p2: orcus conversion

Transcription

p2: orcus conversion
P2: ORCUS CONVERSION
P2: DEMON QUEEN'S ENCLAVE
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 P1 I realize that I might just as well
continue doing some small tweaks to the original adventures in order to make them fit
together into a common storyline better. In P1 I did a lot of changes, but I do not
expect to have to do as much in P2. The focus in this conversion guide is to introduce
Karavakos from the Pyramid of Shadows in the storyline. He will be the final enemy
the face rather than Zirithian.
I do not expect as many changes to P2 and P3, as Orcus is quite present in the
main story, but I will try to enhance these great adventures to the best of my ability.
Please note that you should read through H3 and P1 Conversion Guides first, as it
gives you the full background story to the campaign.
P2: ORCUS CONVERSION
TABLE OF CONTENTS
Table of Contents ......................................................................... 2
Credits ............................................................................................. 4
Prologue .......................................................................................... 4
Background.................................................................................... 6
Starting the Adventure .............................................................. 7
A New Threat .................................................................................. 8
Goldrun’s Map................................................................................. 8
Journeying the Underdark ....................................................... 9
Exploring the Underdark ............................................................. 9
Underdark Locations .............................................................. 11
1. The Deep Stairs....................................................................... 11
2. Forgotten Battles .................................................................... 12
3. Stone ruins................................................................................ 12
4. The Miser’s Pit ......................................................................... 13
5. The Outpost.............................................................................. 13
6. The Lake of Fire ...................................................................... 13
7. Mushroom Forest ................................................................... 14
8. Tower of Zoramadria ........................................................... 15
9. God of the Lake ....................................................................... 17
10: Lolth’s Faithful...................................................................... 20
11: Phaervorul ............................................................................. 20
U1: Inheritors............................................................................. 21
Setup ................................................................................................ 21
Tactics ............................................................................................. 21
Features of the Area.................................................................... 22
U2: The Miser’s Pit ................................................................... 23
Set up............................................................................................... 23
Tactics ............................................................................................. 24
Features of the Area.................................................................... 24
The Undead Horde ..................................................................... 40
U3: Fire and Magma ............................................................... 25
Moving in Undead Controlled Areas..................................... 41
Setup ................................................................................................ 25
Finding Zirithian ......................................................................... 42
Tactics ............................................................................................. 25
The Undead Threat .................................................................. 43
Features of the Area.................................................................... 25
Setup ................................................................................................ 43
U4: Mushroom Attack ............................................................ 27
Undead Horde.............................................................................. 43
Setup ................................................................................................ 27
Facing Zirithian ......................................................................... 44
Tactics ............................................................................................. 27
Setup ................................................................................................ 44
Features of the Area.................................................................... 27
Tactics ............................................................................................. 44
U5: Scrying Students............................................................... 28
Features of the Area.................................................................... 46
Setup ................................................................................................ 28
Development ................................................................................. 46
Tactics ............................................................................................. 29
Parley .............................................................................................. 46
Features of the Area.................................................................... 29
V2: The Keeper .......................................................................... 47
U6: Eternal Sleep ..................................................................... 30
V11: The Gate of Shadow ...................................................... 48
Setup ................................................................................................ 30
Setup ................................................................................................ 48
Tactics ............................................................................................. 31
The First Challenge ..................................................................... 48
Features of the Area.................................................................... 31
The Second Challenge ................................................................ 49
U7: Observatory Sanctorum ................................................ 32
The Third Challenge ................................................................... 50
Setup ................................................................................................ 32
V12: The Ziggurat ..................................................................... 51
Tactics ............................................................................................. 33
Setup ................................................................................................ 51
Features of the Area.................................................................... 33
Strategy .......................................................................................... 53
Development ................................................................................. 34
Tactics ............................................................................................. 53
U8: Attack from the Deeps ................................................... 36
Features of the Area.................................................................... 53
Set up............................................................................................... 36
Conclusion ..................................................................................... 54
Tactics ............................................................................................. 36
House Rule Appendix ............................................................. 56
Features of the Area.................................................................... 37
Modified Raise Dead .................................................................. 56
U9: The Ferryman.................................................................... 38
XP Analysis.................................................................................. 57
Setup ................................................................................................ 38
Player’s Handouts ..................................................................... 58
Tactics ............................................................................................. 38
Parthal’s Diary............................................................................. 61
Phaervorul .................................................................................. 40
Battle Maps.................................................................................. 62
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P2: ORCUS CONVERSION
Monster Update ........................................................................ 74
U1: Stuck in the Middle ............................................................. 74
L1: Perilous Bridge ..................................................................... 75
L2: Slave Quarters ...................................................................... 75
L3: Wizard’s Labratory ............................................................. 77
L4: Ruined Merchant House.................................................... 78
L5: Fungus Farm......................................................................... 80
L6: Occupied Embassy ............................................................... 81
L7: Ransacked Houses ............................................................... 81
L8: Barracks.................................................................................. 83
L9: Ruined Noble House ........................................................... 84
L10: slaver complex .................................................................... 85
L11: Traitor’s Villa ..................................................................... 86
L12: Templar Chapel................................................................. 87
L13: Embattled Ruins................................................................ 89
L14: Temple Entrance ............................................................... 90
L15 Chambers of Suffering ..................................................... 91
L16: Demon Queen’s Vault ..................................................... 93
V1: Bridge of Webs .................................................................... 94
Exploring Hordethrone.............................................................. 95
V4: Bridge of Bones .................................................................... 95
V5: Gate of Death ....................................................................... 96
V6: Guard Tower ........................................................................ 97
V7: The Cages .............................................................................. 98
V8: Plaza of Howling Skulls .................................................... 99
V9: Butcher Shop ..................................................................... 100
V10: The Black Gate............................................................... 101
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P2: ORCUS CONVERSION
CREDITS
These are the contributors in the Wizards community
that have helped with improvements and new ideas and
concepts to this P2 Conversion Guide.
Hershall
Valuable help in design of Ziggurat encounter and other
tips for the adventure.
Name
Contribution
Name
Contribution
Name
Contribution
Name
Contribution
PROLOGUE
Matron Urlvrain looked down at Zaknoril, kneeling with his
back bowed in reverence for his mistress. He had just delivered yet
another disastrous report on the progress of the undead army
laying siege to Phaervorul. He was simpering with fear. Matron
Urlvrain was filled with nothing more than contempt for the
commander that had failed in defending the old drow settlement of
Phaervorul. She was already looking forward to the torturing and
killing of Zaknoril for his failures. Maybe death by being eaten
alive from the inside by a swarm of darkspot spiderlings would be
fitting for his failures. She smiled as she envisioned the screams of
the subject kneeling before her. Damn this Zaknoril and his
incompetence. She was almost regretting her decision to raise the
lowly captain to the position of commander of the Phaervorul
army and defense. His predecessor Zirithian, a warrior-knight of
Lolth, had been both more capable and intelligent. However,
Matron Urlvrain had questioned his loyalty. Zirithian had been too
ambitious and too dangerous to have close by. Urlvrain had
ordered him killed for is insolence already three years ago. Maarth
Silvereye had carried out her order, and Zirithian had met a timely
end. She would have needed Zirithian’s competence right now. The
undead hordes that was besieging them was not only numerous
beyond reckoning. They were coming into the city through abyssal
breaches throughout the city. Phaervorul’s ancient defences were
useless against an enemy that could enter the city through holes in
the reality, appearing all over the city as dagger cuts through the
back of a cloak.
“You stupid insignificant worm, do I have to do everything
around here to get it right”. Urlvarain could see pure fear in the
eyes of her subject. Zirithian had never shown any fear as Zaknoril
did, but it had also cost him his life. “The abyssal breaches must be
stemming from somewhere within Phaervorul. Someone must
have betrayed us from the inside, selling us out to the enemy. I am
sure it is that treacherous necromancer Jhaelant, he has been
dabbling in those necromantic arts for too long. Find him and
bring him here. Once we have gotten the truth out of him, we can
shut down the breaches and stop the army from entering the city.
Have you understood?”
Zaknoril was almost crawling on the floor to get away from
those terrifying eyes of the high priestess. “Yes Matron Urlvrain, I
understand. Consider him dead already.”
“You don’t listen! I don’t want him dead. I want him alive so
that I can torture the truth out of him. Be gone before I set my
inquisitors on you instead for your insolence!”
As the drow commander skittered out like a wounded bird,
Matron Urlvrain continued brooding. Treachery ran as natural as
blood through the veins of the drow. Maybe it was somebody closer.
Somebody she didn’t suspect. What about Lareen? She hadn’t paid
her mistress due respect in a long time. She had also been the secret
lover of Zirithian, while he stilled lived. It felt strange that she
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would go to any length to revenge her lover, which would be very
unfitting for a drow priestess. Men was little more than domestic
animals, not worthy any more respect than that, and definitely not
any love. Maybe pleasure, but not love. But Matron Urlvrain held
on to the thought. If Jhaelant proved innocent – he had to pay with
his life anyway of course – maybe she should pay Lareen a call
after all....
***
Karavakos looked out over the endless Sea of Rot that was
Deadhold. The stench was terrible and the clouds of bloodflies was
circling the hordes of zombies clawing at the walls of the rift
serving as their prison. The jetblack ziggurat of shadow that
loomed over the plateau of Hordethrone reminded him of three
hundred years of imprisonment in the Pyramid of Shadows. Had
he just changed one prison for another? He looked at the bloated
body of Orcus standing at his side looking down on the army. The
Blood Lord had given him the Kiss of Undeath as a reward for the
Secret. Time would never again ravage his body – but at what
price? His beard had transformed into snakes, whose viperous bites
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P2: ORCUS CONVERSION
would not kill him but bring him eons of pain. It was his Master’s
revenge for his betrayal. His twisted body brought endless pain, but
also powers. He was mightier now than he had ever been as a mere
tiefling.
exarch, a servant whose work the Prince of Undeath has found
more worthy of his blessing.”
“Master, what will my predecessor think of you replacing him
on the throne of Hordethrone?” Karavakos asked his Master as if it
was of minor importance.
The Keeper looked at him with nothing but pity. “Guard your
feelings young one. My soul is already lost. Yours can still be
saved.”
The Blood Lord looked down on Karavakos with a smile on
his swollen decaying lips, “Think nothing of it. He is currently
leading my armies against a drow settlement called Phaervorul in
the Underdark of your world. It is an old thorn in my side to the
Queen of Spiders – a thorn that has been festering in my mind for
over five hundred years. It is finally time for the webbed lady to
learn who is the true prince of the demon lords of the Abyss. When
Zirithian tries to return to Deadhold after carrying out my Will,
he will find his entrance challenged by the Keeper. He will learn the
hard way that it is not only the drow who knows about deceit and
treachery.”
“You will die by my sword. Nightbringer will consume your
soul for defying me!” Zirithian raised the black sword threatingly.
“Orcus will pay for this”, the proud drow warrior said in a
challenge. “I have served his cause. Delivered his Will. I deserve the
reward I was promised”
No one answered but the jet-black sword in his hand, “The
Lord of the Undead will find my vengeance written in sword high
letters of blood on his decaying flesh”, it
whispered chillingly.
***
Zirithian stood in front of the Keeper, covered in blood. Blood
of his kindred, blood of his sister and brothers from Phaervorul,
people he had once lived with. They were all slaughtered now,
slaughtered with his own black sword – the Nightbringer, which
was all drenched in blood. Its black shadow-jewel was twinkling
with what looked like stars on the night sky. Zirithian knew all too
well that a new ‘star’ was lighted every time the sword devoured a
soul.
“What do you mean ‘…my services are no longer required’. I
am the exarch of Orcus and ruler of Hordethrone. Don’t you dare
to defy me!” Zirithian screamed.
The Keeper’s grey uncaring eyes showed no fear, no reaction
at all in fact. “I am just a messenger of the Great Blood Lord. Your
seat at the throne of the Shambling Horde has been taken by a new
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P2: ORCUS CONVERSION
BACKGROUND
The drow necromancer Zoramadria grew up five
centuries ago in the highly religious drow enclave of
Phaervorul, a small drow settlement deep in the Underdark
who had dedicated their work to the Demon Queen. Later
Zoramadria would be known within the drow society as the
Dark Teacher – the one who taught her brethren to betray
their own kin for power. Zoramadria was in her youth a
priestess of Lolth, and like most of her kin she was lusting
for power, but she never saw herself being selected as one
of the acolytes destined to stardom within the strict pastoral
hierarchy. However, Zoramadria ambitions were not
quenched, instead her loyalties to her brethren grow to
alienation and hatred and she turned her attention to the
vile arts of necromancy looking for quick means to power.
She grew fast in power and her skills got the attention of
another dark being that answered Zoramadria’s prayers,
were her goddess had remained quite. Orcus the Demon
Prince of Undeath came to Zoramadria in her dreams,
guiding her action down the path of betrayal. Orcus taught
her how she could open a planar portal to the Shadowfell
were her answers to ultimate power would be found.
Hungry for power she listened to his whispers and used her
new knowledge to perform the ritual of planar breach.
Orcus had been true to his word, on the other side waited
necromantic knowledge and power beyond her wildest
dreams, but what also waited there he had not told her.
From the Rotting Throne, Thrullzon – the exarch of Orcus
waited with his undead legions. As the portal opened he
commanded his horde of zombies, wraiths, and worse to
invade the drow settlement, Phaervorul became the
battleground of the divine struggle between the Queen of
Spiders and the Lord of the Undead, and the drow and their
slaves paid the price with their blood, suffering, and worse.
The war raged on in the lightless depths of the
Underdark for decades, no side capable of landing the
killing blow. Orcus, distracted by more pressing matters
and angered at Thrullzon’s inability to win the war, turned
his back on his exarch. Soon, the drow slew Thrullzon,
seized the gateway to Thrullzon’s realm, and sealed it. They
spent the next century rebuilding the holy site of
Phaervorul both to commemorate their victory, but also to
keep watch for any further incursions from Orcus and his
allies.
Zoramadria was faced with execution for her crimes
against the drow and the holy city of Phaervorul. But she
was forewarned by the young disciple Parthal, who was
secretly in love with her. She collapsed the space around
her tower, transferring it and all her students in one fell
swoop to a far corner of the Underdark. Parthal, one of her
newest students, was instrumental in accomplishing the
tower’s movement.
When the Tower of Zoramadria was moved across the
Underdark through the ritual, the life force of many of its
inhabitants was drained off to power that ritual. Many of
Zoramadria’s students that escaped permanent destruction
did so only by embracing undeath. Unfortunately for
Zoramadria, the strain of the ritual was too much, and her
soul shattered, leaving the heartbroken Parthal and her
other students, some newly birthed to unlife, to their own
devices. Zoromadria cursed the city of her birth upon her
death, blaming them for her fate. Before she passed away
she put her disciple Parthal on a dark path of vengeance,
fuelled by the love he felt for her. And thus did her ghostly
invective against Phaervorul live on over the centuries in
the many halls and chambers of her tower.
Parthal, now the Archlich of the Tower of Zoramadria,
has grown in power and taken on new students over the
decades. His goals have shifted from when he was a young,
living wizard. Instead of power for its own sake, Parthal
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now seeks vengeance. He wants to wreak terrible
retribution on the city whose actions slew Zoromadria.
While the drow of Phaervorul slowly but surely, forgot
the threat that Phaervorul was built to staunch, instead
engaging in their typical infighting and bickering, Parthal
never lost sight of his promise to Zoromadria at her death
bed. Parthal sent in secret his disciple Lareen to infiltrate
Phaervorul and the drow court, currently run by Matron
Urlvrain. During decades she has risen in power, guided by
Parthal’s advice. She managed to seduce the leader of the
armed forces in Phaervorul, the powerful warrior Zirithian
and managed to convince him to rise against Phaervorul’s
ruler, Matron Urlvrain. But Matron Urlvrain sensed the
deceit, and ordered Zirithian killed. To late did Lareen find
out about Matron Urlvrains order. She found him dying in
his villa at the hands of Maarth the Assassin. Seeing all her
work destroyed by the blade of an assassin, she reached out
and “blessed” Zirithian with vampirism. Now truly his
master, she sent him on a dangerous journey to reverse the
drow victory and claim revenge for his earlier defeat.
Lareen reached out to the Blood Lord, asked for his justice,
and the Lord of Undeath answered. In exchange for their
revenge he wanted their souls, and soon they both turned to
worship him.
Following Orcus’s commands, Zirithian pierced the
planar cyst that closed the gate to the Rotting Throne and
claimed Thrullzon’s former stronghold. Orcus offered him a
simple deal: slaughter the drow in Phaervorul and offer
several, powerful souls as tribute, and Zirithian should
become the next exarch of the Rotting Legions. History
repeat itself, and Lareen was given the knowledge by Himwho-waits-in-the-Dark as had Zoramadria before her, to
open the planar cyst that would allow Orcus hordes to
finish what they once started five hundred years ago.
And in a lonely tower in the Mushroom Cavern sits a
dead man watching his vengeance finally come true…
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P2: ORCUS CONVERSION
STARTING THE ADVENTURE
The dying words of the Crow in P1: The Trollhaunt
Warrens conversion was: “Learn the Secret, Ravensworn. The
Mages of Saruun can help you”. The adventurers will most
likely travel all the way back to Thunderspire Mountain to
meet the Saruun Mages again.
During the travel to Thunderspire Mountain the PCs
notice a strange phenomenon on the night sky, read:
There is a strange glittering red streak in the cold night
sky, like a shaft of blood piercing the darkness. As the
nights passes you notice its passage across the night sky
until it disappear in the middle of the Raven constellation –
the five stars dedicated to the Raven Queen. You ponder at
what dark omen this can mean.
As the adventurer’s return to the Seven-Pillared Hall
you might want to describe the changes to the Hall has
undergone since the PCs departure.
You find the large cavern known as the Seven-Pillared
Hall much as you left it – the huge rune-carved pillars still
glowing in a soft purplish light; the stone buildings with
their glowing globes of light hanging from their walls; and
the mix of races within the streets carrying on their
business. But you also see changes – you do not see any
slave carrying hobgoblins any more. The numbers of
duergars on the streets are much less now. People no longer
have to fear ending up in the slave mines of the
Grimmerzhul clan anymore. You smile, as pride fills you,
having been part of the events that saved this whole
community, make you feel good inside. Soon people
recognize you and come forward to greet you. A gathering
is forming around you until a large ogre approaches with a
big smile and an even bigger club. “Brugg happy see you!”
he says showing all the rotten teeth in his mouth. “Brugg
come take you to Mages. Mages want see you.”
HOOK: THE SARUUN MAGES
The Saruun Mages are a coven of spellcasters who
dwell within the Seven-Pillared Hall, a trading post in
Thunderspire Mountain. After the events that took place in
H2: Thunderspire Labyrinth, the Mages dispatched the wizard
Orontor, to establish new trade alliances with the drow
deep in the Underdark. Having lost almost all their fortunes
to the machinations of Paldemar, they badly needed a
better cash flow. Orontor was given the task as a
punishment, as it was his student Paldemar, under his
supervision and tutorage, which almost put an end to the
Mages of Saruun. However, Orontor never returned from
his mission, and the last messages they received from him
was disturbing if nothing else. The Mages approach the
characters as friends in need.
Samazar, the aging leader of the Mages of Saruun
looked troubled, “…Well, to cut the story short. We were in
bad need of gold. Our organization needed to be
reestablished and that was expensive. Previously we had
mainly dealt with denizens of the Shallows … uh, meaning
the upper reaches of the Underdark. But other interests
were threatening our positions and we needed greater
funds quickly, so we went looking elsewhere. We knew that
greater fortunes could be made by dealing with the drow,
down in the Deeps. But with greater gains, comes also
greater risks, something we also were well aware of. But we
had no other choice. We decided to send Orontor down into
the Deeps in order to establish a trade alliance with the
drow enclave of Phaervorul. We saw it a fitting
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punishment based on the fact that it was his pupil
Paldemar that almost brought an end to us.”
Samazar’s hands took up some letters and held it up in
the light from the glowing orb. “First we received promising
letters. He had managed to find the old trade route and
survived its dangers. He made contact with the drow and
they had not killed him on the spot. He even got a chance to
initiate negotiations with their leader, a high priestess of
Lolth called matron Urlvrain. But then we received this
letter, which also was the last. Read it yourself”
Give the adventurers the letter from the Player’s
Handout section.
Samazar almost looks regretful. “It was wrong to risk
Orontors life on such a dangerous expedition, there is not
many of us left. You have helped us before, and we ask of
your help again. Could you go down into the Deeps and
rescue Orontor, or bring back his remains to us if it is not
already too late?”
The Mages give the adventurers an iron pendant
shaped like a spider.
“This is some kind of diplomatic pass in the drow
enclave”, Samazar says. “Orontor sent it in one of his
earlier letters. It is a symbol that should allow you to pass
safely through drow territory, or at least give you a chance
to attempt to parley with the drow before they kill you”.
Quest XP: 1,600 XP (minor quest) for returning
Orontor or his remains to the Saruun Mages. The Mages
have no money or treasure to offer, but information, should
the characters accept the mission, see “A New Threat”.
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P2: ORCUS CONVERSION
A NEW THREAT
In exchange for the adventurer’s commitment to try to
rescue Orontor, the Mages of Saruun are willing to help
answer the characters’ questions related to Death’s Reach
and Deadhold. The mages ask the characters to return in
two or three days time, while the mages try to find answers
to the characters questions. Meanwhile they suggest that
the adventurers go equip themselves for a long journey into
the depths of the Underdark.
Samazar greets them with a troubled smile. “You were
right about the comet; it is an ominous sign of darker times.
If my readings of the Analects of Tzunk are correct, this
heralds the appearance of a great evil in our land. I believe
this event in the night sky foretell the rise of a new exarch of
Orcus. Maybe it is even tied to the undead hordes that
Orontor talks about in his last letter. It is a portentous sign
of Orcus’s growing power”.
Samazar exchange looks with this elderly colleagues
Hasifir and Niame, before he continues. “We completed a
series of divinations that revealed the location of the
exarch’s arrival to this place Deadhold, the very same place
you came and asked us to find information about. We
could not find anything about the place in our own library,
but when we started to search in the books that Paldemar
had left us with from his dark library, we found some
disturbing notes.”
Samazar pulls open a dark book with its bindings
burnt as from acid. “This is a very old tome, dating back
almost five hundred years, to the early days of the Nerath
Empire. It is written by the Nerath high priest Arantham,
which we have come to learn was one of the sages of the
time that helped in the construction of the Pyramid of
Shadow that imprisoned Karavakos”. Samazar smiles,
“Yes, we have done some research on the subject after you
left. Anyway, Arantham seems to have been very interested
in the Outer Realms – The land of the Gods. His book covers
his reasoning on the laws of multi-dimensional realms, but
it also describes some of these realms he have managed to
find evidence about. One of them is this realm called
Deadhold. This is what he has written about it:
‘… Legends speak of strange dark realms within splinters of the
Shadowfell that come into being under the influence of overwhelming
evil or vast concentrations of magic. Deadhold is one of these, a desert
land where an endless sea of zombies awaits the command of the
demon lord Orcus to march upon his unsuspecting enemies.’
‘Deadhold was forged in eons past when Orcus seized an astral
domain and slew its residents. The demon prince then raised the slain
residents as the living dead and drew the realm into the Shadowfell
where he could hide it and cultivate it for future use. Today, it is
believed to serve as a staging ground for his once-great legion of
zombies— the Shambling Horde.’
‘There are places in our world which are dimensionally touched
by the presence of Deadhold, often resulting in a planar cyst, a sort of
unstable gate that provides access to this strange domain within the
Shadowfell. The result has been documented a few times in history,
each time resulting in otherworldly infestations of zombies, wraiths
and worse, leading to complete annihilation of everything living, or
plagues of undead roaming the countryside for miles around the
planar cyst.’
Maybe there is a connection between the appearance of
this comet and what is happening deep down in the
Underdark. Who knows? There is only one way to find out,
and it leads down into the bowls of the earth. Here is a copy
of the map of Goldrun Coinkeeper, which will lead you to
Phaervorul
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GOLDRUN’S MAP
The adventurers receive a tattered old map from
Samazar that shows the route to the Miser’s Pit, a deep shaft
hidden in the Thunderspire Labyrinth and from there a
path in the Underdark leading to a large, black X. You can
find the map in the Player’s Handout section.
Samazar also provides the following information if
asked about the map or Gldrun Coinkeeper.
“The Miser’s Pit is rumoured to be hidden deep down
in the bottom of the Thunderspire Labyrinth. It was
discovered by a mad dwarf named Goldrun Coinkeeper. He
supposedly buried his great personal wealth somewhere in
the Underdark caverns that the pit leads into. Much of his
treasure, including a holy avenger longsword, remains
unclaimed.”
A History check by the characters reveals the following:
♦
DC 20: Goldrun hid his wealth in several different
caches, with separate maps leading to each. He died
years ago, killed trying to collect a debt from a warlock,
but several maps leading to untouched treasure
remain.
♦
DC 25: Goldrun was known to deal with the drow,
and it is said that he made his fortune trading their
goods to the surface. The drow had such surplus of gold
and other valuables that they paid Goldrun
handsomely for goods rare in the Underdark, such as
animal furs and wood.
The map leads them to Phaervorul and into the story of
the adventure. Unluckily for the adventurers, the map only
depicts Goldrun’s trade route through the Underdark, not
the route to one of his hidden vaults.
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JOURNEYING THE UNDERDARK
As the players’ journey through the Underdark down to
Phaervorul is not described in any detail, I have decided to add
some more flavor to it.
EXPLORING THE UNDERDARK
Not all players want to focus on the difficult
environmental conditions of the Underdark, but if you as a
DM want your game to emphasize these dangers, I have
added some simple skill checks that you can use in between
encounters to portray the Underdark harshness.
To simulate the endeavours the characters experience
during the journey through the Underdark, let the
adventurers make a skill check, during some of the travels
between one encounter to the other. You can vary the
challenges’ below as you see fit.
The effect of a failure means the characters are
suffering some kind of penalty when they engage in the
next encounter. The characters can’t do a short rest before
entering the encounter area.
Each skill check has a secondary skill check that is
rolled first, if this one is successful, it increases the
likelihood of success on the primary skill check. Some skill
checks are marked [Leader], this requires that only the
character with the highest skill score needs to roll the skill
check. The result of a failure then applies to everybody in
the party, see the individual description.
There is also a proposal on which Encounter you can
use this skill check before the adventurers reach the
encounter location (which are described in the next
chapter).
♦ Perception (DC 29)
♦ Dungeoneering (DC 29) [Leader]
You are vary for sudden pitfalls, loose rocks, slippery
cliffs and other dangers as you progress through the
Underdark, knowing that a single mistake can prove
fatal in this dangerous environment.
Failure: You slip and fall, damaging your ankle in the
fall. During the next encounter and until you take an
extended rest, you move at half speed.
Secondary: Acrobatics (DC 21)
Your lightning reflexes help you when you fall or
happen to lose your footing.
Success: You get a +2 bonus on your Perception check.
Encounter: U3.
Your knowledge of these Underdark surrounding
surpasses your friend. You help them navigate through
the twisting tunnels; avoid dangerous natural hazards
in the lightless depths. Secretly you wonder if you will
find the way back...
1st Failure: You fail to notice a rock fall. All your friends
are hurt from falling rocks, but you manage to get them
out in time. As you enter the next encounter all your
friends have lost hit points equal to their healing surge
value.
2nd Failure: You get lost and loose another 1d4 days
backtracking before you find the right track.
Secondary: Endurance (DC 21)
What your leader have lost in time or hardship you
compensate with your superior Stamina.
♦ Acrobatics (DC 29)
You walk along treacherous ledges, try to get past
treacherous rock falls, wade along streaming
underground rivers on slippery footing, it is just a
matter of time before someone hurt himself.
Failure: You slip and fall, twisting some muscles in the
fall. During the next encounter and until you take an
extended rest, you have a -2 penalty on Reflex and a -1
penalty to Attack Rolls.
Secondary: Heal (DC 21) [Leader]
Your healing skills are pushed to the limit in this
treacherous terrain, helping your bruised comrades to
continue.
Success: All of your friends get a +4 bonus on their
Acrobatics check.
Encounter: U4.
Success: Each character in the party that succeeds on his
Endurance check give the leader a +1 bonus on the
primary Dungeoneering check.
Encounters: U6 and U7.
♦ Endurance (DC 29)
You have been crawling through narrow tunnels,
climbing down steep cavern cliffs, walking through
boulder strewn caves for miles – and all in compact
darkness. You don’t know for how long you can carry
on any more.
Failure: As you reach the next encounter you are
fatigued after the strenuous activities you have been
through. You have a -2 penalty on Fortitude and -2 on
Endurance checks.
Secondary: Acrobatics (DC 21)
Your balance and nimble reflexes help you to more
easily get through the difficult terrain.
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P2: ORCUS CONVERSION
Success: You get a +2 bonus on your Endurance check.
Encounter: U8.
♦ Diplomacy (DC 29) [Leader]
The constant gloom and darkness eats on your minds.
You manage to keep the spirit up in the group and the
madness at bay.
Failure: The constant darkness and oppressive
surroundings has affected everybody in the party.
During the next encounter they have all a -2 penalty to
Will.
1st Secondary: Bluff (DC 21)
You manage convince your friends that you have secret
knowledge of the area, and that everything soon is going
to be fine. You wish it was true…
Success: The leader gets a +2 bonus on the Diplomacy
check.
Failure: Any failure gives the leader a -2 penalty on the
Diplomacy check.
2nd Secondary: Religion (DC 21) [Leader]
You manage to infuse some courage and hope in you
comrades by preaching your gods words.
Success: The leader gets a +2 bonus on the Diplomacy
check.
Encounter: U9.
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UNDERDARK LOCATIONS
The Underdark consists of caverns that range in size
from a few dozen feet across to monstrous, underworld
realms that cover hundreds of square miles. Sunless seas
and rivers run through the Underdark, while cities of drow,
kuo-toa, and other creatures fill the Night Below. Most
travelers use roads cleared through caverns and narrow
passages—literal cracks in the earth’s crust—that connect the
greater caverns to each other.
As Dungeon Master, you must evoke the alien feel of
the Underdark. The Underdark is more than a series of
caves that continuously leads the adventurers deeper into
the bowels of the earth. It is an alien world that harbors
wondrous creatures, weird magic, and deadly predators.
Use the following locations to spice up your description of
the Underdark. Refer to the Underdark Map for reference
to the individual locations described below. The distance to
each location from the Seven-Pillard Hall is also shown,
along with depth from the surface and the travel time to the
location, based on the assumption of speed 6 (overland
speed of 15 miles per day in the difficult terrain).
1. THE DEEP STAIRS
Read the following description as the adventurers
follows the Deep Stairs into Thunderspire Mountain:
The stair is carved into a natural tunnel that burrows
its way down into the deeps of the Thunderspire Mountain.
Looking at the smooth wet stone, round boulders and sand,
it is obvious that an underground river must once have
created this. Nothing remains of the river, except some
occasional pools of stagnant water or stalactites in the roof.
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The steps that have been carved into the stone bear
marks of dwarven craftsmanship. However, the purpose of
the stairs, or where they originally lead is hard to guess.
2. FORGOTTEN BATTLES
[Distance: 7.5 miles, Depth: 1 mile, Travel: ½ day]
As the adventurers get to the deepest areas of the
Thunderspire Labyrinth, they come across some of the old
borders of the minotaur kingdom of old. In this great cave, a
battle took place centuries ago between the duergar and the
minotaurs. Old bones and armor bear witness to this long
forgotten battle.
If the characters succeed on a DC 21 Perception
they take notice of this, read:
The winding tunnel suddenly gives way to a large
cavern. Its size is enormous and you can hardly see the
cavern roof high above. Yet, glowing green and purple
fungi on the walls gives a dim light to the marvelous
cavern, allowing you to take in its full grandeur. Enormous
pillars of stalagmites and stalactites forms glistening wet
pillars in the light of your torches. Among stone and debris
on the ground you see remains of old armor. Not much
remain. Most of it has been taken by rust. Some bones,
looking to be of mixes minotauric and dwarven origin lays
spread out in the corners of the cave. You conclude that a
great battle must have been fought here centuries ago
between the Minotaurs of Saruun Khel and the duergar
kingdoms below. Who in the end won, is impossible to say.
Losses seem to have been high on both sides.
There is nothing of value to be found among the
remains. The area has been search thoroughly over the
years by scavengers and treasure hunters.
3. STONE RUINS
[Distance: 15 miles, Depth: 1.5 mile, Travel: 1 days]
Along the route leading down into the Underdark lays
the ruins of a subterranean fortress. It was once one of
many fortresses build at the fringes of the Grimmerzhul
duergar empire, similar to the Horned Hold higher up in
the mountain. It was destroyed centuries ago by the
minotaurs of Saruun Khel. It laid deserted for a long time,
until a pair of medusas and their stone-eyed basilisks settled
in and claimed the ruins as their own. As the adventurers
enter the large cavern complex they discover stone statues
of drow, duergar, and any number of other Underdark
dwellers.
As the adventurers enters the cavern, read:
You thought the previous cavern you entered huge.
You now realize it was nothing compared to the gigantic
cavern that opens up in front of you. The air is cold, but
humid. You see a great black mirror of water stretching out
in front of you. Pillars the size of towers disappear into the
darkness above. There is a pressing silence in the cavern,
the sound of dripping water is the only sound disturbing the
emptiness around you. The left side of the cavern is dry and
you can see a footpath leading along the side of the big lake.
Disappearing in amongst all the stalagmites, raised like
spear points from the cavern floor.
As the adventurers gets deeper into the cavern,
read:
You immediately stop, as you see the shape of a dwarf
in armor hiding behind a large stalagmite. Your hand is
instantly on your weapon, but the enemy does not make a
move. As you raise your torch to get a better view, the light
plays over the dwarf and you realize it is just a stone statue
– made of expert craftsmanship. As you get closer you are
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astonished at the details that have been put in the creation
of it. How can somebody afford to have such statues made
just to frighten travelers passing by? Then you notice the
facial expressions of the statue – it is one of terrified fear!
As the adventurers continue deeper into the cavern,
they find more statues of dwarves, troglodytes, and
occasional humans and drow.
When the adventurers reach the ruin, read:
In front of you is a large stone ruin. It looks to have
been an old duergar fortress. The design is very similar to
what you saw in the Horned Hold. However, much of the
fortress has been destroyed in some old war. Not much
more than the high walls remain. But they serve as an
efficient barrier to anyone that wants to get to the other
side of the cavern. However, you notice that the entrance
stands wide open, the gates have been broken down
centuries ago. You look towards its gaping maw, three
stone statues crafted into the likeness of human travelers
stand outside, looking into the dark entrance as if facing
the gates of hell. The only other option is to swim past the
fortress, entering the icy cold black waters, which looks
dark and foreboding on the right side of you.
The characters have little option than to enter the old
duergar ruins if they want to get to the other side of the
cavern. Orontor managed to get pass the threat of the
medusas, by using a passwall ritual the Mages of Saruun
had created. The adventurers are not that lucky.
Tactical Encounter: “U1: Inheritors”.
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4. THE MISER’S PIT
5. THE OUTPOST
[Distance: 22.5 miles, Depth: 2 miles, Travel: 1.5 days]
[Distance: 33 miles, Depth: 2,5 miles, Travel: 2.25 days]
The Miser’s Pit is a deep, vertical cave. The entrance
opens along the wall, somewhat close to the bottom.
Legends say that the cave is what remains of the volcano
shaft of Thunderspire Mountain, and that the shaft
eventually goes all the way to the top of the mountain. The
bottom of the cave lies straight down 500 feet. Ending at a
flat, stalagmite filled floor. The cave walls angle slightly
outward; viewed from the side, the cave looks like an
upright cone with the top chopped off.
The adventurers come to a wide rift that cuts across the
tunnel they follow. A narrow stone bridge leads across the
rift, and on the opposite side stands a small stone building.
Several side chambers branch off from the main
chamber, they are home to thousands of bats that ascend
out of the cave each day to find food out on the slopes of the
mountain. Long time ago, the duergar carved out a stone
“ramp”, or pathway that spirals down from the entrance on
the interior cave walls.
As the adventurers reach the entrance, read:
The tunnel suddenly ends abruptly in darkness. As you
slowly approach its end, you realize that the tunnel has
opened up at the wall of a huge vertical cavern. Looking out
you can hardly look out to the other side of the cave, and the
bottom is nowhere to be seen. A stone pathway has been
carved out to the interior cave wall, spiralling down into the
darkness. Several smaller cave entrances can be seen along
its way. The cave seems to be wider in the bottom, while
above you it is becoming narrower. You hear the screeches
of bats, circling the air on their way up and down the shaft.
Orontor and his expedition had to face this outpost.
They overcame them and killed them all.
As the characters approach the bridge, read:
The tunnel suddenly ends as the whole mountain
seems to have split, creating a wide rift that cuts across the
tunnel you have been following. A narrow old stone bridge
has been erected cross the chasm, and on the other side you
can see a small stone building.
Everburning torches are set in the sockets on the
building’s outer walls, giving you some light over the area.
The building appears windowless and you can see no signs
of life.
If the adventurers cross the bridge, they find the
building to be windowless and featuring a single, barred
stone door. If they open the door (DC 21 Strength check),
they find that the building consists of a single chamber
filled with dust and thick cobwebs. The skeletal remains of
four humans clad in rusted platemail are all that remain of
this place’s defenders. A thorough search of the room (DC
29 Perception check) reveals that the warriors died from
blasts of magic, traces of acid, fire can been seen on the
remains. They also find the mark of Orontor scratched into
the wall.
As the characters come closer to the bottom of the
cave, the roper becomes aware of their presence. It is
careful and cunning, and waits until they reach this point in
the cave complex to attack.
6. THE LAKE OF FIRE
[Distance: 82.5 miles, Depth: 5 miles, Travel: 5.5 days]
The adventurers enter a cavern lit by a dim, reddish
glow. The cavern is much hotter than the passages they
navigated to reach this place. In the middle of the cavern, a
stream of lava about 50 feet wide bubbles and pops. A small
island is set in the middle of the molten rock. A bridge
suspended above the lava by iron chains provides the only
access across. The flow of lava runs over the cliff edge into a
huge cavern below where a lake of magma bubbles
hundreds of feet below.
As the characters enter the cavern, read:
The cavernous tunnel opens up into a vast cavern,
where gigantic stalagmites and stalactites meet to form
natural pillars for the cavernous roof 50 feet above you.
The cavern is alight with the reddish glow of flowing
lava, forming a volcanic stream that splits the cavern in
half. The lava comes pouring out from a hole in the left cave
wall, 30 feet above your head, forming a glowing volcanic
flow of immense hostile beauty. Already from here, you can
feel the heat from the lava flow, which disappears of the
edge of the cavern floor to the right. Falling tumbling into a
great volcanic lake way below you, in a cavern so large you
can hardly imagine it.
Tactical Encounter: "U2: The Miser’s Pit”.
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As the characters get closer to the lava, read:
A small island is situated in the middle of the lava flow.
