
Wis 19 (+10)
Con 19 (+10)
Int 14 (+8)
Cha 13 (+7)
Alignment unaligned
Languages Common, Elven
Equipment watch's signet, leather armor, dagger
CITIZENS AND DENIZENS
Celduilon is populated almost entirely by eladrin, and
most of the inhabitants are happy to keep it that way.
Celduilon’s population is mostly peaceful, and society
moves at its own pace. The denizens of the Silver City take
their time with everything, and they rarely are in any kind
of hurry. To the long-lived eladrin, each day can be taken at
one’s own pace. Two eladrin might agree to meet “after
lunch,” which could mean that their meeting is any time
from right after lunch to just at sunset. Since most artisans
work from their homes, there are no business hours; if the
artisan is in, the shop is open for business. Everything takes
place at a casual pace, which can be frustrating to outsiders.
Many a visitor has commissioned an eladrin-made sword,
only to find that the blacksmith’s definition of “soon” and
his own are different. As a result, inhabitants of Celduilon
see outsiders as too tightly wound, and prefer not to deal
with the exasperating, impatient visitors.
Outsiders visiting Celduilon might find themselves
taken aback by aspects of the Silver City’s society. The
eladrin inhabitants frequently consider outsiders to be
novelties or curiosities. In a society obsessed with beauty, a
race that doesn’t share their smooth aesthetics is practically
hideous, and many eladrin cannot help but gawk at visitors
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P1: ORCUS CONVERSION
from the World. The eladrin of Celduilon operate on their
own schedules and yet seem obsessed with maintaining the
beauty of their society and their city, two aspects that can
combine to frustrate visitors to the Autumn City who need
something from one or more of its inhabitants.
NOTABLE INHABITANTS
The following notable inhabitants of Celduilon. The
characters background stories have been reworked using
the old Birthright product Player’s Secrets of Tour as
inspiration and source.
King Palenthior, Warden of the Silver
City of Celduilon
King Palenthior is an old man, even for eladrin, and
was once a wise and resourceful ruler. He was a fair man
and dangerous in battle.
King Palenthior’s regin began over three hundred years
ago when he had been a promising and popular prince.
Palenthior’s rule was powerful and proud until the time of
the War of the Dead. Palenthior only had two daughters,
Saffrenia and Vyrellis – no son, both of them grew up to be
fair and beautiful. Saffrenia was raised as his heir and grew
up to be both wise and goodhearted, while her sister grew
dark hearted and envious of her station. The later
something Palenthior never saw or choose to see, until it
was to late, as he loved both his daughter with his whole
heart. Vyrellis worked behind her fathers back and tried to
mount a rebellion against him, but failed. Palenthior could
not find it in his heart to punish his daughter, which later
proved to be a big mistake. Vyrellis convince her father to
send her as an envoy to negotiate peace with Karavakos, the
ambitious tiefling wizard. Her wish was granted against the
ruling of the council. King Palenthior was shamed and
heart broken when he learnt that his daughter had betrayed
not only him, but also her own people in her ambition to
grow her power.
Many now speculate that it was his daughter’s betrayal
that caused Palenthior’s declining health. Once robust and
hardy, his health slowly degenerated until even his mental
faculties began to fade. Now he is a shell of a man who is
completely lucid and passive about a third of a time. The
rest of the time he is conscious, but barely capable to taking
the necessary actions or decisions for Celduilon. This fact
has been used by Jelvistra to “control” the council through
her influence and stop it from taking necessary actions
against the growing fomorian threat or even assigning a
new ruler over the Silver City.
Saffrenia Movrymm
Saffrenia Movrymm has royal blood and is one of the
oldest council members in Celduilon, only king Palenthior,
her father can claim to be older and more experienced than
she. She is the first-born sister having lived for over three
hundred years. She possesses a keen mind that gives her
insights that others need decades to develop. She is small of
build but well muscled, and she usually wears her long
silver hair free of ornament.
Saffrenia saw humans for the first time when she was
only a child. An embassy of humans from Moonstair, came
to her father’s court to visit and to discuss various matters of
state. Like most eladrin children, she had learned the
history and legends, not only of the Feywild but also of the
natural world. These tales had always delighted her, and
she became fascinated with humans and their hectic and
ambitious lives. While her sister lusted for power, Saffrenia
lusted for knowledge.
was well beyond the age when most eladrin women had
found a man and had children. So Saffrenia rebelled in her
own way against her father and her duties. Thirty years ago,
when Saffrenia learned that Spiremrul guilders were
sending a trade mission to the distant barony of Therund,
she disguised herself as a caravan scout and went along.
The tales she had heard as a child, however, could not
prepare her for what she experienced on her travels
through the natural world. She discovered harsh lands were
people fought against the darkness left after the fall of the
Nerath Empire.
Saffrenia was introduces to baron Perenon of Therund
by Laemu Spiremrul who had found out about her true
identity. She and baron Perenon became very close over
the course of the next year. Their relationship was frown
upon by the eladrin of Celduilon, her father hoping it was
nothing more than a crazy affair. They were taken
completely by surprise, therefore, when baron Perenon
announced that Saffrenia had agreed to be his consort and
were pregnant with their child. Many of the older eladrin
were saddened by their princess decision, for they knew the
heartache that inevitably follows when one of the immortal
eladrin loves a human. Others were outraged that Saffrenia
should risk her immortal bloodline of the house of
Movrymm in a liaison with a human. House Tlathlyn was
particularly vehement in its rejection of Saffrenia; it
remains her principal enemy.
Throughout the storm of reaction to her lover’s
announcement, Saffrenia has maintained her calm.
Together they raised their child, a baby boy they named
Etheran. Three years later they announced that Saffrenia
had agreed to become his consort. They married and tried
to settle down in the barony of Therund.
But those needs she had to put aside and instead
commit herself to rebuilding Celduilon after the War of the
Dead. Centuries went past in service of her nation and later
as part of the council. But inside Saffrenia was empty, she
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Saffrenia Movrymm
Level 13 Controller (Leader)
Medium fey humanoid
XP 800
HP 122; Bloodied 61
AC 27; Fortitude 23; Reflex 25; Will 27
Speed 6
Saving Throws +5 against charm effects
STANDARD ACTIONS
Initiative +8
Perception +8
Low-Light Vision
m Staff (weapon) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d6 + 9 damage, and the target is dazed (save ends).
R Gust of the Frozen North (cold) * At-Will
Attack: Ranged 10 (one creature); +16 vs. Fortitude
Hit: 3d8 + 8 cold damage, and ongoing 5 cold damage (save
ends).
R Autumn's Lure (charm) * At-Will
Attack: Ranged 10 (one creature); +16 vs. Will
Hit: The target slides 5 squares.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: Saffrenia can teleport 5 squares.
MINOR ACTIONS
Healing Touch (healing) * Encounter
Effect: With a touch, Saffrenia allows the target to spend a
healing surge and regain an additional 2d6 hit points.
Skills Arcana +14, Bluff +11, Diplomacy +11
Str 10 (+6)
Dex 15 (+8)
Wis 14 (+8)
Con 10 (+6)
Int 16 (+9)
Cha 11 (+6)
Alignment good
Languages Common, Elven
Equipment robes, staff implement
She misses her husband terribly, but for the sake of her
son’s birthright she will not give in to despair. She knows
there are forces working against Celduilon that wants to
weaken the eladrin city of winter, enemies that believe they
can scare her away from Celduilon. But she has sworn to
put her son, prince Etheran on the crystal throne of the
Silver City, securing a strong ruler again, and that she will.
Jelvistra
The fomorian dark master Musagzi who is working
together with Skalmad has dispatched the lamia Jelvistra on
a mission to the Silver City of Celduilon, charging her with
corrupting and co-opting Celduilon’s ruling council. By
controlling the city’s leadership, the fomorian hopes to
weaken Celduilon, delaying or even stopping decisions in
the council to take action against the growing threat of trolls
and fomorians at Mross-Kagg.
Jelvistra poses as an eladrin noble woman, having
arrived more than five years back in Celduilon. To maintain
her cover, she rents luxurious apartments in the city,
though she spends most of her time influencing the right
people in the city.
Jelvistra has wasted no time getting close to four of
Mithrendain’s seven councilors. The first to fall was Laemu
Spiremrul who got very rich through Jelvistras trade
contacts, which he never understood was coming from the
fey Underdark and its fomorian master, not until it was to
late. At that point Jelvistra arranged the murder of Laemu’s
brother – the councilor Llytha Spremrul, arranging for it to
look like princess Saffrenia Movrymm’s only son Etheran
was behind it. Driven by revenge Laemu fell deeper into the
tangle of Jelvistra’s plot, as he was selected new councilor
after his brother. Dresyae Tlathlyn was the second to fall.
He despised Saffrenia and her bastard son, and soon found
an ally in Jelvistra that could help him clean out the
Movrymm family and put Tlathlyn on the crystal throne
again. They soon became lovers.
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The lonely Serriay Celshil, ill suited for her position in
the council was the third to fall. Jelvistra got Dresyae and
Laemu to support her and help her in her role, while she
herself befriended the young woman. She soon considered
Jelvistra a close friend giving her good advice on every
subject, helping her fulfill her councilor role. However, over
time Jelvistras support has turned more into requests, that
Serriay fulfills, not wanting to risk their friendship.
Jelvistra knew she would never be able to influence
Vyndra Sysvani, she was to close to princess Saffrenia.
Amon Bassiri, Lord Marshal of the Winter’s Watch was also
a target with a network she did not want to wake, so she
turned her charms towards Flaeorn, but his mercurial
moods have so far thwarted her. She know she needs to get
control over a fourth member in order to get control over
the council – to achieve it maybe another councilor will
have to die.
However, the taint of corruption within the city’s
leadership has aroused the suspicions of Councilor
Saffrenia Movrymm. Her quiet investigation threatens
Jelvistra’s plans, and the lamia is considering sending a
force of assassins to end the councilor’s threat. Achieving
two things with one blow, maybe even three? Maybe the old
King Palenthior would die from grief if he lost his last
daughter as well?
Jelvistra, Lamia (J)
Level 12 Elite Controller (Leader)
Medium fey magical beast (shapechanger)
XP 1,400
HP 244; Bloodied 122
Initiative +8
AC 26; Fortitude 23; Reflex 22; Will 24
Perception +13
Speed 6, climb 6
Resist takes half damage from melee and ranged attacks;
Vulnerability 10 to close and area attacks
Saving Throws +2; Action Points 1
TRAITS
Any enemy that ends its turn in the aura takes 10 damage.
Swarm
The swarm can occupy the same space as another creature, and
an enemy can enter its space, which is difficult terrain. The
swarm cannot be pulled, pushed, or slid by melee or ranged
attacks. It can squeeze through any opening that is large enough
for at least one of the creatures it comprises.
STANDARD ACTIONS
m Cursed Touch (healing) * At-Will
Attack: Melee 1 (one creature); +15 vs. Fortitude
Hit: 2d6 + 8 damage, and the target is dazed (save ends). In
addition, the lamia regains a number of hit points equal to the
amount of damage dealt.
