h2: orcus conversion
Transcription
h2: orcus conversion
H2: ORCUS CONVERSION H2: THUNDERSPIRE LABYRINTH Looking at the 4th Edition adventure series H1: Keep on the Shadowfell, H2: Thunderspire Labyrinths, and H3: Pyramid of Shadows – there is very little in the plotline that really ties these adventures together into a full story. When I read the Keep on the Shadowfell I had hoped that Wizards of the Coast would tie this story together around a growing threat from the Demon Lord Orcus (appearing in H1) trying to spread undeath from the new cool Shadowfell plane defined in 4th Edition. Lot of expectation had been built up around demons, demon lords and the Shadowfell in the Worlds and Monsters publication previously. Sadly my hopes was not fulfilled when I read the Thunderspire Labyrinth and then later the Pyramid of Shadow. I therefore decided to try to bridge this gap myself, with a conversion guide, doing some changes in the story, background and some of the encounters and images, in order to create an atmosphere foreboding the return of the undead legions of Orcus. Please note that you should read through the H1: Conversion Guide first, as it gives you the full background story to the campaign. /Myrhdraak H2: ORCUS CONVERSION TABLE OF CONTENT Table of Content .......................................................................... 2 Credits ............................................................................................. 5 Prologue .......................................................................................... 5 The Rod of Ruin .............................................................................. 5 Background.................................................................................... 6 Starting the Adventure .............................................................. 7 Ruins of Thunderspire ............................................................... 8 12. Sea of Shadows ....................................................................... 8 14. House of Silence ...................................................................... 8 15. Palace of Zaamdul................................................................. 8 16. Watchtower of Shadows ...................................................... 8 17. Chasm Keep ............................................................................. 8 A1: Into the Mountain ............................................................... 9 Rendil’s Story ................................................................................... 9 The Seven-Pillared Hall ......................................................... 10 A Broken Peace ............................................................................ 10 The Mages of Saruun ................................................................. 10 People of the Hall ..................................................................... 11 Vadriar the Sage .......................................................................... 11 NPCs in the Hall .......................................................................... 11 Questions Answered ................................................................... 11 Old Songs ....................................................................................... 13 New Monsters ............................................................................ 14 Flesh Ripper .................................................................................. 14 Shadow Binder ............................................................................. 15 Bar Fight! ..................................................................................... 16 Setup................................................................................................ 16 Area 2: The Bell Tower. ............................................................ 32 Tactics ............................................................................................. 16 Area 3: On the Fort Roof .......................................................... 33 Features of the Area ................................................................... 17 Area 4: The Throne Room ....................................................... 34 Aftermath ...................................................................................... 18 Area 5: The Library .................................................................... 35 Brugg’s Enforcers ..................................................................... 19 Area 6: The Pit............................................................................. 35 Setup................................................................................................ 19 Area 7: The Dining Hall ........................................................... 36 Tactics ............................................................................................. 20 Area 8: The Chasm..................................................................... 36 Features of the Area ................................................................... 21 Area 9: The Storeroom .............................................................. 37 Aftermath ...................................................................................... 21 Area 10: Servant’s Quarters.................................................... 37 Area 1: Chamber of Eyes....................................................... 22 Area 11: The Kitchen ................................................................ 37 The Bloodreavers ......................................................................... 22 Area 12: Barracks ...................................................................... 38 The Rod of Ruin........................................................................... 22 Area 13: Escape .......................................................................... 38 C4: Torog’s Shrine ................................................................... 23 Sea of Shadows .......................................................................... 39 Features of the Area ................................................................... 23 Background ................................................................................... 39 Grimmerzhul Trading Post .................................................. 24 Development ................................................................................. 39 H6: Ruined Chapel ................................................................. 25 The Rod of Ruin .......................................................................... 40 H8: Murkelmor’s Chamber .................................................. 25 S1: Shores of Shadow .............................................................. 41 Drow Emissaries....................................................................... 26 Setup................................................................................................ 41 Background ................................................................................... 26 Tactics ............................................................................................. 41 Set up............................................................................................... 26 Features of the Area ................................................................... 41 Tactics ............................................................................................. 27 The Rod of Ruin .......................................................................... 42 Features of the Area ................................................................... 27 S2: Watchtower of Shadows................................................. 44 Aftermath ...................................................................................... 