A seared black iron bridge hangs from chains fastened in
the stalactites above. The bridge on the other side of the
small island has been destroyed, taken away by the lava
stream, only the loose black chains remain hanging from
the stalactites above.
Orontor and his expedition managed to get past the
beholders and the magma brutes, losing a few men in
the fight. The second bridge was destroyed in the battle
before they escaped.
7. MUSHROOM FOREST
[Distance: 112.5 miles, Depth: 7 miles, Travel: 7.5 days]
This huge cavern has a large gem embedded in its
ceiling that provides a dim, dusky light. A forest of giant
mushrooms covers the floor of this place, growing
enormous in the cavern’s thick, loamy soil and warm
moisture from hot springs. In the middle of this cavern, a
small lake waits beneath the dim light. A stone tower
extends above the water. While the adventurers travel
through this place, eldritch lights flicker from the tower,
and the forest around them shakes and trembles with the
movement of massive, unseen creatures.
As the adventurers enter the cave, read:
As the adventurers approach the bridge they are
attacked by a beholder and some magma brutes.
Tactical Encounter: "U3: Fire and Magma.”
You have left the Lake of Fire well behind, replacing
heat and sulfurous stench with warm moist air from
numerous hot springs you pass by. Leeches, fungi and
luminous algae covers the walls of the caverns and the
sound of dripping water is everywhere.
glowing colors of green, purple and blue reflecting from the
strange mushrooms all around you. A small well trodden
track leads straight into the enchanted forest.
If the characters decide to enter the forest, read:
Gigantic tadpools – the size of houses surrounds you,
strange blue bush-like outgrowings cover the nearby
ground. You have never seen anything like it. From above
you have finally discovered the source of the strange light in
the cavern. There is a large gem embedded in the ceiling of
the enormous cavern, its purple dusky light giving a
twilight feel to the whole mushroom forest. The air is
humid from numerous hot springs you have passed, and
there is a smell of thick, loamy soil. The track seems to be
leading towards the center of the cave, were you sometime
have noticed a strange eldritch light flickering between the
muchroom hats. Sometimes the very ground at you feet
trembles, as from earthquakes, but you are not fully sure
that is causing it. You have a strange feeling of being
observed, as if massive unseen creatures were watching
your every step, but always staying out of sight, their earth
trembling movement the only indication of their existence.
The creatures watching them are gigantic living
mushrooms, titan myconoids. Like any large animals they
are not dangerous, but if frightened, cornered or exposed to
bright light, these monsters may attack.
Characters may notice their presence with a successful
DC 29 Perception check.
Tactical Encounter: "U4: Mushroom Attack.”
Gradually the cave tunnel you have been following
grows larger, opening up to a large cavern hall filled with a
forest of large mushrooms of every size from hand-sized to
tree-like. The whole forest is glowing in a dim dusky light,
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Orontor just past through this area and never
discovered the Tower of Zoramadria.
8. TOWER OF ZORAMADRIA
of the tower allows a PC to locate the
opening. The door is locked and requires a
DC 24 Thievery check to open. The door
cannot be smashed open.
♦
The tower is not only invisible to easy visual
identification, but also concealed from
various forms of arcane scrying and
divination by a permanent Forbiddance
ritual (Player’s Handbook, page 305) that
envelops it.
♦
The tower has six floors. Three are barren
shells, and the three others are in use. The
majority of Parthal’s students and servants
have been expended in the build-up to his
final revenge ritual. The empty levels are
not depicted on the map. They contain the
dead bodies of the slain servants and
students.
♦
Ladders connect the floors of the tower.
Each ladder is 2 squares wide, meaning that two Small
or Medium creatures can ascend or descend a ladder
at the same time. The hole into which a ladder extends
is 2 squares by 2 squares.
[Distance: 115 miles, Depth: 7 miles, Travel: 7.8 days]
(Original adventure from the Open Grave compendium)
In the middle of the Mushroom cavern, a small lake
waits beneath the dim light. A stone tower extends above
the water. While the adventurers travel through this place,
eldritch lights flicker from the tower.
The Tower of Zoramadria is an arcane academy under
the tutelage of the drow lich Parthal. Parthal and his
students lead serene lives of study and contemplation,
except when they engage in a bout of bloody necromantic
research that requires innocent souls as vital components.
Parthal has a score to settle with Phaervorul, and the drow
enclave itself might shudder and scream before the lich has
had his revenge on those who killed his love.
♦
ENVIRONMENT
The Tower of Zoramadria is hidden in the Mushroom
Cavern of the Underdark where three hot springs provides
torrents of water into a lake in the cave center.
♦
The entrance to the tower is a triangular opening on
the south side. The mist from the hot waters makes
visually finding the entrance difficult. A successful DC
24 Perception check while searching the outside wall
Each of the floors in use is sealed off from the adjacent
floor or floors by a trapdoor. Each of these trapdoors is
sealed by an Arcane Lock ritual (DC 29 Thievery or
Strength check, or a successful Knock ritual, to open).
When a trapdoor is opened, it slides to the south into a
slot cut into the surface of the floor/ceiling, leaving
behind an oblong hole.
♦
The ceiling of each floor (including the empty ones) is
10 feet in height.
♦
Because each ladder extends from floor to ceiling, it
prevents a creature in a space north of the ladder from
being pushed into the hole. Creatures adjacent to the
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hole in other squares, however, can be pushed into the
hole and are subject to falling damage in such a case.
♦
Floor One and Floor Two are bathed in dim light from
glowing orbs embedded in the tower walls. (These light
sources cannot be removed or otherwise affected.)
Floor Three is brightly lit because of its location straight
under the cavern crystal that provides a purple light to
the room.
When the adventurers approach the tower, read:
Three hot springs drop vast water into a central small
lake in the center of the Mushroom Cavern. The mist from
the hot springs hides most of the area. When you focus
intently, you see glimpses of an outcropping into the lake
upon which a pale tower is built. The tower is there when
the spray thins briefly, but gone again when it thickens.
Eldritch light can be seen from its top.
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When the PCs move through the entrance, read:
You are in a dark chamber devoid of any features
except for minor debris and a wide ladder stretching from
floor to ceiling just north of the center of the room.
FLOOR ONE: UNDEAD BARRACKS
The lowest chamber in the tower is used by the tower’s
necromancers to dissect cadavers and conduct necromantic
rituals and experiments. Dozens of manacles attached to
chains and are bolted into the walls of this chamber and to
stone tables in the centre. No undead are currently housed
here, but a few dissected bodies lies on the stone tables.
FLOOR TWO: DINING ROOM
The dining room contains a long, narrow wooden table
surrounded by several high-backed wooden chairs. Two
iron chandeliers dangle from the ceiling. In the northern
walled off corner of the room, a wooden door leads into the
kitchen.
FLOOR THREE: CLASSROOM
When the characters move adjacent to the ladder and
look up (or if they just start climbing), they quickly notice
the trapdoor that blocks access to the area above them.
After they open the door, they get no inkling of what awaits
them in the chamber above until they climb up far enough
to enter the room.
Tactical Encounter: “U5: Scrying Students.”
FLOOR FOUR: RESIDENCE
After the PCs open the trapdoor in the ceiling of Floor
One, they see another darkened chamber identical to the
one at the bottom of the tower. Climbing the ladder and
opening yet another trapdoor puts them in position to enter
the next encounter area.
Tactical Encounter: “U6: Eternal Sleep.”
FLOOR FIVE: LIBRARY
This study originally belonged to Zoramadria, the
builder of the tower. It was in this room that the great
necromancer penned many of her rituals. Parthal, having
memorized most of its content have neglected maintaining
the library. The only thing in mint condition is the portrait
of Zoramadria on the wall.
When the adventurers enter the library, read:
Bookcases line the outer wall of this dusty, poorly
ventilated room. A haze of mold spores hangs in the air. An
empty desk sits to the north beneath a portrait of a
beautiful but stern female drow.
Moldy, frail tomes and scrolls
are piled in heaps and scattered
around the room.
gp) can be found with a DC 30 Perception check.
Poem: On the desk in front of the portrait lays a single
scroll with Parthal’s handwriting. It contains a poem he has
written to his lost love – Zoramadria.
ZORAMADRIA
Where sun and flower are beaming,
Zoramadria's charms appear.
Her beauty's rays are streaming
Round all this earthly sphere.
The breeze, when gently blowing,
The rose that scents the grove,
The vine, when brightly glowing,
All tell of her I love.
Treasure: Many of the
tomes in the collection in this
chamber deal with the foul art of
necromancy and vile
experiments on living subjects.
Most of the books would be
banned in most societies, but if
the right buyer would be found
the tomes would bring a price of
10,000 gp (but with a weight of
100 Ibs.). Parthal have moved
most of the more valuable rituals
to his own study, one ritual scroll
of Consult Mystic Sages (1,000
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I hear her song's sweet numbers.
When Zephyr's breezy wings
Sweep o'er the gold harp's slumbers.
And wake its tuneful strings.
All — all the charms of nature
Zoramadria's beauty bear.
And show, in every feature,
There is a copy of the poem in the Player’s Handout
section.
FLOOR SIX: PARTHAL’S STUDY
Accessing the top floor is done in the same way as on
the floors beneath.
Tactical Encounter: “U7: Observatory Sanctorum.”
Her godhead imaged there.
The spirits of the dying
Must quit this clay's control,
But they to rest are flying
In regions of the soul.
The floods, now onward striding,
Are foaming, fierce, and free.
Yet soon their waves, subsiding,
Will slumber in the sea.
But I must vainly languish
For joys I never can know,
And wear a cureless anguish
In loneliness and woe.
Fair goddess I shall ever
Behold thy beauty shine
Like stars above — but never
9. GOD OF THE LAKE
[Distance: 135 miles, Depth: 8.5 miles, Travel: 9 days]
The characters journey through the Underdark takes
them dangerously close to a submerged aboleth city. As the
characters enters the immense cavern, they find the
remains of an old kuo-toa settlement, who had their prayers
answered – not by their dark gods, but by the first aboleth
who swam up along an underground river and laid claim to
the lake. The kuo-toan shrine has been lying in ruins for
hundreds of years, its inhabitants all taken as servants to the
underwater aboleth city, transformed by their new masters
in their likeness. The spires of the aboleth city can be seen
over the dark waters of the lake, a center for the aboleths’
mad dreams of power, where their slimy tentacles spread
their influence over the Underdark.
The characters will have to pass the lake through
means of a ferry residing at the shores of the ruins. The
ferryman is nothing less than an outcast mind flayer, who
has natural resistance against the aboleths’ psychic powers.
Can hope to call thee mine
Yours forever,
Parthal
As the characters enters the cavern of the lake,
read:
Your journey through the Underdark takes you
endlessly deeper into its depths, until you stand in front of
an impossible barrier. An underground lake spreads out in
front of you, its size making the Lake of Fire look like
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puddle in comparison. A black mirror of icy cold water
stretches endlessly in front of you, lightened at intervals by
luminous algae at the roof of the immense cavern system in
front of you. Pillars the size of mountainous spires stretches
into the darkness above.
To your left you see strange abandoned ruins of some
strange civilization that once must have flourished by the
lake. Now it lay in ruins, its stones covered in slime and
algae. You notice strange carvings and glyphs carved in the
ziggurat formed central structure – maybe some kind of
ancient temple, depicting slimy horrors as if taken from
fever induced nightmares.
There is nothing to be found among the ruins, but a
character succeeding on a Dungeoneering check may
reveal its true nature:
DC 25: The ruins look to be of Kuo-toan in origin.
What you have read about Kuo-toa in ancient tombs, is
that they live deep in the Underdark, where they are
rumored to worship dark gods and work toward sinister
ends, seeing themselves as superior to all other humanoids.
Kuo-toas are known to build settlements around their
shrines at the edge of underground lakes or seas. Within
these places, dark priests called whips make up the top caste
of kuo-toa society. Kuo-toa monitors are the whips’ agents
as well as an elite warrior force that keeps lower ranking
kuo-toas in line.
THE FERRY
If the adventurers start to search the ruins or walks
towards the ruins along the shore of the lake, they soon
come upon the landing of the ferry.
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P2: ORCUS CONVERSION
As the characters approach the ferry, read:
By the shores of the black lake lies what looks like a
small ferry crossing. Stones from the ruins have been
pushed out into the water, creating a very crude pier.
However, it seems to have seen recent use as you can spot
the remains of old campfires on the stony ground nearby.
On what looks to be a bone from the ribcage of a
tremendous animal, raised as a post at the end of the pier,
someone have fastened a large horn with an iron chain.
The mind flayer asks the adventurers where they want
to go. If they say Phaervorul, the ferryman nods his head
and says, “There are rumors that there is some kind of
turmoil in the drow enclave. Be wary if that is your
destination”.
The mind flayer demands X gp in passage per person
carried across. He wants the full payment in advance. He is
willing to accept a humanoid sacrifice if that is offered.
Each humanoid “brain” is vauled to Y gp by the ferryman.
THE CROSSING
If the characters accept the price, the ferryman lets
them board the craft and set out to the lake. During the
crossing the ferryman may at you discretion reveal the
following information:
The large horn has been created from some strange
beast. It is blue-black in color, and seems very old. Blowing
in the horn makes no sound, but sends a psychic note to the
mind flayer ferryman out on the lake. Two hour after
blowing the horn he emerges from the darkness at the lake.
As the characters see the ferryman, read:
From the darkness of the lake a strange craft appears.
The skull of some demonic beast sits in the front, the hull of
the craft made from a large monstrous shell, strengthened
with bones. Two large oars stick out on each side, made
from the bones of some dead beast. Inside the craft you see
two large minotaurs working the oars, their eyes dazed – as
if looking into nothingness. The ferryman stand by the tiller
drabbed in dark clothing, his faced hidden in the shadows
of the hood. He carefully steers the small ship to the pier in
answer to your call.
The ferryman is a mindflayer, outcast from his
community. With his two minotaur thralls, he provides
transport across the black lake for those who can meet his
price. The mind flayer is not interested in fightning, but will
defend himself if attacked by the characters.
If the characters attack the ferryman or try to force him
to reveal his true nature, he defend himself.
Tactical Encounter: "U9: The Ferryman.”
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P2: ORCUS CONVERSION
♦
The large lake is known as the Endless Lake, it carries
on through a number of huge caverns in the
Underdark. Nobody have traveled its full measure and
come back to tell the story.
♦
The lake is rumored to be just as deep as it is wide. It is
just the top of the cavern roof we can see above us.
Under us is endless stretches of black, icy cold water.
♦
♦
♦
The ruins at the lakes shore was once the kuo-toa
settlement of Klupotkupla. It has been deserted for
over two hundred years, since the Gods of the Lake
arrived.
In the center of the main cavern lies the aboleth city
N’gunlornuth. The gods of the lake rules supreme in
the dark waters were they have build their alien city.
Its spires can sometimes be seen gleaming in eerie
lights above the surface of the lake.
Aboleths are hulking amphibious monsters, no one
know were they came from. They swim through the
lightless depths of the Underdark leaving trails of slimy
mucus in their wake. Malevolent and vile, aboleths
bend creatures to their will, and those less fortunate
are transformed into slimy horrors to please the three
eyes of their cruel masters.
While crossing the large lake the ferryman ask the
characters to keep still and quite – not to bring the attention
of the creatures in the depths.
twisting the very fabrics of reality in their perversion. Your
stomach turns by just watching them, your mind
questioning the sanity of the creatures having built such
aberrant architectures.
As full day passes, the ferryman steers the small ship to
a little island in the midst of the lake. The ferryman says,
“Up there you can make rest and camp. Me and my
servants stay here and guard the boat”. Up on the small hill
they find an area of smooth rock, cleared from stones by
previous visitors, where they can camp.
During the night, the adventurers are attacked.
Tactical Encounter: "U8: Attack from the Deeps.”
FINAL DESTINATION
If the characters survives the battle with the aboleth,
the ferryman takes them out on the lake again after they are
fully rested. At the end of the day, they reach the
destination. A small landing dock has been raised at the
entrance to a huge tunnel were a stream of water rushes
down into the depths. A small track follows its side. “There
lies the track to Phaervorul. Take care, you can never trust
the drow”, the ferryman says.
Adventurers can buy some valuable information about
Phaervorul, from the mind flayer.
Q: What do you know of Phaervorul?
As the characters cross the lake, read:
The ferryman suddenly raises his skinny arm and
points in the direction of the center of the huge lake. First
you see nothing but darkness, but then your eyes notices
strange eerie lights from the center of the black lake. Dark
twisting forms of alien spires raises up from the black
surface of the lake, turning torsos of alien design, as if
district were the poor, the farmers and the slaves reside; the
commons were you will find mundane shops, residences of
the lowborn drow, taverns, brothels, and other places to
spend your money; and the high district were the noble and
highborn dwell overlooking the city from their stalagmite
palaces.”
Q: Who rules in Phaervorul?
(X gp) “The drow enclave is rules by the Lolth highpriestess Matron Urlvrain. I once heard a story about her,
told by one visiting pilgrim. The story tells of Raelthron, a
spy in her service. Raelthron brought news of Urlvrain’s
rivals to her and outlined a cunning plan to undermine
them, allowing her to trap and kill her chief enemy. She
gave Raelthron a gift, an obsidian knife, presented to him
before her inner circle of lieutenants. As Raelthron turned
his back on her to display the gift to his now jealous rivals,
she drew a second dagger from her belt, reached forward,
and sliced his throat. As the stunned spy choked on his life’s
blood at her feet, she explained to her lieutenants that any
drow capable of toppling her mightiest rival was too much
of a threat to her own station to be allowed to live.”
Q: Anybody else important?
(X gp) “The second in command in Phaervorul is the
commander of the drow legions. Last I heard, that title was
held by Zirithian, a warrior-knight of Lolth, a man just as
deadly as he is competent.”
(X gp) “Phaervorul has long served the drow as a
religious center. Many drow pilgrims travel the Underdark
to pay homage to the temple of Lolth. It has also long served
as a trading outpost in the Underdark. The drow in
Phaervorul therefore tolerated other peoples within the
enclave, provided such visitors don’t interfere with drow
customs. The city itself is divided into three areas – the low
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P2: ORCUS CONVERSION
The adventurers finally reaches Phaervorul after a long
and dangerous journey through the Underdark.
Orontor and his expedition used the ferryman to get
past the lake. If asked about Orontor the mind flayer tells
them for X gp that they did indeed pass by him. They
were badly injured and only four men were still alive.
Tactical Encounter: "U1: Stuck in the Middle”, from
Adventure Book 2 of P2: Demon Queen’s Enclave.
10: LOLTH’S FAITHFUL
[Distance: 165 miles, Depth: 10 miles, Travel: 11 days]
This descending one-mile-long cavern is scarcely 50
feet across at its widest point.
As the characters progress down the cave, read:
Along the length of this ever descending cavern, deep
niches have been cut into the rocky cave walls. Each niche
holds various black, basalt idols of strange spider infused
beings. Some look like large spiders with female head and
torso, other like males with extra spider arms, some
beautiful females but with eight eyes, etc. The idols range
from 20 to 60 feet tall. Here and there, drow pilgrims have
left small offerings to these statues—a small bag of copper
coins here, a wreath of withered fungi there, etc. You
wonder what strange culture could worship such
abnormalities?
11: PHAERVORUL
[Distance: 172 miles, Depth: 11 miles, Travel: 12 days]
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P2: ORCUS CONVERSION
U1: INHERITORS
Medusa Archer (M)
Encounter Level 13 (4,700 XP)
HP 212; Bloodied 106
AC 26; Fortitude 21; Reflex 23; Will 21
Speed 6
Immune petrification; Resist 10 poison
Saving Throws +2; Action Points 1
STANDARD ACTIONS
SETUP
1 medusa warrior (W)
1 medusa archer (A)
3 stone-eye basilisks (B)
The adventurers start at the entrance of the fortress.
They place there tokens inside the gates. With a successful
DC 22 Perception check they can hear strange sounds from
within the ruins, almost like claws scratching against stone.
TACTICS
The stone-eye basilisks hold back within the maze of
corridors inside the fortress. Once the adventurers gets
closer to the center, they try to surround the adventurers
from all sides, using their baleful gaze to slow down the
enemies, and then petrifying gaze to turn them into stone.
Then they close in for their bite.
The medusas stay up on the 20 feet high ruin walls,
using their longbows to shoot missiles on the targets below.
Any adventurers that manage to get up on the walls to
face the medusas are targets for their petrifying gaze and
venomous gaze attacks. The medusas do not use their gaze
powers on the enemies below, unless the basilisks are out of
the way.
Level 10 Elite Controller
Medium natural humanoid
Initiative +10
Perception +13
m Serpent Hair (poison) • At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 2d6 + 4 poison damage, and the target takes a -2 penalty to
saving throws until the end of the medusa’s next turn).
r Longbow (poison, weapon) • At-Will
Attack: Ranged 20/40 (one creature); +15 vs. AC
Hit: 2d10 + 5 damage, and the medusa archer makes a
secondary attack against the same target.
Secondary Attack: +13 vs. Fortitude
Hit: The target takes ongoing 10 poison damage and is slowed
(save ends both).
Petrifying Stare • At-Will
Trigger. An enemy starts its turn within 2 squares of the medusa.
Effect (Opportunity Action): Close blast 2 (triggering enemy in the
blast). The target is slowed (save ends).
First Failed Saving Throw: The target is immobilized instead of
slowed (save ends).
Second Failed Saving Throw: The target is petrified until one of
the following conditions is satisfied.
♦ The use of an appropriate power, such as divine cleansing.
♦ The willing kiss of the medusa that petrified the creature (a
medusa might do this to gain information or to luxuriate in
the victim's fear before returning it to stone).
♦ The medusa responsible for the petrification is killed and
its blood is applied to the stony lips of the victim before a
full day passes.
Skills Bluff +16, Diplomacy +16, Intimidate +16, Stealth +15
Str 14 (+7)
Dex 21 (+10)
Wis 17 (+8)
Con 18 (+9)
Int 12 (+6)
Cha 19 (+9)
Alignment evil
Equipment hooded cloak, longbow, arrows (30)
XP 1,000
Languages Common
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Medusa Warrior [Male] (W)
Level 13 Elite Soldier
Medium natural humanoid
HP 262; Bloodied 131
AC 29; Fortitude 26; Reflex 24; Will 25
Speed 6
Resist 20 poison
Saving Throws +2; Action Points 1
STANDARD ACTIONS
XP 1,600
Initiative +11
Perception +15
m Bastard Sword (poison, weapon) • At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d10 + 5 damage, and ongoing 5 poison damage (save
ends).
Effect: The medusa warrior marks the target until the end of the
warrior’s next turn.
r Longbow (poison, weapon) • At-Will
Attack: Ranged 20/40 (one creature); +16 vs. AC
Hit: 1d10 + 10 damage, and ongoing 5 poison damage (save
ends).
M Double Attack (poison, weapon) • At-Will
Effect: The medusa warrior makes two bastard sword attacks,
dealing an extra 2d10 damage on a hit against a stunned target.
TRIGGERED ACTIONS
C Mind-Venom Gaze (charm, poison, psychic) • Recharge
when the medusa warrior hits with bastard sword.
Trigger: An enemy marked by the bodyguard makes an attack
that does not include it as a target.
Attack (Immediate Interrupt): Close blast 5 (enemies in the blast);
+16 vs. Will. The attack must include the triggering enemy as a
target.
Hit: 2d6 + 4 poison and psychic damage, and if the target is the
triggering enemy, the target is stunned until the end of its turn.
Skills Bluff +17, Intimidate +17, Stealth +15
Str 22 (+12)
Dex 17 (+9)
Wis 19 (+10)
Con 19 (+10)
Int 12 (+7)
Cha 17 (+9)
Alignment evil Languages Common
Equipment chainmail, longsword, longbow, arrows (30)
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P2: ORCUS CONVERSION
3 Basilisks (B)
Level 12 Controller
Large natural beast (reptile)
XP 700
HP 126; Bloodied 63
AC 26; Fortitude 26; Reflex 22; Will 22
Speed 4
Immune petrification
TRAITS
Initiative +7
Perception +13
Baleful Gaze • Aura 5
Any enemy in the aura that attacks the basilisk is slowed until
the end of that enemy’s next turn.
STANDARD ACTIONS
m Bite • At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d12 + 7 damage.
C Petrifying Gaze • At-Will
Statues: The statues are difficult terrain to pass. A
medium creature or smaller gets cover when standing in or
adjacent to a statue square.
Walls: The ruin walls are 20 feet high. The slippery
stone walls require a successful DC 25 Athletics check to
climb. Falling down from the walls causes 2d10 hit points
damage.
Water: A medium sized character stepping out more
than 2 squares into the lake must start swimming and make
endurance checks or start taking cold
damage (4 squares for large creatures). A
character starting his or her turn in deep
water must succeed on a DC 20 Endurance
check or take 10 cold damage.
Attack: Close blast 3 (creatures in the blast); +15 vs. Fortitude
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is restrained instead of
immobilized (save ends).
Second Failed Saving Throw: The target is petrified.
Miss: The target is slowed until the end of the basilisk’s next turn.
Skills Stealth +12
Str 20 (+11)
Con 22 (+12)
Dex 12 (+7)
Int 2 (+2)
Alignment unaligned
Wis 14 (+8)
Cha 8 (+5)
Languages —
FEATURES OF THE AREA
Illumination: Dim light from luminous fungi on walls.
Debris: The stone debris areas are difficult terrain.
Stairs: There are four staircases that leads up to the
walls. The walls lack railing, which makes it easy to push
anybody off the stairs.
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P2: ORCUS CONVERSION
U2: THE MISER’S PIT
Encounter Level 15 (6,200 XP)
SET UP
1 roper (R)
3 blackspawn gloomwebs (G)
Under ordinary circumstances, the characters might be
able to sneak pass the roper and the gloomweb with a good
Stealth check. But the blackspawn gloomwebs have web
strands all over the place, immediately informing them if
somebody tries to sneak past along the ramps.
The battle begins when one of two events occurs: A
character heads down the stairs from the 60-foot high
platform, or a character spots the creatures in the alcoves to
the south (the blackspawn gloomwebs) and attacks them.
As the characters descend into the Miser’s Pit, they
attract the ire of the roper who makes its lair here. A trio of
blackspawn gloomwebs has come to an understanding with
the roper, having lost two of their companions to the
creature already. The arrangement is simple. The
gloomwebs work with the roper rather than against it,
helping it acquire a constant supply of fresh food. The
gloomwebs lairs in some of the lower side chambers, with
the roper positioned at the bottom of the cavern, in its
center.
The roper extends its tentacles and starts grabbing
characters from the stone ramps.
Roper (R)
Level 14 Elite Controller
Large elemental magical beast (earth)
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
XP 2,000
Initiative +8
Perception +10
Darkvision
Tentacle Release
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
When the characters descend to the platform 60
feet above the cavern floor, read:
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.
The stone pathway, formed as a ramp along the
interior walls of the cavern. Shallow stairs connect the
stone platforms, making a spiraling pathway down into the
darkness.
M Double Attack • At-Will
Effect: The roper uses tentacle twice.
Perception Check
M Bite • At-Will
DC 30 There are alcoves, or small side chambers in
the rock wall on the far side of the cave, and you can see a
twitch of movement in them. There's definitely something
alive in there. Is it web strands there?
Attack: Melee 1 (one creature grabbed by the roper), +19 vs. AC
Hit: 4d12 + 16 damage.
Miss: Half damage.
MINOR ACTIONS
DC 30 At the bottom of the cave you see a large
stalagmite formation, or is it? Didn’t it just move?
M Reel • At-Will (1/round)
Attack: Melee 10 (each creature grabbed by the roper); +19 vs.
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P2: ORCUS CONVERSION
Fortitude
Hit: The roper pulls the target up to 5 squares.
Skills Stealth +13
Str 19 (+11)
Con 22 (+13)
Alignment evil
Dex 12 (+8)
Int 11 (+7)
(save ends both).
Wis 16 (+10)
Cha 9 (+6)
Skills Stealth +20
Str 22 (+14)
Con 18 (+12)
Dex 24 (+15)
Int 2 (+4)
Alignment unaligned
Wis 10 (+8)
Cha 8 (+7)
Languages —
Languages Primordial
3 Blackspawn Gloomwebs (G)
Large natural beast (reptile)
HP 120; Bloodied 60
AC 30; Fortitude 26; Reflex 27; Will 20
Speed 8, climb 8 (spider climb)
Resist 15 acid
TRAITS
Level 16 Lurker
XP 1 400
Initiative +19
Perception +8
Gloom
If the blackspawn gloomweb does not move on its turn, the
shadows that constantly swirl around its form settle into a
cloudlike mass that grants concealment until the beginning of
its next turn.
STANDARD ACTIONS
m Bite (acid) • At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d10 + 8 damage, and ongoing 5 acid damage (save ends).
M Goring Charge • At-Will
Requirment: The blackspawn gloomweb must charge
Attack: Melee 1 (one creature); +19 vs. Fortitude
Hit: 3d8 + 11 damage, the target is knocked prone, and the
blackspawn gloomweb makes a bite attack against the same
target.
M Mobile Melee Attack • At-Will
Effect: The blackspawn gloomweb can move up to half its speed
and make one bite attack at any point during that movement.
The creature doesn’t provoke opportunity attacks when moving
away from the target of its attack.
R Acidic Web (acid) • At-Will
Attack: Ranged 10 (one creature); +19 vs. Reflex
Hit: The target takes ongoing 15 acid damage and is restrained
TACTICS
The blackspawn gloomwebs stay inside the small
chambers until they detect the presence of the adventurers
when they pass by outside (see marking on battle map).
Then they emerge and attack, using mobile melee attack and
acid web to stay outside the reach of the adventurers.
The roper uses its tentacle attack to grab characters on
the ramps, and then reel to pull them of the ramps.
Characters pulled of the ramp fall to the ground and take
damage according to the height they fell, see platforms
below. The roper use bite on enemies it has pulled adjacent.
The roper fights to the death.
Characters that can speak primordial might negotiate
terms of passage with the roper, which are used to sacrifices
from wary travelers seeking passage through the Mister’s
Pit.
Stairs: The stairs are part of the stone ramps and
platforms. They are difficult terrain for a creature ascending
them, but normal terrain for a creature descending.
Stalagmites: The stalagmites is difficult terrain to pass.
A medium sized creature or smaller gets cover when
standing in or adjacent to a stalagmite square.
Platforms: Each section of platform is marked with its
elevation above the cave f1oor. If a creature is pushed,
pulled, or slid off a platform, it takes 1d10 falling damage
per 10 feet as normal.
Walls: The cave walls are rough and have many
handholds and footholds, but they slope outward, making a
climb more difficult than it would otherwise be. Unless
otherwise noted, climbing the cave walls in either direction
requires a DC 20 Athletics check.
Web: The side chambers and the white marked
squares outside the chambers are covered in webs.
Characters succeeding a DC 22 Perception check notice
the web covered squares outside the side chambers. A
character starting his or her turn on a web square takes 10
acid damage and is restrained (save ends the later). A web
filled square that takes 5 fire damage or more is destroyed.
FEATURES OF THE AREA
Illumination: Darkness.
Floor: The cave floor is difficult terrain – a jumble of
rocks and bones from the roper's meals or sacrificial victims
thrown into the pit to gain passage.
Side Chambers: Most of the side chambers don't
contain encounters. Once the characters starts heading
down to the bottom of the cave will they have to pass one of
several dangerous caves inhabited by blackspawn
gloomwebs before reaching the roper at the bottom.
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P2: ORCUS CONVERSION
U3: FIRE AND MAGMA
Beholder Eye of Flame (B)
Level 13 Encounter (4,800 XP)
HP 204; Bloodied 102
Initiative +11
AC 24; Fortitude 24; Reflex 25; Will 26
Perception +15
Speed 0, fly 6 (hover)
Darkvision, All-Around Vision
Saving Throws +2; Action Points 1
TRAITS
All-Around Vision
Str 18 (+10)
Con 18 (+10)
Enemies can’t gain combat advantage by flanking the beholder.
STANDARD ACTIONS
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d8 + 8 damage.
HP 156; Bloodied 78
AC 25; Fortitude 26; Reflex 23; Will 21
Speed 4
Immune petrification; Resist 20 fire
TRAITS
SETUP
1 beholder eye of flame (B)
4 magma brutes (M)
Level 13 Elite Artillery
Large aberrant magical beast
XP 1,600
Attack: Close burst 2 (creatures in burst); +18 vs. Reflex
Hit: 3d8 + 8 fire damage.
Alignment evil
Dex 20 (+11)
Int 19 (+10)
Wis 19 (+10)
Cha 23 (+12)
Languages Deep Speech
4 Magma Brutes (M)
Level 13 Brute
Large elemental humanoid (earth, fire)
XP 800
Initiative +11
Perception +10
A curious alliance have been formed in the bowels of
the earth, a pact between a beholder eye of flame and a
gang of magma brutes who have come to regard the fiery
sphere as their leader.
m Bite • At-Will
The beholder have laid claim to a small island in the
center of a volcanic stream that pours lava out into a great
volcanic lake.
R Eye Rays • At-Will
Cold Vulnerability
Effect: The eye of flame uses two of the following eye rays, at
least one of which must be a fire ray. Each ray must target a
different creature. This attack does not provoke opportunity
attacks.
1. Fire Ray (fire): Ranged 10; +18 vs. Reflex; 3d8 + 8 fire
damage.
2. Telekinesis Ray: Ranged 10; +18 vs. Fortitude; the beholder
slides the target up to 4 squares.
3. Terror Ray (fear, psychic): Ranged 10; +18 vs. Will; 2d8+8
psychic damage, and the beholder pushes the target its speed.
MINOR ACTIONS
A magma brute that takes cold damage is slowed until the end
of its next turn.
STANDARD ACTIONS
TACTICS
As the adventurers pass near the lava stream, the
magma brutes emerge from the lava to attack, using their
slam attacks.
The beholder joins the fight, hidden behind a
stalagmite in the roof before his attack. The beholder uses
its first round to remove the stone hindering the full lava
flow from the tunnel entrance using its telekinesis ray. This
result in the lava flow to increase, see Lava Flow below. It
remains on the island using its range attacks effectively
against any enemies approaching the island. It uses the fear
ray to force enemies back, or the telekinesis ray to throw
them into the lava flow.
m Slam (fire) • At-Will
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 3d8 + 8 damage, and ongoing 5 fire damage (save ends).
Skills Endurance +14
Str 22 (+12)
Dex 16 (+9)
Con 16 (+9)
Int 5 (+3)
Alignment unaligned
Wis 13 (+7)
Cha 8 (+5)
Languages Primordial
R Central Eye • At-Will
Effect: Ranged 10; the target gains vulnerable 10 fire, and any
attack that deals fire damage to the target also deals ongoing 5
fire damage (save ends both).
TRIGGERED ACTIONS
R Random Eye Ray • At-Will
Trigger: The beholder is conscious and an enemy starts its turn
within 5 squares of it.
Effect (No Action): The beholder uses one random eye ray against
the triggering enemy.
C Fiery Burst (fire)
Trigger: When first bloodied and again when the eye of flame is
reduced to 0 hit points.
2012-11-24
FEATURES OF THE AREA
Illumination: Bright while within 2 squares from the
lava stream. The rest of the cavern rest in dim light from the
lava glow
Ceiling: The cavern ceiling is 50 feet high.
Chain Bridge: An iron chain bridge serves as the only
means of crossing the lava flow without taking damage. The
bridge is 4 feet above the lava surface and hangs from iron
chains attached in stalactites above. It rocks slightly when
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P2: ORCUS CONVERSION
walked on (Acrobatics DC 10 to cross, otherwise the
character makes no progress).
Hanging Chains: The hanging chains on the other
side of the island is the only thing that remains of the
bridge. The chains can be used to swing across the lava
flow. Make an Athletics check and divide your check result
by 5 (don’t round the result). This is the number of squares
you the character can swing across. You land in the square
determined by the result. If the character ends up over the
lava flow, he or she falls prone and lose the rest of the move
action.
Natural Cavern Walls: The rough cavern walls can be
easily climbed (Athletics DC 10). From a wide, jagged hole
30 feet up on the western wall comes the lava pouring out,
forming a dangerous lava fall. The rubble-filled squares
directly below the hole are difficult terrain. With a
successful DC 20 Perception check the characters notice a
large rock in the opening of the lava tunnel that prevents
full access for the lava into the cavern. A successful DC 20
Dungeoneering reveals that this rock seems to be loose,
almost as if it had been placed there to lessen the volcanic
flow of lava.
Lava Flow: The lava flow covers the indicated squares
to a depth of 3 feet. These squares are difficult terrain. The
lava effectively put inanimate objects to flames and burns
living flesh. A creature that enters or begins its turn in an
area of lava takes 2d6 + 3 fire damage and is slowed (save
ends).
When the beholder removes the boulder in the lava
tunnel entrance the lava river starts to grow, increasing 1
foot in depth every round (after +5 feet it has reached its
maximum growth). See the battle map for details on how
the law flow increases for every round, until maximum size
after 5 rounds at which point the bridge is also covered in
lava.
After 2 rounds, when the lava reaches a depth of 5 feet,
creatures in the lava flow must use their swim speed or
make a DC 10 Athletics check to move. They are also
pulled 3 squares along the flow at the start of their turn.
They gain cover except against attacks from submerged
enemies.
Fighting in the lava imposes a -2 penalty to attack rolls
except with spears and crossbows.
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P2: ORCUS CONVERSION
U4: MUSHROOM ATTACK
Attack: Close burst 1 (non-plants in burst); +16 vs. Will
Effect: Target is slowed (save ends).
C Pacification Spores (poison) • Encounter
Level 13 Encounter (4,100 XP)
SETUP
1 myconoid titan (T)
3 myconoid stinger (M)
The myconoids stay out of sight unless the characters
approach them. Like any large animals they are not
dangerous, but if frightened, cornered or exposed to bright
light, these monsters attack.
Let the characters put their tokens in the “PC Start
area” of the battle map, before you place the myconids.
TACTICS
The myconid titan first uses spore cluster before
charging the adventurers, using slam and double attack to lay
down its enemies. I attacked by several enemies it uses
pacification spores on as many as possible.
The myconoid giant stingers try to stay out of melee
combat and instead rely on their spiny shot and decomposing
spray range attacks.
FEATURES OF THE AREA
Illumination: Dim light from purple crystal in cavern
roof.
Mushrooms: The mushrooms are difficult terrain and
provides cover for Medium sized creatures or smaller.
Spores: Any living creatures starting its turn adjacent
to a spore patch (marked “S” on battle map) triggers the
release their spores.
3 Myconid Giant Stingers (M)
Level 12 Artillery
Large fey humanoid (plant)
XP 700
HP 98; Bloodied 49
AC 22; Fortitude 24; Reflex 25; Will 22
Speed 6
STANDARD ACTIONS
Initiative +12
Perception +9
Tremorsense 10
Attack: Close burst 2 (creatures in burst); +17 vs. Will
Hit: 3d10 + 12 poison damage, and the target cannot take a
standard action until the end of the myconid's next turn.
A Spore Cluster (poison) • At-Will
Attack: Area burst 1 within 10 (creatures in burst); +17 vs.
Reflex
Hit: 2d8 + 7 poison damage, and the target is dazed (save ends).