M Devouring Swarm * At-Will
Attack: Melee 5 (one creature); +15 vs. Fortitude
Hit: 3d8 + 12 damage.
Sustain (minor): When the lamia sustains this power, the
devouring swarm deals 3d8+12 damage to the target (no attack
roll required). The target must be within this power's range for
the lamia to sustain the power.
C Pacifying Burst (psychic) * Recharge 5 6
Attack: Close burst 5 (creatures in burst); +15 vs. Will
Hit: The target is stunned (save ends).
MINOR ACTIONS
Change Shape (polymorph) * At-Will
Effect: Jelvistra can alter her physical form to appear as a
Medium humanoid, usually an attractive human woman, until
she uses change shape again or until she drops to 0 hit points. To
assume a specific individual's form, Jelvistra must have seen
that individual. Other creatures can make a DC 33 Insight
check to discern that the form is a disguise.
Skills Arcana +14, Bluff +16, Insight +13
Str 13 (+7)
Dex 14 (+8)
Wis 14 (+8)
Con 18 (+10)
Int 17 (+9)
Cha 21 (+11)
Alignment evil
Languages Common, Elven
Swarm’s Embrace * Aura 1
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Lord Marshal of the Winter’s Watch
The commanding officer of the Winter’s Watch is a slender
eladrin male named Amon Bassiri. Though little is known
of his past (the same goes for all the Watchers), Amon holds
the rank of Lord Marshal. He not only commands the
Watchers but is also a member of the city’s ruling council.
Like many of the city rulers, Amon lives in his apartments
in the Citadel of Winter, and it is said that he spends his
nights prowling the city—and keeping the secrets he finds
from the city guard. Amon is a wiry male with ever-moving
eyes, long black hair and pale skin; though he puts on an air
of friendliness, his smile is oily and one could sense that the
Lord Marshal is weighing every word being spoken
carefully for any hint of treason.
Amon Bassiri has devoted his life to defending
Celduiolon from incursions. He has spent centuries
tracking down and killing any who despoil the the city or its
surrounding forests. To him the Silver City belongs to the
eladrin, and only the Winter’s Watch can be trusted to
protect the city from harm. Amon has little faith in humans
and tieflings, as he sees them as guilty for the War of the
Dead. It is in their nature to destroy and covet power.
Treaties with them are worthless, as the outsiders do not
honor their agreements. In Amon’s eyes all Moon Doors to
the natural world should be sealed.
Amon hates humans and tieflings, but he reserves his
greatest hatred for the fomorian and their likes. He was
chief war captain during the War of the Dead and saw the
fomorian threat grow until their armies marched on
Celduilon accompanied with Karavakos hordes. He
trapped the riders in the valleys between Mross-Kagg and
Celduilon and ambushed them from the high ground. He
put entire legions to the sword.
Amon constantly speaks out to council about the threat
of the fomorian and the humans, but to deaf ears as nobody
shares his fears.
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Amon Bassiri
Level 17 Elite Lurker (Leader)
Medium fey humanoid (eladrin)
HP 246; Bloodied 123
AC 31; Fortitude 27; Reflex 30; Will 27
Speed 6
Saving Throws +2; Action Points 1
TRAITS
Combat Advantage
XP 3,200
Initiative +19
Perception +18
Low-Light Vision
Amon Bassiri deals 3d6 extra damage against any target
granting combat advantage to him.
STANDARD ACTIONS
m Dagger (weapon) * At-Will
Attack: Melee 1 (one creature); +22 vs. AC
Hit: 4d6 + 11 damage.
M Double Attack (weapon) * At-Will
Effect: Amon Bassiri makes two dagger attacks.
M Arcane Blade (weapon, varies) * Encounter
Attack: Melee 1 (one creature); +20 vs. Reflex
Hit: 6d6 + 17 damage; Amon Bassiri can choose to do normal
damage with this attack, or have the attack deal cold, fire,
lightning, or thunder damage instead.
M Rush to Action (weapon) * Recharge 5 6
Attack: Melee 1 (one creature); +22 vs. AC
Hit: 4d8 + 20 damage; Amon Bassiri can shift 2 squares both
before and after making this attack.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: Amon Bassiri can teleport 5 squares.
MINOR ACTIONS
C No More Secrets * Encounter
Effect: Close burst 10 (targets one creature); the target gains 10
vulnerability to cold, fire, lightning, or thunder (Amon’s choice)
until the end of Amon’s next turn.
Watch's Signet * Encounter
Effect: Amon Bassiri gains a +5 bonus to Stealth checks until the
end of his next turn.
Swift Watcher * At-Will 1/round
Effect: One eladrin ally within 5 squares of Amon (and in his line
of sight) can shift 2 squares as a free action.
TRIGGERED ACTIONS
Night's Embrace (illusion) * Recharge 5 6
Trigger: When hit or missed by a melee attack.
Effect (Immediate Reaction): Amon Bassiri gains total concealment
from the attacking creature until the end of the creature’s next
turn. Amon can use this power even in the radius of a revelation
sphere and this power does not end when Amon enters the
radius of a revelation sphere.
Skills Arcana +13, Bluff +15, History +13, Stealth +20,
Thievery +20
Str 20 (+13)
Dex 24 (+15)
Wis 21 (+13)
Con 15 (+10)
Int 16 (+11)
Cha 14 (+10)
Alignment unaligned
Languages Common, Elven
Equipment watch's signet, leather armor, dagger
valuable ally to anyone visiting Celduilon, especially given
the way humans, dwarves, and many other races are treated
in the Silver City. Vyndra is an eladrin female in her later
years whose beauty has not been diminished with the years.
She wears her long blonde hair tied back at the nape of her
neck, and she is extremely diplomatic even in the most
troubling situations.
Vyndra Sysvani
Level 8 Elite Artillery
Medium fey humanoid (eladrin)
HP 139; Bloodied 70
AC 20; Fortitude 19; Reflex 21; Will 22
Speed 6
Saving Throws +2; Action Points 1
STANDARD ACTIONS
XP 800
Initiative +7
Perception +8
Low-Light Vision
m Dagger * At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 2d4 + 7 damage.
A Fire Burst (fire) * Encounter
Vyndra Sysvani
Another prominent member of the city’s ruling council,
Vyndra Sysvani is a female eladrin diplomat who has
reputedly spent more time outside the Feywild than any
other inhabitant of Celduilon. She therefore shares the
views of Saffrenia in many ways, especially on openness to
the outsiders of the natural world. They are both close
personal friends. Vyndra stood by Saffrenia’s side when her
only son Etheran was banished from Celduilon.
Vyndra made a name for herself as a liaison between
Celduilon and Moonstair, and other human cities outside
the Feywild. After years abroad, Vyndra moved back to
Celduilon to serve on the city’s ruling council, but she is still
extremely knowledgeable about the world and its
inhabitants. Vyndra is friendly to outsiders, and eager to
hear news of the places she once visited. She can be a
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Attack: Area burst 2 within 20 (creatures in burst); +13 vs.
Reflex
Hit: 3d6 + 10 fire damage.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: Vyndra Sysvani can teleport 5 squares.
TRIGGERED ACTIONS
C Reactive Blast (arcane, fire) * At-Will
Trigger: When targeted by a melee attack.
Attack (Immediate Interrupt): Close blast 3 (creatures in blast);
+13 vs. Reflex
Hit: 2d6 + 9 fire damage.
A Bloodied Burst (fire) * Recharge 6
Trigger: When first bloodied.
Effect (Free): Vyndra Sysvani’s fire burst recharges, and she uses
it.
Skills Arcana +15, Diplomacy +14, History +15
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Str 11 (+4)
Con 14 (+6)
Dex 16 (+7)
Int 18 (+8)
Wis 19 (+8)
Cha 20 (+9)
Alignment good
Languages Common, Draconic, Dwarven,
Elven
Equipment fine clothes, dagger
Serriay Celshil
Serriay is a young eladrin who wants to be an effective
leader on council but is ill suited to her position. She has a
good heart but neither the leadership or administration
skill needed for the position. Her father, Tareyak Celshil a
member of the council during his lifetime, managed to
persuade the council to take in his only heir and daughter.
However, Serriay has a burning interest in architecture and
arts, and contributes well when it comes to city planning.
Jelvistra has managed to exert control over Serriay by
feeding her suggestions for policy and protocol that Serriay
has passed off as her own. Now indebted to Jelvistra, Serriay
finds herself taking orders from her “friend.”
Dresyae Tlathlyn
Dresyae Tlath comes from a very old and respected
family line in Celduilon, the strong House of Tlathlyn.
Dresyae used to be Palenthior’s most trusted companion for
centuries. From the time they played together as children,
they were nearly inseparable. They learned magic under
the same teacher, studied the business of statecraft
together, and fought side by side in the defense of
Celduilon during the War of the Dead. When Palenthior
ascended the crystal throne of the Silver City, it was only
natural that his friend Dresyae Tlathlyn became his chief
counselor and Lord Commander of the winter eladrin
army.
But since King Palenthior’s both daughters “betrayed”
the eladrin, Vyrellis to the tiefling wizard Karavakos, and
Saffrenia by marrying an “outsider” – a human. He has
turned against his former friend and become his worst
antagonist in the council.
Dresyae has high ambitions and sees himself as more
worthy than anybody else in the council to lead Celduilon
and replace the old king, an ambition that has been growing
stronger by the years. He thinks king Palenthior, Warden of
the Silver City of Celduilon, to be weak and old, not worthy
of the office anymore. His daughter Saffrenia has betrayed
her kindred and her bastard son is not worthy of the crystal
throne.
Dresyae was an easy target for Jelvistra’s seduction,
nurturing his high ambitions. He is now Jelvistra’s secret
lover, fully corrupted by the lamia and his own desire for
power. Dresyae has made it his chief goal to remove
Saffrenia from the council and Celduilon. He is tireless in
his efforts to awaken opposition to her rule. He portrays her
as a betrayer of the eladrin, bent on destroying the Silver
City if her bastard son ever was put on the throne. Many
listen to him. Not enough are yet in his camp to make him
act, but soon, he insists, soon.
He plans to use Jelvistra’s talents and contacts to
marginalize the other councilors. He understand the
Jelvistra represents the troll and fomorian army, but believe
his army will easily take care of the threat. Once leading his
army to victory, he will be a hero and well positioned to
order both Saffrenia and the other council members into
exile. Who is better to defend Celduilon than those who
truly understand the culture and ancient traditions of the
winter eladrin?
Dresyae Tlathlyn (D)
Level 12 Soldier (Leader)
Medium fey humanoid
XP 700
HP 117; Bloodied 58
Initiative +14
AC 28; Fortitude 24; Reflex 26; Will 22
Perception +7
Speed 5
Low-Light Vision
Saving Throws +5 to end charm, immobilize, restrained, or
2012-12-13
slowed conditions*
TRAITS
Feywild Tactics * Aura 5
Fey allies can score a critical hit on rolls of 19-20 while in the
aura.
STANDARD ACTIONS
m Longsword (weapon) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 3d8 + 7 damage.