27 Setup................................................................................................ 44 Interlude 2: The Ambush ...................................................... 29 Tactics ............................................................................................. 44 The Seven-Pillared Hall............................................................. 29 Features of the Area ................................................................... 45 The Chasm Fort ........................................................................... 29 Negotiations .................................................................................. 46 Setup................................................................................................ 30 Revelations .................................................................................... 46 Chase Overview............................................................................ 31 The Rod of Ruin .......................................................................... 47 Area 1: Courtyard....................................................................... 31 S3: The Shadow Vortex .......................................................... 48 2014-01-31 2 H2: ORCUS CONVERSION Setup ................................................................................................ 48 Setup................................................................................................ 65 Features of the Area ................................................................... 87 Tactics ............................................................................................. 48 Tactics ............................................................................................. 66 The White Bull .......................................................................... 89 Features of the Area.................................................................... 50 Features of the Area ................................................................... 67 Setup................................................................................................ 89 The Rod of Ruin ........................................................................... 51 Conclusion ..................................................................................... 68 Tactics ............................................................................................. 89 Area 3: Well of Demons ........................................................ 52 House Rules Appendix .......................................................... 69 Features of the Area ................................................................... 89 W9: Proving Grounds ............................................................. 53 Hypothermia ................................................................................ 69 Appendix: Orb of Light ........................................................... 91 Shadow Dragon ........................................................................... 53 Paldemar’s Diary ...................................................................... 70 XP Analysis ................................................................................. 93 W10: The Inner Sanctum ..................................................... 55 Appendix: The Minotaur City .............................................. 72 NPC Portraits ............................................................................. 94 The Message .................................................................................. 55 Questions about the Depths ..................................................... 72 Player’s Handouts ..................................................................... 97 The Silver Key............................................................................... 55 DM Advice..................................................................................... 72 The Treachery of Tzaruum’ze............................................... 101 The Tomb of Death ..................................................................... 55 People of the Hall ........................................................................ 73 Battle Maps .............................................................................. 102 Area 4: Shrine of Undeath .................................................... 56 Into the Halls of Silence ............................................................. 76 Monster Update ..................................................................... 119 The Goal ......................................................................................... 56 The Court of Bones ..................................................................... 76 A1-1: Into the Mountain ....................................................... 119 Tower without Doors.................................................................. 56 The House of Silence................................................................... 77 C2: Guard Room...................................................................... 119 Paldemar’s Plan .......................................................................... 56 The Horned Crypts ..................................................................... 77 C3: Refectory ............................................................................. 120 T0: Returning Enemies ........................................................... 57 Court of Bones........................................................................... 78 C4: Torog’s Shrine ................................................................... 121 Setup ................................................................................................ 57 Setup................................................................................................ 78 A2-1 Grimmershul Trading Post ....................................... 122 Tactics ............................................................................................. 58 Tactics ............................................................................................. 78 H1: Portcullis ............................................................................ 123 The Rod of Ruin ........................................................................... 58 Features of the Area ................................................................... 79 H2: Duergar Workshop ........................................................ 123 Features of the Area.................................................................... 58 House of Silence ....................................................................... 81 H3: The Great Hall ................................................................. 124 T1: First Defense ....................................................................... 60 Setup................................................................................................ 81 H4: Western Guard Post....................................................... 125 Setup ................................................................................................ 60 Tactics ............................................................................................. 81 H5: South Gate ......................................................................... 126 Tactics ............................................................................................. 61 Features of the Area ................................................................... 82 H6: Ruined Chapel .................................................................. 126 Features of the Area.................................................................... 61 Horned Crypts .......................................................................... 