TRIGGERED ACTIONS
Roots of the Colony • At-Will
r Spiny Shot • At-Will
Attack: Ranged 10 (one creature); +17 vs. Reflex
Hit: 3d8 + 7 damage.
C Decomposing Spray (necrotic) • Encounter
Attack: Close burst 3 (creatures in burst); +17 vs. Fortitude
Hit: 2d10 + 9 poison damage, and the target is immobilized
(save ends).
FREE ACTIONS
Trigger: When the myconid is hit by an attack while a myconid
ally is within 5 squares of it.
Effect (Free): The myconid takes half damage from the attack, and
the myconid ally takes the same amount of damage.
Str 22 (+13)
Con 20 (+12)
Dex 8 (+6)
Int 8 (+6)
Alignment unaligned
Wis 11 (+7)
Cha 12 (+8)
Languages –
Roots of the Colony • At-Will
Effect: The myconid guard takes half damage from the attack,
and the myconid ally takes the same amount of damage.
Str 16 (+9)
Con 20 (+11)
Dex 26 (+14)
Int 12 (+7)
Alignment unaligned
Wis 16 (+9)
Cha 14 (+8)
Languages —
Myconid Titan (T)
Level 14 Elite Brute
Huge fey humanoid (plant)
XP 2,000
HP 340; Bloodied 170
AC 29; Fortitude 31; Reflex 25; Will 26
Speed 6
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Initiative +6
Perception +7
tremorsense 10
m Slam • At-Will
Attack: Melee 3 (one creature); +19 vs. AC
Hit: 3d10 + 12 damage.
M Double Attack • At-Will
Effect: The myconid titan makes two slam attacks.
2012-11-24
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P2: ORCUS CONVERSION
U5: SCRYING STUDENTS
Leflanth (L) and Yargo (Y)
Level 13 Elite Artillery
Encounter Level 13 (4,800 XP)
Medium fey humanoid, drow
XP 1,600
HP 186; Bloodied 93
Initiative +7
AC 27; Fortitude 24; Reflex 25; Will 26
Perception +8
Speed 6
Low-Light Vision
Saving Throws +2 (+7 against charm effects); Action Points 1
STANDARD ACTIONS
SETUP
Leglanth (L)
Yargo (Y)
8 drow horde ghouls (G)
m Staff (weapon) • At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d8 + 7 damage.
A Blackening Pyre (fire, necrotic, shadow, zone) • Encounter
Upon opening the trapdoor, PCs see another ladder
leading to a trapdoor positioned in the same relative
position in the ceiling above them. Leglanth and Yargo, a
pair of aspiring celebrants to Parthal’s power, are in this
chamber when the characters arrive. Normally, these two
drow wizards spend their hours meditating in the leather
chairs or viewing distant vistas in the scrying basin.
However, Parthal has learned of the imminent arrival of
intruders in his structure (see the description of the skylight
in Features of the Area in “Observatory Sanctum”), and
Leglanth and Yargo are prepared to fend off the
adventurers.
The drow command eight drow horde ghouls. Leglanth
and Yargo believe that they and their ghoul minions are
sufficient to the task of putting down any invading force.
Place the occupants of this floor on the map, then have
the players locate their miniatures in any of the squares
adjacent to the hole. Provide the read-aloud text, then roll
initiative.
When the adventurers enter the chamber, read:
This tower chamber holds comfortable leather chairs, a
table, and a scrying basin. Standing as if waiting for
intruders are eight slavering undead humanoids with
gruesome black claws and two drow males in umber robes.
Attack: Area burst 1 within 10 (creatures in burst); +18 vs.
Fortitude
Hit: 3d8 + 3 fire and necrotic damage, and the target slides 1
square.
Effect: The burst creates a zone that last until the end of
Leglanth’s or Yargo’s next turn. Any creature that enters the
zone or ends its turn there takes 5 fire and necrotic damage.
A Circle of Death (necrotic, shadow) • Daily
Attack: Area burst 2 within 10 (creatures in burst); +18 vs.
Fortitude
Hit: 3d6+ 11 necrotic damage, and the target is dazed, slowed
and weakened (save ends all).
Miss: Half damage, and the target is slowed until the end of
Leflanth’s or Yargo’s next turn.
M or R Ghoul Strike (necrotic, shadow, zone) • Recharge 5 6
Attack: Melee 1 or Ranged 5 (one creature); +18 vs. Fortitude
Hit: 3d6 + 9 necrotic damage, and the target is immobilized
until the end of Leflanth’s or Yargo’s next turn.
Effect: The attack creates a zone in a burst 2 centered on the
target. The zone last as long as the target is immobilized by this
power. Any creature (except Leflanth or Yargo) that ends its
turn in the zone takes 5 necrotic damage, and it grants combat
advantage while in the zone.
Miss: The power is not expended, and if it is used against the
same target next turn, it grants a +2 bonus to the attack roll.
MOVE ACTIONS
Fey Step (teleportation) • Encounter
2012-11-24
Effect: Leglanth or Yargo teleports up to 5 squares.
MINOR ACTIONS
R Restless Dead (shadow, zone) • At-Will 1/round
Attack: Ranged 10 (one creature); +18 vs. Reflex
Hit: 2d8 + 11 damage, and the squares adjacent to the target
becomes a zone that lasts until the end of Leflanth’s or Yargo’s
next turn. The ground of the zone is difficult terrain for all
enemies.
Umbral Leap (shadow, teleportation) • Encounter
Requirement: Dim light or darkness
Effect: Leglanth or Yargo teleports up to 10 squares to a square
of dim light or darkness. They do not need to see the destination
space to teleport.
TRIGGERED ACTIONS
Necromancy Action • Daily
Trigger: Leglanth or Yargo uses an action point.
Effect (Free Action): All enemies adjacent to Leglanth or Yargo
gains vulnerability 5 necrotic.
Skills Arcana +17, History +12, Religion +15
Str 7 (+4)
Dex 12 (+7)
Wis 15 (+8)
Con 9 (+5)
Int 19 (+10)
Cha 8 (+5)
Alignment evil
Languages Abyssal, Common, Elven
Equipment staff implement
4 Drow Horde Ghouls (G)
Level 13 Minion
Medium natural humanoid (undead)
XP 200
HP 1; a missed attack never damages a minion Initiative +11
AC 25; Fortitude 22; Reflex 24; Will 20
Perception +7
Speed 8, climb 4
Darkvision
Immune disease, poison; Resist 10 necrotic
STANDARD ACTIONS
m Claws • At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 9 damage, and the target is immobilized (save ends).
Skills Stealth +16
Str 17 (+9)
Con 18 (+10)
Dex 22 (+12)
Int 13 (+7)
Wis 14 (+8)
Cha 15 (+8)
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P2: ORCUS CONVERSION
Alignment chaotic evil
(200 gp) and a ritual scroll of View Location (4,200 gp) with
2 components (3,200 gp). Each one can be discovered by a
character who succeeds on a DC 29 Perception check.
Languages Common
TACTICS
Scrying Basin: This wide basin is filled with
shimmering water through which streams of bubbles flow
in complex, eye-catching patterns. Because of the presence
of the basin, any creature who attempts to use View
Location, View Object, or any other scrying ritual in this
chamber gains a +2 bonus to the associated Arcana check.
Both Leglanth and Yargo prefer to fight from a
distance, allowing their minions to do the bulk of the melee
fighting.
Round 1: Leglanth and Yargo keep to the periphery of
the chamber, taking a cautious approach until they
ascertain what sort of resistance they are up against. Both
take minor actions to use blur on themselves, then chain
lightning and disintegrate (with their action points) to quickly
damage the PCs as much as possible.
The drow horde ghouls are not so cautious. They move
toward the intruders, hungering for their flesh.
Round 2+: The eladrin continue to rely on ranged and
close attacks as much as possible, using thunderwave at every
opportunity once their other powers are expended. If they
find themselves cornered, they call upon fey step to get out
of immediate trouble.
If any characters remain adjacent to the hole for more
than 1 round, the ghouls make bull rush attempts to shove
the intruders into the opening and cause them to fall.
Otherwise, the ghouls try to create flanking opportunities
for each other whenever possible and rely on their claws to
immobilize their enemies. The ghouls fight until they are
destroyed.
If the eladrin become bloodied, they attempt to escape.
Both know that their failure to stop the intruders ruins their
chances to be taken into Parthal’s confidence. Thus, rather
than seek aid, the two try to flee the tower.
The characters can pursue Leglanth and Yargo if the
eladrin try to descend the ladder and get out of the tower. If
combat continues on the ground level of the tower, use the
tactical map provided here—except that the ground level
contains no furnishings or light sources.
FEATURES OF THE AREA
Illumination: Dim light (orbs in walls).
Deathly Visions: Anyone who takes a short rest or an
extended rest in this chamber is assailed by a variety of
horrifying visions of a future filled with death and mayhem.
These visions linger after a creature stops resting and leaves
the area, giving it a -4 penalty to Will for 1 hour afterward
or until all the encounters in this lair have been resolved
(whichever comes first).
VIEW LOCATION OR OBJECT
The adventurers will most likely not have access to
View Object yet (requires level 18) which could have
been used to find Orontor. They will not be able to use
View Location to spy on Phaervorul either – as they have
not seen the place earlier.
However, smart players may keep one of the
wizards alive and force them to use the scrying basin in
order to get a glimpse of Phaervorul.
Leather Chairs: These leather chairs are especially
comfortable but otherwise unremarkable. Each chair
weighs 100 pounds, occupies a square, and is large enough
to provide cover to a creature that is adjacent to it (but not
to one sitting in it). If a chair is carted away and sold, it
brings 50 gp.
Table: A number of scrolls are scattered across the
table, most detailing the procedures for vivisection of
various humanoid races and methods to remove organs
from a living creature in such a way as to prolong the life of
the victim as long as possible.
Treasure (7,960 gp): Mixed in with the vivisection scrolls
are a ritual scroll of Sending (360 gp) with 4 components
2012-11-24
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P2: ORCUS CONVERSION
U6: ETERNAL SLEEP
Loratha (L)
Encounter Level 13 (4,800 XP)
HP 242; Bloodied 121
Initiative +9
AC 29; Fortitude 23; Reflex 25; Will 27
Perception +5
Speed 6
Low-Light Vision
Saving Throws +2 (+7 against charm effects); Action Points 1
TRAITS
Warding Blade
SETUP
Kellemor (K)
Przithnee (P)
Loratha (L)
Upon opening the trapdoor in the ceiling of Floor One,
PCs see another ladder leading to a trapdoor positioned in
the same relative position in the ceiling above them.
Three additional aspirants to Parthal’s power reside in
this chamber (which serves as the bedchamber for all the
remaining students in the Tower of Zoramadria). Like the
wizards on Floor One, Kellemor, Przithnee, and Loratha are
aware that an attack on the Tower of Zoramadria is
ongoing.
Unless the PCs retreat after their fight on Floor One,
the three students in this chamber are ready for an attack
up the central shaft through the trapdoor.
Place the occupants of this floor on the map, then have
the players locate their miniatures in any of the squares
adjacent to the hole. Provide the read-aloud text, then roll
initiative.
When the adventurers view the chamber, read:
This chamber contains several bierlike sleeping pallets
that look in which hundreds of tiny humanoid skulls has
been carved. Three drow stand in the chamber, alert and
eager to deal with intruders.
Level 13 Elite Skirmisher
Medium fey humanoid, drow
XP 1,600
When a creature Loratha has cursed makes a melee attack
against her, that creature takes 5 damage.
STANDARD ACTIONS
m Dagger (weapon) • At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d6 + 9 damage.
R Eyebite (charm, psychic) • At-Will
Attack: Ranged 10 (one creature); +16 vs. Reflex
Hit: 3d6 + 11 psychic damage, and Loratha is invisible to the
target until the start of her next turn.
R Bewitching Whispers (charm) • Recharge 5 6
Attack: Ranged 10 (one creature); +16 vs. Will
Hit: Until the end of Loratha's next turn, the target treats all
creatures as enemies for the purpose of opportunity attacks and
must take every opportunity attack possible (with a +5 bonus to
the attack roll).
R Curse of the Black Frost (cold) • Daily
Attack: Ranged 10 (one creature); +16 vs. Reflex
Hit: 3d8 + 13 cold damage. If the target moves it takes 1d8 cold
damage (save ends). If the target saves, Loratha can not sustain
the power.
Sustain Minor: Target takes 2d8 cold damage if it moves.
R Mire of the Mind (psychic) • Encounter
Attack: Ranged 10 (one creature); +16 vs. Fortitude
Hit: 2d10 + 10 damage, and Loratha and all her allies within
range are invisible to the target until the end of her next turn.
MOVE ACTIONS
Fey Step (teleportation) • 2/Encounter
Effect: Loratha teleports up to 5 squares.
2012-11-24
Shade a Dance (shadow) • At-Will
Effect: Whenever Loratha completes a move of at least 3 squares
on her turn, she can become insubstantial until the start of her
next turn.
MINOR ACTION
Twofold Curse • At-Will 1/round
Effect: Loratha can place her Warlock’s Curse on the nearest one
or two enemies she can see. Once per round, when Loratha
damages a cursed enemy, she can deal +2d6 extra damage to
that target.
Skills Arcana +15, History +10, Intimidate +15
Str 7 (+4)
Dex 12 (+7)
Wis 8 (+5)
Con 9 (+5)
Int 15 (+8)
Cha 19 (+10)
Alignment evil
Equipment dagger
Languages Abyssal, Common, Elven
Kellemor (K) and Przithnee (P)
Level 13 Elite Artillery
Medium fey humanoid, drow
XP 1,600
HP 186; Bloodied 93
Initiative +7
AC 27; Fortitude 24; Reflex 25; Will 26
Perception +8
Speed 6
Low-Light Vision
Saving Throws +2 (+7 against charm effects); Action Points 1
TRAITS
Nethermancy Master
While Kellemor or Przithnee have any concealment against a
creature, they have combat advantage against it.
STANDARD ACTIONS
m Staff (weapon) • At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d8 + 7 damage.
A Dark Gathering (psychic, shadow, zone) • Encounter
Attack: Area burst 2 within 10 (enemies in burst); +18 vs. Will
Hit: 2d10 + 5 psychic damage, and the target is dazed until the
end of Kellemor or Przithnee’s next turn. If the target is in the
origin square of the burst, the target is also blinded until the end
of their next turn.
Effect: The burst creates a zone that last until the end of their
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P2: ORCUS CONVERSION
next turn. The zone is heavily obscured to their enemies.
A Mirage Arcana (illusion, psychic, shadow, zone) • Daily
Attack: Area burst 2 within 10 (creatures in burst); +18 vs. Will
Effect: The burst creates a zone that lasts until the end of the
encounter. The zone is difficult terrain, and creatures grant
combat advantage while in it. Then make an attack.
Hit: 3d6 + 11 psychic damage, and the target is dazed, cannot
leave the zone willingly, and cannot see creatures outside the
zone (save ends all). If the target is already dazed, it takes 5
extra psychic damage.
TACTICS
These students do not attempt to flee if bloodied. They
fight to the bitter end, neither seeking to run nor aid.
are one name engraved at the head of each bed: Leglanth,
Yargo, Kellemor, Przithnee, Loratha and Lareen. The last
bed, marked Lareen, have not been used in a long time,
which can be noticed with a DC 15 Perception check. This
is a clue to the adventurers that Lareen that they will meet
in Phaervorul, is actually a student of Parthal.
Round 1: All three students lead with their most
damaging powers. Kellemor uses disintegrate followed by
blast of flame (with his action point). Przithnee also uses
disintegrate and then follows that with combust (with his
action point). Loratha uses a minor action to grow wings of
speed, and follows that with curse of the golden mist and
bewitching whispers (with her action point).
Chests: At the foot of each bed is an iron chest. Each
chest holds the keepsakes of Parthal’s remaining students.
Round 2+: The eladrin students use fey step to remain
clear of melee combat as long as possible. They continue to
use the most potent powers they have remaining until they
are defeated.
♦
Book One: Corpse Gate (4,200 gp) with 2 components
(1,600 gp), Last Sight Vision (100 gp) with 4
components (100 gp)
♦
Book Two: Disenchant Magic Item (360 gp) with 4
components (100 gp), Enchant Magic Item (175 gp)
Effect: Kellemor or Przithnee teleports up to 5 squares.
MINOR ACTIONS
♦
Book Three: Phantom Steed (360 gp) with 4
components (280 gp)
C Scare (fear, psychic, shadow) • At-Will 1/round
♦
Book Four: Shadow Walk (2,600 gp) with 2
components (1,000 gp)
♦
Book Five: Gentle Repose (50 gp) with 10 components
(100 gp), Speak with Dead (360 gp) with 5
components (700 gp)
Wall of Gloom (shadow, zone) • Daily
Effect: Area wall 8 within 10. The wall creates a zone that lasts
until the end of Kellemor or Przithnee’s next turn. The zone is
heavily obscured, and squares adjacent to it ar lightly obscured.
The zone is difficult terrain, and creatures (except Kellemor or
Przithnee) are blinded while they are entirely in the zone
Sustain Minor: The zone persist until the end of your next turn.
MOVE ACTIONS
Fey Step (teleportation) • Encounter
Attack: Close blast 3 (creatures in blast); +18 vs. Will
Hit: 2d8 + 7 psychic damage, and the target cannot make
opportunity attacks against Kellemor or Przithnee until the end
of their next turn.
TRIGGERED ACTIONS
Treasure (24,075 gp): The total worth of the valuable
items in the chests is 10,000 gp in gold and gems, 5,000 gp
worth of residuum, and five ritual books with the following
rituals:
Nethermancy Action • Daily
Trigger: Kellemor or Przithnee uses an action point.
Effect (Free Action): Kellemor or Przithnee space and each
adjacent square become a zone of darkness that lasts until the
start of their next turn. The zone is totally obscured to other
creatures.
Skills Arcana +17, History +12, Nature +13, Religion +15
Str 7 (+4)
Dex 12 (+7)
Wis 15 (+8)
Con 9 (+5)
Int 19 (+10)
Cha 8 (+5)
Alignment evil
Languages Abyssal, Common, Elven
Equipment staff implement
FEATURES OF THE AREA
Illumination: Dim light (orbs in walls).
Beds: There are six stone beds in the room, each stone
bed is crafted from tiny humanoid skulls. A thin sheet of
linen provides the only hint of comfort on each bed. There
2012-11-24
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P2: ORCUS CONVERSION
U7: OBSERVATORY SANCTORUM
Encounter Level 15 (6,600 XP)
SETUP
Parthal the Archlich (P)
1 sword wraith (W)
Parthal, Archlich (P)
Level 14 Solo Controller
Medium fey humanoid, drow (undead)
XP 5,000
HP 536; Bloodied 268
Initiative +8
AC 28; Fortitude 25; Reflex 26; Will 27
Perception +9
Speed 6
Darkvision
Immune disease, poison; Resist 10 necrotic
Saving Throws +5 (+10 against charm effects);
Action Points 2
TRAITS
Necromantic Aura (necrotic) • Aura 5
Hit: 6d6 + 7 necrotic damage, and the target is weakened (save
ends).
Miss Half damage.
A Death pulse (necrotic) • Daily
Attack: Area burst 2 within 20 (creatures in burst); +17 vs.
Reflex
Hit: 4d8 + 10 necrotic damage, and the target gains vulnerable
10 necrotic (save ends).
MOVE ACTIONS
Shadow Walk (teleportation) • Encounter
Upon opening the trapdoor in the ceiling of Floor Two,
PCs see another ladder leading to a trapdoor positioned in
the same relative position in the ceiling above them.
Any living creature that ends its turn in the aura takes 5
necrotic damage. Whenever Parthal takes radiant damage, his
aura is deactivated until the end of the archlich’s next turn.
Effect: Parthal teleports up to 12 squares.
MINOR ACTIONS
Parthal, the lord of the Tower of Zoramadria, waits
here. He has been researching a plane-shaking ritual in his
observatory sanctorum.
Spellmaster
Effect: Close burst 10 (one enemy in the burst that is subject to
an effect a save can end). The target takes a –5 penalty to its next
saving throw.
Few things escape his notice beneath the manycolored
enchanted skylight. Parthal is well aware of the intruders in
his tower. If the PCs have defeated the remaining aspiring
students, Parthal knows it. He is ready to engage the PCs.
Place Parthal and the wraith on the map, then have the
players locate their miniatures in any of the squares
adjacent to the hole. Provide the read-aloud text, then roll
initiative.
When the adventurers view the observatory, read:
A majestic floating humanoid in flowing black robes
hangs in the air under slanting skylight panes that flow
with all the colors of the rainbow and more. Bookcases
constructed of humanoid skeletal parts sag under the
weight of hoary tomes and scrollcases. The figure, whose
head is fleshless, says, “I see you.”
On an initiative of 10 + his initiative check, Pharthal can use a
free action to use vampiric touch or freezing claw. If Parthal cannot
use a free action to make this attack due to a dominating or
stunning effect, then that effect ends instead of Parthal making
the attack.
Soul Phylactery
When Parthal drops to 0 hit points, his body and possessions
crumble into dust and it disappears, but it is not destroyed. He
reappears (along with his possessions) in 1d10 days within 1
square of his phylactery, unless the phylactery is destroyed.
STANDARD ACTIONS
m Vampiric Touch (healing, necrotic) • At-Will
Attack: Melee 1 (one creature); +17 vs. Fortitude
Hit: 2d8 + 7 necrotic damage, and the lich regains hit points
equal to the damage dealt.
R Freezing Claw (cold, necrotic) • At-Will
Attack: Ranged 5 (one or two creatures); +17 vs. Reflex
Hit: 2d8 + 10 cold and necrotic damage, and the target is
immobilized (save ends).
Miss: The target is slowed.
A Enervating Tendrils (necrotic) • Recharge when first
bloodied
Attack: Area burst 1 within 10 (enemies in the burst); +17 vs.
Fortitude
2012-11-24
Lich’s Control • Recharge 5 6
Skills Arcana +18, History +18, Insight +14
Str 10 (+7)
Dex 12 (+8)
Wis 15 (+9)
Con 14 (+9)
Int 23 (+13)
Cha 20 (+12)
Alignment evil
Languages Abyssal, Common, Elven
Equipment orb implement
Sword Wraith (W)
Medium shadow humanoid (undead)
Level 17 Lurker
XP 1,600
HP 90; Bloodied 45
Initiative +19
AC 30; Fortitude 29; Reflex 30; Will 31
Perception +14
Speed 0, fly 8 (hover), speed 0 phasing
Darkvision
Immune disease, poison; Resist 20 necrotic, insubstantial;
Vulnerability 10 radiant
TRAITS
Combat Advantage (necrotic)
The sword wraith deals 2d6 extra necrotic damage against any
creature granting combat advantage to it.
Regeneration (healing)
The sword wraith regains 10 hit points whenever it starts its
turn and has at least 1 hit point. If the sword wraith takes
radiant damage, its regeneration doesn’t function until the end
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P2: ORCUS CONVERSION
of its next turn.
Spawn Wraith
Any humanoid killed by the sword wraith rises as a free-willed
sword wraith at the start of its creator’s next turn, appearing in
the space where it died, or in the nearest unoccupied space if
that space is occupied. Raising the slain creature (using a Raise
Dead ritual) does not destroy the spawned wraith.
STANDARD ACTIONS
m Shadow Sword (necrotic) • At-Will
ray, black lightning, and thunderwave depending on the
position of his attackers to try to affect the largest number
or the most threatening intruders. He does not hesitate to
use spellmaster to regain encounter powers, or Parthal’s step
to gain an advantage in positioning.
The sword wraith flies to advantageous spots, using
shadow glide to place its attacks better or to screen attacks on
Parthal. It attacks with its shadow sword.
Attack: Melee 1 (one creature); +20 vs. Reflex
Hit: 3d8 + 12 necrotic damage, and the target is weakened (save
ends).
MOVE ACTIONS
theme of them is apocalyptic cataclysms. Parthal was
obviously following several leads in touching off an
apocalypse all his own, beginning with the fey city that was
the birthplace of Zoramadria.
Treasure (19,355 gp): The library also holds these ritual
books (one ritual per book):
♦
Consult Mystic Sages (1,000 gp), with 2
components (800 gp)
♦
Consult Oracle (9,000 gp), with 1 component
(3,600 gp)
♦
Discern Lies (360 gp) with 4 components (560
gp), Gravesight (680 gp) with 2 components (500
gp)
♦
Linked Portal (680 gp) with 4 components (540
gp)
♦
Secret Page (50 gp) with 10 components (100 gp),
Sending (360 gp) with 4 components (200 gp)
♦
Skull Watch (175 gp) with 2 components (160
gp),
♦
Undead Servitor (360 gp) with 2 components (300
gp)
♦
Undead Ward (130 gp) with 2 components (70
gp).
Shadow Glide • Encounter
Effect: The wraith shifts 6 squares.
TRIGGERED ACTIONS
M Death Strike (necrotic)
Trigger: The wraith drops to 0 hit points.
Effect (No Action): The wraith shifts 4 squares and makes a melee
basic attack, dealing 2d8 extra necrotic damage on a hit.
Skills Stealth +20
Str 14 (+10)
Con 18 (+12)
Dex 24 (+15)
Int 11 (+8)
Alignment chaotic evil
Wis 12 (+9)
Cha 24 (+15)
Languages Common
TACTICS
Parthal fights intelligently and viciously until he is
destroyed. The dread wraith does so also, since it is bound
to Parthal.
Round 1: Parthal starts with eye of the archlich (a minor
action) and death pulse to soften up his opponents’ resistance
to necrotic damage. He follows that up with a ray of weakness
at the largest or most heavily armored intruder (with one of
his action points).
Round 2+: Parthal uses eye of the archlich again as soon
as it recharges. In the meantime, he lets fly with weakening
FEATURES OF THE AREA
Illumination: dim light from the crystal at the cave
roof.
Glass Coffin: The glass coffin contains the mummified
remains of Zoramadria. An illusion placed on corpse make
her look like the beautiful drow woman she was when she
died. A DC 29 Perception check allows a character to
pierce the illusion and see Zoramadria as the rotten corpse
she is.
Library: The library contains hundreds of books on
numerous esoteric subjects penned by devils, demons, and
mad necromancers of previous eras. The predominant
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Parthal’s Diaries: The library houses numerous
dairies penned by Parthal through the years. One of these is
a slender black tome that serves as Parthal’s phylactery. In
it, a less insane Parthal describes his love for Zoramadria,
how she was wrongfully accused of necromancy by a
sinister drow noble, and how her death broke Parthal’s
mind and heart, driving him to the revenge he currently
seeks. The adventurers get a chance to piece together the
story of what lead up to the current events in Phaervorul.
Give the players a copy of the diaries in the Player’s
Handout section.
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P2: ORCUS CONVERSION
Skylight: This fixed crystal in the ceiling of the cavern
displays a bizarre, hypnotic, and hallucinogenic light show
when viewed from the top of the tower, that allows Parthal
godlike omniscience when he views its ever-shifting colors.
It grants any creature gazing up into it a +2 bonus to any
single Intelligence-based skill for the next 24 hours. It also
gives that creature a nasty headache and mild nausea.
DEVELOPMENT
If Parthal finds the intruders to be strong enough to
pose a serious threat to his life, he tries to parlay. Not
because he is afraid of dying – he knows that his phylactery
will save him, rather that he finds the intruders valuable to
serve as his pawns.
Parthal tries to beg the adventurers to spare his life in
exchange of information, a DC 29 Insight check calls this
bluff; or a DC 29 Arcana check make the adventurers
aware of the existence of the lich immortality through his
phylactery.
He is willing to offer them the following information in
exchange (almost all of them lies):
The Tower of Zoramadria: The drow necromancer
Zoramadria grew up five centuries ago in the highly
religious drow enclave of Phaervorul, Her studies of the
dark arts led her to understand that Phaervorul laid in a
part of the Underdark that was dimensionally very close to
the Shadowfell. Her darkest fears came true when the drow
enclave was attacked from a planar breach by undead
hordes from the Shadowfell, lead by an exarch of Orcus.
Only her unique knowledge of the Shadowfell and the
undead allowed the drow to defeat the undead horde and
close the gate. Rather than being thankful, the drow
accused her of being in league with Orcus. Zoramadria
managed to transport the whole tower and all her disciples
to safety in another part of the Underdark, were they could
hide from the drow warriors and assassins. However, that
feat cost all her strength and she died in the process. The
disciples that remained swore to undeath, in order to make
sure that the knowledge of how the portal could be closed
should not be lost. They embraced the vile craft of
necromancy in order to learn their enemies weakness and
be prepared they day Orcus hordes returned.
Parthal – The Guardian of Phaervorul: Phartal is the
last remaining disciple that sat at the side of Zoramadria.
He is a necromancer, but not a lich. Rather an undead by
the magical oath he gave to Zoramadria a long time ago to
preserve the knowledge how the portal to the Shadowfell
could be closed and how the undead hordes of Orcus could
be defeated.
The situation in Phaervorul: The evil high priestess
Matron Urlvrain has fallen from the grace of Lolth. Rather
than stepping down from the position and give it to Lolth’s
chosen – Lareen, she has made a pact with Orcus. She
agreed to betray her brethren and give over the drow city to
Orcus unholy legions, in return of being the master of the
undead drow that remained after the battle. Matron
Urlvrain used her charms and the vampiric blessings she
received from Orcus to turn the proud warrior knight
Zirithian into her loyal vassal. He is now leading the hordes
of undead that are attacking Paervorul, while Matron
Urlvrain uses her position to make sure that the drow
armies lead by Jhaelant fail in defending of the city.
How they can stop the undead threat: By killing
Matron Urlvrain the adventurers can help Lareen take the
position that Lolth have chosen for her as leader of the
enclave. Parthal have given her all the tools and teachings
she will need in order to fight the undead threat. She was
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once a disciple to Parthal in the Tower of Zoramadria. Only
she can put an end to Zirithian’s hordes, and only she can
close the planar breach between Phaervorul and the vile
domain of Orcus in the Shadowfell.
What will happen if they fail? Phaervorul is just a
beach head for the dark ambitions of Orcus. Once he has
taken Pharevorul his hordes will swarm the Underdark in
search of prey. Sooner or later they will find a way to the
surface world where the hordes will turn all the living into
undead servants of Orcus.
If he manages to convince the adventurers that they
have common interests he takes them to the scrying basin
to allow them to get a glimpse of Phaervorul.
As the characters look into the scrying basin, read:
As Parthal touches the surface of the water it grows
misty and shadows seems to play under the surface.
Suddenly you see shapes in the greyish mist. You see a city
built in an enormous cavern. Gigantic stalactites serves as
pillars and homes for the stone houses built around the
stalagmites. In the dark you see fires burning and people
running in the streets. Parts of the city seem to be under
occupation by undead hordes of zombies and ghouls. Drow
defenders fight a losing battle against a horde of undead
that just seems to grow stronger in numbers as you watch.
“Time is running out for the defenders. If you do no
manage to help Lareen, Paervorul will be overrun by the
hordes of Orcus”, he touches the water again. A new scene
forms in the misty water.
You see a circular dome, a huge black pillar ringed
with a spiral staircase at its far end. Two columns of pale
blue flame burn before the pillar. A mosaic at the height of
the dome shows a leering drow face, the ceiling around it
strung with cocooned bodies that twist in the web above. At
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P2: ORCUS CONVERSION
the top of the pillar stands a masked drow female in
chainmail, looking down at her subjects crawling in front of
the pillar.
“That is Matron Urlvrain, the general on the floor is
Jhaelant. She is ordering him to increase his efforts by the
southern wall. A foolish command that will only bleed their
few resources, while Zirithians undead forces grow
stronger every day. She must be stopped. Can you put an
end to her rule and put Lareen where she belongs?”
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35
P2: ORCUS CONVERSION
U8: ATTACK FROM THE DEEPS
aboleth from harm, while it blasts them with ranged
attacks.
Level 15 Encounter (6,400 XP)
It uses slime orb and slime burst to slow its enemies’
approach and tries to dominate one of them as soon as
possible. When pressed into combat, it relies on its mucus
haze to keep opponents away.
SET UP
Aftereffect: The target is slowed (save ends).
Skills Arcana +19, Dungeoneering +20, Insight +20
Str 23 (+14)
Dex 16 (+11)
Wis 25 (+15)
Con 20 (+13)
Int 23 (+14)
Cha 20 (+13)
Alignment evil
Languages Deep Speech, telepathy 20
1 aboleth slime mage (A)
Kuo-toa Monitor (M)
1 kuo-toa monitor (M)
Aboleth Slime Mage (A)
Medium natural humanoid (aquatic)
2 kuo-toa harpooners (H)
Large aberrant magical beast (aquatic)
4 aboleth servitors (S)
HP 128; Bloodied 64
AC 31; Fortitude 28; Reflex 28; Will 29
Speed 5, swim 10
TRAITS
As the characters lay resting on the small island an
aboleth and its kuo-toa slaves crawls up from the depths of
the lake, hungry for new servitors. Depending on what
precautions the characters have taken the may or may not
notice the approach of the aboleth and its servants. If the
guard succeeds on a DC 20 Perception check he or she
notice the creatures swarming in to attack. The mind flayer
and the minotaurs stay out of the battle, happy to have had
their fare paid in advance.
TACTICS
The aboleth orders telepathically the kuo-toas to attack
first. The kuo-toa monitor hurls itself into melee combat,
using leap kick to shift up to 2 squares before or after making
a slam attack. It tries to get into flanking position and then
uses lightning fist.
Th kuo-toa harpooner attaches slimy cords to its
harpoons, allowing it to reel in distant enemies. Once in
melee combat with a foe, the harpooner tries to impale its
enemy on a harpoon, dealing automatic damage each
round the target remains impaled.
The aboleth slime mage surrounds itself with the
servitors that stay within 10 squares of it, protecting the
Level 17 Artillery (Leader)
XP 1,600
Initiative +11
Perception +15
Darkvision
Mucus Haze • Aura 5
Enemies treat the area within the aura as difficult terrain.
Aquatic
The aboleth can breathe underwater. In aquatic combat, it gains
a +2 bonus to attack rolls against nonaquatic creatures.
STANDARD ACTIONS
m Tentacle • At-Will
Attack: Melee 2 (one creature); +22 vs. AC
Hit: 3d8 + 6 damage (4d8 + 14 damage against a dazed target),
and the target is dazed (save ends).
R Slime Orb (psychic) • At-Will
Attack: Ranged 10 (one creature); +22 vs. Reflex
Hit: 3d8 + 12 psychic damage, and the target is slowed (save
ends).
R Dominate (charm) • At-Will
Requirment: Target must be dazed
Attack: Ranged 10 (one creature); +22 vs. Will
Hit: The target is dominated (save ends). An aboleth slime mage
can dominate only one creature at a time.
A Slime Burst (psychic) • Encounter
Attack: Area burst 4 within 10 (enemies in burst); +22 vs. Reflex
Hit: 3d8 + 12 psychic damage, and the target is immobilized
(save ends).
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Level 16 Skirmisher
HP 153; Bloodied 76
AC 30; Fortitude 27; Reflex 28; Will 26
Speed 6, swim 6
TRAITS
Aquatic
XP 1,400
Initiative +15
Perception +15
Darkvision
The kuo-toa can breathe underwater. In aquatic combat, it gains
a +2 bonus to attack rolls against nonaquatic creatures.
STANDARD ACTIONS
m Slam • At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d10 + 8 damage.
r Crossbow (weapon) • At-Will
Attack: Ranged 15/30 (one creature); +21 vs. AC
Hit: 3d8 + 8 damage.
M Leap Kick • At-Will
Effect: The kuo-toa monitor shifts up to 2 squares and uses slam.
M Lightning Fist (lightning) • Encounter
Attack: Melee 1 (one creature); +19 vs. Reflex
Hit: 2d10 + 8 lightning damage, and the target is stunned (save
ends).
Miss: Half damage, and the target is dazed (save ends).
MOVE ACTIONS
Slick Maneuver • At-Will
Requirement: The kuo-toa must be adjacent to an enemy.
Effect: The kuo-toa shifts up to 3 squares to another square
adjacent to the enemy.
Skills Acrobatics +18, Dungeoneering +15
Str 19 (+12)
Dex 20 (+13)
Wis 15 (+10)
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P2: ORCUS CONVERSION
Con 17 (+11)
Int 15 (+10)
Cha 16 (+11)
Alignment evil
Languages Deep Speech
Equipment leather armor, crossbow, crossbow bolts (20)
2 Kuo-toa Harpooners (H)
Medium natural humanoid (aquatic)
HP 137; Bloodied 68
AC 30; Fortitude 26; Reflex 26; Will 24
Speed 6, swim 6
TRAITS
Aquatic
Level 14 Soldier
XP 1,000
Initiative +12
Perception +13
Darkvision
The kuo-toa can breathe underwater. In aquatic combat, it gains
a +2 bonus to attack rolls against nonaquatic creatures.
STANDARD ACTIONS
m Harpoon (weapon) • At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 2d8 + 8 damage, and the kuo-toa grabs the target (escape
DC 21). Until the grab ends, the target takes ongoing 5 damage,
and the kuo-toa can’t make attacks using this harpoon.
R Reeling Harpoon (weapon) • At-Will
Attack: Ranged 5/10 (one creature); +19 vs. AC
Hit: 2d8 + 8 damage, and the kuo-toa harpooner makes a
secondary attack against the target.
Secondary Attack: +17 vs. Fortitude
Hit: 1d8 + 6 damage, and the kuo-toa pulls the target up to 3
squares.
MOVE ACTIONS
Slick Maneuver • At-Will
Requirement: The kuo-toa must be adjacent to an enemy.
Effect: The kuo-toa shifts up to 3 squares to another square
adjacent to the enemy.
TRIGGERED ACTIONS
Hit: The weapon used for the triggering attack drops in the
target’s space.
Str 17 (+10)
Con 17 (+10)
Dex 17 (+10)
Int 13 (+8)
Wis 13 (+8)
Cha 15 (+9)
Shipwreck: Areas of shipwreck are difficult terrain.
Alignment evil
Languages Deep Speech
Equipment slimy light shield, 4 harpoons, leather armor
4 Aboleth Servitors (S)
Level 16 Minion
Medium aberrant humanoid (aquatic)
moving into the fire or starting his or her turn there takes
2d6 fire damage.
XP 350
HP 1; a missed attack never damages a minion Initiative +10
AC 30; Fortitude 28; Reflex 23; Will 21
Perception +8
Speed 6, swim 6
Darkvision
TRAITS
Aboleth Devotion
An aboleth servitor gains a +2 bonus to attack rolls against
enemies in an aboleth’s mucus haze aura. If an aboleth servitor
is ever more than 10 squares from its aboleth master, the
servitor becomes dazed, weakened, and immobilized until its
master moves within 10 squares of it.
Aquatic
Statues: Ancient statues have been raised by a
forgotten race on the small island. The intact statues are 10
feet tall and depict strange sea creatures with many
tentacles. They provide cover, and they can be climbed with
a DC 15 Athletics check.
The ruined statue and the two squares adjacent to it are
difficult terrain.