M Rage of the Wild (weapon) * Recharge 5 6
Attack: Close burst 1 (enemies in burst); +17 vs. AC
Hit: 3d8 + 7 damage, and the target is knocked prone.
MINOR ACTION
R Feywild Challenge (radiant) * At-Will
Effect: Close burst 5 (one enemy in the burst). Dresyae marks the
target until the end of the encounter or until Dresyae uses this
power again. While the enemy is marked by Dresyae, it takes 4
radiant damage whenever it ends its turn without attacking
Dresyae.
MOVE ACTIONS
Fey Step (teleportation) * Encounter
Effect: Dresyae teleports up to 5 squares.
TRIGGERED ACTIONS
Turn the Tide * At-Will
Trigger: When an ally within 5 squares of Dresyae fails a saving
throw.
Effect (Immediate Interrupt): The ally makes a new saving throw,
using the second result.
Skills Athletics +15, Arcana +10, History +10, Nature +12
Str 18 (+10)
Dex 22 (+12)
Wis 13 (+7)
Con 13 (+7)
Int 14 (+8)
Cha 16 (+9)
Alignment evil
Languages Common, Elven
Equipment longsword, ring of freedom of movement*
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Laemu Spiremrul
Flaeorn Marnon
Councilor Laemu is a respectable eladrin sitting in the
council as a representative of Celduilon’s trade and craft
guilds. He replaced his younger brother Llytha Spremrul
who was killed five years ago by Etheran Movrymm, the
King Palenthior’s own grandchild.
The extravagant Flaeorn is given to bursts of unusual
behavior. One day he might insist that purple is a foul color;
the next, he orders his home painted in bright lilac hues. He
is manic and random, and the people of Celduilon love him
for it. Flaeorn gives grand gifts to even the lowest of the
common folk, and his pavilion is always packed.
Laemu and the House of Spiremrul is since the crime
of the bastard son of Saffrenia not supporting Palenthior but
have instead joint forces with the House of Tlathlyn and
Dresyae Tlathlyn who want to replace the king.
Lameu is a fast talker and quick thinker; those who
have dealt with him will swear that they have never seen
him at a loss for words. He is known to be able to bargain
for the best deals and still leave his trade partners feeling
that they got the best end of the exchange. Laemu
Spiremrul never walks away from a deal until he is
completely satisfied.
Laemu seeks only to advance himself by the collection
of wealth and power. The Spiremrul family is among the
most rich and influential family in Celduilon. Some
misjudge his age and belive him to be senile and ineffective,
not realizing that he has spent more than two-thirds of his
life wheeling and dealing, and his mind is as sharp as ever.
He was the first to fall to Jelvistra’s plots, he was tricked
into lucrative dealings with Jelvistra’s “trade partners” and
went along too far. Now he is in to deep to be able to pull
out without risking his family name and reputation. When
his brother was killed by prince Etheran he took his place
in the council to cover up his dealings with Jelvistra, as well
as seek revenge on the House of Movrymm. But he is
starting to questions the true motives of Dresyae Tlathlyn
and Jelvistra, as everything might not be as they have been
portrayed. He is trying to convince himself that things are
not as bad as they look.
Flaeorn is recognized as a fine leader by most, but his
gregarious nature and colorful manners take many who
meet him by surprise. Anyone who takes the time to
observe him at work, however, will quickly recognize his
talents. Flaeorn’s nature has a distinct purpose to the
council. The winter eladrin has a streak of seriousness in
them, especially in times of trouble were a dark mood
might beset them, but Flaeron’s activities often serve as
comic relief in too-tense meetings. In gatherings that
deteriorate into doom and gloom, Flaeorn’s personality
usually brings involved parties to their senses and to more
accurate assessments of the facts.
Flaeorn is singe and considered an eligible bachelor by
the women of Celduilon. He is enjoying life to well for be
too serious in any courtship.
Jelvistra has repeatedly tried to corrupt Flaeorn, but his
mercurial moods have so far thwarted her. However, he is
only interest in culture and festivals and leaves all other
dealings of the city in the ‘capable’ hands of Dresyae
Tlathlyn, a fact that have so far played to Jelvistra’s favor.
Etheran Vel’Movrymm of Therund
Etheran Vel’Movrymm is heir to the barony of Therund
where his aging father still rules. His eladrin origin on his
mothers side is seen as a blessing in Therund, while the
same does not hold true in Celduilon, the winter eladrin
city of his mother, were he is not welcomed.
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Etheran’s father Perenon of Therund became
enamored with the eladrin princess Saffrenia of the ruling
eladrin House of Movrymm. Etheran was born in Therund
and came to Celduilon as a young boy to learn of his
mother’s people. The councilor Dresyae Tlathlyn was
enraged that the princess brought her half-breed into the
Winter Citadel, but the old king Palenthior, Warden of the
Silver City of Celduilon took a liking to him; he became his
ward in Celduilon. He sent him to Gylvain Movrymm, and
old historian to learn the path of the eladrin. He spent
many years in study and training.
Palenthior had meant for Etheran to become the heir
to the crystal throne of Celduilon, as did his mother
Saffrenia. But councilor Dresyae Tlathlyn recently put an
end to those ambitions. Dresyae claimed that Etheran
would try to steer Celduilon toward a more conciliatory
stance towards humans and tieflings of the natural world,
who just three hundred years ago had tried to invade the
Feywild and concur Celduilon. So he engineered with the
help of Jelvistra his banishment by falsely accusing him of
the murder of Llytha Spremrul, the head of the eladrin
trade delegation. Embarrassed by the incident but
unwilling to accept that Etheran could have done such
thing, despite the evidence presented against him, King
Palenthior ordered him to leave Celduilon and the Feywild
within a day.
Etheran have spent the last five years in Therund, using
his tactical skills to help his father ruling the barony and
keeping the trolls at bay. But with the recent activities of the
trolls indicating that something evil is brewing in the
Trollhaunts, Etheran has secretly returned to Celduilon to
seek advice from his grandfather, the king. The king sent
him on a secret mission into the Trollhaunt, very few know
about his mission, and both Etheran and the king prefers to
keep it that way.
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Sharrin “The Crone”
Sharrin is the high-priestess of the Raven Queen in
Celduilon, or actually, the only priestess of the Daughter of
Winter. Sharrin is old, old even in eladrin eyes. No one
knows her real age, some even curse her for being a lich.
What is known is that she served a key role in the War of
the Dead. Karavakos had sent in hordes of undead and
demons through Mross-Kagg, that poured down the valley
of Mar-Kilean until they met the joint eladrin armies at
Kadorhak – Stone’s End, where the invasion was brought to
a halt. However the eladrin forces were heavily
outnumbered and Karavakos kept on bringing through
hordes of undead through the Feygate at Mross-Kagg.
Sharrin was seen meeting the hordes of undead with the
words of the Raven Queen, but even her magical powers
could not overcome the invaders. Desperate to save her
home and her people Sharrin called upon powers best left
undisturbed. Through a grueling ordeal lasting several days,
she summoned the power of shadow. Opening a rift to her
goddess realm in the Shadowfell that she has since been
unable to completely close. When the ritual was over, no
creature was left alive in the vale and Mross-Kagg. Plants
and animals alike were all dead, so was demons, elves and
the undead hordes. There were no remains to even suggest
that a battle had ever occurred, and no sound of any
creature could be heard anywhere. Only Sharrin escaped
this fate, but she was no longer the person she once was; the
ritual had irrevocably changed her.
Since the battle, she has lived alone in the valley, now
called Death’s Gate by the eladrin. She wanders the empty
streets of abandoned viallages, climbing its hills and
listening in vain for the sound of even a single bird.
The eladrin view her with revulsion, and even the dark
master’s of the fomorians are utterly terrified of her and her
goddess. Sharrin want only for other to leave her alone. No
animal will come near the valley; only the most foolhardy of
people will attempt to enter this haunted place.
Sharrin, the Crone
Level 20 Elite Artillery (Leader)
Medium fey humanoid (eladrin)
XP 5,600
HP 292; Bloodied 146
Initiative +19
AC 32; Fortitude 32; Reflex 33; Will 31
Perception +15
Speed 6
Low-Light Vision
Resist 10 cold, 10 necrotic
Saving Throws +2 (+5 against charm effects);
Action Points 1
TRAITS
Raven's Blessing * Aura 3
An ally within the area gains resist necrotic 5 and a +1 bonus to
attack rolls.
STANDARD ACTIONS
m Death's Dagger (weapon) * At-Will
Attack: Melee 1 (one creature); +25 vs. AC
Hit: 3d6 + 11 damage, and the target gets vulnerable 5 cold or 5
necrotic until the end of Sharrin’s next turn.
r Shadow Veil (cold, necrotic) * At-Will
Attack: Ranged 10 (one creature); +25 vs. Fortitude
Hit: 3d8 + 15 necrotic damage, and any enemy adjacent to the
target takes 5 cold damage.
C Chilling Defiance (cold, healing) * At-Will
Effect: Close burst 3 (enemies in burst); automatic hit; the target
takes 10 cold damage and is slowed until the end of Sharrin’s
next turn. Sharrin regains 2 hit points for each enemy who takes
damage from this power.
MOVE ACTIONS
Fey Charge (teleportation) * Encounter
From that day on the old crone has existed in both the
Feywild and the Shadowfell. The forces she unleashed has
turned her into a creature neither fully living, nor dead. Her
hair is dull black, her eyes are dead white and her ash gray
skin and angular features have made her fellow eladrin call
her a lich or even ghost – neither true. She is a creature of
the Raven Queen, having pledged her soul to the Daughter
of Winter to save her people.
Effect: Sharrin can teleport 6 squares and make a melee basic
attack.
TRIGGERED ACTIONS
Unkind Intervention (cold, necrotic) * Recharge 4 5 6
Trigger: When an enemy within 5 squares from Sharrin hits an
ally of Sharrin.
Effect (Immediate Reaction): The enemy must reroll the attack and
use the second result. If the attack misses, the enemy takes 5
cold and necrotic damage.
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Furious Dismissal (teleportation) * At-Will
Trigger: When an enemy enters an adjacent square.
Effect (Immediate Interrupt): The triggering creature is teleported
5 squares and Sharrin or an ally makes a basic attack against the
target.
Skills Arcana +20, History +21, Intimidate +23, Nature +20,
Religion +21
Str 12 (+11)
Dex 29 (+19)
Wis 20 (+15)
Con 20 (+15)
Int 22 (+16)
Cha 27 (+18)
Alignment unaligned
Languages Common, Elven
Equipment Death's Dagger, robes
Kagen the Blackknife
A truly odd sight in Celduilon, Kagen the Blackknife is
a drow innkeeper that runs one of the only genuine
outsider-friendly inns in Celduilon, a place called the
Waystop in the Old Battery. Kagen is well-known
throughout the entire city as a smiling drow who tells some
of the wildest stories. Though many eladrin regard him as
an oddity—a drow that is not a bloodthirsty killer—few truly
know him well enough to make much of a judgment.
Kagen’s nickname, the Blackknife, comes from one of
his incredible tales about a dagger he once owned that had
a pitch-black blade that crumbled to ash when he came up
to the surface.
Few believe Kagen’s tales, and most see them as little
more than fanciful stories designed to entertain his patrons
and keep them in the inn for a little while longer. Despite
his friendly exterior, Kagen keeps all his patrons at arm’s
length at all times. He might seem friendly, but no one
really knows about his past, and Kagen would like to keep it
that way.
Kagen the Blackknife
Level 6 Elite Skirmisher
Medium fey humanoid (drow)
HP 138; Bloodied 69
AC 20; Fortitude 17; Reflex 18; Will 16
Speed 6
STANDARD ACTIONS
XP 500
Initiative +9
Perception +5
Darkvision
m Short Sword (weapon) * At-Will
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 7 damage.
r Hand Crossbow (weapon) * At-Will
Attack: Ranged 10/20 (one creature); +9 vs. AC
Hit: 2d6 + 7 damage.
R Clear the Bar (weapon) * At-Will
Effect: Kagen the Blackknife makes two hand crossbow attacks.
MINOR ACTIONS
C Cloud of Darkness (zone) * Encounter
Effect: Close burst 1; the burst creates a zone of darkness that
lasts until the end of Kagen the Blackknife’s next turn. This
cloud blocks line of sight for all creatures except Kagen the
Blackknife. Any creature (except Kagen the Blackknife) is
blinded while it is entirely within the cloud.
TRIGGERED ACTIONS
R Deal with the Rabble (weapon) * At-Will
Trigger: When missed by a melee attack.
Effect (Immediate Reaction): Kagen the Blackknife can shift up to 2
squares and make a hand crossbow attack.
Skills Bluff +9, Intimidate +11, Stealth +14
Str 16 (+6)
Dex 19 (+7)
Wis 15 (+5)
Con 13 (+4)
Int 11 (+3)
Cha 12 (+4)
Alignment unaligned
Languages Common, Elven
Equipment short sword, hand crossbow
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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
P1, I would suggest you as a DM to reduce the XP handed
out during the adventure with -20%, i.e. multiply the
Encounter XP with 0.80, if you are planning to use all the
changes made. This will keep the balance in the adventure.
Main Adventure Encounters
E1: The Messenge
Conversion Encounters
Intro removed
Hag of the Fens
Meeting Etheran
New E1: The Messengers
Changed to Hook: Escorting Vyrellis
Hook: Delivering the Orb
Quickling Ambush
Etheran's Fate
Level
11
XP
3 000
Progression
26 863
Hook: Aid the Baron
10
500
26 963
T1: Into the Trollhaunt
T2: Lights in the Night
W1: The Trollmaw
W2: Marrowmaw Warrens
W3: Marrowmaw Chief Lair
W4: Mound of Skulls
W5: Dragon's Den
W6: Trall Pits
I1: The Wrath of Skalmad
W7: The Foundry
W8: Grell Nest
W9: Corkscrew Cave
W10: Collecting Cave
W11: Crowcage Cavern
W12: Throne Cavern
Hook: Commanding the Watch
Hook: Restoring Confidence
R1: Farmstead
R2: Landing Raid
R3: Airborne Assault
R4: Wall Siege
R5: Blightborn Invaders
10
11
11
11
12
12
11
12
13
12
13
12
13
13
14
10
9
10
11
11
13
12
2 500
3 000
3 000
3 050
3 500
3 700
3 000
3 600
4 000
3 500
4 050
3 600
4 000
4 400
5 400
500
400
2 700
3 000
3 000
4 400
3 600
27 463
28 063
28 663
29 273
29 973
30 713
31 313
32 033
32 833
33 533
34 343
35 063
35 863
36 743
37 823
37 923
38 003
38 543
39 143
39 743
40 623
41 343
C1: Cliffside Portal
C2: Outpost
12
13
3 600
4 000
42 063
42 863
C3: Waterfall
C4: Guardhouse
13
13
4 000
4 500
43 663
44 563
C5: Entrance Cavern
C6: Cauldron Cavern
Hook: Death of the Troll King
Hook: Recover Sunwrath
Hook: Destroy the Stone Cauldron
13
16
13
11
13
4 000
7 000
4 000
3 000
4 000
113 500
45 363
46 763
47 563
48 163
48 963
11th
For detailed XP breakdown, see below.
Level
11
10
12
14
10
10
10
10
XP
-3 000
2 500
3 500
4 700
-500
2 500
2 500
2 620
W7 Removed
12
-3 500
W9 Removed
12
-3 600
W11 Removed
W12 Removed
13
14
-4 400
-5 400
New XP
0
2 000
2 800
3 760
0
0
2 000
2 096
2 000
2 400
2 400
2 440
2 800
2 960
2 400
2 880
3 200
0
3 240
0
3 200
0
0
400
320
2 160
0
2 400
3 580
2 880
0
2 800
2 240
3 360
4 240
3 200
2 880
3 200
3 600
2 800
5 040
3 200
5 600
3 200
2 400
3 200
12th
13th
-3 000
R4 Modifications
13
75
R6: Shipwreck
R7: Hold the Wall
The Council Celebrations
Dresyae's Escape
C1 Modifications
12
12
12
13
14
0
3 500
2 800
4 200
1 700
C2½: Corkscrew Track
12
3 600
C4.1: The Foundry
C4.2: Throne Room
12
15
3 500
6 300
14th
20 595
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-20%
New Progression
25 751
26 151 11th
26 711
27 463
27 463
27 463
27 863
28 283
28 683
29 163
29 643
30 131
30 691
31 283
31 763
32 339
12th
32 979
32 979
33 627
33 627
34 267
34 267
34 267
34 347
34 411
34 843
34 843
35 323
36 039
36 615
36 615
37 175
37 623
38 295
39 143
13th
39 783
40 359
40 999
41 719
42 279
43 287
43 927
45 047
45 687
46 167
46 807
105 276
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PLAYER’S HANDOUTS
THE CRONE’S STORY
Celduilon was founded many hundred years ago and is
one of the oldest cities of the last eladrin empire. It was
founded after the Midnight Wars against the ancient
fomorian king Moran, the Eye of Ruin. The terrible
fomorian king that had led his armies to the surface of the
Feywild where they built the fortress Mross-Kagg, meaning
“Stones of Pain” in the fomorian tongue. The vile rule of
Moran spread over the surrounding land, to a point were all
the eladrin kingdoms had to unit in order to face this
common threat. Thereby forming the basis of what would
be the start of the new eladrin empire. After a bloody battle
between the eladrin armies and the fomorians, the surface
forces pushed their enemies back into the fortress of MrossKagg. With the help of the most powerful eladrin wizards of
the time, the eladrin unleashed terrible magic that
shattered the fortress and the surrounding landscape for
miles around. Unwilling to trust that the destroyed fortress
of Mross-Kagg would stay empty from other fomorians,
dreaming about rebuilding its power, the soldiers founded a
fortress nearby, to guarantee that the eladrin would be
aware of any attempts to rebuild it.
At first, the fortress stood vigilant, overlooking the
blasted landscape of Mross-Kagg, with soldiers patrolling
the surroundings to make sure no fomorians would retake
it. Over time, the vigilance of the eladrin guards and patrols
grew ever weaker, to a point when many generations later,
people questions the true threat of the old abandoned
fortress. Soldiers brought their families to live in the fortress
with them, and children were born in Celduilon with no
knowledge of the original purpose of the fortress. Within a
few decades, the small fortress was bursting with families,
and these families built homes for themselves outside the
walls of the fortress. With no attacks on the fortress, and no
attempts by the fomorians to retake the Mross-Kagg, the
fortress became a village, then a town, and within a few
more decades the sprawl had become a city.
Years came and went, and the original generation of
soldiers who founded the fortress moved on to the next life.
As the centuries passed, the true purpose of the Citadel of
Silver (as the original fortress came to be called) was
forgotten by all but a handful of city leaders, who then
passed the secret knowledge of the history of Mross-Kagg
down to their successors. With no more threats from the
fomorians (at least, no more than any other eladrin city),
Celduilon flourished and prospered. Eventually, the
influence of soldiers waned and scholars, artists, and
artisans became the new lords of the city. As the silver
towers of Celduilon grew ever taller, the militant history of
the city faded into history.
eladrin kingdoms, and their combined armies was to much
even for Vard and Karavakos to face. Vard was killed in
battle at Kadorhak, his body vanishing in a sheet of orange
flame. The forces of good cherished and focused on
Karavakos and the remaining undead hordes.
Yet again the cycle was repeated as the Mross-Kagg
again fell into ruins. The eladrin empire turned its attention
elsewhere and over time the threat of Mross-Kagg was yet
again forgotten. With the decline and fall of the eladrin
empire, not much remains of the armies of winter.
Celduilon retains little that would suggest it was only three
hundred years ago it almost faced destruction from the
encroaching forces of trolls and fomorians. Soaring towers
of gleaming crystal and shining silver reach for the clouds,
and the streets of the city are filled with eladrin who have
no idea that evil is yet again festering and growing in the
fortress of Mross-Kagg.
So, it came as a big surprise to the eladrin when the
troll king Vard, entered the heart of Mross-Kagg from a
Feygate and found Moran’s Eye. With his new found power
and insights he founded the kingdom of Vardar that grew in
strength every day. In secret fomorians were gathering in
Mross-Kagg again, inspired by the troll king with Moran’s
Eye, who were nurturing their dream of a new fomorian
and troll kingdom. When Celduilon finally acted on this
new threat, it was far too late. They could not face Vard and
his forces alone. Vard knew that and wanted to build his
strength further, before meeting the eladrin on the
battlefield. He was afraid that the eladrin kingdoms would
yet again unit to face this new threat, as they had in the past.
However, things changed when a powerful wizard named
Karavakos suddenly arrived and promised an alliance.
In spring the fomorian and troll forces joined the
undead demonic hordes of Karavakos. They used the
feygate of Mross-Kagg to enter into the Feywild and laid
siege of Celduilon. However, as Vard had feared, the
common threat of Vard and Karavakos had united the
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Dresyae
Tlathlyn’s
Letter
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Skalmad Coin
In rellanic it reads:
”KINGDOM OF VARDAR”
”SKALMAD THE CONQUEROR”
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BATTLE MAPS
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Cloudwatch Inn
Original work by
unknown artist. I have
just made some small
changes to it.
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MONSTER UPDATES
Speed 0, fly 6 (hover; altitude limit 2)
Resist insubstantial
STANDARD ACTIONS
Low-Light Vision
3 Warren Trolls (T)
3 Chuuls (C)
Attack: Melee 2 (one creature); +13 vs. Reflex
Hit: 2d6 + 11 radiant damage.
Level 10 Soldier
Large aberrant magical beast (aquatic)
XP 500
HP 109; Bloodied 54
AC 26; Fortitude 23; Reflex 20; Will 21
Speed 6, swim 6
TRAITS
Aquatic
Initiative +10
Perception +9
Darkvision
M Spirit Drain (healing, psychic) * Encounter
Requirment: Bloodied targets only.
Attack: Melee 3 (one creature); +13 vs. Fortitude
Hit: 2d8 + 9 psychic damage, the target is weakened (save ends),
and the wisp regains 14 hit points.