Ruin Walls: The remaining walls of ancient
settlements are 7 feet high and provide total cover for Large
or smaller creatures standing behind them. Climbing the
wall to get over them requires a DC 15 Athletics check.
Well: The old well is 30 feet deep and ends in cold
stagnant water. Creatures falling into the well take no
damage, but climbing out of the well requires a successful
DC 25 Athletics check due to the slippery rock wall.
The aboleth servitor can breathe underwater. In aquatic
combat, it gains a +2 bonus to attack rolls against nonaquatic
creatures.
STANDARD ACTIONS
m Slam • At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 14 damage.
Str 24 (+15)
Con 20 (+13)
Dex 15 (+10)
Int 10 (+8)
Alignment unaligned
Wis 10 (+8)
Cha 10 (+8)
Languages Common
M Sticky Shield • At-Will
FEATURES OF THE AREA
Trigger: An adjacent enemy misses the kuo-toa with a melee
weapon attack.
Attack (Immediate Reaction): Melee 1 (the triggering enemy); +17
vs. Reflex
Fireplace (Optional): If the characters have created a
fireplace the fire is well lit and blazes brightly. Anyone
Illumination: Darkness unless the characters have
mad up a fireplace.
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37
P2: ORCUS CONVERSION
U9: THE FERRYMAN
the minotaurs to escape, otherwise he continues until the
victim dies or manages to free itself.
Level 13 Encounter (4,800 XP)
M Manipulate Brain * At-Will
SETUP
Attack: Melee 1 (one creature grabbed by the mind flayer); +17
vs. Fortitude
Hit: 4d6 + 10 damage, and the target is stunned until it is no
longer grabbed by the mind flayer. If this attack reduces the
target to 0 hit points or fewer, the mind flayer does one of the
following.
Eat Brain (healing): The target dies, and the mind flayer
regains 20 hit points.
Thrall Surgery (charm): Instead of dropping to 0 hit points or
fewer, the target remains at 1 hit point. It is dominated until
the mind flayer dies.
Sug’athu, mind flayer infiltrator (S)
2 savage minotaurs (M)
Sug’athu is a powerful mind flayer infiltrator who has
been outcast from his community. In his wandering of the
Underdark he came upon a pair of minotaurs dreaming of
reinstating the long lost Saruun Khel. Sug’athu dominated
the two minotaurs and is now using them as powerful
thralls. He now provides transport across the Lake of the
Gods, being the only one able to turn invisible to the
probing minds of the aboleth. Use the battle map from
“Attack from the Deeps for this encounter as well.
C Mind Blast (psychic) * Recharge 5 6
Attack: Close blast 5 (enemies in the blast); +17 vs. Will
Hit: 3d8 + 10 psychic damage, and the target is dazed (save
ends). If the mind flayer scores a critical hit against the target,
the target is dominated instead of dazed (save ends).
Miss: Half damage.
MINOR ACTIONS
TACTICS
Thrall Strike (charm) * At-Will (1/round)
If Sug’athu is attacked or if somebody tries to learn his
true nature, hidden well under his hood, he defends
himself and orders mentally his thralls to attack.
The savage minotaurs charge the attacker and use
goring charge or thrashing horns to throw the attacker
overboard. It then continues with its greataxe.
Sug’athu unleashes its mind blast and touch of madness on
nearby foes. From its dazed foes, it chooses one creature to
attack with its tentacles while relying on its stalk the senseless
power to avoid attacks.
If it succeeds in grabbing a victim with its tentacles, the
mind flayer uses its bore into brain power. Threatening to kill
the adventurer unless the other surrender or let him and
Attack: Melee 1 (one creature); +17 vs. Reflex. This attack
automatically hits a dazed or stunned target.
Hit: 3d6 + 5 damage, and the mind flayer grabs the target
(escape DC 21) if it does not have a creature grabbed.
Effect: Ranged sight (one ally or creature dominated by the mind
flayer). The target makes a basic attack as a free action.
TRIGGERED ACTIONS
Teleport Thrall (teleportation) * At-Will
Sug’athu, Mind Flayer
Thrall Master (S)
Level 14 Elite
Controller (Leader)
Medium abarrant humanoid
XP 2,000
HP 260; Bloodied 130
AC 28; Fortitude 23, Reflex 27, Will 26
Speed 7
Saving Throws +2; Action Points +1
STANDARD ACTIONS
Initiative +9
Perception +10
m Tentacles * At-Will
Requirement: The mind flayer must not have a creature grabbed.
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Trigger: An enemy targets the mind flayer with a melee attack.
Effect (Immediate Interrupt): Close burst 5 (one ally or creature in
the burst dominated by the mind flayer). The mind flayer
teleports up to 5 squares and teleports the target to the square it
vacated. The triggering attack targets the target instead of the
mind flayer.
Skills Arcana +18, Insight +15, Dungeoneering +15
Str 14 (+9)
Dex 15 (+9)
Wis 17 (+10)
Con 10 (+7)
Int 23 (+13)
Cha 20 (+12)
Alignment unaligned
Equipment dark robes
Languages Common, Deep Speech,
telepathy 20
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P2: ORCUS CONVERSION
2 Savage Minotaurs (M)
Level 16 Brute
Large natural humanoid
XP 1,400
HP 190; Bloodied 95
AC 28; Fortitude 32; Reflex 26; Will 29
Speed 8
STANDARD ACTIONS
Initiative +11
Perception +19
m Greataxe (weapon) • At-Will
Attack: Melee 2 (one creature); +21 vs. AC
Hit: 3d8 + 11 damage (crit 4d12 + 23), and the target is pushed
1 square.
M Thrashing Horns • At-Will
Requirements: Usable only when charging.
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d6 + 11 damage, and the target slides 2 squares.
TRIGGERED ACTIONS
M Goring Assault • At-Will
Trigger: An enemy within 10 squares of the minotaur hits it with
a ranged or area attack.
Effect (Immediate Reaction): The minotaur charges the triggering
enemy.
Skills Dungeoneering +14, Intimidate +14, Nature +14
Str 24 (+15)
Dex 16 (+11)
Wis 19 (+12)
Con 20 (+13)
Int 5 (+5)
Cha 12 (+9)
Alignment chaotic evil
Equipment greataxe
Languages Common
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39
P2: ORCUS CONVERSION
PHAERVORUL
THE UNDEAD HORDE
Zirithian’s undead horde arrived to Phaervorul through
the portal raised in Lareen’s Villa (L11). They quickly
overran the Slaver Complex (L10) and then took a hard
fight to get control of the Noble House (L9) close by. The
drow commander Zaknoril managed to put a stop to their
progress at the stairs leading down to the Army Barracks
(L8).
Zirithian instead brought more undead hordes from
the portal and moved into the Commons (L13) soon
establish control of the majority of the area and cutting of
commander Zaknoril and his drow army from
reinforcements from the Temple of Lolth (L14) and the
Templar Chapel (L12).
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40
P2: ORCUS CONVERSION
Commander Zaknoril tried to fight through the undead
horde in the Commons to reach the Temple of Lolth, but
the growing number of undead soon showed to be too
strong. He managed to hold off the undead army from the
southern part of the Commons, but to a heavy cost. Greatly
outnumbered Zaknoril retreated with a majority of the
forces to the Army Barracks (L8).
Zirithian’s growing horde of undead continued its
advancement and overtook the Embassy (L6) and the
Merchant Houses (L4). Their progress was stopped by Gort
and his freed slaves that put on a terrible fight.
As the adventurers arrive to Pharevorul Zirithian’s
progress have been stopped. With a new exarch in
Deadhold, Zirithian no longer receive a steady flow of
undead to fill his ranks. The battle between the undead
hordes and the drow has reached a stalemate. The area
marked in red on the Phaervorul map shows the
boundaries of the undead claimed area of Phaervorul.
Zirithian’s Camp (L17) is situated between Lareen’s Villa
and the Slaver Complex.
MOVING IN UNDEAD
CONTROLLED AREAS
The city of Pharevorul is under siege and the drow
defenders take little notice of the adventurers travelling the
streets, unless they engage the drow or draw attention to
themselves. Travelling through the drow controlled areas is
therefore quite safe for the adventurers.
The same is not true in the undead controlled areas.
The hordes of zombies in the streets are individually no
threat for the adventurers, but just the sheer number makes
travelling the streets dangerous.
To simulate this constant threat of being hunted by
raving ghouls or brain-smelling zombies, let the
adventurers make a skill check, every time the travel from
one encounter to the other in undead controlled areas. You
can vary the challanges below as you see fit. The effect of a
failure means the characters are suffering some kind of
penalty when they engage in the next encounter. The
characters can’t do a short rest before entering the
encounter area. Each skill check has a secondary skill check
that is rolled first, if this one is successful, it increases the
likelihood of success on the primary skill check. Some skill
checks are marked [Leader], this requires that only the
character with the highest skill score needs to roll the skill
check. The result of a failure then applies to everybody in
the party.
♦ Endurance (DC 29)
A horde of zombies caught you scent and came in
overwhelming numbers. You had to run for your lives
to keep them behind. Not all of you had the stamina
needed, and had to fend off the rotten corpses clawing
your backs.
Failure: You have to fight of hordes of zombies in
endless numbers. You lose hit points equal to your
healing surge value. You have a -2 penalty to your
Fortitude during your next encounter.
Secondary: Athletics (DC 21)
You manage to climb walls and jump over debris left
after the rampaging hordes of zombies, to increase the
distance to the pursuing zombies.
Success: You get a +2 bonus on your Endurance check.
♦ Insight (DC 29) [Leader]
The signs of battle between the drow defenders and the
hungry horde of zombies are everywhere. Gnawed
bones are the only remaining signs of former drow
defence lines. But you also see fields of undead lying in
2012-11-24
heaps in front of barricades the drow managed to erect,
which managed to withstand the terrible horde. The
battle is still raging and you realize that you could use it
to your advantage.
Success: By reading the battlefield the adventurers
have come to the conclusion that the battle between the
drow and the undead hordes has recently changed
nature. Read the following text:
You see several signs on the battlefield that this must
once have been a very uneven fight. The drow defenders
have obviously been forced to leave several defence
lines, faced by a force that far outnumbered them. Dead
and mutilated drow bodies are everywhere on the
battlefield – bones eaten dry of flesh. However, you
notice that something seems to have changed in the
balance of the battle recently. The two forces seem to
have dug into their defence lines, and reached some
kind of stalemate – for what reason you cannot tell.
Failure: You do not manage to read the battlefield,
stepping straight into ongoing battles between the
undead horde and drow defenders. You manage to get
out alive, but everybody in the party loses hit points
equal to their individual healing surge value. You have a
-2 penalty to your initiative check when engaging in
your next encounter.
Secondary: Streetwise (DC 21)
You manage to read the terrain and keep away from
open areas, where the undead attackers or drow
defenders are less likely to engage you.
Success: You get a +2 bonus on your Insight check.
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P2: ORCUS CONVERSION
♦ Perception (DC 29) [Leader]
You keep your eyes open while walking the dangerous
streets of Pharevorul. Everywhere is lurking zombies
that can spring on the unwary. Not all of your friends
have been as vigilant in their watch as you.
Failure: A zombie or ghoul springs at you from a roof,
doorway, corner or window. You lose hit points equal to
your healing surge value.
♦ Diplomacy (DC 29) [Leader]
You all see unspeakable horrors around you as the
zombies manage to get hold of living drow families. You
manage to uphold the morale and wits of you comrades
to not interfere, and draw attention to yourselves, even
when witnessing people being eaten alive.
Secondary: Streetwise (DC 21) [Leader]
Failure: The horrors you have witness is terrifying and
it has affected everybody in the party. During the next
encounter they have all a -2 penalty to Will.
Aware of the dangers of cities, you keep to the less
travelled routes, where the enemies are not as likely to
run into you.
You manage to infuse some courage and hope in you
comrades by preaching your gods words.
Success: The leader gets a +2 bonus on the Perception
check.
Success: The leader gets a +2 bonus on the Diplomacy
check.
♦ Stealth (DC 29) [Leader]
You keep to the shadow and alleys of Pharevorul,
avoiding the detection of the zombies hordes looking for
living creatures to eat. You wish everybody in the party
was as silent as you...
Failure: Everybody in the party looses hit points equal
to their healing surge value and arrives greatly damaged
to the next encounter, with no time to heal themselves.
Secondary: Religion (DC 21) [Leader]
FINDING ZIRITHIAN
The adventurers will not find the army camp of
Zirithian unless they specifically go locking for the army
camp or receive information about where it is located. It he
adventurers try to approach the army camp, they have a
tough challenge ahead of them.
Tactical Encounter: "The Undead Threat”.
1st Secondary: Stealth (DC 21)
You keep your eyes open, stopping and melding with
the shadows as soon as you spot enemies.
Failure: Each character in the party that fails his Stealth
check give the leader a -2 penalty on the primary
Stealth check.
2nd Secondary: Perception (DC 21) [Leader]
You keep your eyes open, stopping and melding with
the shadows as soon as you spot enemies.
Success: The leader gets a +2 bonus on the Stealth check.
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P2: ORCUS CONVERSION
THE UNDEAD THREAT
character shoulders the burden of his or her allies and
trudges on.
count towards the challenge but instead imposes a –2
penalty to the next Perception or Streetwise check.
Encounter Level 13 (4,200 XP)
Perception (DC 22; maximum of 3 successes): Keeping
an ear to the ground and an eye out for lurking undead, the
character steers the party around potential pitfalls and
encounters.
Stealth (DC 22; maximum of 3 successes): Avoiding
detection is key, but not everyone shares the character’s
flair for slipping from shadow to shadow. Attempts to use
this skill take a –2 penalty for each party member that is not
trained in Stealth.
Thievery (DC 22; maximum of 2 successes): By opening
locked doors or windows quickly and quietly, the character
facilitates passage through the sheltered interiors of intact
drow buildings. A character who succeeds on this check
does not earn a success in the skill challenge, but success
grants a +2 bonus to the next Stealth or Streetwise check.
Likewise, failure does not count toward the challenge but
instead imposes a –2 penalty to the next Stealth or
Streetwise check.
Streetwise (DC 30; maximum of 3 successes): The
character is at home in the urban jungle, able to navigate
quickly through the maze of streets and alleys.
Success: The characters encounter only a few easilydispatched undead minions while crossing the enclave and
reach Encounter “Facing Zirithian”.
Secondary Skills: Acrobatics, Athletics, Diplomacy,
Insight, Intimidate, Religion, Thievery.
Failure: Each character loses a healing surge
immediately. The characters draw the attention of one
abyssal ghoul and 1d8 + 7 drow horde ghouls. Set up a
battle map with clogged streets, burned-out buildings, and
other suitable features. Each round after the first, 1d8 – 1
drow horde ghouls arrive from a random direction. If a 8 is
rolled, one abyssal ghoul arrives instead of seven drow
horde ghouls.
(From “Lord of the White Fields”, Dungeon 184)
SETUP
Phaervorul are overrun with hundreds of undead and
demons desperately searching for their next meal of
screaming meat. Moving about their controlled area
without alerting them is as crucial as it is challenging,
because even the slightest noise or sighting risks bringing
an unending tide of the hungry dead crashing over the
characters.
The wailing howls of the undead, tear from the
corrupted throats of hundreds, echoing endlessly
throughout the enclave and melding into a hellish
cacophony that worries at the edges of sanity. The constant
assault frays at the nerves, causing even simple tasks to
become difficult. At the beginning of the skill challenge,
each character is subject to the following attack:
Attack: +18 vs. the lower of Fortitude or Will
Hit: Target takes a -2 penalty on skill checks until the end of this
skill challenge.
UNDEAD HORDE
Phaervorul is haunted by hordes of undead. The party
must move cautiously or risk a messy death.
Level: 16 (XP 4,200)
Complexity: 3 (requires 8 successes before 4 failures)
Primary Skills: Endurance, Perception, Stealth,
Streetwise
Endurance (DC 22; maximum of 3 successes): The
constant strain would buckle lesser people, but the
Diplomacy, Insight, Intimidate, Religion (DC 22; no
maximum): Through encouragement, reassurance, or
bullying, you help your allies to keep their wits in this dire
place. A character who succeeds on one of these checks
does not earn a success in the skill challenge but instead
removes the -2 penalty on skill checks for one other
character for the remainder of the skill challenge.
Acrobatics (DC 30; no maximum): The character
manoeuvres through rough spots, dodges back from
undead, or dances along ledges to open new paths. A
character who succeeds on this check does not earn a
success in the skill challenge, but success grants a +2 bonus
to the next Perception or Stealth check. Failure imposes a
–2 penalty to the next Perception or Stealth check.
Athletics (DC 30; no maximum): Scaling buildings to
gain a better view or leaping gaps to forge ahead, the
character turns physical might to the cause. A character
who succeeds on this check does not earn a success in the
skill challenge, but success grants a +2 bonus to the next
Perception or Streetwise check. Likewise, failure does not
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The incoming tide of ghouls cannot be overcome by
fighting. If the players don’t seem to be realizing that,
emphasize to them that the ghouls’ screeches are spreading
away from the scene, and it’s the sound that is drawing in
more undead. The characters must flee the map to escape.
If they leave across the map side that the first group of
ghouls was blocking, they arrive at their destination and the
skill challenge ends. If they leave in another direction, they
remove two failures but must continue the skill challenge,
with one failure and however many successes they’ve
scored up to this point. You can substitute other ghouls and
change this fight however you see fit. Make it difficult for
characters to escape in a way that ends the skill challenge
but easier for them to escape in directions that keep the
skill challenge going.
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P2: ORCUS CONVERSION
FACING ZIRITHIAN
Phaervorul?” You see how the undead servants spread out
awaiting your answer, be it your life or your doom.
use spider climb along the walls to get behind the enemies
and to attack enemy controllers in the back.
Encounter Level 18 (11,100 XP)
SETUP
Zirithian (Z)
If the players choose to attack Zirithian and his servants
go to Tactics below to see Ziritihians actions during the
battle. If the adventurers try to parley with the drow
vampire, see Development.
1 abyssal ghoul (G)
2 boneclaw impalers (B)
8 vampire spawn bloodstalkers (V)
Throne of Bones (T)
If the adventurers manage to get through the army
camp they finally face Zirithian sitting on his Throne of
Bones, holding Nightbringer in his hands. Let the players
place their characters within the area marked as “PC Start”.
As the adventurers face the throne, read:
You have managed to get past the hordes of undead
walking the streets of Phaervorul. In front of you lies the
unholy center from where all the malice seems to be
pouring. A throne of bones have been raised on a mound of
bones and rotting bodies, or rather what is left of the bodies
after the ghouls and zombies have had their fill. Unnatural
wisps of shadows seem to be playing around the field of
bones. On the throne sits an ebony black drow, his face and
hands smeared with the blood of his victims. In his right
hand he holds a golden chalice filled with blood, while his
other hands rests upon a dark sword whose blade seems to
drink blood and shadows as you breath air. His dark eyes
immediately spot you. His face reveals no feelings as he
speak to you. “Have you come to give your blood as sacrifice
to Zirithian the Unfettered and your souls to Nightbringer,
my Sceptre of Power. Or have you come to lay down your
swords to enter the service of the true master of
TACTICS
Zirithian and his inner circle of followers fights for
glory and power, and to the death.
Zirithian begins the encounter sitting at the Throne of
Bones. He waits for his followers to engage the PCs before
moving to join the attack. Once battle begins, Zirithian uses
Nightbringer to hew into his foes, his death grip touch to leave
them immobilized, and blackfire blast to attack several foes at
once. He focuses on paladins and fighters first,
immobilizing them so that he can slip around to attack
clerics and wizards. Until he is bloodied, he gladly accepts
opportunity attacks to take on softer targets.
Zirithian saves blood feast and winds of Deadhold for later
in the fight, once his followers have joined in the battle. He
then unleashes the combination on a hapless PC, preferably
a wizard or some other weaker character.
The boneclaw impalers begin the battle next to the
Throne of Bones. They rush to attack the PCs, hoping to
lure them into the field of bones.
The ghouls attend to Zirithian’s strange kitchen. When
the battle begins, they attempt to attack from the hall.
The abyssal ghoul devourer joins the fight with the
boneclaws and tries to immobilize the foes within the field
of bones.
The vampire spawns serves as cannon fodder and tries
to provide flanking for the other followers of Zirithian. They
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Zirithian (Z)
Level 17 Elite Controller
Medium fey humanoid (undead)
XP 3,200
HP 318; Bloodied 159
Initiative +15
AC 33; Fortitude 29; Reflex 31; Will 30
Perception +16
Speed 7, climb 4 (spider climb)
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
Saving Throws +2; Action Points 1
STANDARD ACTIONS
m Nightbringer (necrotic, weapon) • At-Will
Attack: Melee 1 (one creature); +22 vs. AC
Hit: 3d8 + 10 damage, and ongoing 5 necrotic damage (save
ends).
M Death Grip (necrotic) • At-Will
Attack: Melee 1 (one creature); +20 vs. Reflex
Hit: 2d10 + 8 necrotic damage, and the target is immobilized
(save ends).
M Mighty Assault (necrotic, weapon) • At-Will
Effect: Zirithian makes a Nightbringer attack and a death grip
attack.
M Blood Feast (charm, weapon) • Recharge 5 6
Requirement: Immobilized or helpless targets only.
Attack: Melee 1 (one creature); +20 vs. Will
Hit: 4d10 + 10 damage, Zirithian heals 20 damage, and the
target is dominated until the end of Zirithian’s next turn.
R Winds of Deadhold (implement, teleport) • At-Will
Attack: Ranged 10 (one creature); +20 vs. Will
Hit: 2d10 + 8 damage, teleport the target 10 squares, and the
target is immobilized (save ends).
C Blackfire Blast (fire) • At-Will
Attack: Close blast 5 (creatures in blast); +20 vs. Reflex
Hit: 3d8 + 12 fire damage and push 3.
MINOR ACTIONS
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P2: ORCUS CONVERSION
Cloud of Bats (polymorph) • At-Will
Effect: Zirithian transforms into a swarm of bats. While in this
form, he gains fly 8 (hover) and his walking speed becomes 2.
He gains insubstantial and a +5 AC bonus against opportunity
attacks. As a second minor action, he returns to his normal
form.
Skills Athletics +18, Diplomacy +19, Intimidate +19, Religion
+16, Stealth +20
Str 20 (+13)
Dex 25 (+15)
Wis 17 (+11)
Con 15 (+10)
Int 19 (+12)
Cha 22 (+14)
Alignment chaotic evil Languages Abyssal, Common, Elven
Equipment nightbringer, chainmail
Attack: Melee 1 (one creature grabbed by the ghoul); +23 vs. AC
Hit: 3d10 + 7 damage, and the target is no longer grabbed by
the ghoul. In addition, the target takes ongoing 10 damage (save
ends).
Miss: Half damage, and the target is no longer grabbed by the
ghoul. In addition, the target takes ongoing 5 damage (save
ends).
Skills Stealth +20
Str 24 (+16)
Con 16 (+12)
Dex 22 (+15)
Int 11 (+9)
Alignment chaotic evil
Wis 20 (+13)
Cha 7 (+7)
Languages Abyssal
2 Boneclaw Impalers (B)
Abyssal Ghoul Devourer (G)
Level 18 Lurker
Medium elemental humanoid (undead)
XP 2,000
HP 130; Bloodied 65
Initiative +19
AC 32; Fortitude 31; Reflex 30; Will 28
Perception +13
Speed 8, climb 4
Darkvision
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
TRAITS
Sepulchral Stench • Aura 3
Enemies take a -2 penalty to all defenses in the aura.
Unhindered
When the ghoul moves on its turn, it pulls with it any creature
grabbed by it. The creature remains grabbed, and this
movement does not provoke an opportunity attack from the
grabbed creature.
STANDARD ACTIONS
m Grasping Claws • At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 2d8 + 4 damage.
Effect: The ghoul grabs the target (escape DC 23) if it has fewer
than two creatures grabbed. The ghoul then shifts up to half its
speed. Until the grab ends, any melee or ranged attack that hits
the ghoul deals half damage to the ghoul and half its damage to
the target.
M Devour • At-Will
XP 1,600
HP 160; Bloodied 80
Initiative +17
AC 33; Fortitude 24; Reflex 27; Will 24
Perception +14
Speed 8
Darkvision
Immune disease, poison; Resist 20 necrotic;
Vulnerable 5 radiant
TRAITS
Relentless Opportunist
If the boneclaw hits with an opportunity attack, it makes
another opportunity attack against the same target the next time
it provokes during its current turn.
Threatening Reach
The boneclaw can make opportunity attacks against all enemies
within its reach (3 squares).
STANDARD ACTIONS
m Claw • At-Will
Attack: Melee 3 (one creature); +22 vs. AC
Hit: 2d12 + 12 damage.
C Impaling Burst (necrotic) • Recharge 5 6
Attack: Close burst 3 (enemies in burst); +22 vs. AC
Hit: 2d12 + 12 damage plus ongoing 5 necrotic damage (save
ends).
TRIGGERED ACTIONS
C Necrotic Pulse (healing) • Encounter
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Skills Intimidate +17, Stealth +20
Str 18 (+12)
Dex 24 (+15)
Con 16 (+11)
Int 10 (+8)
Alignment evil
Wis 12 (+9)
Cha 18 (+12)
Languages Common
8 Vampire Spawn
Bloodstalkers (V)
Level 14
Minion Soldier
Medium natural humanoid (undead)
Level 17 Soldier
Large shadow animate (undead)
Trigger: When first bloodied.
Effect (Free): Close burst 10; undead allies in the burst regain 10
hit points, and enemies in the burst take 10 necrotic damage.
XP 125
HP 1; a missed attack never damages a minion Initiative +12
AC 30; Fortitude 26; Reflex 27; Will 25
Perception +10
Speed 7, climb 4 (spider climb)
Darkvision
Immune disease, poison; Resist 10 necrotic
TRAITS
Destroyed by Sunlight
A vampire spawn that begins its turn in direct sunlight can take
only a single move action on its turn. If it ends the turn in direct
sunlight, it burns to ash and is destroyed.
STANDARD ACTIONS
m Claw (necrotic) • At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 12 necrotic damage (14 necrotic damage against a bloodied
target).
Str 18 (+11)
Con 14 (+9)
Alignment evil
Throne of Bones
Hazard
Dex 20 (+12)
Int 10 (+7)
Wis 16 (+10)
Cha 14 (+9)
Languages Common
Level 12 Lurker
700 XP
Zirithian sits on a mound of bones and rotting flesh, creating a macabre
throne of his slain drow kin. Wisps of shadow play among the bones,
causing the field of bones to twist and move.
Hazard: Grasping hands made of shadow stuff slowly reach out
to grasp anybody within the field of bones with their icy touch.
Perception
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P2: ORCUS CONVERSION
No check is necessary to notice the field of bones and rotting
corpses surrounding the throne of bones.
Additional Skill: Arcana
♦ DC 20: The character recognizes the danger of the Throne of
Bones before they enter the area.
FEATURES OF THE AREA
Trigger
Field of Bones: A large area of the ground is covered
by gnawed bones and rotting corpses. Treat the area as
difficult terrain. Standing still in the area is dangerous as
the necrotic energies in the unholy area reach out an attack
the trespasser, see the Throne of Bones hazard.
The Throne of Bones makes an immediate reaction against any
creature in the bone area that do not leave his square during his
turn. The Throne of Bones can make any number of immediate
reactions during a round.
Attack
Immediate Reaction
Melee 0 within bone area
Special: The field of bones area is difficult terrain.
Target: Creature not leaving an affected square during his turn.
Effect: 10 necrotic damage.
Countermeasure
♦ Disable (standard action): Thievery DC 28 or Strength DC
28. Success: A single trigger square is cleared of bones and its
associated attack do not longer function.
Illumination: Dim light, the presence of the
Shadowfell also reduces the radius of any light source with
50%. Magical lightning is only reduced with one square.
Cave Walls: The cave walls are used by the vampire
spawn that climbs them easily, but if adventurers try to
follow the need to succeed on a DC 20 Athletics check.
Throne: Sitting on the throne of bones provides certain
benefits. The throne gives a +2 bonus to AC and Fortitude,
but with a -2 penalty to Reflex. The throne also causes 10
necrotic damage at the start of each turn to the user of the
throne. All range attacks get a +2 bonus, while melee
attacks take a -2 penalty while sitting on the throne.
DEVELOPMENT
If Zirithian and his inner circle of followers care little
for parlay, unless the intruders choose to surrender.
However, if Zirithian faces defeat or death, he is willing to
parlay in order to gain time (potentially to escape using his
cloud of bats power).
PARLEY
Zirithian was once a warrior-knight of Lolth in service
to Matron Urlvrain, who betrayed him and had him killed.
Zirithian made a pact with Orcus to stay alive; in return he
turned against his mistress and Lolth. Orcus turned him
into his exarch, transforming him into a vampire with a few
of the lesser powers. In addition, Zirithian wields
2012-11-24
Nightbringer, an intelligent sword who has its own plans and
ambitions. Zirithian served as Hordemaster in the attack of
Phaervorul, but he lost his position as exarch, when Orcus
favored Karavakos instead. As a result he is no longer
receiving new supplies of undead from Deadhold, which
have led to a stalemate between his undead horde and the
drow defenders. Zirithian is feeling betrayed by his master,
as well as nurturing a deep hatred against Karavakos who
took the seat of Hordethrone from him.
Zirithian is a warrior, proud and used to having his
way. He is quick to anger and swift in his retribution to the
slightest wronging of him or his character.
Goals: Win the battle of Phaervorul in order to show
himself worthy as exarch, or have Karavakos killed in order
to regain status with Orcus so that he can reclaim his title.
Deep down he is also nurturing a chance at revenge on
Orcus for having so easily cast him down, something
Nightbringer supports.
Methods: Use the adventurers to kill Karavakos or
potentially kill Matron Urlvrain, which would be like
cutting of the head of the drow army. Once the adventurers
have helped him attain one of these goals, kill them and
sacrifice them on the altar of Orcus in order to regain his
relation with his Master. In either case he would turn on
them and ambush them at the best moment when they are
exhausted or out of powers.
Zirithian would never willingly give up his sword,
Nightbringer. He would go down fighting to death, rather
than handing them over the weapon.
Skill Challenge: Bluff (DC 21), Diplomacy (DC 29),
Insight (DC 21), Intimidate (DC 29).
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P2: ORCUS CONVERSION
V2: THE KEEPER
the eye of Orcus. You will know the time to strike when it
appears before you.”
There are some small changes that have to be done in
this encounter to fit the new storyline. Replace the text in
the “Keeper’s Gambit” with the following:
If they agree to this bargain, the adventurers
automatically complete the skill challenge (see “Victory”
below). Dark energy flashes from the Keeper to
momentarily send a tingle through each character and
cause their eyes to glow briefly before things return to
normal. Full details on the repercussions of this bargain
appear in Encounter V12, starting on page 62.
The Bargain: Once the adventurers have made three
successful Diplomacy checks in the challenge, the Keeper
makes them an offer and provides them with important
information about Karavakos that will help them in the
final battle.
“I am the Keeper. I am the essence of Deadhold. I am
the blood of Tomari. I am the Will of Orcus within this
realm of decay. I have been tasked with watching over this
realm of the Blood Lord, since he created it. As such, I know
the name of every being condemned to an eternity within
the Sea of Rot. I know every sacrifice that has been made to
the Prince of Undeath. I know the sacrifice the new exarch
made to save his soul from an eternity of torment within
the fires of the Abyss. I know the Secret of Karavakos, and
my essence is chilled by its dire meaning to the world of the
living.
I want to strike a bargain with you. If you kill the
exarch of Orcus – this Karavakos the Damned, and plunge
the sword Nightbringer into the Eye of Orcus, I will offer
you Karavakos’ Secret to you. I can sense your urge for it.
Know then that this act will sever the dark Lords grip on
Deadhold, allowing me to rise as its ruler and commence
my journey to godhood.
You are going to need the sword Nightbringer in the
possession of Zirithian in order to be able to kill the exarch
of Orcus. Once the exarch is dead, plunge the weapon into
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47
P2: ORCUS CONVERSION
V11: THE GATE OF SHADOW
Encounter Level 17 (10,000 XP)
I have done some modification of this encounter to fit
the new story. Below you find the changes.
SETUP
In order to enter the ziggurat, the adventurers must
pass through a door carved from pure shadow energy. The
ziggurat is the remains of the slain goddess Tomari – the
goddess of love and wisdom, or rather the memories and
essence of the slain goddess, now perverted by Orcus, and
tied to Thanatos in the Abyss, Orcus’ realm of the undead.
As Orcus slayed Tomari he perverted her essence of love;
pleasure; and harmony into hate; pain; and chaos,
transforming the fruits of love – the birth of a child – into a
vile creation of undeath and zombies. The goddess womb is
now wrapped in a shroud of deadly energy and shadows.
Living creatures who try to enter this place face a variety of
threats as they push through the barrier. They undergo
hallucinations and visions of death, destruction, and misery,
but also faces memories of the slain goddess. Only the
strong of heart can pass through this barrier without harm,
but they may also learn from the slain goddess memories,
which they can use in the final battle against Karavakos.
Luckily for the characters, this barrier opposes only
those who enter the ziggurat. If they defeat Karavakos, they
can leave this place without harm or hindrance.
THE FIRST CHALLENGE
“THE DEATH OF TOMARI”
As the adventurers pass through the door, read:
Pain shoot through you as infinite darkness surround
you. The icy cold of the grave clutches at your heart as the
void around you take form. Beautiful glades filled with
sunshine rests under canopies of green leaves from the
surrounding trees. High mountains rise behind the tree
line, sending rivers of snow water trickling down the
mountainside. The small stream in the glade brings sweet
music to your ears as its waters plays along the rocks.
Nymphs and satyrs run across the meadows, children
singing among the tree trunks, butterflies dancing among
the flower beds – this is a place of love and tranquillity, and
somehow you know it is the astral dominion of Tomari, the
goddess of love and wisdom. You can see her walking
among her children, filling them with love and sunshine,
until a dark shadow falls across the glade and the clouds
darken.
A creature of shadows enters the glade, perverted
undead creatures at its side. Wherever it walks shadow
follows and the flowers wither and die, leaving a gray trail
of death in its wake. Its eyes are icy cold and weeping with
blood. You can see the goddess gasping in surprise, taking a
few steps backward, her children running off behind her to
hide. But then her face darkens as anger fills her and the
surrounding forest seems to grow dark.
“Who are you that dare to enter these sacred grooves
of love, brining darkness and death before the eyes of
Tomari?” the goddess whispers but the ground shudder as
from an earthquake.
you Tomari, but if you want to know your slayer’s name,
you may call me Tenebrous. Now it ends”. Then the shadow
speaks The Last Word and death seeps from those syllables
that were not meant to be spoken. As Tomari withers and
die in front of you, so does her world. The leaves fall from
the trees, gray and dead when they hit the ground. The
grass shrivels and dies. The birds grow silent and fall from
the sky. Death follows everywhere, turning life to ash, love
to dust, and hope to earth. The Last Word fills you with a
cold you have never before experienced, as death seeps into
the very core of your being, and you realize that this is the
end.
When the adventurers hear the Last Word it drains
their strength and vitality. But as they are not really there,
just reliving a dead goddess’ memories, the characters must
make Endurance checks to avoid this peril.
PC with Most Healing Surges: As the energy saps
each character’s life, the goddess voice speaks within the
mind of the character with the most healing surges:
“You may save your allies with your sacrifice.
Surrender your might so that your companions may live. I
shall spare them, but your agony shall be doubled.”
The chosen character may choose to automatically fail
the Endurance check. In return, the other characters gain a
+5 bonus on their checks.
Endurance (DC 23): On a successful check, a character
suffers no ill effects. On a failed check, a character loses
1d4 healing surges. A character reduced to 0 healing surges
is weakened (save ends) when the party arrives in the
ziggurat.
The black shadowy form stands its ground, giving a
grim smile. “Who I am do not matter. I have come to kill
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48
P2: ORCUS CONVERSION
THE SECOND CHALLENGE
“THE HOLD OF THE DEAD”
Once you have completed the first challenge, read:
The darkness around you fades to gray. The landscape
has changed. Gone are meadows and canopies, instead you
see vast stretches of desert and stone. The mountains
remain the same even though they are lacking ice and has
been worn down like as of eons of blowing sand had eroded
the cliffs to softer hills. The sky above is strewn with clouds,
and the endless desert with ashen sand, varying from gray
to white to a dull yellow, almost like powdered bones, worn
down by the burning winds. Here and there, skulls and
shattered bones poke through the dunes. A river of shadow
cuts through the landscape, cries of suffering rises from the
river, a river filled with an endless legion of zombies. The
air above the sea of undead is thick with an endless swarm
of flies, feasting upon the flesh of the undead. Ahead, you
see a robed figure sitting atop a small pile of skulls. It holds
a large dark book under its right arm. The figure beckons
you closer.
This strange figure is the memory of the defiled
Tomari, lingering at the place of her murder. The goddess
dead spirit has been perverted by Orcus, she is now serving
as a guardian spirit, stopping any living from entering the
defiled grounds of Orcus.
The adventurers stand on a featureless gray plain. They
can choose to wander about for a bit, but other than the
figure there is nothing here to see or interact with. The
zombies in the river bed do not seem to notice them, even if
they are attacked.
“Who are you that dare to enter Deadhold, Land of the
Shambling Horde?”
<After the players have replied continue>
The robed figure rises, untying the rope around its
waist. The robe parts and you see the defiled and rotting
corpse of Tomari the former Goddess of Love and Wisdom.
Her skin is grey and yellow with dark patches of rotting
flesh hanging loose from the bones. Her eyes are missing
and are now just empty festering sockets, while the mouth
is lacking several teeth and the formerly inviting lips hangs
loose like torn flesh. Her whole abdomen is cut open, some
rotten entrails still hanging out, dark stains of dried blood
is all over her legs and chest.
“All that lives dies. All that die come before Orcus,
King of the Dead. You are not dead. Yet. But you seek to
enter his domain. Turn back to the land of the living where
you belong. Nothing good awaits you in the Land of the
Living Dead. The hunger of my children is without
boundaries, they have never learnt the safety of their
mother’s sweet embrace. My womb is now filled with
shadow and blood, a tool of my Master, and instrument of
undeath – filling these lands with hordes of zombies
hungering for the blood of the innocent. Turn back while
you still have a chance. So speak the memory of Tomari.”
<Player get a chance to respond to Tomari>
“You must be madmen seeking the Land of the Living
Death were only sorrow awaits. I believe that you are lost
souls, confused as to your true destination. Perhaps I must
send you back from whence you came. Unless, of course, I
am mistaken and you are indeed dead. Are you undead?”
<Player now gets a chance to try to convince Tomari
about their state of undeath. If they do not grasp it, they are
thrown back to Deadhold.>
When they approach the figure, it speaks to them:
2012-11-24
“I do not believe you. I smell the living blood in your
veins. Demonstrate to me that life no longer courses
through your veins. Who shall be first?”
Tomari expects the characters to prove to her that they
are dead. There are a number of ways that that the
characters can do this.
Each character must make a skill check or take an
action to demonstrate that he or is dead. The rest of the
party cannot assist in these checks.