C Luring Glow * At-Will
The chuul can breathe underwater. In aquatic combat, it gains a
+2 bonus to attack rolls against nonaquatic creatures.
Tentacle Net (poison)
A creature hit by a chuul’s opportunity attack is immobilized
until the end of the chuul’s next turn.
STANDARD ACTIONS
Fey Light * At-Will
Attack: Melee 2 (one creature); +15 vs. AC
Hit: 2d6 + 6 damage, or 4d6 + 6 if the target is immobilized.
M Double Attack (poison) * At-Will
Blink Out (teleportation) * At-Will
Effect: The chuul uses claw twice. If both attacks hit the same
creature, the chuul makes a secondary attack against it.
Secondary Attack: +13 vs. Fortitude
Hit: The target is immobilized until the end of the chuul’s next
turn.
Trigger: When missed by an attack.
Effect (Immediate Interrupt): The will-o’-wisp teleports 5 squares
and extinguishes its fey light.
Str 22 (+11)
Con 21 (+10)
Dex 16 (+8)
Int 4 (+2)
Alignment unaligned
Wis 18 (+9)
Cha 14 (+7)
Skills Stealth +16
Str 4 (+2)
Con 13 (+6)
Alignment evil
Dex 22 (+11)
Int 8 (+4)
Small fey magical beast
HP 57; Bloodied 29
AC 22; Fortitude 19; Reflex 24; Will 22
Wis 12 (+6)
Cha 18 (+9)
Languages Elven
Languages Deep Speech
3 Will-o’-Wisps (W)
XP 600
HP 120; Bloodied 60
AC 22; Fortitude 23; Reflex 20; Will 19
Speed 8
TRAITS
Initiative +9
Perception +13
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Troll Healing (healing)
Attack: Close burst 20 (one target in the burst); +13 vs. Will
Hit: The target is pulled 3 squares and dazed (save ends).
Special: Blind targets are immune
FREE ACTIONS
Effect: A will-o’-wisp can give off light as a torch or extinguish
this light. Fey light must be on for the will-o’-wisp to make any
attack. When darkened, the will-o’-wisp has concealment and
can make a Stealth check to remain unnoticed.
TRIGGERED ACTIONS
m Claw * At-Will
Level 11 Brute
Large natural humanoid
m Glimmer Wisp (radiant) * At-Will
T2: LIGHTS IN THE NIGHT
W1: THE TROLLMAW
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 3d8 + 7 damage. If the attack bloodies the target, the troll
uses claw against it again.
m Powerful Bite (poison) * Encounter
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 4d10 + 4 damage, and ongoing 10 poison damage (save
ends).
Miss: Half damage, and ongoing 5 poison damage (save ends).
Skills Athletics +16, Endurance +15
Str 22 (+11)
Dex 18 (+9)
Con 20 (+10)
Int 5 (+2)
Alignment chaotic evil
Wis 16 (+8)
Cha 10 (+5)
Languages Common, Giant
Level 10 Lurker
XP 500
Initiative +15
Perception +11
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P1: ORCUS CONVERSION
3 Marrowmaw Impalers (I)
Level 9 Artillery
Medium natural humanoid (reptile)
XP 400
HP 81; Bloodied 41
AC 24; Fortitude 24; Reflex 21; Will 20
Speed 5
TRAITS
Initiative +6
Perception +10
Darkvision
Troglodyte Stench * Aura 1
Living enemies in the aura take a -2 penalty to attack rolls.
STANDARD ACTIONS
m Spear (weapon) * At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 1d8 + 8 damage.
m Claw * At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 1d4 + 8 damage.
r Javelin (weapon) * At-Will
Attack: Ranged 10/20 (one creature); +14 vs. AC
Hit: 2d6 + 6 damage.
R Impaling Shot (weapon) * Recharge 3 4 5 6
Requirements: Requires Javelin.
Attack: Ranged 10 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage, and the troglodyte makes a secondary
attack against the same target.
Secondary Attack: +12 vs. Fortitude
Hit: The target is restrained (save ends).
Skills Athletics +13, Endurance +14
Str 19 (+8)
Dex 14 (+6)
Con 21 (+9)
Int 7 (+2)
Wis 13 (+5)
Cha 9 (+3)
Alignment chaotic evil Languages Common, Draconic
Equipment spear, javelin x6
W2: MARROWMAW WARRENS
2 Nothic Stalkers (N)
Troglodyte Stench * Aura 1
Level 11 Skirmisher
Medium aberrant humanoid
XP 600
HP 115; Bloodied 58
Initiative +11
AC 25; Fortitude 23; Reflex 23; Will 21
Perception +7
Speed 6
Darkvision, Truesight 10
TRAITS
Living enemies in the aura take a -2 penalty to attack rolls.
STANDARD ACTIONS
m Greatclub (weapon) * At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 2d6 + 7 damage, and the target is marked until the end of
the troglodyte mauler’s next turn.
Combat Advantage
m Claw * At-Will
When the nothic stalker has combat advantage, its melee
attacks deal an extra 2d6 damage on a hit.
STANDARD ACTIONS
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d4 + 7 damage.
m Claw * At-Will
R Javelin (weapon) * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 3d6 + 9 damage.
Attack: Ranged 10/20 (one creature); +13 vs. AC
Hit: 2d6 + 5 damage.
MINOR ACTIONS
C Dazing Gaze (necrotic) * At-Will
M Bite * At-Will (1/round)
Attack: Close blast 3; +14 vs. Reflex
Hit: 2d8 + 5 necrotic damage, plus the target is dazed until the
end of the nothic stalker’s next turn. The nothic stalker loses this
power while blinded.
TRIGGERED ACTIONS
Requirements: Requires combat advantage.
Attack: +11 vs. Fortitude
Hit: 2d6 + 5 damage, and until the end of the troglodyte
mauler’s next turn, healing on the target restores only half the
total amount.
Retaliate * Encounter
Skills Athletics +13, Endurance +13
Str 18 (+8)
Dex 12 (+5)
Con 18 (+8)
Int 6 (+2)
Trigger: When hit by a melee or close attack.
Effect (Immediate Reaction): The nothic shifts and makes a claw
attack or a dazing gaze attack against the triggering attacker.
Skills Stealth +14
Str 18 (+9)
Con 19 (+9)
Dex 18 (+9)
Int 8 (+4)
Alignment unaligned
Wis 14 (+7)
Cha 9 (+4)
Medium natural humanoid (reptile)
HP 90; Bloodied 45
AC 24; Fortitude 23; Reflex 20; Will 21
Speed 5
TRAITS
2012-12-13
Alignment chaotic evil Languages Draconic
Equipment greatclub, javelin x2
Kasszt (K)
Level 9 Elite Controller (Leader)
Medium natural humanoid (reptile)
Languages Deep Speech
3 Marrowmaw Maulers (M)
Wis 15 (+6)
Cha 8 (+3)
Level 8 Soldier
XP 350
Initiative +6
Perception +6
Darkvision
HP 202; Bloodied 101
AC 23; Fortitude 21; Reflex 17; Will 20
Speed 5
Saving Throws +2; Action Points 1
TRAITS
XP 800
Initiative +5
Perception +13
Darkvision
Troglodyte Stench * Aura 1
Living enemies in the aura take a -2 penalty to attack rolls.
STANDARD ACTIONS
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P1: ORCUS CONVERSION
m Quarterstaff (weapon) * At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8 + 7 damage.
m Claw * At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d4 + 7 damage.
R Poison Ray (poison) * At-Will
Attack: Ranged 10 (one creature); +12 vs. Fortitude
Hit: 2d6 + 5 poison damage, and the target is weakened (save
ends).
R Double Ray (poison) * At-Will
Effect: Kasszt makes two poison ray attacks.
R Cavern Curse (necrotic) * Recharge 3 4 5 6
Attack: Ranged 5 (one creature); +12 vs. Fortitude
Hit: The target takes 1d6 + 5 damage, plus ongoing 5 necrotic
damage and is slowed (save ends both).
C Chant of Renewal (healing) * Encounter
Effect: Close burst 5; bloodied allies in the burst regain 15 hit
points.
MINOR ACTIONS
C Tunnel Grace * Recharge 4 5 6 (1/round)
Effect: Close burst 10; all allies in the burst gain +5 speed until
the end of the troglodyte shaman’s next turn.
Skills Dungeoneering +13, Endurance +14, Religion +9
Str 15 (+6)
Dex 12 (+5)
Wis 18 (+8)
Con 21 (+9)
Int 10 (+4)
Cha 14 (+6)
Alignment chaotic evil Languages Common, Draconic
Equipment robes, skull mask, quarterstaff
W3: MARROWMAW CHIEF LAIR
6 Troglodyte Maulers (M)
Level 6 Soldier
Medium natural humanoid (reptile)
XP 250
HP 74; Bloodied 37
AC 22; Fortitude 21; Reflex 18; Will 19
Speed 5
TRAITS
Initiative +6
Perception +5
Darkvision
Living enemies in the aura take a -2 penalty to attack rolls.
STANDARD ACTIONS
m Greatclub (weapon) * At-Will
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 7 damage, and the target is marked until the end of
the troglodyte mauler’s next turn.
m Claw * At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 2d4 + 7 damage.
M Bite * At-Will (1/round)
Requirements: Requires combat advantage.
Attack: +9 vs. Fortitude
Hit: 1d6 + 7 damage, and until the end of the troglodyte
mauler’s next turn, healing on the target restores only half the
total amount.
Wis 15 (+5)
Cha 8 (+2)
m Claw * At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 1d4 + 8 damage.
r Javelin (weapon) * At-Will
Attack: Ranged 10/20 (one creature); +14 vs. AC
Hit: 2d6 + 6 damage.
Skills Athletics +13, Endurance +14
Str 19 (+8)
Dex 14 (+6)
Con 21 (+9)
Int 7 (+2)
Wis 13 (+5)
Cha 9 (+3)
Alignment chaotic evil Languages Common, Draconic
Equipment spear, javelin x6
Ssark, Battle Champion
Level 11 Elite Soldier (Leader)
Medium natural humanoid (reptile)
Alignment chaotic evil Languages Draconic
Equipment greatclub, javelin x2
2012-12-13
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 1d8 + 8 damage.
Requirements: Requires Javelin.
Attack: Ranged 10 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage, and the troglodyte makes a secondary
attack against the same target.
Secondary Attack: +12 vs. Fortitude
Hit: The target is restrained (save ends).
Attack: Ranged 10/20 (one creature); +11 vs. AC
Hit: 1d6 + 7 damage.
MINOR ACTION
Medium natural humanoid (reptile)
Troglodyte Stench * Aura 1
Living enemies in the aura take a -2 penalty to attack rolls.
STANDARD ACTIONS
R Impaling Shot (weapon) * Recharge 3 4 5 6
R Javelin (weapon) * At-Will
3 Marrowmaw Impalers (I)
Initiative +6
Perception +10
Darkvision
m Spear (weapon) * At-Will
Troglodyte Stench * Aura 1
Skills Athletics +12, Endurance +12
Str 18 (+7)
Dex 12 (+4)
Con 18 (+7)
Int 6 (+1)
HP 81; Bloodied 41
AC 24; Fortitude 24; Reflex 21; Will 20
Speed 5
TRAITS
Level 9 Artillery
XP 400
HP 230; Bloodied 115
AC 27; Fortitude 23; Reflex 19; Will 21
Speed 5
Saving Throws +2; Action Points 1
TRAITS
XP 1,200
Initiative +8
Perception +8
Darkvision
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P1: ORCUS CONVERSION
Troglodyte Stench * Aura 1
Living enemies in the aura take a -2 penalty to attack rolls.
Battle Champion Tactics
The battle champion and its allies deal an extra 2d6 damage
against enemies that the battle champion flanks.
Battle Talent
The battle champion scores critical hits on attack rolls of natural
19 and 20.
Inspiring Assault
Whenever the battle champion scores a critical hit, the battle
champion and its allies within 5 squares of it regain 5 hit points.
STANDARD ACTIONS
m Greatclub (weapon) * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 3d6 + 9 damage, and the target is marked until the end of
the troglodyte mauler’s next turn.
R Double Attack (weapon) * At-Will
Effect: Ssark makes two greatclub attacks.
Alignment unaligned
3 Blackfire Flameskulls (F)
Level 10 Artillery
Tiny natural animate (undead)
XP 500
HP 82; Bloodied 41
Initiative +7
AC 23; Fortitude 20; Reflex 25; Will 23
Perception +11
Speed 0, fly 10 (hover)
Immune disease, poison; Resist 10 fire, 5 necrotic;
Vulnerable 5 radiant
TRAITS
Illumination
Attack: Ranged 10/20 (one creature); +16 vs. AC
Hit: 2d6 + 7 damage.
MINOR ACTIONS
M Bite * At-Will (1/round)
Requirements: Requires combat advantage.
Attack: +14 vs. Fortitude
Hit: 2d8 + 5 damage, and until the end of the troglodyte
mauler’s next turn, healing on the target restores only half the
total amount.
Wis 17 (+8)
Cha 9 (+4)
Alignment chaotic evil Languages Draconic
Equipment greatclub, javelin x2
Level 11 Elite Brute
Large natural beast
XP 1,200
HP 276; Bloodied 138
AC 23; Fortitude 23; Reflex 20; Will 21
Speed 8
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Initiative +8
Perception +9
m Claw * At-Will
Regeneration
Attack: The dire bear makes two claw attacks. If both claw
attacks hit the same target, the dire bear makes a secondary
attack against the target. Secondary Attack; +14 vs. AC
Hit: The target is grabbed (until escape).
The flameskull regains 5 hit points whenever it starts its turn
and has at least 1 hit point. When the flameskull takes radiant
damage, its regeneration does not function on its next turn.
STANDARD ACTIONS
R Blackfire Ray (fire) * At-Will
R Javelin (weapon) * At-Will
Dire Bear (B)
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 3d8 + 6 damage.
Attack: Melee 0 (one creature); +13 vs. AC
Hit: 1d4 + 6 damage plus 1d8 fire damage.
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 3d4 + 9 damage.
Languages Common, one other
The flameskull sheds bright light out to 5 squares, but it can
reduce its brightness to dim light out to 2 squares as a free
action.
m Fiery Bite (fire) * At-Will
m Claw * At-Will
Skills Athletics +15, Endurance +14
Str 20 (+10)
Dex 13 (+6)
Con 19 (+9)
Int 7 (+3)
W4: MOUND OF SKULLS
M Maul * At-Will
M Ursine Crush * At-Will
Effect: The cave bear deals 4d8 + 11 damage to a grabbed
creature (no attack roll required).
Str 23 (+11)
Con 18 (+9)
Dex 16 (+8)
Int 2 (+1)
Wis 18 (+9)
Cha 16 (+8)
Attack: Ranged 10 (one creature); +15 vs. Reflex
Hit: 2d8 + 9 fire damage, plus target is blinded (save ends).
Alignment unaligned
A Fireball (fire) * Encounter
Troll Vinespeaker (T)
Attack: Area burst 3 within 20 (creatures in burst); +15 vs.
Reflex
Hit: 3d8 + 9 fire damage.
Miss: Half damage. The flameskull can exclude two allies from
the effect.
MINOR ACTIONS
HP 142; Bloodied 71
AC 28; Fortitude 26; Reflex 23; Will 21
Speed 8
TRAITS
Mage Hand (conjuration) * At-Will
Dex 16 (+8)
Int 22 (+11)
2012-12-13
Level 14 Controller
Large natural humanoid
XP 1,000
Initiative +12
Perception +14
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Effect: As the wizard power mage hand.
Skills Stealth +12
Str 5 (+2)
Con 16 (+8)
Languages —
Wis 14 (+7)
Cha 20 (+10)
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
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P1: ORCUS CONVERSION
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 3d6 + 12 damage.
R Ray of Thorns (implement) * At-Will
Attack: Ranged 10 (one creature); +17 vs. Reflex
Hit: 3d8 + 9 damage.
C Chant of Power (healing, implement) * Encounter
Effect: Close burst 5 (allies in burst); the target gains 10
temporary hit points and a +4 bonus to damage rolls while it has
the temporary hit points.
A Thorny Burst (implement, zone) * At-Will
Attack: Area burst 1 within 10 (creatures on burst);
+17 vs. Reflex
Hit: 2d10 + 5 damage, and the target is immobilized (save ends).
The burst creates a zone of thorns and brambles that lasts until
the end of the encounter. The zone is difficult terrain, and each
creature that enters the zone or starts its turn there takes 1d10
damage.
TRIGGERED ACTIONS
M Frenzied Strike * Encounter
Trigger: When the troll vinespeaker's attack bloodies an enemy.
Effect (Free): The vinespeaker makes a claw attack.
Skills Athletics +16, Endurance +15
Str 18 (+11)
Dex 20 (+12)
Con 22 (+13)
Int 16 (+10)
Wis 14 (+9)
Cha 10 (+7)
Alignment chaotic evil Languages Common, Giant
Equipment mantle of thorny vines, gnarled staff
W5: DRAGON’S DEN
Gloomfang, Adult Black Dragon
Level 11 Solo Lurker
Large natural magical beast (aquatic, dragon)
HP 432; Bloodied 216
AC 24; Fortitude 22; Reflex 24; Will 22
Speed 8 (swamp walk), fly 8, swim 8
Resist 10 acid
Saving Throws +5; Action Points 2
TRAITS
Acidic Blood (acid)
XP 3,000
Initiative +15
Perception +13
Darkvision
Whenever the dragon takes damage while it is bloodied, each
creature adjacent to it takes 10 acid damage.
Hit: 3d8 + 5 acid damage, and ongoing 10 acid damage (save
ends).
Miss: Half damage, and ongoing 5 acid damage (save ends).
Shroud of Gloom * Recharge 6
Effect: Close burst 5 (enemies in the burst). Each target gains
vulnerable 10 acid and takes a -2 penalty to attack rolls until the
end of the encounter. A character can use a standard action to
attempt a DC 13 Heal check to end this effect on himself or
herself or an adjacent ally.
TRIGGERED ACTIONS
M Tail Sweep * At-Will
The dragon can breathe underwater. In aquatic combat, it gains
a +2 bonus to attack rolls against nonaquatic creatures.
Trigger: An enemy misses the dragon with a melee attack.
Attack (Opportunity Action): Melee 3 (triggering enemy); +14 vs.
Reflex
Hit: 2d6 + 3 damage, and the target falls prone. In addition,
each of the target's allies adjacent to the target takes 5 damage.
Instinctive Devouring
Bloodied Breath * Encounter
On an initiative of 10 + its initiative check, the dragon can use a
free action to charge or to use bite. If the dragon cannot use a
free action to make this attack due to a dominating or stunning
effect, then that effect ends instead of the dragon making the
attack.
Trigger: The dragon is first bloodied.
Effect (Free Action): Breath weapon recharges, and the dragon
uses it.
Aquatic
Action Recovery
Whenever the dragon ends its turn, any dazing, stunning, or
dominating effect on it ends.
STANDARD ACTIONS
Skills Nature +13, Stealth +21
Str 18 (+9)
Dex 22 (+11)
Con 12 (+6)
Int 14 (+7)
Alignment evil
Wis 16 (+8)
Cha 12 (+6)
Languages Common, Draconic
m Bite (acid) * At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 3d8 + 6 damage, and ongoing 10 acid damage (save ends).
Miss: 10 acid damage.
m Claw * At-Will
Attack: Melee 2 (one or two creatures); +16 vs. AC. If the dragon
targets only one creature, it can make this attack twice against
that creature.
Hit: 3d6 + 9 damage.
C Breath Weapon (acid) * Recharge 5 6
Attack: Close blast 5 (enemies in the blast); +14 vs. Reflex
2012-12-13
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P1: ORCUS CONVERSION
W6: THRALL PIT
3 Nothic Gazers (N)
3 Warren Trolls (T)
Level 11 Brute
Large natural humanoid
XP 600
HP 120; Bloodied 60
AC 22; Fortitude 23; Reflex 20; Will 19
Speed 8
TRAITS
Initiative +9
Perception +13
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 3d8 + 7 damage. If the attack bloodies the target, the troll
uses claw against it again.
m Powerful Bite (poison) * Encounter
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 4d10 + 4 damage, and ongoing 10 poison damage (save
ends).
Miss: Half damage, and ongoing 5 poison damage (save ends).
Skills Athletics +16, Endurance +15
Str 22 (+11)
Dex 18 (+9)
Con 20 (+10)
Int 5 (+2)
Alignment chaotic evil
Level 11 Artillery
Medium aberrant humanoid
XP 600
HP 91; Bloodied 46
Initiative +8
AC 23; Fortitude 24; Reflex 23; Will 21
Perception +6
Speed 6
Darkvision, Truesight 10
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 2d6 + 7 damage.
Languages Common, Giant
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Claw * At-Will
R Rotting Gaze (necrotic) * At-Will
Attack: Ranged 10 (one creature); +16 vs. Fortitude
Hit: 2d10 + 8 necrotic damage, plus the target is slowed and
takes a -2 penalty to attack rolls (save ends both). The nothic
gazer loses this power while blinded.
TRIGGERED ACTIONS
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 3d8 + 7 damage. If the attack bloodies the target, the troll
uses claw against it again.
m Powerful Bite (poison) * Encounter
Retaliate * Encounter
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 4d10 + 4 damage, and ongoing 10 poison damage (save
ends).
Miss: Half damage, and ongoing 5 poison damage (save ends).
Trigger: When hit by a melee or close attack.
Effect (Immediate Reaction): The nothic shifts and makes a claw
attack or a rotting gaze attack against the triggering attacker.