On a successful check, a character moves on to the next
test. On a failed check, Tomari opens the book she has had
under her arm.
The character’s name appears in blood on the
book’s page, read:
Tomari holds up the book in front of you. You can see
your name written in the ledger as with blood on the pages
of manskin. “Your name has now been entered into the
Book of Wrath, were Orcus keeps a list of all those that
have angered him. Until Orcus’s wrath is cooled, your
name will remain within its pages”, she says and closes the
large book.
In game terms, Karavakos may roll 1d6 as a bonus to
any attack roll or as a penalty to the character’s save during
the final encounter. He may do this once. When he uses
this ability, the character has a vision of his name burning
in red flame as it is erased from the robed figure’s ledger.
Bluff, Diplomacy, Intimidate (DC 23): The characters can
simply talk their way past Tomari. A cunning lie, a reasoned
argument, or even threats and insults convince the strange
figure that a character is indeed dead and belongs in this
realm.
Arcana, Nature, Religion (DC 31): Characters can use
their knowledge to create a compelling argument that they
are indeed dead, using facts and figures.
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P2: ORCUS CONVERSION
Endurance (DC 23): A character can injure himself
without showing pain in order to prove that he or she is
dead.
Other Options: Allow the players to be creative in this
test. Use DC 36 for poorly thought out plans or ones that
are unlikely to work, DC 31 for a reasonable plan, and DC
23 for plans that are clever and inventive.
Once all the characters have passed through this
challenge, proceed to the next one.
THE THIRD CHALLENGE
“FACING ORCUS IMAGE”
Once the characters have completed the second
challenge, read:
You are surrounded by icy shadows; a ghostly chorus of
piteous moans comes from nowhere and everywhere. As the
shadows parts like vanishing wraiths in front of you, you
see Him. He sits on his throne of bones; his monstrous large
body is fat and sore-ridden from festering wounds. Puss is
dropping down on the bones under him. His powerful goat
legs are crushing skulls under those massive hooves –
showing no sign of regret or mercy. The large bat-like
wings are stirring up a cloud of diseased air and bloodflies
in the thousands. In his right hand he holds a large
obsidian mace studded with blood rubies and tipped with
an enormous skull. As fear seeps through your very being
you realize it can only be Orcus, Demon Prince of the
Undead. His massive chest leans forward and he points at
you with the huge mace, while his desiccated ram head is
measuring you with eyes glowing as burning coals from the
Abyss itself. You hear his voice echoing in your mind, filling
your very soul with stench and rot.
The adventurers face a spectral image of Orcus. This is
a terrifying experience, so roll secretly a +29 vs. Will area
attack. On a hit the character is struck with fear, throwing
themselves to the ground in fear of Orcus image. The goal
here is to foster a sense of paranoia and to tempt the
characters into making a pact with Orcus.
Orcus speaks to each one via telepathy. He says:
“So you come in front of me – puny mortals, seeking to
enter the Womb of Shadows. What do you hope to achieve?
Karavakos, my new exarch will kill you all in my name.
You and your allies are pathetic. You cling to the light of
good out of weakness, only because the path of chaos holds
fear and uncertainty. However You”, he says and point the
heavy mace straight at your heart, “You, above the other
rabble here, you are strong and resolute. If you manage to
slay Karavakos in my name, I shall grant you the power of
an exarch.”
If there are any characters with divine classes or
multiclasses in the party, the message they receive is
instead:
“Heretic! Followers of weak gods! You are entering the
husk of Tomari, one of the gods I have slain. Learn her fate
and know that your god will follow in her footsteps. Your
living husk defiles my domain, but its corpse shall soon
adorn it as another trophy. Beg for mercy, and I shall be
lenient.”
Characters Who Pledge to Aid Orcus: These
characters gain a +2 bonus on attacks against Karavakos.
However, they must seize the sword Nightbringer and give
it to Orcus or suffer Orcus’s curse.
Characters Who Beg for Mercy: Orcus laughs at
these characters, mocking their weakness and the frail gods
they worship. They lose the two lowest level, unused daily
attack powers they have until they leave this realm and take
an extended rest.
Defiant Characters: Orcus shrieks in wrath, angered
at the characters’ defiance. Yet, the PC detects a hint of fear
in his cry, as the demon lord sees that his new exarch may
face his doom. These characters lose a healing surge and a
daily attack power of their choice if they have not used such
a power since the group’s last extended rest. It can only be
regained by leaving the realm and taking an extended rest.
ORCUS’S CURSE
The next time a character under Orcus’s curse is
reduced to 0 or fewer hit points, he takes a –4 penalty on
death saving throws until he dies or rises back above 0
hit points.
Hand each player a note with the above messages
written upon it, and tell them that Orcus speaks to each of
them via telepathy. They have 30 seconds to respond. Have
them each write their responses on the note, and pass it
back to you.
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V12: THE ZIGGURAT
cavernous room dominated by tendon shaped pillars of
flesh and a large hulking throne of flesh gnawed bones.
Encounter Level 21 (20,600 XP)
Sitting on top of the throne is Karavakos, now in a new
fearful shape. His body is covered in red-black scales and
his beard has turned into hissing living snakes. His eyes
burn with abyssal flames as he sits on the throne
overlooking the birth of rotting zombies emerging from
festering wounds in the ground.
SETUP
Karavakos, Exarch of Orcus (K)
Lord Dust, lich (L)
6 abyssal ghouls (A)
1+ abyssal ghoul hungerers (H)
4+ zombie ragers (Z)
Once inside the Midnight Ziggurat, they enter the
perverted remains of the slain godess Tomari – the goddess
of love and wisdom. Orcus has animated the remains or the
essence of the slain goddess into a veritable “zombie
factory”. The Womb of Shadow is actually within Thanatos,
where the adventurers confront Karavakos. If they have
made it this far, despite any previous notions, Karavakos
now sees the adventurers as worthy sacrifices to Orcus.
With their deaths, nothing stands between Karavkos and
his dream of world conquest.
Remember that Zirithian’s sword, Nightbringer, has its
own agenda. It seeks to overthrow Orcus, and communicate
to its bearer that only he can finally kill the exarch of Orcus.
When the adventurers pass through the Gate of
Shadows, read:
You stand in a strange 10-foot-wide hallway. The
stench of putrid rotting flesh is almost more than you can
bear. The cavernous hallway almost seams to be alive – the
walls and the ground are soft and fleshy and sometimes
give in to contractions and quakes. The flesh-like walls all
seems dark red and rotten, with blisters and wounds oozing
stinking puss. Ahead of you, the hall opens upon a large
Karavakos, Exarch of Orcus (K) Level 20 Elite Controller
Medium elemental humanoid (tiefling)
HP 382; Bloodied 191
AC 34; Fortitude 31; Reflex 33; Will 31
Speed 8
Immune necrotic
Saving Throws +2; Action Points 1
TRAITS
Shadow Womb Regeneration
XP 5,600
Initiative +13
Perception +17
Darkvision
Karavakos regains 10 hit points whenever he starts his turn
within the Shadow Womb and has at least 1 hit point. When
Karavakos takes radiant damage, his regeneration does not
function on his next turn.
STANDARD ACTIONS
r Death Ray (necrotic) • At-Will
Attack: Ranged 20 (one creature); +23 vs. Reflex
Hit: 3d6 + 11 damage, Karavakos pushes the target 1 square,
and the target takes ongoing 10 necrotic damage (save ends).
Aftereffect: Ongoing 5 necrotic damage (save ends).
R Necrotic Bolt (necrotic) • Recharge 4 5 6
Attack: Ranged 20 (one creature); +23 vs. Fortitude
Hit: 2d10 + 10 damage, and the target is immobilized and takes
ongoing 15 necrotic damage (save ends both).
Aftereffect: The target takes ongoing 5 necrotic damage and is
slowed (save ends both).
Aftereffect: The target takes a -2 penalty to attack rolls against
Karavakos (save ends).
C Storm of Wraiths (necrotic, zone) • Encounter
Attack: Close burst 3 (enemies in burst); +23 vs. Fortitude
Hit: 3d10 necrotic damage, and the target is slowed (save ends).
Effect: The area of the burst becomes a zone until the end of
Karavakos’ next turn. Any creature that starts its turn within the
zone is subject to an attack; +23 vs. Fortitude; 3d10 psychic
damage, and the target is slowed (save ends).
Sustain Minor: The zone persists.
MINOR ACTIONS
m Serpent Sting (poison) • At-Will
Attack: Melee 2 (one creature); +25 vs. AC
Hit: 3d8 + 5 damage, and the target is slowed and takes ongoing
10 poison damage (save ends both). If the target is already
slowed, it is dazed instead.
TRIGGERED ACTIONS
Blessing of Undeath (healing) • At-Will
Trigger: When Karavakos is reduced to 0 hit points in a round in
which he did not take damage from Nightbringer.
Effect: Karavakos returns to life with 30 hit points at the start of
his next turn.
Variable Resistance • 2/Encounter
Trigger: Karavakos takes acid, cold, fire, lightning, or thunder
damage.
Effect (Free Action): Karavakos gains resist 15 to the triggering
damage type until the end of the encounter or until he uses
variable resistance again.
Skills Arcana +23, Bluff +21, Insight +17, Religion +23,
Diplomacy +21
Str 14 (+12)
Dex 17 (+13)
Wis 15 (+12)
Con 23 (+16)
Int 27 (+18)
Cha 22 (+16)
Alignment evil
Equipment robes, staff
C Exarch Presence (fear) • Encounter
Lord Dust the Lich
Attack: Close burst 5 (enemies in burst); +23 vs. Will
Hit: The target is stunned until the end of Karavakos’ next turn.
HP 126; Bloodied 63
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Languages Common
Medium natural humanoid (undead)
Level 18 Artillery
XP 2,000
Initiative +11
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P2: ORCUS CONVERSION
AC 32; Fortitude 28; Reflex 32; Will 33
Speed 6
Resist 10 necrotic; Vulnerability 5 radiant
STANDARD ACTIONS
Perception +20
Darkvision
m Dagger (poison, weapon) • At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 3d4 + 9 damage, and ongoing 10 poison damage (save
ends).
R Grave Claw (implement) • At-Will
Attack: Ranged 20 (one creature); +23 vs. Reflex
Hit: 3d6 + 13 damage, and the target is slowed until the end of
Lord Dust’s next turn.
R Choking Shadow (implement) • At-Will
Attack: Ranged 20 (one creature); +23 vs. Fortitude
Hit: 3d8 + 6 damage, and the target cannot gain healing from
any source until the end of Lord Dust’s next turn.
A Orb of Wraiths (implement, necrotic) • Encounter
Attack: Area burst 2 within 10 (creatures in burst); +23 vs.
Fortitude
Hit: 4d10 + 11 necrotic damage, and the target loses a healing
surge. On a miss, half damage and no healing surge loss. Lord
Dust regains 10 hit points per healing surge lost to this attack.
C Black Tide (implement, necrotic) • Recharge 5 6
Attack: Close blast 5 (creatures in blast); +23 vs. Reflex
Hit: 3d10 + 10 necrotic damage, and the target is blinded until
the end of Lord Dust’s next turn.
MINOR ACTIONS
R Soul Reaper (necrotic) • At-Will
Effect: Ranged 10 (one creature); destroy one allied minion
within range. Lord Dust gains a +5 power bonus on his next
damage roll.
Focused Magic • Encounter
Effect: Lord Dust gains a +4 bonus on his next attack. If he uses
an area or close attack, this bonus applies to one target of the
attack.
OTHER POWERS
Phantom Step (teleportation) • Encounter
Action: No Action.
Effect: The first time Lord Dust is bloodied, he can teleport to any
square within the ziggurat, no line of sight or line of effect
needed.
Skills Arcana +21, Diplomacy +18, Religion +21
Str 11 (+9)
Dex 15 (+11)
Wis 22 (+15)
Con 12 (+10)
Int 24 (+16)
Cha 19 (+13)
Alignment chaotic evil
Languages Common, Abyssal
Equipment unholy symbol of orcus, staff implement, dagger
6 Abyssal Ghouls (G)
Level 16 Skirmisher
Medium elemental humanoid (undead)
XP 1,400
HP 156; Bloodied 78
AC 30; Fortitude 30; Reflex 28; Will 25
Speed 8, climb 4
Immune disease, poison; Resist 10 necrotic
TRAITS
Initiative +16
Perception +10
Darkvision
Sepulchral Stench • Aura 3
Enemies take a -2 penalty to all defenses while in the aura.
Hindering Light
Whenever the ghoul takes radiant damage, it cannot shift until
the end of its next turn.
STANDARD ACTIONS
m Bite • At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d8 + 10 damage, plus 1d8 + 3 damage if the target is
immobilized, restrained, stunned, or unconscious. In addition
the target is immobilized (save ends).
Effect: The ghoul shifts up to 3 squares.
TRIGGERED ACTIONS
C Dead Blood (necrotic) • Encounter
Trigger: The ghoul drops to 0 hit points.
Effect: Close burst 1 (enemies in burst); Each target takes 10
necrotic damage.
Skills Stealth +19
Str 24 (+15)
Con 20 (+13)
Dex 22 (+14)
Int 16 (+11)
2012-11-24
Wis 15 (+10)
Cha 10 (+8)
Alignment chaotic evil
Languages Abyssal
Zombie Rager
Level 16 Minion Brute
Medium natural animate (undead)
XP 350
HP 1; a missed attack never damages a minion Initiative +13
AC 28; Fortitude 30; Reflex 28; Will 27
Perception +12
Speed 4
Darkvision
Immune disease, poison; Resist 10 necrotic;
Vulnerability 5 radiant
STANDARD ACTIONS
m Slam • At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 15 damage, or 17 if the target is bloodied.
TRIGGERED ACTIONS
m Death Grab
Trigger: The zombie rager drops to 0 hit points.
Attack (No Action): Melee 2 (one creature); +19 vs. Reflex
Hit: 15 damage, and the target is grabbed. A creature takes a -5
penalty to checks to escape the zombie’s death grab.
Str 25 (+15)
Con 18 (+12)
Dex 20 (+13)
Int 3 (+4)
Alignment unaligned
Wis 19 (+12)
Cha 6 (+6)
Languages —
Abyssal Ghoul Hungerer
Level 18 Soldier Minion
Medium elemental humanoid (undead)
XP 500
HP 1; a missed attack never damages a minion Initiative +18
AC 34; Fortitude 30; Reflex 29; Will 25
Perception +12
Speed 8, climb 4
Darkvision
Immune disease, poison; Resist 10 necrotic
STANDARD ACTIONS
m Claw • At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 13 damage, and the target is immobilized (save ends).
TRIGGERED ACTIONS
C Dead Blood (necrotic) • Encounter
Trigger: The ghoul drops to 0 hit points.
Effect: Close burst 1 (enemies in burst); Each target takes 10
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P2: ORCUS CONVERSION
necrotic damage.
Skills Stealth +22
Str 26 (+17)
Con 23 (+15)
Dex 25 (+16)
Int 19 (+13)
Alignment chaotic evil
♦ Disable: Thievery DC 29 (or DC 31 with range weapon).
Success: The cyst is destroyed or burst depending on PC
choice. Failure (24 or less): The cyst makes a burst attack if PC
in range, otherwise the cyst do not burst.
♦ Burst: PC may attack the burst in order to make it burst.
Large cysts have AC 4, Fortitude 12 and 20 HP. Medium
cysts have AC 5, Fortitude 10 and HP 10.
Wis 17 (+12)
Cha 13 (+10)
Languages Abyssal
11 Necrotic Cysts (N)
Level 14 Hazard
Terrain
Detect Perception DC 15 and Arcana DC 29
Immune attacks
XP 250
Initiative –
TRIGGERED ACTIONS
C Attack (necrotic) • Encounter
Trigger: A living creature enters within 1 (medium cyst) or 2
squares (large cyst) of the hazard’s area or starts its turn there.
Attack (Opportunity Action): Close burst 1 (medium cyst) or 2
(large cyst) (creatures in burst); +17 vs. Fortitude
Hit: 3d4 + 5 acid damage, and ongoing 10 necrotic damage
(save ends).
Miss: Half damage.
COUNTERMEASURES
C Attack (necrotic) • Encounter
STRATEGY
The undead seek to bog the PCs down in the central
chamber, coming at the adventurers from all directions.
Think of these creatures as your defenders. The abyssal
ghouls can also use their shift ability to trick the PCs to get
near to the necrotic cysts in order to trigger their burst.
Zirithian and Lord Dust are the two heavy hitters. Both
try to avoid melee and attack from a distance. Note that
Karavakos can only be killed by the Nightbringer.
TACTICS
Karavakos and his inner circle of followers care little
for parlay, unless the intruders choose to surrender.
Karavakos, fighting for glory and power, fights to the death.
Karavakos begins the encounter sitting at the throne in
the main chamber. He waits for his followers to engage the
PCs before moving to join the attack.
Once battle begins, he leaves the throne and uses the
terrain and rooms to attack the PCs from a distance.
Lord Dust has watched over the ziggurat and the
undead remains of Tomari for centuries. He now serves
Karavakos as a personal advisor and steward, as he did
Zirithian before. The lich accompanies Karavakos into
combat. He attempts to hamper the advance of enemies,
forcing them to deal with the abyssal ghouls first.
These abyssal ghouls begin the battle in a remote
chamber close to where the players enter. As soon as they
spot or hear the PCs they rush in to attack, hoping to get
them in the back or surrounding them in the central
chamber.
The zombie and abyssal ghoul minion is spread out in
the neighbouring chambers but enters as soon as the battle
breaks out. More undead minons will enter the battle as the
PCs takes damage during the fight (see Tomari below.)
FEATURES OF THE AREA
Illumination: Dim lighting throughout the whole area.
Central Chamber: A large throne made of gnawed
bones dominates this chamber. The central chamber is
filled with necrotic energies and absorbs the life force of
those who hover on death’s door. A DC 23 Arcana or
Religion check informs the PC about this and its dangers. A
PC reduced to 0 hit points within the marked squares in
the center of the chamber must make an immediate death
save, ignoring a result of 20 or higher on this save.
Necrotic Cyst: Several necrotic cysts exist within the
Womb of Shadows, any living creature getting to close to
them makes them burst, spreading necrotic and acidic puss
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P2: ORCUS CONVERSION
all over the surrounding area. The cysts are quite simple to
detect with a Perception check, but realizing the danger
requires a hard Arcana check.
11 Necrotic Cysts (N)
Level 14 Hazard
Terrain
Detect Perception DC 15 and Arcana DC 29
Immune attacks
XP 250
Initiative –
TRIGGERED ACTIONS
C Attack (necrotic) • Encounter
Trigger: A living creature enters within 1 (medium cyst) or 2
squares (large cyst) of the hazard’s area or starts its turn there.
Attack (Opportunity Action): Close burst 1 (medium cyst) or 2
(large cyst) (creatures in burst); +17 vs. Fortitude
Hit: 2d4 + 5 acid damage, and ongoing 5 necrotic damage (save
ends).
Miss: Half damage.
of a child – into a vile creation of undeath and zombies.
Whenever a player takes normal or acid damage, spilling
blood on the flesh of the goddess, her flesh gives birth to
one zombie rager that attacks last the following round. As
an immediate reaction to the blood damage – Tomari’s
Womb shudder and quakes while giving “birth” to the
zombie, forcing the PC and any allies within 2 squares to
make a DC 31 Acrobatic check or fall prone. If the spilled
blood comes from a lawful good PC, one abyssal ghoul
hungerer is born instead. A single attack cannot generate
more than one zombie rager or ghoul hungerer.
Treasure Vault: The door of flesh and tendons to this
room is sealed (DC 20 Thievery check to unlock, DC 25
Strength check to break). Inside, the PCs can find three iron
chests containing 22,000 gp, two potions of vitality, and a rod
of harvest +4 or whatever 19th-level magic item you deem
appropriate for the group.
COUNTERMEASURES
C Attack (necrotic) • Encounter
♦ Disable: Thievery DC 29 (or DC 31 with range weapon).
Success: The cyst is destroyed or burst depending on PC
choice. Failure (24 or less): The cyst makes a burst attack if PC
in range, otherwise the cyst do not burst.
♦ Burst: PC may attack the burst in order to make it burst.
Large cysts have AC 4, Fortitude 12 and 20 HP. Medium
cysts have AC 5, Fortitude 10 and HP 10.
Throne: The Rotting Throne provides any undead
within 3 squares of it a +1 bonus on attack rolls. A PC
succeeding with a DC 31 Arcane check can sense this aura
and understand its effect. The trhone can be destroyed with
a DC 31 Strength check, or attacked with weapons or
powers (AC 5, Fortitude 10, HP 30; Immune vs. necrotic,
poison, psychic and acid damage.)
Tomari’s Womb: As Orcus slayed Tomari he
perverted her essence of love, pleasure, and harmony into
hate, pain and chaos. Transforming the fruits of love – birth
CONCLUSION
When the PCs defeat Karavakos, read:
You plunge Nightbringer into Karavakos form his
scream becomes one of utter horror as the dark sword
devours his soul. The body of Karavakos is swallowed by the
ground’s putrid rotting flesh. As you sheath the blade, you
see two forms appear on each side of the bone throne – a
huge eye seething in shadows on the left side, and a
grasping clawed hand dripping of blood on the right side.
The chamber of flesh reverberates as you hear the voice of
Orcus inside your heads. “Give me the sword, and I will let
you leave Deadhold alive!” he commands. But at the same
time you suddenly hear the Keeper’s voice inside your
heads. “Plunge the sword into the Eye of Orcus, and I will
tell you the Secret of Karavakos”, you hear him say.
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Placing the sword in the hand returns a powerful
weapon to the demon prince. Orcus holds true to his word
and let the adventurers leave Deadhold safely.
Plunging it into the eye sets Orcus’s plans back and
allows the Keeper to take control of Deadhold, preventing
Orcus from manifesting within Deadhold and thereby kill
the adventurers. After this act the Keeper manifests within
the Womb of Shadows, and speaks to the characters.
“You have kept your end of the bargain. Orcus hold on
Deadhold is ended and I will finally rise to become its true
Keeper. I will reward you with the secret Karavakos
sacrificed to Orcus, in order for him to spare him his life
and an eternity of torment. Karavakos found out the secret
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P2: ORCUS CONVERSION
of Death’s Reach, and how it could be breached. This was
the Secret that Orcus has coveted for five hundred years.
When the primordials first crafted the world, they had
no regard for the fate of souls. Souls came from beyond the
known, and beyond the known they fled in death. Death's
Reach was one of the places in the Shadowfell where souls
passed beyond this existence. But ancient, gluttonous
primordials corrupted the place so that they could consume
the souls of the dead. When the first gods seized reality
from the primordials, they made other arrangements.
Because it could only be reached with great difficulty, the
first gods deemed it the proper location to store dangerous
artifacts and weapons from the Dawn War. Many who
fought on the side of the primordials in that ancient conflict
were relegated to Death's Reach, where they were locked
away.
In his search for knowledge, Karavakos found out
about that primeval, shadowy place, and he also found a
way how it could be breached. I do not know what Orcus
plans to do with this knowledge. I only know that he was
desperate to learn its secret. Death's Reach is rumoured to
be a graveyard of abandoned weapons hailing from the
Dawn War. Primordials and even entire armies might be
imprisoned therein. Whatever Orcus wants from there, it
does not bode well for the world of the living.”
The Womb of Shadow, by michalivan on Deviantart.com
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P2: ORCUS CONVERSION
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.
After the death or Etheran in the adventure P1: King of
the Trollhaunt Warrens the rules for the raise dead ritual has
changed. The raise dead ritual has become more random,
depending on if Urishtar has stolen the life force of the
individual or not.
During P2: Demon Queen’s Enclave the casting of a raise
dead ritual on a PC, the PC has to roll a death saving throw.
If he or she fails the death saving throw, the character
cannot be brought back to life (a 50% chance).
During P3: Assault on Nightwyrm Fortress the characters
cannot be brought back to life with a raise dead ritual.
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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
P2, I would suggest you as a DM to reduce the XP handed
Main Adventure Encounters
U1: Stuck in the Middle
L1: Perilous Bridge
L2: Slave Quarters
L3: Wizard's Labroratory
L4: Ruined Merchant House
L5: Fungus Farm
L6: Occupied Emabassy
L7: Ransacked Shops
L8: Barracks
L9: Ruined Noble House
L10: Slaver Complex
L11: Traitors Villa
L12: Templar Chapel
L13: Embattled Ruins
L14: Temple Entrance
L15: Cambers of Suffering
L16: Demon Queen's Vault
Level
XP
Progression
17
13
16
14
12
13
13
14
15
17
14
16
15
15
17
16
17
8 000
4 400
7 200
5 400
3 800
4 100
4 600
5 300
6 400
8 050
5 600
7 200
6 200
6 100
8 200
6 000
8 000
50 563
51 443
52 883
53 963
54 723
55 543
56 463
57 523
58 803
60 413
61 533
62 973
64 213
65 433
67 073
68 273
69 873
out during the adventure with -25%, i.e. multiply the
Encounter XP with 0.75, if you are planning to use all the
changes made. This will keep the balance in the adventure.
For detailed XP breakdown, see below.
Conversion Encounters
U1: Inheritors
U2: Miser's Pit
U3: Fire and Magma
U4: Mushroom Attack
U5: Scrying Students
U6: Eternal Sleep
U7: Observatory Sanctum
U8: Attack from the Deeps
U9: The Ferryman
17
16
17
17
17
17
17
18
18
18
18
17
21
17
8 800
7 700
8 000
8 000
8 000
8 400
8 200
10 000
11 600
11 600
12 000
10 000
20 600
8 000
245 450
71 633
73 173
74 773
76 373
77 973
79 653
81 293
83 293
85 613
87 933
90 333
92 333
96 453
98 053
XP
4 700
6 200
4 800
4 100
4 800
4 800
6 600
6 400
4 800
New XP
3 525
4 650
3 600
3 075
3 600
3 600
4 950
4 800
3 600
6 000
3 300
5 400
4 050
2 850
3 075
3 450
3 975
4 800
6 038
4 200
5 400
4 650
4 575
6 150
4 500
6 000
3 150
8 325
6 600
5 775
6 000
6 000
6 000
6 300
6 150
7 500
8 700
8 700
9 000
7 500
15 450
6 000
1 200
15th
16th
The Undead Threat
Facing Zirithian
V1: Bridge of Webs
V2: The Keeper
V3: Into the Wasteland
Sneaking Through Hordethrone
V4: Bridge of Bones
V5: Gate of Death
V6: Guard Tower
V7: The Cages
V8: Plaza of Howling Skulls
V9: Butcher Shop
V10: The Black Gate
V11: The Gate of Shadows
V12: The Ziggurat
Hook: A New Threat
Level
13
15
13
13
13
13
15
15
13
13
18
4 200
11 100
Description changes
17th
Description changes
Encounter changes
Changed to P1 Hook: Dying Wish of the Crow
Hook: The Saruun Mages
17 1 600
64 100
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-25%
New Progression
47 512 14th
48 442
49 162
49 777
50 497
51 217
52 207
53 167
53 887
55 087
55 747
56 827
57 637 15th
58 207
58 822
59 512
60 307
61 267
62 474
63 314
64 394
65 324
66 239
67 469
68 369
69 569 16th
70 199
71 864
73 184
74 339
75 539
76 739
77 939
79 199
80 429
81 929
83 669 17th
85 409
87 209
88 709
91 799
92 999
93 239
232 163
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PLAYER’S HANDOUTS
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Goldrun
Coinkeeper’s
Map
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PARTHAL’S DIARY
Give player’s the following handout if they spend at
least one hour flipping through Parthal’s diary from the
Tower of Zoramadria.
“…I was accepted into her ranks! Imagine me – now one of the
Dark Teacher’s disciples. What glory! What honor! I will not
disappoint her. She will in me find a devoted student to the dark
arts of Necromancy…”
“…My Dark Lady is troubled – I can sense it. The Sisters of
Lolth are always at her back. Challenging her devotion, calling her
names behind her back. If they could just see what I see in
Zoramandria, they would stop their harassments. She is in truth a
noble drow. Dedicated to her work and our kindred like few others.
Never have I met someone with such grand ambitions. Her chosen
path may differ, but her goal is all the same – the Glory of
Phaervorul. I hope I will be worthy of her trust.”
“… I can no longer deny my true feelings. I can’t stop thinking
of her. When I am with her I behave like an idiot. When I am
dismissed – my heart suffers the anguish of the Abyss. What is
wrong with me? Am I harboring forbidden feelings for my
Mistress? If somebody learnt my feelings for her, they would
ridicule me – but somehow that seems better than the misery I am
in now. What should I do?”
“… Lolth be praised. Zoramadria have selected me as one of
her Acolytes of Death. I am truly honored, but more importantly, I
will be allowed to be near her much more often. I can not wait until
I am summoned to her side again, to be blinded by her beauty and
necromantic wisdom…”
“… Zoramadria have shared her visions with me. I am just a
lowly maggot, eating on her dead flesh – at least in comparison
with her dreams of power. She has been telling me about the
dreams she have had. The visions she has seen. The voices in her
head. She must truly have been graced by the Spider Queen. She
intends to open a portal to an unknown realm of great
necromantic knowledge. With those secrets – no one will be able to
stop her. She will be the new leader of Phaervorul – and I will be
one of her selected generals. Chosen to spread her word. Praised be
the many-legged-Queen!”
“… They are accusing my Mistress for high treason. The high
priestess is sending her templars to carry out the execution. I must
warn Zoramadria before it is to late!”
“… SHE IS DEAD. I can’t believe it. I feel all empty. I am
truly dead – all my hopes died with her. What am I to do?…”
“… She collapsed the space around her tower, transferring it
and all her students in one fell swoop to a far corner of the
“But I must vainly languish for joys I never can know,
And wear a cureless anguish in loneliness and woe.…”
“… May Lolth be merciful – Zoramadria was deceived. It was
not Lolth that was speaking to her in her dreams. It must have been
another entity – a being of utter evil, with a rotting hatred for the
drow race. Phaervorul is under attack – legions of undead were
waiting on the other side of the portal. Commanded by a terrifying
being called Thrullzon from the Rotting Throne of Deadhold. As I
helped Zoramadria in performing the vile ritual to open the gate,
hordes of zombies, wraiths, and worse waited on the other side.
They swept through the rift and invaded our holy drow enclave. I
don’t know who to blame, but I know that Phaervorul have become
the battleground of the divine struggle between the Queen of
Spiders and the Lord of the Undead, and it is my kindred that is
paying the price with blood, suffering, and worse.”
“Victory at last! The undead hordes were stopped and the rift
sealed with the combined effort of my Mistress and the Lolth
priestesses. Zoramadria stopped them! She truly did!”
2012-11-24
Underdark. But the strain was to great – I tried to help her but I
was not strong enough. As the Tower was moved across the
Underdark through the ritual, the life force of all of its inhabitants
was drained off to power the ritual. Zoramadria saved us from
permanent destruction – but at the cost of all of us embracing
undeath. Zoramadria did not make it, the strain of the ritual was
too much, and her soul shattered. All that remains is her empty
husk. A corpse bereft of its soul – tricked even from unlife.”
“… In her dying words she cursed Phaervorul, and so do I. It is
their fault she is dead. Their fault I will live a life of undeath with
an empty soul – bereft of a love to Zoramadria, a love I know was
answered in her heart. They will pay. Even if it takes hundreds of
years, they will pay. I have the life of an Archlich to carry my
vengeance to the drow enclave of Pharevorul, the city which used to
be my home – but now only fill my soul with hate!”
“It is time to carry out my plan. Phaervorul will suffer – just as
I have suffered for five hundred years…”
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BATTLE MAPS
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Lava Start
Lava after 1st round
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Lava after 2nd round
Lava after 3rd round
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Lava after 4th round
Lava after 5th round
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MONSTER UPDATE
Shield of Abyssal Majesty * Aura 5
U1: STUCK IN THE MIDDLE
3 Drow Battle Wights (W)
Level 12 Soldier
Medium natural humanoid (undead)
XP 700
HP 122; Bloodied 61
AC 28; Fortitude 25; Reflex 21; Will 25
Speed 5
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
STANDARD ACTIONS
Initiative +8
Perception +5
Darkvision
m Soul-Draining Longsword (necrotic, weapon) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 1d8 + 6 necrotic damage, the target loses a healing surge,
and is immobilized until the end of its next turn.
R Soul Reaping (healing, necrotic) * Recharge 5 6
Attack: Ranged 5 (one immobilized creature); +15 vs. Fortitude
Hit: 4d8 + 7 necrotic damage, and the wight regains 10 hit
points.
Skills Intimidate +16
Str 21 (+11)
Dex 14 (+8)
Con 18 (+10)
Int 12 (+7)
Wis 9 (+5)
Cha 21 (+11)
Alignment evil
Languages Common, Elven
Equipment plate armor, heavy shield, longsword
Balthrad, Abyssal Ghoul (B)
Level 16 Elite Skirmisher
Medium elemental humanoid (demon, undead)
HP 312; Bloodied 156
AC 30; Fortitude 30; Reflex 28; Will 25
Speed 8, climb 4
Immune disease, poison; Resist 10 necrotic
Saving Throws +2; Action Points 1
TRAITS
Sepulchral Stench * Aura 3
Speed 8, climb 8 (spider climb)
STANDARD ACTIONS
Enemies take a -2 penalty to all defenses in the aura.
XP 2,800
Initiative +16
Perception +10
Darkvision
Allies in the aura gain resist 10 necrotic, 10 fire, 10 acid
m Greatsword (weapon) * At-Will
Hindering Light
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d12 + 8 damage.
Whenever the ghoul takes radiant damage, it cannot shift until
the end of its next turn.
STANDARD ACTIONS
m Bite * At-Will
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 3d8 + 10 damage, plus 1d8 + 3 damage if the target is
immobilized, restrained, stunned, or unconscious. In addition,
the target is immobilized (save ends).
Effect: The ghoul shifts up to 3 squares.
m Claw * At-Will
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 3d6 + 8 damage, and the target is immobilized (save ends).
M Double Strike * At-Will
Effect: Balthrad makes a bite and claw attacks.
TRIGGERED ACTIONS
C Dead Blood (necrotic)
Trigger: When ghoul drops to 0 hit points.
Effect (No Action): Close burst 1 (enemies in the burst). Each
target takes 10 necrotic damage.
Consume Soul
Trigger: When an ally within 5 squares of Balthrad is reduced to
0 hit points.
Effect (Immediate Reaction): Balthrad regains 15 hit points.
Skills Stealth +19
Str 24 (+15)
Con 20 (+13)
Dex 22 (+14)
Int 16 (+11)
Alignment chaotic evil
Wis 15 (+10)
Cha 10 (+8)
Languages Abyssal, Common
Drider Fanglord (F)
Level 14 Brute
Large fey humanoid (spider)
XP 1,000
HP 172; Bloodied 86
AC 26; Fortitude 27; Reflex 25; Will 23
2012-11-24
Initiative +12
Perception +15
Darkvision
R Web * Recharge 4 5 6
Attack: Ranged 5 (one creature); +17 vs. Reflex
Hit: The target is restrained until it escapes (DC 21) or teleports.
MINOR ACTIONS
M Quick Bite (poison) * At-Will
Attack: Melee 1 (one creature granting combat advantage to the
drider); +17 vs. Reflex
Hit: 1d4 damage, and ongoing 10 poison damage (save ends).
R Darkfire * Encounter
Attack: Ranged 10 (one creature); +17 vs. Reflex
Hit: The target grants combat advantage and cannot benefit
from invisibility or concealment until the end of the drider's
next turn.
Skills Dungeoneering +15, Stealth +17
Str 24 (+14)
Dex 21 (+12)
Con 22 (+13)
Int 13 (+8)
Wis 16 (+10)
Cha 9 (+6)
Alignment evil
Languages Elven
Equipment leather armor, greatsword
3 Drow Snipers (D)
Medium fey humanoid
HP 89; Bloodied 45
AC 24; Fortitude 22; Reflex 25; Will 21
Speed 7
TRAITS
Level 12 Artillery
XP 700
Initiative +11
Perception +12
Darkvision
Explosive Bolts
The drow sniper can fire special explosive bolts from its hand
crossbow. It typically carries 3 such bolts. An explosive bolt
deals the damage listed above and has an additional effect. It
deals an extra 1d6 + 1 fire damage to the target and any
creatures adjacent to the target.
Sniper
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P2: ORCUS CONVERSION
When a drow sniper makes a ranged attack from hiding and
misses, it is still considered to be hiding.
L1: PERILOUS BRIDGE
Drow Poison (poison)
Demonweb Terror (D)
A creature hit by a weapon coated in drow poison takes a -2
penalty to attack rolls (save ends). First Failed Save: The target is
also weakened (save ends). Second Failed Save: The target falls
unconscious until the end of the encounter.
STANDARD ACTIONS
Huge elemental beast (spider)
m Rapier (poison, weapon) * At-Will
Level 14 Elite Controller
XP 2,000
HP 296; Bloodied 148
AC 30; Fortitude 30; Reflex 26; Will 24
Speed 6, climb 6 (spider climb)
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d8 + 6 damage, and the drow sniper makes a secondary
attack against the same target.
Secondary Attack: +15 vs. Fortitude
Hit: See drow poison for the effect.
m Bite (poison) * At-Will
R Hand Crossbow (poison, weapon) * At-Will
M Poison Spray (poison) * Encounter
Attack: Ranged 10/20 (one creature); +19 vs. AC
Hit: 2d6 + 6 damage, and the drow sniper makes a secondary
attack against the same target.
Secondary Attack: +15 vs. Fortitude
Hit: See drow poison for the effect.
MINOR ACTIONS
R Darkfire * Encounter
Attack: Ranged 10 (one creature); +17 vs. Reflex
Hit: The target grants combat advantage and cannot benefit
from invisibility or concealment until the end of the drow's next
turn.
Skills Dungeoneering +12, Intimidate +12, Stealth +16
Str 14 (+8)
Dex 20 (+11)
Wis 13 (+7)
Con 11 (+6)
Int 13 (+7)
Cha 12 (+7)
Alignment evil
Languages Common, Elven
Equipment 3 explosive bolts coated in drow poison, leather
armor, rapier coated in drow poison, hand crossbow, crossbow
bolts (20) coated in drow poison
Initiative +12
Perception +13
Tremorsense 10
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 2d10 + 5 damage, and the target takes ongoing 10 poison
damage and is slowed (save ends both).
TRIGGERED ACTIONS
R Web * At-Will (1/round)
Alignment chaotic evil
Wis 12 (+8)
Cha 16 (+10)
3 Chwidenchas (C)
Attack: The chwidencha makes a charge attack. It can charge
over difficult terrain with no penalty to movement; Melee 1 (one
creature); +16 vs. Fortitude
Hit: 4d10 + 10 damage.