Skills Athletics +16, Endurance +15
Str 22 (+11)
Dex 18 (+9)
Con 20 (+10)
Int 5 (+2)
Skills Stealth +13
Str 18 (+9)
Con 19 (+9)
Dex 17 (+8)
Int 8 (+4)
Alignment unaligned
Alignment chaotic evil
Wis 12 (+6)
Cha 9 (+4)
Medium aberrant humanoid
INT 1: THE WRATH OF SKALMAD
3 Warren Trolls (T)
Level 11 Brute
XP 600
HP 120; Bloodied 60
AC 22; Fortitude 23; Reflex 20; Will 19
Speed 8
TRAITS
Regeneration
Initiative +9
Perception +13
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
2012-12-13
Wis 16 (+8)
Cha 10 (+5)
Languages Common, Giant
3 Nothic Gazers (N)
Languages Deep Speech
Large natural humanoid
Wis 16 (+8)
Cha 10 (+5)
Troll Healing (healing)
Level 11 Artillery
XP 600
HP 91; Bloodied 46
Initiative +8
AC 23; Fortitude 24; Reflex 23; Will 21
Perception +6
Speed 6
Darkvision, Truesight 10
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 2d6 + 7 damage.
R Rotting Gaze (necrotic) * At-Will
Attack: Ranged 10 (one creature); +16 vs. Fortitude
Hit: 2d10 + 8 necrotic damage, plus the target is slowed and
takes a -2 penalty to attack rolls (save ends both). The nothic
gazer loses this power while blinded.
TRIGGERED ACTIONS
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P1: ORCUS CONVERSION
Hit: 13 damage, or 16 damage if the target is bloodied.
Retaliate * Encounter
C Toppling Swing * Recharge 4 5 6
Trigger: When hit by a melee or close attack.
Effect (Immediate Reaction): The nothic shifts and makes a claw
attack or a rotting gaze attack against the triggering attacker.
Requirements: Requires greataxe.
Attack: Close blast 2 (creatures in blast); +18 vs. AC
Hit: 3d6 + 12 damage, and the target is knocked prone.
Skills Stealth +13
Str 18 (+9)
Con 19 (+9)
C Smoldering Eye (fire) * Encounter
Dex 17 (+8)
Int 8 (+4)
Alignment unaligned
Wis 12 (+6)
Cha 9 (+4)
Languages Deep Speech
Skalmad the Troll King
Level 13 Elite Soldier
Large natural humanoid
HP 240; Bloodied 120
AC 29; Fortitude 25; Reflex 23; Will 22
Speed 8
Saving Throws +2; Action Points 1
TRAITS
XP 1,600
Initiative +12
Perception +8
Aura of Rage * Aura 5
Bloodied allies within the aura gain +2 to attack rolls.
Regeneration
The troll regains 5 hit points whenever it starts its turn and has
at least 1 hit point. When the troll takes fire or acid damage, its
regeneration does not function on its next turn.
Troll Healing (healing)
Whenever an attack that doesn't deal acid or fire damage
reduces the troll to 0 hit points, the troll does not die and
instead falls unconscious until the start of its next turn, when it
returns to life with 15 hit points. If an attack hits the troll and
deals any acid or fire damage while the troll is unconscious, it
does not return to life in this way.
STANDARD ACTIONS
m Greataxe * At-Will
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 3d6 + 10 damage.
m Claw * At-Will
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 2d10 + 5 damage.
Str 17 (+10)
Con 14 (+9)
Dex 12 (+8)
Int 7 (+5)
Wis 15 (+9)
Cha 9 (+6)
Alignment evil Languages Common, Deep Speech
Equipment greataxe
Attack: Close blast 5 (creatures in blast); +16 vs. Reflex
Hit: 3d12 + 7 fire damage, plus ongoing 10 fire damage and a -2
penalty to attack rolls (save ends both). Skalmad takes 10
psychic damage when he uses this power.
MINOR ACTIONS
R Baleful Eye * At-Will
Attack: Ranged sight (one creature); +16 vs. Will
Hit: The target is slowed and cannot teleport (save ends both).
The effect ends if Skalmad uses baleful eye on another target.
TRIGGERED ACTIONS
M Frenzied Strike * At-Will
Trigger: When Skalmad's attack bloodies an enemy.
Effect (Free): Skalmad makes a greataxe or claw attack.
2 Grimlock Berserkers (B)
Level 13 Brute
Medium natural humanoid
XP 800
HP 156; Bloodied 78
AC 25; Fortitude 27; Reflex 22; Will 23
Speed 6
Immune blinded, gaze effects
TRAITS
Grimlock Rage
Initiative +7
Perception +8
Blindsight 10
Whenever its attack bloodies an enemy, the grimlock gains 10
temporary hit points.
STANDARD ACTIONS
m Greataxe (weapon) * At-Will
Skills Athletics +19, Endurance +17, Intimidate +14
Str 26 (+14)
Dex 19 (+10)
Wis 14 (+8)
Con 23 (+12)
Int 11 (+6)
Cha 17 (+9)
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d12 + 13 damage, or 2d12 + 37 on a critical hit.
Alignment chaotic evil Languages Common, Giant
Equipment greataxe, hide armor
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 2d12 + 19 damage, or 2d12 + 43 damage on a critical hit.
M Power Attack (weapon) * At-Will
M Frenzied Attack (weapon) * At-Will
Effect: The grimlock uses greataxe twice against a bloodied
enemy.
W8: GRELL NEST
5 Grimlock Minions (M)
Medium natural humanoid
Level 14 Minion
XP 250
HP 1; a missed attack never damages a minion
Initiative +8
AC 26; Fortitude 27; Reflex 25; Will 26
Perception +9
Speed 6
Blindsight 10
Immune blinded, gaze effects
STANDARD ACTIONS
Skills Athletics +17
Str 22 (+12)
Dex 12 (+7)
Con 16 (+9)
Int 7 (+4)
Wis 15 (+8)
Cha 9 (+5)
Alignment evil Languages Common, Deep Speech
Equipment greataxe
m Greataxe (weapon) * At-Will
Attack: Melee 1 (one creature); +19 vs. AC
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Grell Philosopher (P)
Level 11 Elite Controller
Medium aberrant magical beast (blind)
XP 1,200
HP 224; Bloodied 112
AC 25; Fortitude 21; Reflex 24; Will 23
Speed 1 (clumsy), fly 6 (hover)
Immune blinded, gaze; Resist 20 lightning
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Initiative +10
Perception +12
Blindsight 12
W10: COLLECTING CAVE
5 Marrowmaw Impalers (I)
Roper (R)
Level 9 Artillery
Medium natural humanoid (reptile)
XP 400
HP 81; Bloodied 41
AC 24; Fortitude 24; Reflex 21; Will 20
Speed 5
TRAITS
Initiative +6
Perception +10
Darkvision
Troglodyte Stench * Aura 1
m Tentacle Rake (poison) * At-Will
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 3d8 + 6 damage, and the target is slowed and takes a -2
penalty to attack rolls (save ends both).
Living enemies in the aura take a -2 penalty to attack rolls.
STANDARD ACTIONS
R Lightning Lance (lightning) * At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 1d8 + 8 damage.
Attack: Ranged 10 (one creature); +14 vs. Reflex
Hit: 2d6 + 3 lightning damage, and the target is blinded (save
ends).
C Venomous Mind (psychic) * At-Will
Attack: Close burst 3 (enemies in burst); +14 vs. Will
Hit: 2d8 + 5 psychic damage, and when the target makes a
melee attack, it must choose its target at random from all
potential targets in range (save ends).
A Psychic Storm (psychic, zone) * Recharge 6
Attack: Area burst 2 within 10 (creatures in burst); +14 vs. Will
Hit: 3d8 + 3 psychic damage, and the target is dazed (save ends).
Effect: The burst creates a zone that lasts until the end of the
encounter. Any creature that ends its turn in the zone is dazed
until the end of its next turn.
Skills Arcana +13, Stealth +20
Str 14 (+7)
Dex 21 (+10)
Con 16 (+8)
Int 16 (+8)
Alignment evil
Wis 14 (+7)
Cha 13 (+6)
Languages Deep Speech
m Spear (weapon) * At-Will
HP 284; Bloodied 142
AC 28; Fortitude 28; Reflex 23; Will 25
Speed 2, climb 2 (spider climb)
Saving Throws +2; Action Points 1
TRAITS
Tentacle Release
XP 2,000
Initiative +8
Perception +10
Darkvision
Before a creature makes an attack roll against the roper, it can
choose to target one of the roper's tentacles. The tentacles use
the same defenses as the roper. If the attack hits, it does not deal
damage or otherwise affect the roper, but one of the roper's
grabs end (of the attacker's choice).
Stony Body
The roper can retract its tentacles and closes its eye and mouth
to resemble a natural rock formation. While the roper is on a
horizontal rock surface, a creature must succeed at a DC 30
Perception check to see through the roper's disguise.
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 1d4 + 8 damage.
r Javelin (weapon) * At-Will
Attack: Ranged 10/20 (one creature); +14 vs. AC
Hit: 2d6 + 6 damage.
R Impaling Shot (weapon) * Recharge 3 4 5 6
Requirements: Requires Javelin.
Attack: Ranged 10 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage, and the troglodyte makes a secondary
attack against the same target.
Secondary Attack: +12 vs. Fortitude
Hit: The target is restrained (save ends).
Skills Athletics +13, Endurance +14
Str 19 (+8)
Dex 14 (+6)
Con 21 (+9)
Int 7 (+2)
Level 14 Elite Controller
Large elemental magical beast (earth)
Wis 13 (+5)
Cha 9 (+3)
Alignment chaotic evil Languages Common, Draconic
Equipment spear, javelin x6
m Tentacle * At-Will
Requirement: The roper must have fewer than two creatures
grabbed.
Attack: Melee 10 (one creature); +17 vs. Reflex
Hit: 3d6 + 10 damage, and the roper grabs the target (escape
DC 21). Until the grab ends, the target is weakened.
M Double Attack * At-Will
Effect: The roper uses tentacle twice.
M Bite * At-Will
Attack: Melee 1 (one creature grabbed by the roper), +19 vs. AC
Hit: 4d12 + 16 damage.
Miss: Half damage.
MINOR ACTIONS
M Reel * At-Will (1/round)
Attack: Melee 10 (each creature grabbed by the roper); +19 vs.
Fortitude
Hit: The roper pulls the target up to 5 squares.
Skills Stealth +13
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P1: ORCUS CONVERSION
Str 19 (+11)
Con 22 (+13)
Alignment evil
Dex 12 (+8)
Int 11 (+7)
Wis 16 (+10)
Cha 9 (+6)
C2: OUTPOST
Level 13 Solo Controller
Huge fey humanoid (giant)
HP 520; Bloodied 260
AC 27; Fortitude 25; Reflex 22; Will 24
Speed 8
Resist 10 necrotic, 10 poison
Saving Throws +5; Action Points 2
STANDARD ACTIONS
takes fire damage, its regeneration does not function on its next
turn.
STANDARD ACTIONS
R Evil Eye (illusion) * At-Will
Languages Primordial
Fomorian Dark Initiate (F)
occupied before teleporting.
MINOR ACTIONS
XP 4,000
Initiative +7
Perception +13
Truesight 6
m Necrotic Staff (necrotic) * At-Will
Attack: Melee 3 (one creature); +16 vs. Reflex
Hit: 2d10 + 5 necrotic damage, and the target is pushed 1
square.