Skills Stealth +14
Str 22 (+12)
Con 20 (+11)
Dex 17 (+9)
Int 3 (+2)
Medium fey magical beast (spider, shunned)
Wis 16 (+9)
Cha 6 (+4)
Languages Common, Elven
L2: SLAVE QUARTERS
8 Lolthbound Goblin Slaves Level 12 Minion Skirmisher
Small natural humanoid (goblin)
XP 175
Drow Inspiration
Level 13 Brute
XP 800
HP 160; Bloodied 80
Initiative +9
AC 25; Fortitude 25; Reflex 22; Will 22
Perception +9
Speed 6, climb 6 (spider climb)
Darkvision, Tremorsense 10
STANDARD ACTIONS
2012-11-24
M Scuttling Charge * Encounter
The Lolthbound goblin slave shifts 1 square.
Languages Abyssal
m Claws * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d6 + 11 damage and target is grabbed until it escapes (DC
20) or teleports.
HP 1; a missed attack never damages a minion Initiative +13
AC 26; Fortitude 24; Reflex 25; Will 24
Perception +10
Speed 6
Darkvision
TRAITS
Goblin Tactics
Attack: Ranged 10 (one creature); +17 vs. Reflex
Hit: The target is immobilized (save ends).
Dex 20 (+12)
Int 8 (+6)
M Impaling Claws * At-Will
Alignment chaotic evil
Trigger: When first bloodied.
Attack (Immediate Reaction): Close blast 5 (creatures in blast);
+17 vs. Fortitude
Hit: The target takes ongoing 10 poison damage and is slowed
(save ends both).
MINOR ACTIONS
Skills Stealth +17
Str 24 (+14)
Con 28 (+16)
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d8 + 13 damage and slide 2 squares.
The Lolthbound goblin slave gains a +2 bonus to attack rolls and
all defenses while within 5 squares of a drow ally.
STANDARD ACTIONS
m Stringing Pick (poison, weapon) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 10 poison damage. If the target is suffering from ongoing
poison damage, increase that damage by 5. The ongoing damage
can be increased more than once by additional hits with this
attack.
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P2: ORCUS CONVERSION
r Hand Crossbow (weapon) * At-Will
Attack: Ranged 10/20 (one creature); +17 vs. AC
Hit: 7 damage (10 if the Lolthbound goblin slave moved 3 or
more squares during its turn).
Str 19 (+10)
Con 14 (+8)
Dex 21 (+11)
Int 8 (+5)
Wis 19 (+10)
Cha 9 (+5)
Alignment evil
Languages Common, Elven, Goblin
Equipment leather armor, war pick, hand crossbow, crossbow
bolt x10
Gort, War Troll Champion (G)
Level 14 Elite Soldier
Large natural humanoid
HP 280; Bloodied 140
AC 30; Fortitude 28; Reflex 26; Will 24
Speed 7
Saving Throws +2; Action Points 1
TRAITS
XP 2,000
Initiative +13
Perception +15
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.
Battle Talent
Gort can score critical hits on attack rolls of natural 19 and 20.
Threatening Reach
The war troll can make opportunity attacks against all enemies
within its reach (2 squares).
Inspiring Assault
Whenever he scores a critical hit, Gort and all allies within 5
squares of him regain 7 hit points.
Battle Champion Tactics
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
M Thrashing Horns * At-Will
Requirements: Usable only when charging.
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d6 + 11 damage, and the target slides 2 squares.
M Goring Assault * At-Will
Trigger: An enemy within 10 squares of the minotaur hits it with
a ranged or area attack.
Effect (Immediate Reaction): The minotaur charges the triggering
enemy.
r Longbow (weapon) * At-Will
Attack: Ranged 20/40 (one creature); +19 vs. AC
Hit: 2d12 + 3 damage.
C Sweeping Strike (weapon) * At-Will
Skills Dungeoneering +14, Intimidate +14, Nature +14
Str 24 (+15)
Dex 16 (+11)
Wis 19 (+12)
Con 20 (+13)
Int 5 (+5)
Cha 12 (+9)
Requirements: Requires greatsword.
Attack: Close blast 2 (enemies in the blast); +19 vs. AC
Hit: 2d12 + 6 damage, and the target falls prone.
TRIGGERED ACTIONS
Alignment chaotic evil
Equipment greataxe
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 +19, Endurance +17
Str 24 (+14)
Dex 19 (+11)
Con 20 (+12)
Int 10 (+7)
Attack: Melee 2 (one creature); +21 vs. AC
Hit: 3d8 + 11 damage (crit 4d12 + 23), and the target is pushed
1 square.
Triggered Actions
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 3d6 + 12 damage.
Wis 16 (+10)
Cha 12 (+8)
Alignment chaotic evil
Languages Common, Giant
Equipment greatsword, plate armor, longbow, arrows (30)
Languages Common
Mind Flayer Infiltrator (I)
Medium aberrant humanoid
HP 107; Bloodied 54
AC 27; Fortitude 25; Reflex 27; Will 28
Speed 7
TRAITS
Unseen Focus (illusion)
Level 14 Lurker
XP 1,000
Initiative +16
Perception +14
Darkvision
The mind flayer is invisible while it has a creature grabbed.
STANDARD ACTIONS
m Tentacles * At-Will
Gort and its allies deal an extra 2d6 damage against enemies
that he flanks.
2 Savage Minotaurs (M)
Troll Healing (healing)
Large natural humanoid
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
m Greataxe (weapon) * At-Will
Level 16 Brute
XP 1,400
HP 190; Bloodied 95
AC 28; Fortitude 32; Reflex 26; Will 29
Speed 8
Standard Actions
2012-11-24
Initiative +11
Perception +19
Requirement: The mind flayer must not have a creature grabbed.
Attack: Melee 1 (one creature); +17 vs. Reflex. This attack
automatically hits a dazed or stunned target.
Hit: 1d6 + 4 damage, and the mind flayer grabs the target
(escape DC 21) if it does not have a creature grabbed.
M Extract Brain (healing) * At-Will
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P2: ORCUS CONVERSION
Attack: Melee 1 (one creature grabbed by the mind flayer); +17
vs. Fortitude
Hit: 6d6 + 14 damage, and the target is dazed until it is no
longer grabbed. If the attack reduces the target to 0 hit points or
fewer, the target dies and the mind flayer regains 15 hit points.
C Mind-Clouding Blast (illusion, psychic) * Encounter
Attack: Close blast 5 (enemies in the blast); +17 vs. Will
Hit: 2d8 + 8 psychic damage, and the target is dazed (save ends).
Miss: Half damage.
MOVE ACTIONS
Mental Cloak (illusion, teleportaion) * Recharges when an
attack hits the mind flayer
Effect: The mind flayer teleports up to its speed, and it becomes
invisible until the end of its next turn.
Skills Bluff +17, Diplomacy +17, Dungeoneering +15, Stealth
+18
Str 17 (+10)
Dex 23 (+13)
Wis 16 (+10)
Con 12 (+8)
Int 21 (+12)
Cha 20 (+12)
Alignment evil
Languages Deep Speech, telepathy 20
L3: WIZARD’S LABRATORY
Jhaelant, Necromancer (J)
Level 14 Elite Controller
Medium fey humanoid, drow
XP 2,000
HP 266; Bloodied 133
AC 28; Fortitude 22; Reflex 26; Will 25
Speed 7
Saving Throws +2; Action Points 1
TRAITS
Orb of Sanguinary Repercussions
Initiative +10
Perception +11
Darkvision
Deal 2d6 + 5 extra damage to each bloodied creature within 5
squares of Jhaelant. In addition, whenever Jhaelant scores a
critical hit with one of his implement powers, he deals an extra
3d6 damage, or 3d10 damage against bloodied creatures.
STANDARD ACTIONS
m Dagger (weapon) * At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 2d4 + 7 damage.
A Cloud of Daggers (arcane, force, implement) * At-Will
Attack: Area burst 1 within 10 (creatures in burst);
+17 vs. Reflex
Hit: 3d6 + 12 force damage. The power’s area is filled with
sharp daggers of force. Any creature that enters the area or
starts its turn there takes 4 force damage. The cloud remains in
place until the end of Jhaelant’s next turn. He can dispel it as a
minor action.
C Grave Blast (arcane, implement, radiant) * At-Will
Attack: Close blast 3 (creatures in blast); +17 vs. Fortitude
Hit: 3d8 + 9 necrotic damage, target is slowed (save ends) and
Jhaelant heals 5 hp for each target damaged by this attack.
A Prismatic Burst (arcane, implement, radiant) *
Recharge 5 6
Otherwise, the effect lasts for 1 hour.
Skills Arcana +17, Intimidate +11, Stealth +12
Str 11 (+7)
Dex 16 (+10)
Wis 18 (+11)
Con 13 (+8)
Int 20 (+12)
Cha 14 (+9)
Alignment evil
Languages Common, Elven, Undercommon
Equipment pouch with 10 pp and 100 gp, orb of sanguinary
repercussions +3, ritual book containing arcane lock
Web Golem Thresher (W)
Level 14 Elite Soldier
Large natural animate (construct)
XP 2,000
HP 284; Bloodied 142
AC 30; Fortitude 25; Reflex 26; Will 21
Speed 6, climb 6 (spider climb)
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Initiative +16
Perception +9
Darkvision
m Slam * At-Will
Attack: Area burst 2 within 20 (creatures in burst); +17 vs. Will
Hit: 3d8 + 14 radiant damage, and the target is blinded until the
end of Jhaelant’s next turn.
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 3d8 + 9 damage, and the target is marked until the end of
the web golem thresher’s next turn.
R Lightning Bolt (arcane, implement, lightning) * Encounter
M Double Slam * At-Will
Attack: Ranged 10 (one creature); +19 vs. Reflex
Hit: 3d6 + 12 lightning damage, and make a secondary attack
against two creatures within 10 squares of the primary target.
Secondary Attack: +17 vs. Reflex
Hit: 2d6 + 9 lightning damage.
MINOR ACTIONS
Effect: The web golem thresher makes two slam attacks.
R Darkfire * Encounter
Attack: Ranged 10 (one creature); +17 vs. Reflex
Hit: Until the end of Jhaelant’s next turn, the target grants
combat advantage to all attackers, and the target cannot benefit
from invisibility or concealment.
Mirror Image (arcane, illusion) * Encounter
Effect: Three duplicate images of Jhaelant appear in his space,
and he gains a +6 power bonus to AC. Each time an attack
misses him, one of his duplicate images disappears and the
bonus granted by this power decreases by 2. When the bonus
reaches 0, all his images are gone and the power ends.
2012-11-24
C Spit Web * Recharge 5 6
Attack: Close blast 3 (creatures in blast); +17 vs. Reflex
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is immobilized (save ends).
TRIGGERED ACTIONS
M Catch and Release * At-Will
Trigger: When a marked target shifts.
Attack (Immediate Reaction): Melee 2 (one creature); +19 vs. AC
Hit: 2d8 + 7 damage, and the web golem thresher slides the
target 5 squares and knocks it prone.
Str 20 (+12)
Con 22 (+13)
Dex 25 (+14)
Int 5 (+4)
Alignment unaligned
Wis 14 (+9)
Cha 9 (+6)
Languages —
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P2: ORCUS CONVERSION
Blackspawn Gloomweb (B)
an extra 1d12 damage and the target is grabbed (until escape).
Level 16 Lurker
Large natural beast (reptile)
M Fling * Recharge 6
XP 1 400
HP 120; Bloodied 60
AC 30; Fortitude 26; Reflex 27; Will 20
Speed 8, climb 8 (spider climb)
Resist 15 acid
TRAITS
Gloom
Initiative +19
Perception +8
Attack: Melee 2 (one creature); +16 vs. Fortitude
Hit: 3d12 + 7 damage, and the target slides 3 squares and is
knocked prone.
MINOR ACTIONS
M Bite (necrotic) * At-Will (1/round)
Attack: Melee 1 (one grabbed creature); +18 vs. AC
Hit: 2d8 + 7 necrotic damage, and the target is slowed (save
ends).
If the blackspawn gloomweb does not move on its turn, the
shadows that constantly swirl around its form settle into a
cloudlike mass that grants concealment until the beginning of
its next turn.
STANDARD ACTIONS
Skills Athletics +18
Str 24 (+13)
Dex 19 (+10)
Con 25 (+13)
Int 3 (+2)
m Bite (acid) * At-Will
Alignment unaligned
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d10 + 8 damage, and ongoing 5 acid damage (save ends).
Effect: The blackspawn gloomweb can move up to half its speed
and make one bite attack at any point during that movement.
The creature doesn’t provoke opportunity attacks when moving
away from the target of its attack.
R Acidic Web (acid) * At-Will
Attack: Ranged 10 (one creature); +19 vs. Reflex
Hit: The target takes ongoing 15 acid damage and is restrained
(save ends both).
Skills Stealth +20
Str 22 (+14)
Con 18 (+12)
Dex 24 (+15)
Int 2 (+4)
Alignment unaligned
Wis 10 (+8)
Cha 8 (+7)
Languages —
Level 13 Skirmisher
Large elemental humanoid (demon)
Requirment: The blackspawn gloomweb must charge
Attack: Melee 1 (one creature); +19 vs. Fortitude
Hit: 3d8 + 11 damage, the target is knocked prone, and the
blackspawn gloomweb makes a bite attack against the same
target.
M Mobile Melee Attack * At-Will
Languages —
Vrock (V)
M Goring Charge * At-Will
Wis 16 (+9)
Cha 12 (+7)
HP 132; Bloodied 66
AC 27; Fortitude 25; Reflex 23; Will 23
Speed 6, fly 8
STANDARD ACTIONS
L4: RUINED MERCHANT HOUSE
Rotting Hook Horror (R)
Level 13 Soldier
Large natural beast
XP 800
HP 137; Bloodied 68
AC 28; Fortitude 27; Reflex 24; Will 24
Speed 4, climb 4
STANDARD ACTIONS
Initiative +12
Perception +9
Blindsight 10
m Hook * At-Will
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 1d12 + 10 damage, and the target is pulled 1 square.
M Rending Hooks * At-Will
Effect: The hook horror makes two hook attacks, each at a -2
penalty. If both hooks hit the same target, the hook horror deals
2012-11-24
XP 800
Initiative +12
Perception +13
Darkvision
m Claw * At-Will
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 3d8 + 8 damage.
M Flyby Attack * At-Will
Effect: The vrock flies up to its speed and uses claw once during
that movement. It does not provoke opportunity attacks when
moving away from the target of the attack.
TRIGGERED ACTIONS
C Spores of Madness (poison) * Encounter
Trigger: The vrock is first bloodied.
Attack (Free Action): Close burst 2 (enemies in the burst); +16 vs.
Will
Hit: 3d10 + 6 poison damage, and the target is dazed (save
ends).
Miss: Half damage.
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P2: ORCUS CONVERSION
Variable Resistance * 2/Encounter
Rotten Harvest (conjuration)
Trigger: The vrock takes acid, cold, fire, lightning, or thunder
damage.
Effect (Free Action): The vrock gains resist 10 to the triggering
damage type until the end of the encounter or until it uses
variable resistance again.
Whenever a creature weakened by a ghoul eyebiter is reduced
to 0 hit points, the ghoul eyebiter conjures four drow horde
ghouls. These minions appear in a space adjacent to the ghoul
eyebiter. The ghoul eyebiter can have up to four drow horde
ghouls at a time. The minions disappear if the eyebiter dies.
STANDARD ACTIONS
Skills Bluff +15, Insight +13
Str 23 (+12)
Dex 19 (+10)
Con 20 (+11)
Int 12 (+7)
Alignment chaotic evil
m Serrated Claws * At-Will
Wis 15 (+8)
Cha 19 (+10)
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d8 + 11 damage, and ongoing 5 damage and slowed (save
ends both).
Languages Abyssal
4 Drow Horde Ghouls (G)
Level 13 Minion
Medium natural humanoid (undead)
XP 200
HP 1; a missed attack never damages a minion Initiative +11
AC 25; Fortitude 22; Reflex 24; Will 20
Perception +7
Speed 8, climb 4
Darkvision
Immune disease, poison; Resist 10 necrotic
STANDARD ACTIONS
m Claws * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 9 damage, and the target is immobilized (save ends).
Skills Stealth +16
Str 17 (+9)
Con 18 (+10)
Dex 22 (+12)
Int 13 (+7)
Alignment chaotic evil
Languages Common
Ghoul Eyebiter (E)
Level 16 Controller (Leader)
HP 151; Bloodied 76
AC 30; Fortitude 28; Reflex 27; Will 29
Speed 6, climb 6
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
TRAITS
Attack: Close blast 3 (creatures in blast); +19 vs. Fortitude
Hit: 4d10 + 8 necrotic damage, and the target is weakened (save
ends). For every creature the ghoul eyebiter hits with the attack,
it gains 5 temporary hit points.
C Deathly Snarl * Encounter
Effect: Close burst 2 (creatures in burst); undead allies remove a
condition as if they had succeeded on a saving throw and can
shift 2 squares. Those without a condition gain 10 temporary hit
points and can shift 2 squares.
TRIGGERED ACTIONS
C Dead Blood (necrotic)
Wis 14 (+8)
Cha 15 (+8)
Medium elemental humanoid (undead)
C Eye of Doresain (necrotic) * Recharge 6
XP 1,400
Initiative +7
Perception +9
Darkvision
Trigger: When first bloodied and when reduced to 0 hit points.
Effect (Free): Close burst 1 (creatures in burst); all enemies in the
burst take 10 necrotic damage, and if the ghoul eyebiter is still
alive, they are dazed until the end of the ghoul eyebiter’s next
turn.
Skills Insight +14, Stealth +12
Str 21 (+13)
Dex 15 (+10)
Con 15 (+10)
Int 12 (+9)
Alignment chaotic evil
Wis 16 (+11)
Cha 24 (+15)
Languages Abyssal, Common
Sepulchral Stench * Aura 3
Enemies in the aura take a -2 penalty to all defenses.
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P2: ORCUS CONVERSION
L5: FUNGUS FARM
2 Cave Widows (W)
20) or teleports.
Level 14 Skirmisher
Medium natural beast (spider)
XP 1,000
HP 144; Bloodied 72
AC 28; Fortitude 26; Reflex 23; Will 21
Speed 6, climb 4 (spider climb)
Resist 10 poison
STANDARD ACTIONS
Initiative +13
Perception +16
Tremorsense 10
m Bite (poison) * At-Will
Dex 17 (+9)
Int 3 (+2)
Dex 19 (+11)
Int 1 (+2)
Wis 14 (+9)
Cha 7 (+5)
Languages —
3 Chwidenchas (C)
Medium fey magical beast (spider, shunned)
Level 13 Brute
XP 800
HP 160; Bloodied 80
Initiative +9
AC 25; Fortitude 25; Reflex 22; Will 22
Perception +9
Speed 6, climb 6 (spider climb)
Darkvision, Tremorsense 10
STANDARD ACTIONS
m Claws * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d8 + 13 damage and slide 2 squares.
M Impaling Claws * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d6 + 11 damage and target is grabbed until it escapes (DC
Skills Stealth +13
Str 18 (+10)
Con 17 (+9)
Dex 14 (+8)
Int 6 (+4)
Alignment chaotic evil
Wis 15 (+8)
Cha 22 (+12)
Languages Common, Elven
Wis 16 (+9)
Cha 6 (+4)
Languages Common, Elven
Level 12 Controller
Medium fey magical beast (shunned, spider)
Trigger: When damaged.
Effect (Immediate Reaction): A cave widow shifts 3 squares.
Alignment unaligned
Skills Stealth +14
Str 22 (+12)
Con 20 (+11)
Fithrichen (F)
Driven by Pain * At-Will
Skills Stealth +16
Str 20 (+12)
Con 24 (+14)
Attack: The chwidencha makes a charge attack. It can charge
over difficult terrain with no penalty to movement; Melee 1 (one
creature); +16 vs. Fortitude
Hit: 4d10 + 10 damage.
Alignment chaotic evil
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d6 + 12 damage, and the cave widow can make a
secondary attack against the target.
Secondary Attack: +17 vs. Fortitude
Hit: Target is weakened (save ends).
TRIGGERED ACTIONS
and other shunned. Any creature entirely within the area
(except those immune) is blinded.
M Scuttling Charge * Encounter
XP 700
HP 121; Bloodied 61
Initiative +8
AC 26; Fortitude 22; Reflex 20; Will 24
Perception +8
Speed 6, climb 4 (spider climb)
Darkvision, Tremorsense 10
STANDARD ACTIONS
m Bite (poison) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d8 + 7 damage, and ongoing 5 poison damage (save ends).
First Failed Saving Throw: The target is slowed (save ends).
Second Failed Saving Throw: The target becomes unconscious
(save ends).
C Disgorge Spiders (poison, zone) * Encounter
Attack: Close blast 3 (enemies in blast); +15 vs. Reflex
Hit: 2d6 + 8 poison damage, and ongoing 5 poison damage (save
ends).
Effect: The blast creates a zone that is difficult terrain until the
end of the encounter. The fithrichen can move the zone up to 3
squares as a minor action once per round. After the zone is
created, any enemy that enters or starts its turn inside the zone
is subject to attack.
MINOR ACTIONS
M Cloud of Darkness (zone) * Encounter
Effect: Close burst 1; this power creates a zone of darkness that
remains in place until the end of the fithrichen’s next turn. The
zone blocks line of sight for all creatures except the fithrichen
2012-11-24
80
P2: ORCUS CONVERSION
L6: OCCUPIED EMBASSY
R Soul Reaping (healing, necrotic) * Recharge 5 6
3 Drow Battle Wight Commanders (C) Level 13 Soldier
Medium natural humanoid (undead)
XP 800
HP 132; Bloodied 66
Initiative +10
AC 29; Fortitude 26; Reflex 23; Will 25
Perception +13
Speed 5
Darkvision
Immune disease, poison; Resist 10 necrotic;
Vulnerable 10 radiant
STANDARD ACTIONS
m Soul-Draining Longsword (necrotic, weapon) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 1d8 + 8 necrotic damage, the target loses a healing surge,
and it is immobilized and weakened until the end of its next
turn.
R Soul Reaping (healing, necrotic) * Recharge 5 6
Attack: Ranged 5 (one immobilized creature); +15 vs. Fortitude
Hit: 2d8 + 18 necrotic damage, and the wight and all its undead
allies within 2 squares of it regain 10 hit points.
Skills Intimidate +16
Str 20 (+11)
Dex 15 (+8)
Con 20 (+11)
Int 15 (+8)
Wis 14 (+8)
Cha 20 (+11)
Alignment evil
Languages Common, Elven
Equipment plate armor, heavy shield, longsword
4 Drow Battle Wights (W)
Medium natural humanoid (undead)
HP 122; Bloodied 61
AC 28; Fortitude 25; Reflex 21; Will 25
Speed 5
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
STANDARD ACTIONS
Level 12 Soldier
XP 700
Initiative +8
Perception +5
Darkvision
Attack: Ranged 5 (one immobilized creature); +15 vs. Fortitude
Hit: 4d8 + 7 necrotic damage, and the wight regains 10 hit
points.
Skills Intimidate +16
Str 21 (+11)
Dex 14 (+8)
Con 18 (+10)
Int 12 (+7)
Wis 9 (+5)
Cha 21 (+11)
Alignment evil
Languages Common, Elven
Equipment plate armor, heavy shield, longsword
Cave Widow (W)
Level 14 Skirmisher
Medium natural beast (spider)
XP 1,000
HP 144; Bloodied 72
AC 28; Fortitude 26; Reflex 23; Will 21
Speed 6, climb 4 (spider climb)
Resist 10 poison
STANDARD ACTIONS
Initiative +13
Perception +16
Tremorsense 10
m Bite (poison) * At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d6 + 12 damage, and the cave widow can make a
secondary attack against the target.
Secondary Attack: +17 vs. Fortitude
Hit: Target is weakened (save ends).
TRIGGERED ACTIONS
Driven by Pain * At-Will
Trigger: When damaged.
Effect (Immediate Reaction): A cave widow shifts 3 squares.
Skills Stealth +16
Str 20 (+12)
Con 24 (+14)
Dex 19 (+11)
Int 1 (+2)
Alignment unaligned
Wis 14 (+9)
Cha 7 (+5)
Languages —
m Soul-Draining Longsword (necrotic, weapon) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 1d8 + 6 necrotic damage, the target loses a healing surge,
and is immobilized until the end of its next turn.
L7: RANSACKED HOUSES
Umber Hulk (U)
Level 12 Elite Soldier
Large natural magical beast
XP 1,400
HP 248; Bloodied 124
Initiative +11
AC 30; Fortitude 33; Reflex 28; Will 27
Perception +13
Speed 5, burrow 2 (tunneling)
Darkvision, Tremorsense 5
Saving Throws +2; Action Points 1
STANDARD ACTIONS
m Claw * At-Will
Requirement: The umber hulk must not have a creature grabbed.
Attack: Melee 2 (one creature); +17 vs. AC
Hit: 3d6 + 10 damage.
M Double Attack * At-Will
Effect: The umber hulk uses claw twice. If both attacks hit the
same target, the umber hulk grabs the target (escape DC 20).
M Rending Claws * At-Will
Effect: Melee 2 (one creature grabbed by the umber hulk). The
target takes 40 damage.
MINOR ACTIONS
C Confusing Gaze * At-Will (1/round)
Attack: Close blast 5 (creatures in the blast); +15 vs. Will
Hit: The umber hulk slides the target up to 5 squares, and the
target is dazed until the end of the umber hulk's next turn.
Str 26 (+14)
Con 20 (+11)
Dex 16 (+9)
Int 5 (+3)
Alignment unaligned
Wis 14 (+8)
Cha 11 (+6)
Languages —
2 Dragonborn Raiders (D)
Level 13 Skirmisher
Medium natural humanoid (dragonborn)
HP 129; Bloodied 65
AC 27; Fortitude 23; Reflex 24; Will 21
Speed 7
TRAITS
XP 800
Initiative +13
Perception +13
Combat Advantage
The dragonborn raider deals an extra 1d6 damage on melee
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P2: ORCUS CONVERSION
and ranged attacks against any target it has combat advantage
against.
STANDARD ACTIONS
starts its turn and has at least 1 hit point. When the deepspawn
nightmare takes radiant damage, its regeneration does not
function on its next turn.
m Katar (weapon) * At-Will
Nightmarish Torment (psychic)
Attack: Melee 1 (one creature); +18 vs. AC; +19 while bloodied
Hit: 2d8 + 7 damage (crit 3d8 + 12).
M Twin Katar Strike (weapon) * At-Will
Effect: If the dragonborn raider doesn’t take a move action on its
turn, it shifts 1 square and makes two katar attacks, or vice versa.
MOVE ACTIONS
If the deepspawn nightmare’s melee attack hits an enemy it is
copying with nightmare form or a sleeping target, that target
takes ongoing 10 psychic damage (save ends) in addition to the
attack’s other effects.
STANDARD ACTIONS
m Death Spear (necrotic, weapon) * At-Will
Infiltrating Stride * Recharge after the dragonborn raider
attacks two different enemies with twin katar strike
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 3d6 + 9 necrotic damage, and the target is weakened (save
ends).
Effect: The dragonborn raider shifts 3 squares.
MINOR ACTIONS
M Tail (sleep) * At-Will
Attack: Melee 2 (one creature); +22 vs. AC
Hit: 3d8 + 12 damage, and the target is dazed (save ends).
First Failed Saving Throw: The target is dazed and slowed (save
ends both).
Second Failed Saving Throw: The target falls unconscious (save
ends).
C Dragon Breath (acid) * Encounter
Attack: Close blast 3 (creatures in blast); +16 vs. Reflex
Hit: 2d6 + 9 acid damage.
OTHER POWERS
Dragonborn Fury * only while bloodied
Effect: A dragonborn gains a +1 racial bonus to attack rolls while
bloodied.
Skills History +8, Intimidate +9, Stealth +16
Str 18 (+10)
Dex 21 (+11)
Wis 14 (+8)
Con 17 (+9)
Int 10 (+6)
Cha 12 (+7)
Alignment any
Languages Common, Draconic
Equipment leather armor, katar x2
Deepspawn Nightmare (N)
Medium natural humanoid (reptile)
HP 128; Bloodied 64
AC 31; Fortitude 29; Reflex 29; Will 29
Speed 6, climb 6 (spider climb)
Resist 10 psychic
TRAITS
Regeneration
Target: One bloodied creature
Attack: +15 vs. Reflex
Hit: 2d6 + 3 necrotic damage, and the target vanishes until the
start of the Abyssal breach’s next turn. Then the creature
reappears and takes ongoing 5 necrotic damage (save ends).
Miss: Half damage, and the target does not disappear.
Level 17 Lurker
XP 1,600
Initiative +17
Perception +8
Darkvision
The deepspawn nightmare regains 10 hit points whenever it
Nightmare Form (polymorph) * At-Will
Effect: The deepspawn nightmare can alter its physical form to
appear as an enemy of its choice. While the nightmare is
adjacent to that enemy, roll 1d20 whenever a melee or ranged
attack targets the nightmare. On a roll of 10 or higher, the
attack instead targets the copied enemy. The copied enemy’s
attacks are not subject to this effect.
Skills Acrobatics +18, Bluff +18, Stealth +18, Thievery +18
Str 19 (+12)
Dex 20 (+13)
Wis 11 (+8)
Con 20 (+13)
Int 13 (+9)
Cha 20 (+13)
Alignment evil
Languages Common, Deep Speech,
Equipment +4 death spear
Draconic
Abyssal Breach
Level 12 Lurker
Attack
Standard Action
Ranged 20
Special: The breach fires a tendril of energy that passes through
walls and other cover to target a bloodied creature.
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P2: ORCUS CONVERSION
L8: BARRACKS
Commander Zaknoril
Level 14 Elite Soldier
Medium natural humanoid, drow
HP 266; Bloodied 133
AC 31; Fortitude 27; Reflex 26; Will 25
Speed 6
Saving Throws +2; Action Points 1
TRAITS
XP 2,000
Initiative +11
Perception +7
Darkvision
Combat Leader * Aura 10
All allies within the area who can see and hear Zaknoril gain a
+2 power bonus to initiative.
STANDARD ACTIONS
m Longsword (weapon) * At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d8 + 9 damage.
M Commander's Strike (martial, weapon) * At-Will
Effect: Zaknoril chooses one ally who can see and hear him to
make a melee basic attack against a target. On a hit, the ally
deals an extra 4 damage.
M Surprise Attack (martial, weapon) * Encounter
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d8 + 10 damage.
Effect: An ally within 5 squares of Zaknoril makes a basic attack
with combat advantage and a +4 bonus to the attack roll as a
free action against a target of its choice.
M Beat Them into the Ground (martial, weapon) *
Encounter
Attack: Melee 1 (one creature); +17 vs. Fortitude
Hit: 4d8 + 10 damage, and the target is knocked prone. Every
ally within 5 squares of Zaknoril makes a basic attack with a +4
bonus to one target of its choice as a free action. These attacks
deal no damage but knock a target prone on a hit.
MINOR ACTIONS
target have combat advantage, and the target cannot benefit
from invisibility or concealment.
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 4d8 + 9 damage, and the target is stunned (save ends).
M Inspiring Word (martial, healing) * Recharge 6
C Whirlwind Attack (weapon) * Recharge 4 5 6
Effect: Zaknoril or one ally in a close burst 10 heals 20 hit points.
Effect: Close burst 1; the drow blademaster makes a longsword
attack against each adjacent enemy. He can make a secondary
attack using his short sword against any enemy he hits.
MINOR ACTIONS
Tactical Shift (martial) * At-Will
Effect: Zaknoril chooses one ally who can see and hear him. That
ally can shift up to 5 squares.
House Insignia * Encounter
Effect: Zaknoril gains concealment until the end of the
encounter.
Skills Diplomacy +15, History +16, Intimidate +12,
Stealth +11
Str 20 (+12)
Dex 14 (+9)
Wis 11 (+7)
Con 13 (+8)
Int 18 (+11)
Cha 16 (+10)
Alignment evil
Languages Common, Elven
Equipment +4 house insignia, chainmail, longsword, light
shield
Drow Blademaster (B)
Level 13 Elite Skirmisher
Medium fey humanoid
XP 1 600
HP 248; Bloodied 124
AC 30; Fortitude 25; Reflex 28; Will 24
Speed 6
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Initiative +13
Perception +12
Darkvision
m Longsword (weapon) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d8 + 8 damage.
m Short Sword (weapon) * At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d6 + 8 damage.
M Blade Mastery (weapon) * At-Will
R Darkfire * Encounter
Effect: The drow blademaster makes one longsword attack and
one short sword attack.
Attack: Ranged 10 (one creature); +17 vs. Reflex
Hit: Until the end of Zaknoril’s next turn, all attacks against the
Requirements: Requires longsword.
M Excruciating Stab (weapon) * Recharge 5 6
2012-11-24
C Cloud of Darkness (zone) * Encounter
Effect: Close burst 1. The burst creates a zone that lasts until the
end of the drow's next turn. The cloud blocks line of sight for all
creatures except the drow. While entirely within the cloud, any
creature other than the drow is blinded.
TRIGGERED ACTIONS
M Whirling Riposte (weapon) * At-Will
Trigger: When the blademaster's movement draws an
opportunity attack.
Effect (Free): The drow blademaster makes a longsword attack
against the triggering attacker.
Skills Acrobatics +16, Dungeoneering +12, Intimidate +14,
Stealth +18
Str 15 (+8)
Dex 21 (+11)
Wis 13 (+7)
Con 12 (+7)
Int 12 (+7)
Cha 12 (+7)
Alignment evil
Languages Common, Elven
Equipment scale armor, longsword, short sword
4 Drow Spiderguard (D)
Level 12 Skirmisher
Medium fey humanoid
HP 118; Bloodied 59
AC 26; Fortitude 24; Reflex 22; Will 19
Speed 6
TRAITS
Combat Advantage
XP 700
Initiative +11
Perception +10
Darkvision
A spiderguard deals an extra 2d6 damage on melee and ranged
attacks against any target it has combat advantage against.
STANDARD ACTIONS
m Longsword (weapon) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
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P2: ORCUS CONVERSION
Hit: 3d8 + 7 damage, and the target is marked until the end of
the spiderguard's next turn.
L9: RUINED NOBLE HOUSE
damage type until the end of the encounter or until it uses
variable resistance again.
M Spider Bite Strike (poison, weapon) * Encounter
Immolith (I)
Requirements: Requires longsword.
Attack: Melee 1 (one creature); +15 vs. Reflex
Hit: 3d8 + 7 damage, and the target takes ongoing 5 poison
damage (save ends) and is dazed until the end of the
spiderguard’s next turn.
MINOR ACTIONS
HP 153; Bloodied 77
Initiative +10
AC 27; Fortitude 28; Reflex 24; Will 25
Perception +9
Speed 6
Immune disease, fire, poison; Vulnerable 10 radiant
TRAITS
R Darkfire * Encounter
Attack: Ranged 10 (one creature); +15 vs. Reflex
Hit: Until the end of the drow spiderguard’s next turn, the target
grants combat advantage to all attackers, and the target cannot
benefit from invisibility or concealment.
Lolth's Guidance * Recharge 6
Effect: The spiderguard gains combat advantage against an
adjacent creature until the end of its next turn.
TRIGGERED ACTIONS
M Combat Opportunist (weapon) * At-Will
Trigger: When adjacent creature shifts.
Effect (Immediate Reaction): Make a longsword attack against the
triggering creature, and that creature immediately ends its
movement.
Skills Dungeoneering +10, Intimidate +13
Str 23 (+12)
Dex 18 (+10)
Wis 11 (+6)
Con 14 (+8)
Int 11 (+6)
Cha 13 (+7)
Alignment evil
Languages Common, Elven
Equipment chainmail, light shield, longsword
Level 15 Controller
Large elemental magical beast (demon, fire, undead)
XP 1,200
Flaming Aura (fire) * Aura 1
Any creature that enters or starts its turn in the aura takes 10
fire damage.
STANDARD ACTIONS
m Claw (fire) * At-Will
Attack: Melee 4 (one creature); +20 vs. AC
Hit: 2d8 + 10 fire damage, and ongoing 5 fire damage (save
ends).
M Fiery Grab (fire) * At-Will
Effect: The immolith makes a claw attack (see above) against a
Large or smaller target. On a hit, the target slides into a square
adjacent to the immolith and is grabbed (until escape). While
grabbed, the target loses any resistance it has to fire. An
immolith can hold up to five grabbed creatures using this
power.
MINOR ACTIONS
R Deathfire Curse (fire) * At-Will
Attack: Ranged 10 (one creature); +18 vs. Will
Hit: The target is slowed (save ends).
Aftereffect: The target takes ongoing 5 fire damage (save ends).
Vigor of the Grave (healing) * At-Will (1/round)
Effect: Close burst 5; undead in the burst (including the
immolith) regain 10 hit points.
TRIGGERED ACTIONS
Variable Resistance * 2/Encounter
Str 22 (+13)
Con 25 (+14)
Dex 16 (+10)
Int 9 (+6)
Alignment chaotic evil
Wis 15 (+9)
Cha 18 (+11)
Languages Abyssal
Husk Spider (H)
Level 14 Elite Brute
Large natural animate (undead)
XP 2,000
HP 344; Bloodied 172
AC 26; Fortitude 29; Reflex 26; Will 21
Speed 6, climb 6 (spider climb)
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Initiative +13
Perception +13
Tremorsense 10
m Horrific Bite * At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d10 + 12 damage, and the target gains vulnerable 5
necrotic (save ends).
M Flurry of Bites * At-Will
Effect: The husk spider makes two horrific bite attacks, each
against a different target.
C Rotting Webs * Recharge 6
Attack: Close blast 5 (creatures in blast); +17 vs. Reflex
Hit: Target is slowed, and takes ongoing 10 necrotic damage
(save ends both).
MINOR ACTIONS
C Web of Souls (fear) * Encounter
Attack: Close burst 3 (enemies in burst); +17 vs. Will
Hit: Push 3 and immobilize target until the end of the husk
spider's next turn.
Skills Stealth +18
Str 28 (+16)
Con 22 (+13)
Dex 21 (+12)
Int 1 (+2)
Alignment chaotic evil
Wis 12 (+8)
Cha 1 (+2)
Languages —
Trigger: The immolith takes acid, cold, fire, lightning, or thunder
damage.
Effect (Free Action): The immolith gains resist 10 to the triggering
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4 Mezzodemon Warriors (M)
Level 13 Soldier
Medium elemental humanoid (demon)
XP 800
HP 129; Bloodied 64
AC 29; Fortitude 27; Reflex 24; Will 25
Speed 6
Resist 20 poison
STANDARD ACTIONS
Initiative +11
Perception +15
Darkvision
m Trident (weapon) * At-Will
M Skewering Tines (weapon) * At-Will
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 2d8 + 7 damage, ongoing 5 damage and the target is
restrained (save ends both). While the target is restrained, the
mezzodemon can't make trident attacks.
C Poison Breath (poison) * Recharge 5 6
Attack: Close blast 3 (enemies in blast); +16 vs. Fortitude
Hit: 2d6 + 9 poison damage, and ongoing 5 poison damage (save
ends).
TRIGGERED ACTIONS
Variable Resistance * 2/Encounter
Trigger: The mezzodemon takes acid, cold, fire, lightning, or
thunder damage.
Effect (Free Action): The mezzodemon gains resist 10 to the
triggering damage type until the end of the encounter or until it
uses variable resistance again.
Alignment chaotic evil
Equipment trident
Level 11 Minion Brute
Medium elemental humanoid (demon)
XP 150
HP 1; a missed attack never damages a minion
Initiative +8
AC 21; Fortitude 23, Reflex 19, Will 19
Perception +8
Speed 6
Darkvision
TRAITS
Carnage
The carnage demon gains a +1 bonus to melee attacks if it has
one or more allies adjacent to its target (+3 if one of these allies
is another carnage demon). This bonus stacks with combat
advantage.
STANDARD ACTIONS
Requirements: Requires trident.
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 2d8 + 7 damage.
Skills Intimidate +12
Str 24 (+13)
Dex 17 (+9)
Con 17 (+9)
Int 10 (+6)
11 Evistro Rampagers (E)
Wis 18 (+10)
Cha 13 (+7)
Languages Abyssal
m Claws * At-Will
Dex 16 (+8)
Int 7 (+3)
Alignment chaotic evil
C Dead Blood (necrotic) * Encounter
Trigger: The ghoul drops to 0 hit points.
Effect: Close burst 1 (enemies in burst); Each target takes 10
necrotic damage.
Skills Stealth +19
Str 24 (+15)
Con 20 (+13)
Dex 22 (+14)
Int 16 (+11)
Alignment chaotic evil
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 13 damage.
Str 24 (+12)
Con 23 (+11)
Hit: 3d8 + 10 damage, plus 1d8 + 3 damage if the target is
immobilized, restrained, stunned, or unconscious. In addition
the target is immobilized (save ends).
Effect: The ghoul shifts up to 3 squares.
TRIGGERED ACTIONS
Level 16 Skirmisher
XP 1,400
Initiative +16
Perception +10
Darkvision
Sepulchral Stench * Aura 3
Enemies take a -2 penalty to all defenses while in the aura.
Hindering Light
Whenever the ghoul takes radiant damage, it cannot shift until
the end of its next turn.
STANDARD ACTIONS
m Bite * At-Will
Attack: Melee 1 (one creature); +21 vs. AC
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XP 200
HP 1; a missed attack never damages a minion Initiative +11
AC 25; Fortitude 22; Reflex 24; Will 20
Perception +7
Speed 8, climb 4
Darkvision
Immune disease, poison; Resist 10 necrotic
STANDARD ACTIONS
L10: SLAVER COMPLEX
HP 156; Bloodied 78
AC 30; Fortitude 30; Reflex 28; Will 25
Speed 8, climb 4
Immune disease, poison; Resist 10 necrotic
TRAITS
Level 13 Minion
Medium natural humanoid (undead)
Languages Abyssal
Medium elemental humanoid (undead)
Languages Abyssal
10 Drow Horde Ghouls (G)
Wis 16 (+8)
Cha 9 (+4)
Abyssal Ghoul (G)
Wis 15 (+10)
Cha 10 (+8)
m Claws * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 9 damage, and the target is immobilized (save ends).
Skills Stealth +16
Str 17 (+9)
Con 18 (+10)
Dex 22 (+12)
Int 13 (+7)
Alignment chaotic evil
Wis 14 (+8)
Cha 15 (+8)
Languages Common
2 Chwidenchas (C)
Medium fey magical beast (spider, shunned)
Level 13 Brute
XP 800
HP 160; Bloodied 80
Initiative +9
AC 25; Fortitude 25; Reflex 22; Will 22
Perception +9
Speed 6, climb 6 (spider climb)
Darkvision, Tremorsense 10
STANDARD ACTIONS
m Claws * At-Will
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P2: ORCUS CONVERSION
Hit: 2d6 + 7 damage, and ongoing 10 poison damage (save
ends).
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d8 + 13 damage and slide 2 squares.
M Impaling Claws * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d6 + 11 damage and target is grabbed until it escapes (DC
20) or teleports.
Skills Dungeoneering +10, Intimidate +8, Stealth +15
Str 23 (+11)
Dex 20 (+10)
Wis 11 (+5)
Con 14 (+7)
Int 8 (+4)
Cha 6 (+3)
Alignment chaotic evil
Eladrin Boots (teleportation) * Encounter
Languages Common, Elven
Skills Stealth +14
Str 22 (+12)
Con 20 (+11)
L11: TRAITOR’S VILLA
Lareen, Vampire Lord
Level 16 Elite Controller
Medium fey humanoid (undead), drow
Dex 17 (+9)
Int 3 (+2)
Alignment chaotic evil
Wis 16 (+9)
Cha 6 (+4)
Languages Common, Elven
Mithrenda (M)
Level 11 Skirmisher
Medium fey magical beast (shunned, spider)
XP 600
HP 110; Bloodied 55
Initiative +10
AC 25; Fortitude 23; Reflex 22; Will 17
Perception +10
Speed 6
Darkvision, Tremorsense 10
Resist 10 poison
STANDARD ACTIONS
m Claws * At-Will
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 3d6 + 9 damage.
R Fling Web * At-Will
HP 302; Bloodied 151
AC 30; Fortitude 29; Reflex 28; Will 28
Speed 7, climb 4 (spider climb)
Immune disease, poison; Resist 10 necrotic
Saving Throws +2; Action Points 1
TRAITS
XP 2,800
Initiative +14
Perception +17
Darkvision
Burned by Sunlight (radiant)
Whenever Lareen starts its turn in direct sunlight, she takes 10
radiant damage.
Regeneration
Lareen regains 10 hit points whenever it starts its turn and has
at least 1 hit point. When Lareen takes radiant damage, her
regeneration does not function on her next turn.
STANDARD ACTIONS
m Touch of Grief * At-Will
Attack: Ranged 10 (one creature); +14 vs. Reflex
Hit: Target is immobilized (save ends).
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d8 + 5 damage, and the target is dazed until the end of
Lareen’s next turn.
R Drag * At-Will
A Blood Feast * Recharge 5 6
Attack: Ranged 10 (one immobilized creature); +14 vs. Fortitude
Hit: 2d8 + 5 damage and pull target 2 squares. If the mithrenda
hits with this attack, it can use hideous bite against the target as a
minor action.
Attack: Area burst 2 within 10 (creatures in burst);
+19 vs. Fortitude
Hit: 2d10 + 8 damage, and ongoing 5 damage (save ends). In
addition, all undead within burst can shift 1 square.
M Hideous Bite (poison) * At-Will
M Blood Drain (healing) * At-Will
Attack: Melee 1 (one immobilized creature); +16 vs. AC
Attack: Melee 1 (one dazed, dominated, stunned, or unconscious
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Effect: Lareen teleports 5 squares.
MINOR ACTIONS
R Dominating Gaze (charm) * Recharge when no creature is
dominated by this power
M Scuttling Charge * Encounter
Attack: The chwidencha makes a charge attack. It can charge
over difficult terrain with no penalty to movement; Melee 1 (one
creature); +16 vs. Fortitude
Hit: 4d10 + 10 damage.
creature); +21 vs. AC
Hit: 5d10 + 9 damage, and Lareen regains 40 hit points.
MOVE ACTIONS
Attack: Ranged 5 (one creature); +21 vs. Will
Hit: The target is dominated until the end of Lareen’s next turn.
M Cloud of Darkness * Encounter
Effect: Close burst 1. The burst creates a zone that lasts until the
end of Lareen's next turn. The cloud blocks line of sight for all
creatures except Lareen. While entirely within the cloud, any
creature other than Lareen is blinded.
TRIGGERED ACTIONS
Mist Form (polymorph) * Encounter
Trigger: Lareen takes damage while bloodied.
Effect (No Action): Lareen becomes insubstantial and gains fly 12.
Lareen cannot attack or use cloud of darkness. This effect lasts for
1 hour or until Lareen ends it as a minor action.
Skills Bluff +21, Intimidate +21, Stealth +19
Str 20 (+13)
Dex 22 (+14)
Wis 18 (+12)
Con 15 (+10)
Int 16 (+11)
Cha 27 (+16)
Alignment chaotic evil
Equipment eladrin boots
Languages Common, Elven
8 Drow Vampire Spawns (V)
Medium natural humanoid (undead)
Level 12 Minion
XP 175
HP 1; a missed attack never damages a minion
Initiative +8
AC 26; Fortitude 23; Reflex 24; Will 23
Perception +6
Speed 7, climb 4 (spider climb)
Darkvision
Immune disease, poison; Resist 10 necrotic
TRAITS
Destroyed by Sunlight
A vampire spawn that begins its turn in direct sunlight can take
only a single move action on its turn. If it ends the turn in direct
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P2: ORCUS CONVERSION
sunlight, it burns to ash and is destroyed.
STANDARD ACTIONS
m Claw (necrotic) * At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 10 necrotic damage (12 necrotic damage against a bloodied
target).
Str 14 (+7)
Con 14 (+7)
Dex 16 (+8)
Int 10 (+7)
Alignment evil
Wis 12 (+6)
Cha 14 (+7)
Languages Common, Elven
Sword Wraith (W)
Medium shadow humanoid (undead)
Str 14 (+8)
Con 13 (+7)
MOVE ACTIONS
Shadow Glide * Encounter
Level 17 Lurker
XP 1,600
HP 90; Bloodied 45
Initiative +19
AC 30; Fortitude 29; Reflex 30; Will 31
Perception +14
Speed 0, fly 8 (hover), speed 0 phasing
Darkvision
Immune disease, poison; Resist 20 necrotic, insubstantial;
Vulnerable 10 radiant
TRAITS
Combat Advantage (necrotic)
The sword wraith deals 2d6 extra necrotic damage against any
creature granting combat advantage to it.
Regeneration (healing)
The sword wraith regains 10 hit points whenever it starts its
turn and has at least 1 hit point. If the sword wraith takes
radiant damage, its regeneration doesn’t function until the end
of its next turn.
Spawn Wraith
Any humanoid killed by the sword wraith rises as a free-willed
sword wraith at the start of its creator’s next turn, appearing in
the space where it died, or in the nearest unoccupied space if
that space is occupied. Raising the slain creature (using a Raise
Dead ritual) does not destroy the spawned wraith.
STANDARD ACTIONS
m Shadow Sword (necrotic) * At-Will
Attack: Melee 1 (one creature); +20 vs. Reflex
Hit: 3d8 + 12 necrotic damage, and the target is weakened (save
ends).
Alignment unaligned
Effect: The wraith shifts 6 squares.
TRIGGERED ACTIONS
M Death Strike (necrotic)
Trigger: The wraith drops to 0 hit points.
Effect (No Action): The wraith shifts 4 squares and makes a melee
basic attack, dealing 2d8 extra necrotic damage on a hit.
Skills Stealth +20
Str 14 (+10)
Con 18 (+12)
Dex 24 (+15)
Int 11 (+8)
Alignment chaotic evil
Dex 15 (+8)
Int 10 (+6)
Wis 12 (+9)
Cha 24 (+15)
Languages Common
2 Wailing Ghosts (Banshees) (G)
Level 12 Controller
Medium shadow humanoid (undead)
XP 700
HP 81; Bloodied 40
AC 24; Fortitude 23; Reflex 23; Will 24
Speed 0, fly 6 (hover); phasing
Immune disease, poison
TRAITS
Insubstantial
Initiative +8
Perception +13
Darkvision
The ghost takes only half damage from any damage source
except those that deal force damage.
STANDARD ACTIONS
m Spirit Touch (necrotic) * At-Will
Attack: Melee 1 (one creature); +15 vs. Reflex
Hit: 2d10 + 5 necrotic damage.
R Death’s Visage (fear, psychic) * At-Will
Attack: Ranged 5 (one creature); +15 vs. Will
Hit: 3d6 + 9 psychic damage
Effect: The target takes a -2 penalty to all defenses (save ends).
C Terrifying Shriek (fear, psychic) * Recharge 5 6
Attack: Close burst 5 (enemies in burst); +15 vs. Will
Hit: 2d8 + 6 psychic damage, the banshee pushes the target up
to 5 squares, and the target is immobilized (save ends).
Wis 14 (+8)
Cha 17 (+9)
Languages Common
L12: TEMPLAR CHAPEL
Web Golem Thresher (W)
Level 14 Elite Soldier
Large natural animate (construct)
XP 2,000
HP 284; Bloodied 142
AC 30; Fortitude 25; Reflex 26; Will 21
Speed 6, climb 6 (spider climb)
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Initiative +16
Perception +9
Darkvision
m Slam * At-Will
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 3d8 + 9 damage, and the target is marked until the end of
the web golem thresher’s next turn.
M Double Slam * At-Will
Effect: The web golem thresher makes two slam attacks.
C Spit Web * Recharge 5 6
Attack: Close blast 3 (creatures in blast); +17 vs. Reflex
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is immobilized (save ends).
TRIGGERED ACTIONS
M Catch and Release * At-Will
Trigger: When a marked target shifts.
Attack (Immediate Reaction): Melee 2 (one creature); +19 vs. AC
Hit: 2d8 + 7 damage, and the web golem thresher slides the
target 5 squares and knocks it prone.
Str 20 (+12)
Con 22 (+13)
Dex 25 (+14)
Int 5 (+4)
Alignment unaligned
Wis 14 (+9)
Cha 9 (+6)
Languages —
Skills Stealth +13
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Maarth, Drow Assassin (M)
Level 16 Lurker
Medium fey humanoid
XP 1,400
HP 114; Bloodied 57
AC 30; Fortitude 24; Reflex 28; Will 23
Speed 7
TRAITS
Initiative +20
Perception +14
Darkvision
Shadow Essence (poison)
A creature hit by a weapon coated in shadow essence takes
ongoing 5 necrotic damage (save ends). First Failed Saving Throw:
The target is also weakened (save ends). Second Failed Saving
Throw: The target is blinded until the end of the encounter.
STANDARD ACTIONS
m Dagger (poison, weapon) * At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 4d4 + 9 damage, and shadow essence.
Swarm
The drow templar gains a +2 bonus to attack rolls against a
bloodied target.
STANDARD ACTIONS
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 Spear (weapon) * At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 2d8 + 10 damage, and the target is marked until the end of
the drow templar’s next turn.
C Wrath of Lolth * Recharge when first bloodied
Attack: Close burst 1 (creatures in burst); +19 vs. Fortitude
Hit: 3d10 + 9 poison damage, and ongoing 5 poison damage
(save ends), and the target is pushed 1 square.
TRIGGERED ACTIONS
M Fierce Rebuke (weapon) * At-Will
Requirements: Requires spear.
Trigger: When an adjacent marked target shifts.
Attack (Immediate Interrupt): Melee 1 (one creature); +21 vs. AC
Hit: 3d8 + 11 damage, and the target is knocked prone.
r Dagger (poison, weapon) * At-Will
Attack: Ranged 5/10 (one creature); +21 vs. AC
Hit: 4d4 + 9 damage, and shadow essence.
MINOR ACTIONS
C Cloud of Darkness * Encounter
Effect: Close burst 1. The burst creates a zone that lasts until the
end of Maarth's next turn. The cloud blocks line of sight for all
creatures except Maarth. While entirely within the cloud, any
creature other than Maarth is blinded.
Skills Intimidate +16, Stealth +21
Str 19 (+12)
Dex 26 (+16)
Con 12 (+9)
Int 14 (+10)
Whispers of the Spider Queen
Wis 13 (+9)
Cha 16 (+11)
Alignment chaotic evil
Languages Common, Elven
Equipment dagger x8, leather armor
2 Drow Templars (T)
Medium fey humanoid
HP 150; Bloodied 75
AC 32; Fortitude 28; Reflex 22; Will 25
Speed 6
Immune fear
TRAITS
Level 16 Soldier
XP 1,400
Initiative +11
Perception +15
Darkvision
Skills Intimidate +17
Str 24 (+15)
Dex 12 (+9)
Con 14 (+10)
Int 8 (+7)
m Swarm of Fangs (poison) * At-Will
Attack: Melee 1 (one creature); +20 vs. Reflex
Hit: 3d8 + 12 damage, and ongoing 10 poison damage (save
ends).
C Venom Burst (poison) * Recharge 5 6
Attack: Close burst 3 (creatures in burst); +20 vs. Fortitude
Hit: Enemies in burst take 3d10 + 15 poison damage, and are
weakened (save ends).
Skills Stealth +21
Str 20 (+13)
Con 18 (+12)
Dex 26 (+16)
Int 2 (+4)
Alignment chaotic evil
Wis 18 (+12)
Cha 9 (+7)
Languages —
Wis 15 (+10)
Cha 19 (+12)
Alignment chaotic evil
Languages Common, Elven
Equipment plate armor, spear
Lolth's Brutal Swarm
Level 17 Soldier
Large natural beast (spider, swarm)
XP 1,600
HP 162; Bloodied 81
Initiative +18
AC 33; Fortitude 29; Reflex 32; Will 28
Perception +12
Speed 8, climb 6 (spider climb)
Truesight 10
Resist half damage from melee and ranged attacks;
Vulnerable 10 to close and area attacks.
TRAITS
Swarm Attack * Aura 1
Lolth’s brutal swarm makes a basic attack as a free action
against each enemy that begins its turn in the aura. In addition,
an enemy that enters or starts its turn in the aura is immobilized
(save ends) by strands of clinging webs.
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L13: EMBATTLED RUINS
2 Vrocks (V)
Ghoul Eyebiter (E)
Level 13 Skirmisher
Large elemental humanoid (demon)
XP 800
HP 132; Bloodied 66
AC 27; Fortitude 25; Reflex 23; Will 23
Speed 6, fly 8
STANDARD ACTIONS
Initiative +12
Perception +13
Darkvision
m Claw * At-Will
HP 151; Bloodied 76
AC 30; Fortitude 28; Reflex 27; Will 29
Speed 6, climb 6
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
TRAITS
XP 1,400
Initiative +7
Perception +9
Darkvision
Sepulchral Stench * Aura 3
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 3d8 + 8 damage.
Enemies in the aura take a -2 penalty to all defenses.
M Flyby Attack * At-Will
Whenever a creature weakened by a ghoul eyebiter is reduced
to 0 hit points, the ghoul eyebiter conjures four drow horde
ghouls. These minions appear in a space adjacent to the ghoul
eyebiter. The ghoul eyebiter can have up to four drow horde
ghouls at a time. The minions disappear if the eyebiter dies.
STANDARD ACTIONS
Rotten Harvest (conjuration)
Effect: The vrock flies up to its speed and uses claw once during
that movement. It does not provoke opportunity attacks when
moving away from the target of the attack.
TRIGGERED ACTIONS
C Spores of Madness (poison) * Encounter
Trigger: The vrock is first bloodied.
Attack (Free Action): Close burst 2 (enemies in the burst); +16 vs.
Will
Hit: 3d10 + 6 poison damage, and the target is dazed (save
ends).
Miss: Half damage.
Maarth the Assassin
Level 16 Controller (Leader)
Medium elemental humanoid (undead)
Variable Resistance * 2/Encounter
Trigger: The vrock takes acid, cold, fire, lightning, or thunder
damage.
Effect (Free Action): The vrock gains resist 10 to the triggering
damage type until the end of the encounter or until it uses
variable resistance again.
Skills Bluff +15, Insight +13
Str 23 (+12)
Dex 19 (+10)
Con 20 (+11)
Int 12 (+7)
Alignment chaotic evil
Wis 15 (+8)
Cha 19 (+10)
Languages Abyssal
m Serrated Claws * At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d8 + 11 damage, and ongoing 5 damage and slowed (save
ends both).
C Eye of Doresain (necrotic) * Recharge 6
Attack: Close blast 3 (creatures in blast); +19 vs. Fortitude
Hit: 4d10 + 8 necrotic damage, and the target is weakened (save
ends). For every creature the ghoul eyebiter hits with the attack,
it gains 5 temporary hit points.
C Deathly Snarl * Encounter
Effect: Close burst 2 (creatures in burst); undead allies remove a
condition as if they had succeeded on a saving throw and can
shift 2 squares. Those without a condition gain 10 temporary hit
points and can shift 2 squares.
TRIGGERED ACTIONS
C Dead Blood (necrotic)
Trigger: When first bloodied and when reduced to 0 hit points.
Effect (Free): Close burst 1 (creatures in burst); all enemies in the
burst take 10 necrotic damage, and if the ghoul eyebiter is still
alive, they are dazed until the end of the ghoul eyebiter’s next
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L14: TEMPLE ENTRANCE
turn.
Skills Insight +14, Stealth +12
Str 21 (+13)
Dex 15 (+10)
Con 15 (+10)
Int 12 (+9)
Alignment chaotic evil
Drow Priest (P)
Wis 16 (+11)
Cha 24 (+15)
12 Drow Horde Ghouls (G)
Level 13 Minion
Medium natural humanoid (undead)
XP 200
HP 1; a missed attack never damages a minion Initiative +11
AC 25; Fortitude 22; Reflex 24; Will 20
Perception +7
Speed 8, climb 4
Darkvision
Immune disease, poison; Resist 10 necrotic
STANDARD ACTIONS
m Claws * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 9 damage, and the target is immobilized (save ends).
Skills Stealth +16
Str 17 (+9)
Con 18 (+10)
Dex 22 (+12)
Int 13 (+7)
Alignment chaotic evil
Abyssal Breach
Level 15 Controller (Leader)
Medium fey humanoid
Languages Abyssal, Common
Wis 14 (+8)
Cha 15 (+8)
Languages Common
Level 12 Lurker
Attack
Standard Action
Ranged 20
Special: The breach fires a tendril of energy that passes through
walls and other cover to target a bloodied creature.
Target: One bloodied creature
Attack: +15 vs. Reflex
Hit: 2d6 + 3 necrotic damage, and the target vanishes until the
start of the Abyssal breach’s next turn. Then the creature
reappears and takes ongoing 5 necrotic damage (save ends).
Miss: Half damage, and the target does not disappear.
she has taken to a spider or a drow within 5 squares of her. She
cannot transfer more hit points than the creature has remaining.
XP 1,200
HP 139; Bloodied 70
AC 28; Fortitude 24; Reflex 26; Will 28
Speed 7
TRAITS
Initiative +9
Perception +12
Darkvision
Lolth’s Authority * Aura sight
Drow and spider allies in the aura gain a +1 bonus to attack
rolls and a +2 bonus to damage rolls.
STANDARD ACTIONS
m Mace (weapon) * At-Will
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 2d8 + 8 damage.
m Bite of the Spider * At-Will
Requirements: Usable while bloodied.
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 3d6 + 13 damage.
R Pain Web (necrotic) * At-Will
Attack: Ranged 5 (one creature); +18 vs. Reflex
Hit: 2d6 + 10 necrotic damage, and the target is immobilized
and weakened (save ends both).
A Lolth's Wrath (necrotic) * Recharge 6
Attack: Area burst 5 centered on a bloodied and willing drow
ally (enemies in burst); +18 vs. Reflex
Hit: 4d12 + 9 necrotic damage. The drow targeted by this power
is slain.
MINOR ACTIONS
R Darkfire * Encounter
Attack: Ranged 10 (one creature); +18 vs. Reflex
Hit: Until the end of the drow priest’s next turn, the target grants
combat advantage to all attacks, and the target cannot benefit
from invisibility or concealment.
Spider Link (healing) * At-Will
Effect: The drow priest can transfer up to 22 points of damage
2012-11-24
Skills Bluff +17, Insight +17, Intimidate +19, Religion +15,
Stealth +10
Str 12 (+8)
Dex 15 (+9)
Wis 21 (+12)
Con 11 (+7)
Int 16 (+10)
Cha 20 (+12)
Alignment evil
Languages Abyssal, Common, Elven
Equipment chainmail, mace
3 Drow Templars (T)
Level 16 Soldier
Medium fey humanoid
XP 1,400
HP 150; Bloodied 75
AC 32; Fortitude 28; Reflex 22; Will 25
Speed 6
Immune fear
TRAITS
Whispers of the Spider Queen
Initiative +11
Perception +15
Darkvision
The drow templar gains a +2 bonus to attack rolls against a
bloodied target.
STANDARD ACTIONS
m Spear (weapon) * At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 2d8 + 10 damage, and the target is marked until the end of
the drow templar’s next turn.
C Wrath of Lolth * Recharge when first bloodied
Attack: Close burst 1 (creatures in burst); +19 vs. Fortitude
Hit: 3d10 + 9 poison damage, and ongoing 5 poison damage
(save ends), and the target is pushed 1 square.
TRIGGERED ACTIONS
M Fierce Rebuke (weapon) * At-Will
Requirements: Requires spear.
Trigger: When an adjacent marked target shifts.
Attack (Immediate Interrupt): Melee 1 (one creature); +21 vs. AC
Hit: 3d8 + 11 damage, and the target is knocked prone.
Skills Intimidate +17
Str 24 (+15)
Dex 12 (+9)
Con 14 (+10)
Int 8 (+7)
Wis 15 (+10)
Cha 19 (+12)
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P2: ORCUS CONVERSION
Alignment chaotic evil
Languages Common, Elven
Equipment plate armor, spear
Drow Arachnomancer
Level 13 Artillery (Leader)
Medium fey humanoid
HP 94; Bloodied 47
AC 27; Fortitude 23; Reflex 25; Will 25
Speed 6
TRAITS
Lolth’s Judgement
XP 800
Initiative +8
Perception +13
Darkvision
Whenever the drow hits an enemy with an attack, any spiders
within sight of the drow gain a +2 bonus to attack rolls against
that enemy until the end of the drow's next turn.
STANDARD ACTIONS
m Scourge (weapon) * At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d6 + 5 damage, and the target is immobilized (save ends).
R Venom Ray (poison) * At-Will
Attack: Ranged 10 (one creature); +18 vs. Reflex
Hit: 2d6 + 4 poison damage, and ongoing 10 poison damage
(save ends).
R Spider Curse (necrotic) * Encounter
Attack: Ranged 20 (one creature); +18 vs. Will
Hit: 2d10 + 5 necrotic damage, and the target is weakened and
takes ongoing 10 necrotic damage (save ends both).
Miss: Half damage, and ongoing 5 necrotic damage (save ends).
C Venom Blast (poison) * Encounter
Attack: Close blast 5 (enemies in blast); +16 vs. Fortitude
Hit: 3d6 + 10 poison damage.
Miss: Half damage.
MINOR ACTIONS
C Cloud of Darkness (zone) * Encounter
Effect: Close burst 1. The burst creates a zone that lasts until the
end of the drow's next turn. The cloud blocks line of sight for all
creatures except the drow. While entirely within the cloud, any
creature other than the drow is blinded.
Skills Arcana +14, Dungeoneering +13, Intimidate +8,
Stealth +10
Str 10 (+6)
Dex 15 (+8)
Wis 14 (+8)
Con 10 (+6)
Int 16 (+9)
Cha 11 (+6)
Alignment evil
Equipment robes, scourge
Gauntlet Trap
Languages Common, Elven
Level 14 Elite Obstacle
M Savage Cut (weapon) * Encounter
Requirements: Requires executioner's blade.
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 4d12 + 8 damage, and the target is dazed (save ends).
Str 23 (+13)
Con 23 (+13)
Dex 19 (+11)
Int 8 (+6)
Wis 17 (+10)
Cha 6 (+5)
Alignment chaotic evil
Languages Elven, Giant
Equipment executioner's blade, hide armor
Attack
Free Action
Ranged 2
Target: Creature on pressure plate
Attack: +17 vs. Reflex
Hit: 2d8 + 7 damage, and make a secondary attack against the
same target.
Secondary Attack: +17 vs. Fortitude
Hit: 2d10 + 7 poison damage, and the target is dazed and
takes ongoing 5 poison damage (save ends both).
Miss: Half damage, and no secondary attack.
L15 CHAMBERS OF SUFFERING
2 Ogre Executioners (O)
Level 14 Brute
Large natural humanoid
XP 1,000
HP 173; Bloodied 86
AC 26; Fortitude 27; Reflex 25; Will 24
Speed 8
TRAITS
Initiative +9
Perception +10
Finish Him
Against prone, immobilized, or restrained targets, the ogre
executioner can score critical hits on attack rolls of natural 19
or 20.
STANDARD ACTIONS
Yochlol Tempter (Y)
Level 17 Controller
Medium elemental humanoid (demon, shapechanger)
HP 158; Bloodied 79
AC 31; Fortitude 27; Reflex 29; Will 30
Speed 6, climb 8 (spider climb)
Resist 10 poison
STANDARD ACTIONS
XP 1,600
Initiative +14
Perception +18
Darkvision
m Demon Form * Tentacle • At-Will
Attack: Melee 2 (one creature); +22 vs. AC
Hit: 1d8 + 6 damage.
M Demon Form * Amorphous Flurry * At-Will
Effect: The yochlol tempter makes four tentacle attacks. A target
hit by two or more tentacle attacks takes a -4 penalty to Will
(save ends).
A Demon Form * Maddening Web (psychic) *
Recharge 4 5 6 while bloodied
Attack: Area burst 2 within 10 (enemies in burst); +20 vs. Reflex
Hit: The target is immobilized and takes ongoing 5 psychic
damage (save ends both).
m Drow Form * Spider Touch (poison) * At-Will
Attack: Melee 1 (one creature); +20 vs. Reflex
Hit: 3d6 + 5 damage, and ongoing 10 poison damage (save
ends).
m Executioner's Blade (weapon) * At-Will
r Drow Form * Venom Bolt (poison) * At-Will
Attack: Melee 2 (one creature); +19 vs. AC
Hit: 3d12 + 8 damage, and the target is knocked prone. On a
critical hit, the target takes ongoing 10 damage (save ends).
Attack: Ranged 10 (one creature); +20 vs. Reflex
Hit: 3d6 + 10 damage, and the target is slowed and takes
ongoing 5 poison damage (save ends both).
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P2: ORCUS CONVERSION
MINOR ACTIONS
Miss: The demonbinder can shift 1 square as a free action.
Shapechange (polymorph) * At-Will
R Abyssal Blast * At-Will
Effect: The yochlol tempter alters its physical form to appear as a
Medium female drow until it uses change shape again or until it
drops to 0 hit points. To assume a specific individual's form, the
yochlol tempter must have seen that individual. Other creatures
can make a DC 36 Insight check to discern that the form is a
disguise.
Attack: Ranged 10 (one creature); +18 vs. Reflex
Hit: 2d8 + 8 damage, and the target is dazed (save ends).
TRIGGERED ACTIONS
R Drow Form * Seductive Glare (charm, reliable) *
Recharge when the target saves (1/round)
Attack: Ranged 10 (one creature); +22 vs. Will
Hit: The target is dazed (save ends).
First Failed Saving Throw: The target is stunned (save ends).
Second Failed Saving Throw: The target is dominated (save
ends).
TRIGGERED ACTIONS
Variable Resistance * 2/Encounter
Trigger: The yochlol tempter takes acid, cold, fire, lightning, or
thunder damage.
Effect (Free Action): The yochlol tempter gains resist 10 to the
triggering damage type until the end of the encounter or until it
uses variable resistance again.
Skills Bluff +20, Intimidate +20, Religion +17, Stealth +19
Str 18 (+12)
Dex 23 (+14)
Wis 21 (+13)
Con 14 (+10)
Int 19 (+12)
Cha 24 (+15)
Alignment chaotic evil
Languages Abyssal, Common, Elven
Drow Demonbinder (D)
Level 15 Skirmisher
Medium fey humanoid (demon)
HP 153; Bloodied 77
AC 29; Fortitude 31; Reflex 27; Will 30
Speed 7
STANDARD ACTIONS
XP 1,200
Initiative +12
Perception +7
Darkvision
m Demon Rod (weapon) * At-Will
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 3d8 + 10 damage, and the target is dazed until the end of its
next turn.
C Hideous Transformation (fear, polymorph)
Trigger: When first bloodied.
Attack (Immediate Reaction): Close burst 2 (creatures in burst);
+18 vs. Will
Hit: Target is stunned until the end of the demonbinder’s next
turn. In addition, the demonbinder can shift 3 squares.
Variable Resistance * Encounter
Trigger: The drow demonbinder takes acid, cold, fire, lightning,
or thunder damage.
Effect (Free Action): The drow demonbinder gains resist 10 to the
triggering damage type until the end of the encounter.
Str 10 (+7)
Con 25 (+14)
Dex 16 (+10)
Int 20 (+12)
Wis 11 (+7)
Cha 13 (+8)
Hit: 2d8 + 8 damage, and the target is marked until the end of
the drow inquisitor’s next turn.
M Punishing Strike * At-Will
Attack: Melee 1 (one marked target); +18 vs. Fortitude
Hit: 3d8 + 10 damage, and ongoing 10 damage (save ends).
MINOR ACTIONS
R Darkfire * Encounter
Attack: Ranged 10 (one creature); +18 vs. Reflex
Hit: Until the end of the drow inquisitor’s next turn, the target
grants combat advantage to all attackers, and the target cannot
benefit from invisibility or concealment.
TRIGGERED ACTIONS
M Not So Fast * At-Will
Trigger: When a marked target moves or shifts.
Attack (Immediate Interrupt): +18 vs. Fortitude
Hit: The target is pulled 1 square and is dazed until the end of its
next turn.
Alignment evil
Languages Abyssal, Common, Elven
Equipment demon rod, leather armor
Skills Intimidate +16, Stealth +13
Str 23 (+13)
Dex 12 (+8)
Con 19 (+11)
Int 14 (+9)
Drow Inquisitor (I)
Alignment evil
Languages Common, Elven
Equipment chainmail, scourge, light shield
Level 15 Soldier
Medium fey humanoid
Wis 20 (+12)
Cha 18 (+11)
XP 1,200
HP 147; Bloodied 74
AC 31; Fortitude 27; Reflex 23; Will 26
Speed 6
TRAITS
Initiative +10
Perception +17
Darkvision
Despair * Aura 1
Enemies within the aura take a -2 penalty to attack rolls, and
marked enemies within the aura are slowed.
Sadistic Reward
During any round in which the drow inquisitor deals damage, it
gains a +1 bonus to saving throws and attack rolls until the end
of its next turn.
STANDARD ACTIONS
m Scourge (weapon) * At-Will
Attack: Melee 2 (one creature); +20 vs. AC
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P2: ORCUS CONVERSION
L16: DEMON QUEEN’S VAULT
Matron Urlvrain (M)
Level 16 Elite Controller
Medium fey humanoid
XP 2,800
HP 304; Bloodied 152
AC 32; Fortitude 25; Reflex 30; Will 30
Speed 7
Saving Throws +2; Action Points 1
TRAITS
Initiative +12
Perception +16
Darkvision
Lolth’s Authority * Aura 5
Drow and spider allies in the aura gain a +1 bonus to attack
rolls and a +2 bonus to damage rolls.
STANDARD ACTIONS
m Mace (weapon) * At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d8 + 5 damage.
A Webs of Madness (psychic) * At-Will
Attack: Area burst 2 within 20 (creatures in burst);
+19 vs. Reflex
Hit: 3d10 + 8 psychic damage, and the target is dazed and
slowed (save ends both).
MINOR ACTIONS
A Lolth's Rebuke (poison) * Recharge 5 6
Attack: Area burst 1 within 10 (creatures in burst); +19 vs. Will
Hit: Target is weakened and dazed (save ends both). If the target
is slain while weakened and dazed, it explodes in a burst 3: +17
vs. Reflex; 3d12 + 11 poison damage.
R Darkfire * Encounter
Attack: Ranged 10 (one creature); +19 vs. Reflex
Hit: Until the end of Matron Urlvrain’s next turn, the target
grants combat advantage to all attackers, and the target cannot
benefit from invisibility or concealment.
Spider Link (healing) * At-Will
Effect: Matron Urlvrain can transfer up to 75 damage she has
taken to a spider or drow within 5 squares of her. She cannot
transfer more hit points than the creature has remaining.
TRIGGERED ACTIONS
M Wrath of the Spider Queen * At-Will
Alignment unaligned
Trigger: When hit by a melee attack.
Attack (Immediate Reaction): Melee 1 (one creature); +21 vs. AC
Hit: 2d8 + 5 damage.
Draegloth (D)
Mask of the Matriarch (fear) * Encounter
Trigger: When Matron Urlvrain is targeted by a melee attack.
Effect (Immediate Interrupt): The target moves its speed away from
Matron Urlvrain.
Skills Bluff +19, Insight +21, Intimidate +19, Religion +21,
Stealth +17
Str 14 (+10)
Dex 18 (+12)
Wis 27 (+16)
Con 16 (+11)
Int 26 (+16)
Cha 22 (+14)
Languages —
HP 316; Bloodied 158
AC 27; Fortitude 29; Reflex 26; Will 24
Speed 6, jump 5
Saving Throws +2; Action Points 1
STANDARD ACTIONS
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 4d8 + 9 damage.
M Sweeping Claw * At-Will
2 Cave Widows (W)
A Lolth's Blight (necrotic) * Daily
Level 14 Skirmisher
XP 1,000
HP 144; Bloodied 72
AC 28; Fortitude 26; Reflex 23; Will 21
Speed 6, climb 4 (spider climb)
Resist 10 poison
STANDARD ACTIONS
Initiative +13
Perception +16
Tremorsense 10
m Bite (poison) * At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d6 + 12 damage, and the cave widow can make a
secondary attack against the target.
Secondary Attack: +17 vs. Fortitude
Hit: Target is weakened (save ends).
TRIGGERED ACTIONS
Driven by Pain * At-Will
Trigger: When damaged.
Effect (Immediate Reaction): A cave widow shifts 3 squares.
Skills Stealth +16
Str 20 (+12)
Con 24 (+14)
Dex 19 (+11)
Int 1 (+2)
2012-11-24
Wis 14 (+9)
Cha 7 (+5)
XP 1,600
Initiative +10
Perception +11
Darkvision
m Claws * At-Will
Alignment chaotic evil
Languages Abyssal, Common, Elven
Equipment chainmail, mace, potion of vitality x2, mask of the
matriarch
Medium natural beast (spider)
Level 13 Elite Brute
Large elemental humanoid (demon)
Effect: The draegloth makes a claw attack; on a hit, it can make
another claw attack against a different target that is within reach
and adjacent to the first target.
Attack: Area burst 4 within 20 (enemies in burst); +17 vs. Will
Hit: 2d8 + 7 necrotic damage, and the target is dazed (save
ends).
Miss: Half damage, and the target is not dazed.
MINOR ACTIONS
R Darkfire (radiant) * Encounter
Attack: Ranged 10 (one creature); +16 vs. Reflex
Hit: Until the end of the draegloth's next turn, the target grants
combat advantage to all attackers, and the target cannot benefit
from invisibility or concealment.
C Cloud of Darkness (zone) * Encounter
Effect: Close burst 1. The burst creates a zone that lasts until the
end of the draegloth's next turn. The cloud blocks line of sight
for all creatures except the draegloth. While entirely within the
cloud, any creature other than the draegloth is blinded.
TRIGGERED ACTIONS
M Quick Bite * At-Will
Trigger: When the draegloth hits with a claw attack.
Attack (Free): Melee 2 (one creature); +18 vs. AC
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P2: ORCUS CONVERSION
Hit: 2d6 + 9 damage.
their melee attacks. If the eidolon moves, the effect ends.
TRIGGERED ACTIONS
Variable Resistance * 2/Encounter
Trigger: The draegloth takes acid, cold, fire, lightning, or thunder
damage.