A Black Flame (fire, necrotic) * At-Will
Attack: Area burst 1 within 10 (creatures in burst);
+16 vs. Reflex
Hit: 4d8 + 8 fire and necrotic damage.
C Mind Wrack (psychic) * At-Will
Attack: Close blast 5 (creatures in blast); +16 vs. Will
Hit: 3d6 + 10 psychic damage, and the target is dazed (save
ends).
C Double Spell * Recharge 4 5 6
Effect: The dark initiate makes a black flame attack and a mind
wrack attack.
MOVE ACTIONS
C Dark Step (necrotic, teleportation) * Encounter
Attack: Close burst 1 (creatures in burst); +16 vs. Fortitude
Hit: 2d10 + 5 necrotic damage and the target is immobilized
(save ends). The dark initiate teleports 10 squares, and can
teleport creatures in the burst into a square the dark initiate
Attack: Ranged 5 (one creature); +16 vs. Will
Hit: And the dark initiate is invisible to the target until the start
of the dark initiate’s next turn. If the dark initiate uses this
power against a new target, the previous target is no longer
affected.
TRIGGERED ACTIONS
Bloodied Invisibility (illusion) * Encounter
Trigger: When first bloodied.
Effect (Immediate Reaction): The dark initiate teleports 10 squares
and becomes invisible until the end of its next turn.
Shadow Gaze (teleportation, necrotic) * At-Will
Trigger: When damaged by an attack.
Effect (Immediate Reaction): The triggering attacker is teleported 3
squares and takes ongoing 5 necrotic damage (save ends).
Skills Insight +13, Stealth +12
Str 20 (+11)
Dex 12 (+7)
Wis 14 (+8)
Con 18 (+10)
Int 13 (+7)Cha 24 (+13)
Alignment evil
Languages Common, Elven
C3: WATERFALL
2 Feymire Crocodiles (C)
Level 10 Elite Soldier
Huge fey beast (reptile)
XP 1,000
HP 216; Bloodied 108
AC 26; Fortitude 25; Reflex 21; Will 22
Speed 6, swim 8
Saving Throws +2; Action Points 1
TRAITS
Initiative +9
Perception +8
Low-Light Vision
m Bite * At-Will
Attack: Melee 2 (one creature); +15 vs. AC
Hit: 3d8 + 9 damage, plus the target is grabbed (until escape).
The feymire crocodile cannot make bite attacks while grabbing
a creature, but it can use clamping jaws.
M Clamping Jaws * At-Will
Attack: If a feymire crocodile begins its turn with a target
grabbed in its jaws, it makes an attack against the grabbed
creature; +15 vs. AC
Hit: 4d8 + 9 damage.
Miss: Half damage.
M Swallow * At-Will
The feymire crocodile attempts to swallow a bloodied Medium
or smaller creature it is grabbing; +13 vs. Fortitude
Hit: On a hit, the target is swallowed and dazed and restrained
(no save) and takes 10 damage on subsequent rounds at the
start of the crocodile’s turn. The only attacks the swallowed
target can make are basic attacks. If the feymire crocodile dies,
any creature trapped in the gullet can escape as a move action,
ending that action in a square formerly occupied by the
crocodile.
Skills Stealth +12
Str 22 (+11)
Con 20 (+10)
Dex 15 (+7)
Int 5 (+2)
Alignment unaligned
Wis 17 (+8)
Cha 8 (+4)
Languages —
2 Quickling Zephyrs (Q)
Small fey humanoid
Level 14 Lurker
XP 1,000
Enemies treat the area within the aura as difficult terrain
HP 82; Bloodied 41
AC 30; Fortitude 26; Reflex 29; Will 23
Speed 12, climb 6
TRAITS
Regeneration
Combat Advantage
The feymire crocodile regains 5 hit points whenever it starts its
turn and has at least 1 hit point. When the feymire crocodile
With a successful melee attack, the zephyr deals 2d6 extra
damage against any creature granting combat advantage to it,
Feymire * Aura 2
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Initiative +20
Perception +10
Low-Light Vision
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and the creature is dazed (save ends).
Con 20 (+12)
Unstoppable
Alignment unaligned Languages Elven
Equipment hide armor, heavy shield, battleaxe
The zephyr ignores difficult terrain and can move across any
solid or liquid surface.
STANDARD ACTIONS
m Short Sword * At-Will
Blinding Speed (illusion) * Recharge 4 5 6
Effect: The zephyr moves up to 12 squares and becomes invisible
until it attacks or until the end of its next turn.
Skills Acrobatics +26, Bluff +13, Stealth +21
Str 12 (+8)
Dex 28 (+16)
Wis 17 (+10)
Con 22 (+13)
Int 16 (+10)
Cha 12 (+8)
3 Cyclops Impalers (I)
Level 14 Artillery
XP 1,000
HP 111; Bloodied 56
AC 28; Fortitude 28; Reflex 25; Will 26
Speed 8
TRAITS
Truesight
Initiative +10
Perception +16
The cyclops can see invisible creatures and objects.
STANDARD ACTIONS
R Impaling Volley (weapon) * Recharge 6
XP 250
HP 1; a missed attack never damages a minion Initiative +10
AC 26; Fortitude 28; Reflex 25; Will 25
Perception +15
Speed 6
STANDARD ACTIONS
m Battleaxe (weapon) * At-Will
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 14 damage.
TRIGGERED ACTIONS
M Evil Eye * At-Will
Trigger: An enemy misses the cyclops with a melee attack.
Effect (Immediate Reaction): The cyclops uses battleaxe against the
triggering enemy.
XP 1,600
Initiative +14
Perception +15
Low-Light Vision
When a melee or a ranged attack hits the pack lord, if the player
rolled an odd number on the attack roll, the attack misses. If the
player rolled an even number on the attack roll, the attack hits
as normal, and the beast loses this trait until the start of its next
turn.
The displacer beast packlord ignores difficult terrain and speed
penalties for squeezing.
Attack: Ranged 10/20 (one creature); +19 vs. AC
Hit: 2d12 + 9 damage.
Large fey humanoid
HP 258; Bloodied 129
AC 27; Fortitude 25; Reflex 26; Will 24
Speed 12
Saving Throws +2; Action Points 1
TRAITS
Displacement (illusion)
Nimble Stride
R Spear (weapon) * At-Will
Level 14 Minion Brute
Level 13 Elite Skirmisher
Huge fey magical beast
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 2d12 + 4 damage.
C4: GUARDHOUSE
Dex 16 (+10)
Displacer Beast Packlord (D)
m Spear (weapon) * At-Will
Alignment evil Languages Elven
Equipment short sword
Str 22 (+13)
C5: ENTRANCE CAVERN
Cha 11 (+7)
Large fey humanoid
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 1d6 + 9 damage.
MOVE ACTIONS
6 Cyclops Guards (G)
Int 11 (+7)
Attack: Ranged 10 (one creature); +19 vs. AC
Hit: 3d12 + 7 damage, and ongoing 5 damage (save ends).
Miss: Half damage.
MINOR ACTIONS
Threatening Reach
The displacer beast packlord can make opportunity attacks
against enemies within 3 squares of it.
STANDARD ACTIONS
m Tentacle * At-Will
Attack: Melee 3 (one creature); +18 vs. AC
Hit: 3d8 + 7 damage.
R Evil Eye * At-Will
M Bite * At-Will
Effect: Ranged sight; the cyclops impaler gains a +2 bonus to
ranged attacks made against the target. It can designate only
one target with its evil eye at a time.
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d12 + 10 damage.
M Cunning Blitz * At-Will
Skills Athletics +18
Str 23 (+13)
Dex 16 (+10)
Con 21 (+12)
Int 10 (+7)
Effect: The pack lord shifts up to half its speed. At any point
during that movement, it uses tentacle once, or two times
against different creatures.
Wis 19 (+11)
Cha 12 (+8)
Alignment unaligned Languages Elven
Equipment leather armor, spear x12
Wis 17 (+10)
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C Clear the Path * Recharge when first bloodied
Attack: Close burst 3 (enemies in the burst); +16 vs. Reflex
Hit: 2d6 + 7 damage, and the pack lord slides the target up to 3
squares.
Miss: Half damage, and the pack lord can slide the target 1
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P1: ORCUS CONVERSION
square.
TRIGGERED ACTIONS
Ghost Troll Devourer
Superior Shifting Tactics * At-Will
HP 109; Bloodied 54
AC 27; Fortitude 27; Reflex 24; Will 23
Speed fly 7 (hover); phasing
Immune disease, poison
TRAITS
Insubstantial
Trigger: An attack misses the pack lord.
Effect (Free Action): The pack lord shifts 1 square. Before or after
the movement, it uses tentacle.
Skills Stealth +17
Str 24 (+13)
Con 17 (+9)
Level 13 Lurker
Large shadow humanoid
Dex 23 (+12)
Int 10 (+6)
Alignment unaligned
Wis 18 (+10)
Cha 12 (+7)
Languages —
2 Ghost Troll Renders
Level 13 Brute
Large shadow humanoid (undead)
XP 800
HP 161; Bloodied 80
AC 25; Fortitude 27; Reflex 24; Will 23
Speed fly 7 (hover); phasing
Immune disease, poison
TRAITS
Insubstantial
Initiative +10
Perception +14
XP 800
Initiative +14
Perception +14
The ghost troll takes half damage from all attacks, except those
that deal force damage. When it takes acid, fire, or radiant
damage, it loses this trait until the start of its next turn.
STANDARD ACTIONS
m Spirit Bite (necrotic) * At-Will
Attack: Melee 2 (one creature); +16 vs. Fortitude
Hit: 3d10 + 5 damage, and ongoing 5 necrotic damage (save
ends).
M Entrapping Jaws * Recharge 5 6
The ghost troll takes half damage from all attacks, except those
that deal force damage. When it takes acid, fire, or radiant
damage, it loses this trait until the start of its next turn.
STANDARD ACTIONS
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 4d6 + 12 damage, plus the target is restrained (save ends)
and the ghost troll devourer gains +2 to all defenses. The
restrained condition and defense bonus end automatically
when the ghost troll is no longer adjacent to the target.
TRIGGERED ACTIONS
m Spirit Claw * At-Will
Frenzied Jaws * At-Will
Attack: Melee 2 (one creature); +16 vs. Reflex
Hit: 3d10 + 10 damage.
M Terror Strike (psychic) * Recharges if the power misses
Attack: Melee 2 (one bloodied creature); +16 vs. Will
Hit: 5d6 + 12 psychic damage, and the target is slowed (save
ends).
First Failed Saving Throw: The target is knocked unconscious
instead of slowed (save ends). If the target takes damage, the
effect also ends.
Str 24 (+13)
Con 21 (+11)
Dex 18 (+10)
Int 5 (+3)
Alignment chaotic evil
Trigger: When the ghost troll's attack bloodied an enemy.
Effect (Free): The ghost troll recharges entrapping jaws.
Str 20 (+11)
Con 25 (+13)
Dex 18 (+10)
Int 5 (+3)
Alignment chaotic evil
Wis 16 (+9)
Cha 11 (+6)
Languages Giant
Wis 16 (+9)
Cha 11 (+6)
Languages Giant
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