Effect (Free Action): The draegloth gains resist 10 to the triggering
damage type until the end of the encounter or until it uses
variable resistance again.
Skills Religion +12, Stealth +15
Str 24 (+13)
Dex 19 (+10)
Con 18 (+10)
Int 12 (+7)
Alignment chaotic evil
Wis 10 (+6)
Cha 16 (+9)
Languages Abyssal, Elven
Venomscorched Eidolon (E)
Level 13 Elite Controller
Large natural animate (construct)
HP 264; Bloodied 132
AC 30; Fortitude 28; Reflex 22; Will 23
Speed 5
Immune disease, fear, sleep
Saving Throws +2; Action Points 1
TRAITS
XP 1,600
Initiative +8
Perception +9
Fearless Followers * Aura 5
Allies in the aura are immune to fear.
STANDARD ACTIONS
m Slam * At-Will
R Toxic Rebuke
Trigger: When an enemy attacks the eidolon while unhallowed
stance is active.
Attack (Immediate Reaction): Ranged 20 (one creature);
+16 vs. Reflex
Hit: 3d8 + 8 poison damage.
Miss: Half damage. This attack does not provoke opportunity
attacks.
R Storm of Death (necrotic) * At-Will
Trigger: When an enemy kills one of the eidolon’s allies in the
eidolon’s line of sight.
Attack (Immediate Reaction): Ranged 20 (one creature);
+16 vs. Reflex
Hit: 2d6 + 4 necrotic damage, and the target is blinded and
takes ongoing 5 necrotic damage (save ends both). This attack
does not provoke opportunity attacks.
Str 22 (+12)
Con 20 (+11)
Dex 14 (+8)
Int 7 (+4)
Alignment evil
Wis 16 (+9)
Cha 11 (+6)
Languages —
m Greataxe (necrotic, weapon) * At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 2d12 + 7 damage (crit 2d12 + 18) plus 1d12 necrotic
damage, and the target is dazed and weakened (save ends both).
R Death Gaze (gaze, necrotic) • Encounter
Attack: Ranged 10 (one living creature); +21 vs. Fortitude
Hit: If the target is weakened, it drops to 0 hit points. Otherwise,
the target takes 2d6 + 7 necrotic damage and loses a healing
surge.
Str 22 (+15)
Con 23 (+15)
Dex 21 (+14)
Int 10 (+9)
V1: BRIDGE OF WEBS
Level 18 Soldier
C Toxic Assault (poison) * At-Will
Medium shadow humanoid (undead)
XP 2,000
Agonizing Gaze (fear, gaze, necrotic) * Aura 5
Any creature within the aura that makes a melee or a ranged
attack against the bodak reaver takes 5 necrotic damage before
the attack roll is made and takes a -2 penalty to the attack roll.
Death Drinker
2012-11-24
Wis 16 (+12)
Cha 23 (+15)
Level 16 Skirmisher
Medium elemental humanoid (undead)
HP 175; Bloodied 88
Initiative +16
AC 31; Fortitude 31; Reflex 30; Will 31
Perception +17
Speed 5
Darkvision
Immune disease, poison; Resist 20 necrotic;
Vulnerable 5 radiant
TRAITS
Effect: The eidolon assumes a meditative stance. Until the end of
its next turn, the eidolon gains resist 20 to all damage, and all
allies in its line of sight deal an extra 1d8 poison damage on
If the bodak reaver takes radiant damage, it can’t weaken a
target until the end of its next turn.
STANDARD ACTIONS
2 Abyssal Ghouls (G)
2 Bodak Reavers (B)
Unhallowed Stance (poison) * At-Will
Radiant Sensitivity
Alignment evil
Languages Common
Equipment mithral key, plate armor, greataxe
Attack: Melee 2 (one creature); +18 vs. AC
Hit: 3d8 + 8 damage.
Attack: The eidolon makes two slam attacks. If both slam attacks
hit the same target, the eidolon makes a secondary attack.
Secondary Attack: Close burst 1 (creatures in burst);
+16 vs. Fortitude
Hit: 2d8 + 5 poison damage and the target is slowed (save
ends).
If a living creature drops to 0 hit points within 5 squares of the
bodak reaver, the reaver gains a +1 bonus to attack rolls until
the end of its next turn, as well as 15 temporary hit points.
HP 156; Bloodied 78
AC 30; Fortitude 30; Reflex 28; Will 25
Speed 8, climb 4
Immune disease, poison; Resist 10 necrotic
TRAITS
XP 1,400
Initiative +16
Perception +10
Darkvision
Sepulchral Stench * Aura 3
Enemies take a -2 penalty to all defenses while in the aura.
Hindering Light
Whenever the ghoul takes radiant damage, it cannot shift until
the end of its next turn.
STANDARD ACTIONS
m Bite * At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d8 + 10 damage, plus 1d8 + 3 damage if the target is
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P2: ORCUS CONVERSION
immobilized, restrained, stunned, or unconscious. In addition
the target is immobilized (save ends).
Effect: The ghoul shifts up to 3 squares.
TRIGGERED ACTIONS
C Dead Blood (necrotic) * Encounter
Trigger: The ghoul drops to 0 hit points.
Effect: Close burst 1 (enemies in burst); Each target takes 10
necrotic damage.
Skills Stealth +19
Str 24 (+15)
Con 20 (+13)
Dex 22 (+14)
Int 16 (+11)
Alignment chaotic evil
Wis 15 (+10)
Cha 10 (+8)
Languages Abyssal
Cambion Hellfire Magus (S)
Level 18 Artillery
Medium immortal humanoid (devil)
HP 130; Bloodied 65
AC 30; Fortitude 27; Reflex 30; Will 32
Speed 6, fly 8 (clumsy)
Resist 15 fire
TRAITS
Soul Mantle
XP 2,000
Initiative +14
Perception +13
A mantle of soul energy protects the hellfire magus, giving it a
+4 bonus to AC and Reflex defense against ranged attacks
(already included in its statistics).
STANDARD ACTIONS
m Quarterstaff (weapon) * At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 3d8 + 6 damage.
R Hellfire Ray (fire) * At-Will
Attack: Ranged 20 (one creature); +23 vs. Reflex
Hit: 3d8 + 13 fire damage, and the target is knocked prone.
A Soulscorch (fire) * Recharge 5 6
Attack: Area burst 1 within 10 (creatures in burst);
+23 vs. Reflex
Hit: 2d10 + 10 fire damage, and ongoing 5 fire damage (save
ends).
Skills Arcana +20, Bluff +22, Diplomacy +22
Str 14 (+11)
Con 16 (+12)
Dex 20 (+14)
Int 22 (+15)
Wis 19 (+13)
Cha 27 (+17)
Alignment evil
Languages Common, Supernal
Equipment robes, quarterstaff
EXPLORING HORDETHRONE
Nightwalker
Level 20 Elite Brute
Large shadow humanoid (undead)
XP 5,600
HP 464; Bloodied 232
Initiative +15
AC 32; Fortitude 32; Reflex 30; Will 32
Perception +14
Speed 8
Darkvision
Immune disease, poison; Resist 20 cold, 20 necrotic;
Vulnerable 20 radiant
Saving Throws +2; Action Points 1
TRAITS
Void Chill (cold, necrotic) * Aura 5
Alignment evil
Languages Common, telepathy 20
V4: BRIDGE OF BONES
Bodak Skulk
Level 16 Lurker
Medium shadow humanoid (undead)
XP 1,400
HP 124; Bloodied 62
Initiative +16
AC 29; Fortitude 29; Reflex 27; Will 29
Perception +10
Speed 6
Darkvision
Immune disease, poison; Resist 15 necrotic;
Vulnerable 5 radiant
TRAITS
Agonizing Gaze (fear, necrotic, gaze) * Aura 5
A creature in the aura that makes a melee or a ranged attack
against the bodak skulk takes 5 necrotic damage before the
attack roll is made and takes a -2 penalty to the attack roll.
Radiant Sensitivity
Enemies that start their turns in the aura take 5 cold and
necrotic damage.
STANDARD ACTIONS
If the bodak skulk takes radiant damage, it can’t weaken a target
until the end of its next turn.
STANDARD ACTIONS
m Slam (cold, necrotic) * At-Will
m Slam (necrotic) * At-Will
Attack: Melee 2 (one creature); +25 vs. AC
Hit: 1d8 + 17 plus 3d8 cold and necrotic damage.
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 1d8 + 11 damage plus 2d8 necrotic damage, and the target
is weakened until the end of the bodak skulk’s next turn.
R Finger of Death (necrotic) * Encounter
Attack: Ranged 5 (one bloodied target); +23 vs. Fortitude
Hit: The target drops to 0 hit points. Resistance to necrotic
damage does not apply to this power.
MINOR ACTIONS
C Void Gaze (gaze, necrotic) * At-Will (1/round)
Attack: Close blast 5 (creatures in blast); +23 vs. Will
Hit: 3d8 + 8 necrotic damage, and the target is pushed 4 squares
and takes a -2 penalty to all defenses (save ends).
Skills Stealth +20
Str 24 (+17)
Con 22 (+16)
Dex 20 (+15)
Int 17 (+13)
2012-11-24
Wis 18 (+14)
Cha 24 (+17)
M Death Gaze (gaze, necrotic) * Encounter
Attack: Ranged 10 (one living creature); +19 vs. Fortitude
Hit: If the target is weakened, it is reduced to 0 hit points;
otherwise, the target takes 1d8 + 9 necrotic damage and loses 1
healing surge.
Spectral Form * At-Will
Effect: The bodak skulk turns invisible and gains the
insubstantial and phasing qualities . It can do nothing but move
in spectral form, and it can return to its normal form as a free
action.
Str 21 (+13)
Con 22 (+14)
Dex 19 (+12)
Int 6 (+6)
Wis 15 (+10)
Cha 23 (+14)
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P2: ORCUS CONVERSION
Alignment evil
4 Abyssal Ghoul Hungerers (G) Level 18 Soldier Minion
Languages Common
Medium elemental humanoid (undead)
2 Boneclaw Impalers (B)
Level 17 Soldier
Large shadow animate (undead)
XP 1,600
HP 160; Bloodied 80
Initiative +17
AC 33; Fortitude 24; Reflex 27; Will 24
Perception +14
Speed 8
Darkvision
Immune disease, poison; Resist 20 necrotic;
Vulnerable 5 radiant
TRAITS
Relentless Opportunist
If the boneclaw hits with an opportunity attack, it makes
another opportunity attack against the same target the next time
it provokes during its current turn.
Threatening Reach
The boneclaw can make opportunity attacks against all enemies
within its reach (3 squares).
STANDARD ACTIONS
m Claw * At-Will
C Impaling Burst (necrotic) * Recharge 5 6
Attack: Close burst 3 (enemies in burst); +22 vs. AC
Hit: 2d12 + 12 damage plus ongoing 5 necrotic damage (save
ends).
TRIGGERED ACTIONS
C Necrotic Pulse (healing) * Encounter
Trigger: When first bloodied.
Effect (Free): Close burst 10; undead allies in the burst regain 10
hit points, and enemies in the burst take 10 necrotic damage.
Skills Intimidate +17, Stealth +20
Str 18 (+12)
Dex 24 (+15)
Con 16 (+11)
Int 10 (+8)
Alignment evil
HP 1; a missed attack never damages a minion Initiative +18
AC 34; Fortitude 30; Reflex 29; Will 25
Perception +12
Speed 8, climb 4
Darkvision
Immune disease, poison; Resist 10 necrotic
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 13 damage, and the target is immobilized (save ends).
TRIGGERED ACTIONS
C Dead Blood (necrotic) * Encounter
Trigger: The ghoul drops to 0 hit points.
Effect: Close burst 1 (enemies in burst); Each target takes 10
necrotic damage.
Skills Stealth +22
Str 26 (+17)
Con 23 (+15)
Dex 25 (+16)
Int 19 (+13)
Alignment chaotic evil
Attack: Melee 3 (one creature); +22 vs. AC
Hit: 2d12 + 12 damage.
Wis 12 (+9)
Cha 18 (+12)
Languages Common
XP 500
Wis 17 (+12)
Cha 13 (+10)
Languages Abyssal
Abyssal Ghoul (A)
Level 16 Skirmisher
Medium elemental humanoid (undead)
HP 156; Bloodied 78
AC 30; Fortitude 30; Reflex 28; Will 25
Speed 8, climb 4
Immune disease, poison; Resist 10 necrotic
TRAITS
XP 1,400
Initiative +16
Perception +10
Darkvision
Sepulchral Stench * Aura 3
Enemies take a -2 penalty to all defenses while in the aura.
Hindering Light
Whenever the ghoul takes radiant damage, it cannot shift until
the end of its next turn.
STANDARD ACTIONS
m Bite * At-Will
Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d8 + 10 damage, plus 1d8 + 3 damage if the target is
2012-11-24
immobilized, restrained, stunned, or unconscious. In addition
the target is immobilized (save ends).
Effect: The ghoul shifts up to 3 squares.
TRIGGERED ACTIONS
C Dead Blood (necrotic) * Encounter
Trigger: The ghoul drops to 0 hit points.
Effect: Close burst 1 (enemies in burst); Each target takes 10
necrotic damage.
Skills Stealth +19
Str 24 (+15)
Con 20 (+13)
Dex 22 (+14)
Int 16 (+11)
Alignment chaotic evil
Wis 15 (+10)
Cha 10 (+8)
Languages Abyssal
V5: GATE OF DEATH
2 Death Hags (H)
Medium fey humanoid
HP 171; Bloodied 86
AC 34; Fortitude 34; Reflex 31; Will 32
Speed 6
Resist 10 necrotic
STANDARD ACTIONS
Level 18 Soldier
XP 2,000
Initiative +15
Perception +12
Low-Light Vision
m Claw (necrotic) * At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 3d8 + 6 necrotic damage, and the target is marked and
cannot spend healing surges or regain hit points until the end of
the death hag's next turn.
C Life Drain (healing, necrotic) * Recharge 4 5 6
Attack: Close blast 3 (creatures in blast); +21 vs. Fortitude
Hit: 2d8 + 6 necrotic damage, and the death hag regains 5 hit
points for each creature damaged by this attack.
MINOR ACTIONS
Change Shape (polymorph) * At-Will
Effect: The death hag alters its physical form to appear as a
female of any Medium humanoid race until it uses change shape
again or until it drops to 0 hit points. To assume a specific
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P2: ORCUS CONVERSION
individual's form, the death hag must have seen that individual.
Other creatures can make a DC 35 Insight check to
discern that the form is a disguise.
Skills Bluff +19, Insight +17, Intimidate +19, Nature +17
Str 25 (+16)
Dex 18 (+13)
Wis 17 (+12)
Con 19 (+13)
Int 16 (+12)
Cha 20 (+14)
Alignment evil
Bone Naga (N)
Languages Common, Elven
Ghoul Gate
Standard Action
Close burst 3
Target: Each living creature in burst
Attack: +20 vs. Fortitude
Hit: 2d10 + 9 damage, slide 3, and the target is immobilized
until the end of the gate’s next turn.
Level 16 Elite Controller
Large immortal magical beast (undead)
XP 2,800
HP 320; Bloodied 160
Initiative +11
AC 30; Fortitude 30; Reflex 27; Will 28
Perception +13
Speed 7
Darkvision
Immune disease, poison; Resist 20 necrotic;
Vulnerable 10 radiant
Saving Throws +2; Action Points 1
TRAITS
Death Rattle (necrotic) * Aura 2
Any enemy that ends its move in the aura is dazed until the start
of its next turn. If the target is already dazed, it takes 10 necrotic
damage instead.
STANDARD ACTIONS
m Bite * At-Will
2 Bodak Reavers (B)
Skills Arcana +18, History +18, Insight +18, Religion +18
Str 22 (+14)
Dex 16 (+11)
Wis 20 (+13)
Con 24 (+15)
Int 20 (+13)
Cha 22 (+14)
Languages Common, Draconic,
Supernal
XP 2,000
Agonizing Gaze (fear, gaze, necrotic) * Aura 5
Any creature within the aura that makes a melee or a ranged
attack against the bodak reaver takes 5 necrotic damage before
the attack roll is made and takes a -2 penalty to the attack roll.
Radiant Sensitivity
Attack: Close burst 3 (nonblind creatures in burst); +19 vs. Will
Hit: The target is dazed (save ends). If the target is already dazed,
it takes 3d6 + 10 necrotic damage instead.
Level 18 Soldier
HP 175; Bloodied 88
Initiative +16
AC 31; Fortitude 31; Reflex 30; Will 31
Perception +17
Speed 5
Darkvision
Immune disease, poison; Resist 20 necrotic;
Vulnerable 5 radiant
TRAITS
C Death Sway (necrotic) * At-Will
Str 22 (+15)
Con 23 (+15)
Dex 21 (+14)
Int 10 (+9)
If a living creature drops to 0 hit points within 5 squares of the
bodak reaver, the reaver gains a +1 bonus to attack rolls until
the end of its next turn, as well as 15 temporary hit points.
Wis 16 (+12)
Cha 23 (+15)
Alignment evil
Languages Common
Equipment mithral key, plate armor, greataxe
Medium shadow humanoid (undead)
Medium shadow humanoid (undead)
Death Drinker
Attack: Ranged 10 (one living creature); +21 vs. Fortitude
Hit: If the target is weakened, it drops to 0 hit points. Otherwise,
the target takes 2d6 + 7 necrotic damage and loses a healing
surge.
2 Sword Wraiths (W)
V6: GUARD TOWER
Attack: Melee 2 (one creature); +21 vs. AC
Hit: 3d4 + 9 damage, and ongoing 5 necrotic damage (save
ends).
Aftereffect: The target is weakened until the end of its next turn.
Alignment unaligned
Level 17 Blaster
Attack
Level 17 Lurker
XP 1,600
HP 90; Bloodied 45
Initiative +19
AC 30; Fortitude 29; Reflex 30; Will 31
Perception +14
Speed 0, fly 8 (hover), speed 0 phasing
Darkvision
Immune disease, poison; Resist 20 necrotic, insubstantial;
Vulnerable 10 radiant
TRAITS
Combat Advantage (necrotic)
The sword wraith deals 2d6 extra necrotic damage against any
creature granting combat advantage to it.
Regeneration (healing)
The sword wraith regains 10 hit points whenever it starts its
turn and has at least 1 hit point. If the sword wraith takes
radiant damage, its regeneration doesn’t function until the end
of its next turn.
Spawn Wraith
If the bodak reaver takes radiant damage, it can’t weaken a
target until the end of its next turn.
STANDARD ACTIONS
Any humanoid killed by the sword wraith rises as a free-willed
sword wraith at the start of its creator’s next turn, appearing in
the space where it died, or in the nearest unoccupied space if
that space is occupied. Raising the slain creature (using a Raise
Dead ritual) does not destroy the spawned wraith.
STANDARD ACTIONS
m Greataxe (necrotic, weapon) * At-Will
m Shadow Sword (necrotic) * At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 2d12 + 7 damage (crit 2d12 + 18) plus 1d12 necrotic
damage, and the target is dazed and weakened (save ends both).
Attack: Melee 1 (one creature); +20 vs. Reflex
Hit: 3d8 + 12 necrotic damage, and the target is weakened (save
ends).
MOVE ACTIONS
R Death Gaze (gaze, necrotic) * Encounter
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P2: ORCUS CONVERSION
V7: THE CAGES
Shadow Glide * Encounter
Effect: The wraith shifts 6 squares.
TRIGGERED ACTIONS
Baaldran the Flayer (B)
Trigger: The wraith drops to 0 hit points.
Effect (No Action): The wraith shifts 4 squares and makes a melee
basic attack, dealing 2d8 extra necrotic damage on a hit.
Dex 24 (+15)
Int 11 (+8)
Alignment chaotic evil
Wis 12 (+9)
Cha 24 (+15)
XP 500
HP 1; a missed attack never damages a minion Initiative +18
AC 34; Fortitude 30; Reflex 29; Will 25
Perception +12
Speed 8, climb 4
Darkvision
Immune disease, poison; Resist 10 necrotic
STANDARD ACTIONS
m Claw * At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 13 damage, and the target is immobilized (save ends).
TRIGGERED ACTIONS
C Dead Blood (necrotic) * Encounter
Trigger: The ghoul drops to 0 hit points.
Effect: Close burst 1 (enemies in burst); Each target takes 10
necrotic damage.
Dex 25 (+16)
Int 19 (+13)
Alignment chaotic evil
Wis 17 (+12)
Cha 13 (+10)
Languages Abyssal
Initiative +3
Perception +12
Darkvision
Attack: Melee 2 (one creature); +23 vs. AC
Hit: 3d10 + 10 damage, and the target is dazed (save ends).
Languages Common
Medium elemental humanoid (undead)
HP 350; Bloodied 175
AC 32; Fortitude 32; Reflex 28; Will 30
Speed 8, fly 8 (hover)
Saving Throws +2; Action Points 1
STANDARD ACTIONS
XP 4,000
m Painblade (weapon) * At-Will
2 Abyssal Ghoul Hungerers (G) Level 18 Soldier Minion
Skills Stealth +22
Str 26 (+17)
Con 23 (+15)
Level 18 Elite Controller
Large natural humanoid (demon)
M Death Strike (necrotic)
Skills Stealth +20
Str 14 (+10)
Con 18 (+12)
+21 vs. Reflex
Hit: 2d10 + 9 damage and -4 penalty to the interrupted attack.
m Whip of Howling Souls (weapon) * At-Will
Attack: Melee 4 (one creature); +21 vs. Reflex
Hit: 2d10 + 9 damage, pull 4 and the target is knocked prone.
M Blade and Lash (weapon) * At-Will
Effect: Baaldran makes a whip of howling souls attack. He can
make a painblade attack against the target if Baaldran pulls him
within his painblade’s reach.
Str 24 (+16)
Con 23 (+15)
Dex 17 (+12)
Int 12 (+10)
Alignment evil
Wis 16 (+12)
Cha 21 (+14)
Languages Common, Giant
3 Slaughter Wights (W)
Level 18 Brute
Medium natural humanoid (undead)
XP 2,000
HP 212; Bloodied 106
Initiative +14
AC 30; Fortitude 30; Reflex 27; Will 26
Perception +13
Speed 7
Darkvision
Immune disease, poison; Resist 10 necrotic;
Vulnerable 15 radiant
STANDARD ACTIONS
m Claw (necrotic) * At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 2d6 + 9 necrotic damage, and the target loses a healing
surge, and is weakened until the end of its next turn.
TRIGGERED ACTIONS
C Poison Breath (poison, zone) * Encounter
C Death Wail (necrotic) * Encounter
Attack: Close blast 5 (creatures in blast); +21 vs. Fortitude
Hit: 2d10 + 9 damage, and ongoing 5 poison damage and the
target is slowed (save ends both).
Effect: The attack’s area becomes a zone that blocks line of sight
and deals 10 poison damage to any creature that enters or
begins its turn in the cloud. Baaldran ignores this damage and
can see through the cloud. The cloud persists until the end of
the encounter.
Trigger: The wight drops to 0 hit points.
Attack (No Action): Close Burst 5 (enemies in burst);
+21 vs. Fortitude
Hit: 4d6 + 4 necrotic damage.
Effect: Each undead ally in the burst can make a basic attack as a
free action.
Str 26 (+17)
Con 22 (+15)
C Horrid Roar (fear, thunder) * Recharge 5 6 when
bloodied
Alignment chaotic evil
Dex 20 (+14)
Int 12 (+10)
Wis 9 (+8)
Cha 18 (+13)
Languages Common
Attack: Close blast 5 (creatures in blast); +21 vs. Fortitude
Hit: 2d10 + 9 thunder damage, push 4, and the target is stunned
until the end of Baaldran’s next turn.
TRIGGERED ACTIONS
M Whip Crack (weapon) • At-Will
Trigger: When attacked.
Attack (Immediate Interrupt): Melee 4 (triggering creature);
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P2: ORCUS CONVERSION
Zombie Tombwalker
Level 15 Minion Brute
Medium natural animate (undead)
STANDARD ACTIONS
m Ghoul Strike (necrotic, weapon) * At-Will
XP 300
HP 1; a missed attack never damages a minion
Initiative +9
AC 27; Fortitude 27; Reflex 24; Will 25
Perception +10
Speed 5
Darkvision
Immune disease, poison
STANDARD ACTIONS
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 2d10 + 8 necrotic damage, and target is immobilized (save
ends).
m Slam * At-Will
Requirements: Requires combat advantage.
Attack: Melee 1 (one creature); +21 vs. Fortitude
Hit: 4d10 + 11 damage, the target is weakened (save ends), and
Arath regains 40 hit points.
M Blood Drain (healing) * Recharge when an adjacent
creature becomes bloodied
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 11 damage.
M Flesh Ripping Bite (necrotic) * Encounter
R Ghoul Curse (polymorph) * Encounter
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 13 damage, plus ongoing 5 necrotic damage (save ends).
TRIGGERED ACTIONS
C Death Burst (necrotic)
Trigger: When reduced to 0 hit points the tombwalker explodes.
Attack: Close burst 1 (creatures in burst); +18 vs. Fortitude
Hit: 11 necrotic damage.
Str 20 (+12)
Con 15 (+9)
Dex 14 (+9)
Int 9 (+6)
Alignment unaligned
Wis 12 (+8)
Cha 8 (+6)
Languages —
V8: PLAZA OF HOWLING SKULLS
2 Howling Skulls (H)
Level 16 Blaster
Attack
Standard Action
Close burst 5
Target: Each enemy in burst
Attack: +19 vs. Will
Hit: 2d10 + 7 damage, push 2, and ongoing 5 necrotic damage
(save ends).
Arath Nightcaller (A)
Level 18 Controller (Leader)
Medium natural humanoid (undead)
HP 166; Bloodied 83
AC 32; Fortitude 28; Reflex 28; Will 31
Speed 5
Resist 10 necrotic; Vulnerable 5 radiant
TRAITS
Gleeful Damage
XP 2,000
Initiative +9
Perception +15
Arath deals an extra 1d10 damage on melee attacks against
immobilized targets.
2012-11-24
Attack: Ranged 10 (one creature); +21 vs. Will
Hit: The target is dominated (save ends). While dominated, the
target deals an extra 1d8 with its basic melee attack. In addition,
the dominated target’s attack immobilizes its target on a hit
(save ends).
MOVE ACTIONS
Shadow Step (teleportation) * At-Will
Effect: Arath teleports 5 squares.
Skills Arcana +17, Intimidate +17, Religion +17
Str 17 (+12)
Dex 11 (+9)
Wis 22 (+15)
Con 14 (+11)
Int 16 (+12)
Cha 17 (+12)
Alignment chaotic evil
Languages Abyssal, Common
Equipment unholy symbol of orcus, staff implement, plate
armor
Nightwalker (N)
Large shadow humanoid (undead)
Level 20 Elite Brute
XP 5,600
HP 464; Bloodied 232
Initiative +15
AC 32; Fortitude 32; Reflex 30; Will 32
Perception +14
Speed 8
Darkvision
Immune disease, poison; Resist 20 cold, 20 necrotic;
Vulnerable 20 radiant
Saving Throws +2; Action Points 1
TRAITS
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P2: ORCUS CONVERSION
Void Chill (cold, necrotic) * Aura 5
Enemies that start their turns in the aura take 5 cold and
necrotic damage.
STANDARD ACTIONS
m Slam (cold, necrotic) * At-Will
Regeneration
Gorehorn the Goristro (G)
The flameskull regains 5 hit points whenever it starts its
turn and has at least 1 hit point.
STANDARD ACTIONS
Huge elemental humanoid (demon)
m Fiery Bite (fire) * At-Will
Attack: Melee 0 (one creature); +20 vs. AC
Hit: 1d8 + 8 damage plus 1d8 fire damage.
Attack: Melee 2 (one creature); +25 vs. AC
Hit: 1d8 + 17 plus 3d8 cold and necrotic damage.
Level 19 Elite Brute
XP 4,800
HP 450; Bloodied 225
AC 31; Fortitude 34; Reflex 27; Will 29
Speed 8
Saving Throws +2; Action Points 1
STANDARD ACTIONS
R Finger of Death (necrotic) * Encounter
R Unholy Fire (fire, necrotic) * At-Will
m Slam * At-Will
Attack: Ranged 5 (one bloodied target); +23 vs. Fortitude
Hit: The target drops to 0 hit points. Resistance to necrotic
damage does not apply to this power.
MINOR ACTIONS
Attack: Ranged 10 (one creature); +20 vs. Reflex
Hit: 3d8 + 10 fire damage, plus ongoing 5 necrotic damage (save
ends).
Attack: Melee 3 (one creature); +24 vs. AC
Hit: 3d10 + 11 damage.
A Vile Consecration (fire, necrotic) * Encounter
M Double Attack * At-Will
Effect: The goristro makes two slam attacks.
C Void Gaze (gaze, necrotic) * At-Will (1/round)
Attack: Area burst 3 within 20 (creatures in burst);
+20 vs. Reflex
Hit: 4d8 + 11 fire and necrotic damage.
Miss: Half damage. The flameskull can exclude two allies from
the effect.
MINOR ACTIONS
Attack: Close blast 5 (creatures in blast); +23 vs. Will
Hit: 3d8 + 8 necrotic damage, and the target is pushed 4 squares
and takes a -2 penalty to all defenses (save ends).
Skills Stealth +20
Str 24 (+17)
Con 22 (+16)
Dex 20 (+15)
Int 17 (+13)
Alignment evil
Wis 18 (+14)
Cha 24 (+17)
Languages Common, telepathy 20
Demonic Flameskull (F)
Tiny natural animate (demon, undead)
Level 15 Artillery
XP 1,200
HP 114; Bloodied 57
Initiative +11
AC 27; Fortitude 25; Reflex 27; Will 26
Perception +14
Speed 0, fly 10 (hover)
Immune disease, poison; Resist 10 fire, 10 necrotic;
Vulnerable 5 radiant
TRAITS
Demonic Fury
While the demonic flameskull is bloodied, it deals an extra 1d8
damage with its attacks.
Illumination
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.
Mage Hand (conjuration) * At-Will
Dex 18 (+11)
Int 23 (+13)
Alignment unaligned
M Goring Charge * At-Will
Requirement: The goristro must make a charge attack.
Attack: Melee 1 (one creature); +24 vs. AC
Hit: 4d10 + 12 damage, and the target is pushed 2 squares and
knocked prone.
TRIGGERED ACTIONS
M Goristro Stomp * Recharge 4 5 6
Effect: As the wizard power mage hand.
Skills Stealth +12
Str 6 (+5)
Con 18 (+11)
Initiative +10
Perception +17
Darkvision
Wis 15 (+9)
Cha 21 (+12)
Languages Common, one other
Trigger: When a nonadjacent enemy moves adjacent to the
goristro.
Attack (Immediate Interrupt): Melee 1 (triggering creature);
+24 vs. AC
Hit: 4d8 + 16 damage, and the target is knocked prone.
M Raging Frenzy * At-Will
V9: BUTCHER SHOP
3 Zombie Mobs (H)
Level 17 Hazard
Attack
Free Action
Melee 1
Target: A creature that starts its turn or enter a square that is
adjacent to or within the zombie mob
Attack: +20 vs. Reflex
Hit: 3d6 + 9 damage and knocked prone
Trigger: When attacked by an adjacent enemy while bloodied.
Attack (Immediate Reaction): The goristro makes a frenzied gore
attack against the enemy; Melee 1 (triggering creature);
+24 vs. AC
Hit: 3d8 + 14 damage.
Variable Resistance * 2/Encounter
Trigger: The goristro takes acid, cold, fire, lightning, or thunder
damage.
Effect (Free Action): The goristro gains resist 20 to the triggering
damage type until the end of the encounter or until it uses
variable resistance again.
Str 27 (+17)
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Dex 12 (+10)
Wis 17 (+12)
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P2: ORCUS CONVERSION
Con 25 (+16)
Int 6 (+7)
Alignment chaotic evil
Cha 12 (+10)
Languages Abyssal
Gyldra the Death Hag (H)
2 Giant Mummies (M)
Level 18 Soldier
Medium fey humanoid
XP 2,000
HP 171; Bloodied 86
AC 34; Fortitude 34; Reflex 31; Will 32
Speed 6
Resist 10 necrotic
STANDARD ACTIONS
Initiative +15
Perception +12
Low-Light Vision
m Claw (necrotic) * At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 3d8 + 6 necrotic damage, and the target is marked and
cannot spend healing surges or regain hit points until the end of
the death hag’s next turn.
C Life Drain (healing, necrotic) * Recharge 4 5 6
Attack: Close blast 3 (creatures in blast); +21 vs. Fortitude
Hit: 2d8 + 6 necrotic damage, and the death hag regains 5 hit
points for each creature damaged by this attack.
MINOR ACTIONS
Change Shape (polymorph) * At-Will
Effect: The death hag alters its physical form to appear as a
female of any Medium humanoid race until it uses change shape
again or until it drops to 0 hit points. To assume a specific
individual's form, the death hag must have seen that individual.
Other creatures can make a DC 35 Insight check to
discern that the form is a disguise.
R Displace * At-Will (1/round)
Attack: Ranged 10 (one creature); +21 vs. Will
Hit: The target teleports into a zombie mob.
Skills Bluff +19, Insight +17, Intimidate +19, Nature +17
Str 25 (+16)
Dex 18 (+13)
Wis 17 (+12)
Con 19 (+13)
Int 16 (+12)
Cha 20 (+14)
Alignment evil
V10: THE BLACK GATE
Lord Carrion, Death Knight (C)
Level 21 Brute
Large natural humanoid (undead)
XP 3,200
HP 240; Bloodied 120
Initiative +12
AC 33; Fortitude 34; Reflex 30; Will 31
Perception +16
Speed 6
Darkvision
Immune disease, poison; Resist 10 necrotic;
Vulnerable 10 fire
TRAITS
Despair (fear)
An enemy takes a -2 penalty on attack rolls against the giant
mummy until it damages the giant mummy.
Regeneration
The mummy regains 10 hit points whenever it starts its turn
and has at least 1 hit point. When the mummy takes radiant
damage, its regeneration does not function on its next turn.
STANDARD ACTIONS
m Rotting Slam (disease, necrotic) * At-Will
Attack: Melee 1 (one creature); +26 vs. AC
Hit: 4d8 + 18 necrotic damage, and the target contracts mummy
rot.
TRIGGERED ACTIONS
C Dust of Blinding Death (acid) * At-Will
Trigger: When first bloodied and again when reduced to 0 hit
points.
Attack: Close burst 2 (creatures in burst); +24 vs. Fortitude
Hit: 4d8 + 8 acid damage, and the target takes ongoing 10 acid
damage and is blinded (save ends both).
Str 22 (+16)
Con 24 (+17)
Dex 14 (+12)
Int 6 (+8)
Alignment unaligned
Wis 12 (+11)
Cha 16 (+13)
Languages Giant
Languages Common, Elven
Level 17 Elite Soldier
Medium natural humanoid (undead, human)
HP 264; Bloodied 132
AC 33; Fortitude 30; Reflex 26; Will 27
Speed 5
Immune disease, poison; Resist 10 necrotic;
Vulnerable 10 radiant
Saving Throws +2; Action Points 1
TRAITS
XP 3,200
Initiative +11
Perception +8
Darkvision
Marshal Undead * Aura 10
Lower-level undead allies in the aura gain a +2 bonus to their
attack rolls.
Combat Challenge
Every time the death knight attacks an enemy, whether that
attack hits or misses, the death knight can mark that target. The
mark lasts until the end of the death knight’s next turn. In
addition, whenever an adjacent enemy shifts, the death knight
makes a melee basic attack against that enemy (as an immediate
interrupt).
STANDARD ACTIONS
m Soulsword (necrotic, weapon) * At-Will
Attack: Melee 1 (one creature); +22 vs. AC
Hit: 3d8 + 14 damage, plus 5 necrotic damage (plus an extra
2d6 necrotic damage on a critical hit).
M Containing Strike (necrotic, weapon) * At-Will
Requirements: Requires soulsword.
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 3d8 + 14 plus 5 necrotic damage, and the death knight can
make a melee basic attack as an immediate reaction against the
target if the target shifts on its next turn.
M Warrior's Challenge (necrotic, weapon) * Encounter
Requirements: Requires soulsword.
Attack: Melee 1 (one creature); +22 vs. AC
Hit: 4d8 + 15 damage, plus 5 necrotic damage, and the target is
pushed 2 squares. All enemies within 2 squares of the target are
marked until the end of the death knight’s next turn.
C Unholy Flames (fire, necrotic) * Recharge 5 6
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P2: ORCUS CONVERSION
Attack: Close burst 2 (creatures in burst); +20 vs. Reflex
Hit: 6d8 + 12 fire and necrotic damage to living creatures.
Undead creatures within the burst (including the death knight)
deal an extra 2d6 fire damage with melee attacks until the end
of the death knight's next turn.
Deceptive Veil (illusion) * At-Will
Second Wind (healing) * Encounter
Phantom Image (illusion) * Recharge 5 6
Effect: The death knight spends a healing surge and regains 57
hit points. The death knight gains a +2 bonus to all defenses
until the start of its next turn.
Str 20 (+13)
Con 18 (+12)
Dex 12 (+9)
Int 13 (+9)
Wis 11 (+8)
Cha 14 (+10)
Effect: The rakshasa disguises itself to appear as a Medium
humanoid until it uses deceptive veil again or until it drops to 0
hit points. Other creatures can make a DC 37 Insight check to
discern that the form is an illusion.
Effect: Until the end of the rakshasa noble’s next turn, any
creature that attacks the rakshasa’s AC or Reflex defense must
roll twice and use the lower attack roll result. If either result is a
critical hit, use that result instead.
Alignment evil
Languages Common
Equipment soulsword (longsword), plate armor, light shield
Skills Arcana +20, Athletics +17, Bluff +21, Diplomacy +21,
History +20, Insight +19, Intimidate +21
Str 16 (+12)
Dex 20 (+14)
Wis 20 (+14)
Con 18 (+13)
Int 22 (+15)
Cha 24 (+16)
Al’ahz’ahmin, Rakshasa Noble (A)
Alignment evil
Level 19 Controller
Medium natural humanoid
HP 178; Bloodied 89
AC 33; Fortitude 31; Reflex 33; Will 34
Speed 7
STANDARD ACTIONS
Languages Common
XP 2,400
Initiative +14
Perception +19
Low-Light Vision
m Claw * At-Will
Attack: Melee 1 (one creature); +24 vs. AC
Hit: 3d6 + 10 damage, and the target is blinded until the end of
the rakshasa noble’s next turn.
R Mind Twist (psychic) * At-Will
Attack: Ranged 20 (one creature); +22 vs. Will
Hit: 3d8 + 14 psychic damage, and the target is dazed (save
ends).
R Phantom Lure (charm) * At-Will
Attack: Ranged 10 (one creature); +22 vs. Will
Hit: The target slides 5 squares.
R Frightful Phantom (fear) * Recharge 5 6
Attack: Ranged 5 (one creature); +22 vs. Will
Hit: 4d8 + 16 psychic damage, the target is pushed 5 squares,
and the target is stunned (save ends).
MINOR ACTIONS
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