84 H7: The Slave Pits ................................................................... 126 T2: The Demonic Machine ................................................... 62 Setup................................................................................................ 84 H8: Murkelmor’s Chamber ................................................... 127 Setup ................................................................................................ 62 Tactics ............................................................................................. 84 Interlude 2: The Ambush ....................................................... 128 Tactics ............................................................................................. 63 Features of the Area ................................................................... 85 Random Events ......................................................................... 129 Features of the Area.................................................................... 64 The Treasure Seeker ............................................................... 87 W1: Chamber of the Well ..................................................... 130 The Rod of Ruin ........................................................................... 64 Setup................................................................................................ 87 W2: Gnoll Barracks ................................................................ 131 T3: The Shrine of Orcus ......................................................... 65 Tactics ............................................................................................. 87 W3: Practice Hall .................................................................... 131 2014-01-31 3 H2: ORCUS CONVERSION W4: Shrine to Baphomet....................................................... 132 W6: Hall of Enforced Introspection ................................... 133 W7: Hall of the Crimson Whip ........................................... 134 W8: Hall of the Howling Pillars.......................................... 134 W9: Proving Grounds ............................................................ 135 W10: The Inner Sanctum..................................................... 136 T1: Level of Defense................................................................. 138 T2: The Demonic Machine.................................................... 138 T3: The Shrine of Orcus ......................................................... 140 DM's Roleplaying Advice ................................................... 142 Overall Changes........................................................................ 142 Encounter C3 Refectory (Chamber of Eyes) .................... 142 Encounter H7 slave pits (Horned Helm)........................... 142 Encounter W2 Gnoll barracks (Well of Demons) ......... 142 The Treasure Seeker (Random Encounter) ...................... 143 Court of Bones (Side Quest) .................................................. 143 2014-01-31 4 H2: ORCUS CONVERSION CREDITS These are the contributors in the Wizards community that have helped with improvements and new ideas and concepts to this H1 Conversion Guide. Frostden Original work for the chase encounter in Interlude 2: Ambush. Lineov Providing statistic on an Eldar Shadow Dragon. Inspiration for changes in H6: Ruined Chapel. Loydb Apperance of Kalarel as lich in H2 Jacktannery Contributed DM's role-playing advice BadImplication Contributed the Ballad of Sir Keegan PROLOGUE Paldemar stood astounded, looking out over the Shadow Sea – his Master had been telling him the truth. The cavern opened up to infinity, stalactite pillars the size of castle towers reached down from the darkness above, touching the endless black mirror of shadowy sea. Wisps of shadows played over the mirror like black surface, like wraiths doing a dance macabre over a polished black dance floor. He kneeled down on the cavern floor and started to reach down to touch the black water, but stopped. Even without touching it he cold feel the cold. An unnatural cold, was spreading up his arm, pouring like icy water up his veins, replacing his warm blood with the ice of the grave. He stood up again and faced the underground cavern, looking out over the Sea of Shadows. “O Master, Lord of Blood, your humble servant bows to your infinite wisdom. I now see what I have to do. Your tool is ready.” Paldemar bowed in silence. His masters whispering voice had been telling him the truth. The sealed shadow rift in Winterhaven, was of unimportance if he could flood the gates to the Sea of Shadows. Its breached walls would bring a flood of shadow water over the world of the living, pouring out like leprosy over the Nentir Vale, brining in its wake darkness, blood and unlife like what had never been seen before. And in its center – Paldemar – Skull Lord of Orcus, Slayer of the Living, Master of the Undead Legions, Fist of the Demonic Horde… He laughed out loud and his voice echoed across the immense shadow water, and was magnified with a thousand voices, answering to his prayers, carrying back a chorus of shadow voices from the Land of the Dead. An unstoppable echo that grew, until Paldemar stopped, scarred of what it would do to him. Yes, he would be his Masters willing tool in this. The rewards that would come in its wake would be endless. He looked out over the narrow bridges that spanned between the stalagmites and stalactites of the immense cavern. There they stood in silence, the bronze wardens – minotauric statues of resolve. Only he knew their real purpose. Only he would call the ritual that would awaken them to their assigned task. He had much to do, but first some of his masters in the Mages of Saruun needed to be eliminated. He spoke the Word of Shadows his Master had provided him. The shadows started to gather across the Sea of Shadows. Wraiths like ghosts of unlife, coming at their master’s call. They would serve well for the task they would be given. The Mages of Saruun would fall, and along with them – the living world. 2014-01-31 THE ROD OF RUIN If the characters acquired the Rod of Ruin in H1: Keep on the Shadowfell, it will give the wielder visions during their expedition to the Thunderspire Labyrinth. These visions and memories are induced by Karavakos and show them pieces from his campaign as well as what he managed to scry from the Pyramid of Shadow as to the events that led to the end of the Minotaurs of Saruun. When the PCs approaches the entrance to the Thunderspire Mountain the wielder gets the first vision: Suddenly things shifts around you. Startled you look around to find that you are surrounded with legions of walking dead and snarling demonic beasts, climbing the mountain side, but nobody seems to take notice of you – as if you were not there, or as if you were seeing the events play out in front of you like a dream. In front of the hordes you see bleeding and wounded minotaurs being slaughtered by the relentless hordes of undead and demons. Their shrill cries of anguish, pain and doom meets no mercy, and their large fur-clad bodies is trampled upon by the marching hordes. You raise the Rod of Ruin towards the skies and bark out a command in an evil tongue – you feel satisfaction. Tonight the minotaurs dies! 5 H2: ORCUS CONVERSION BACKGROUND Five hundred years ago, minotaurs founded the city of Saruun Khel in the depths below Thunderspire Mountain. This was the only place where they could hide and defend their way of life from the expanding empire of Karavakos. Once Karavakos armies were defeated, Saruun Khel soon became the center of an oppressive minotaur kingdom that subjugated neighboring lands. However, three centuries ago, a battle for the throne of Saruun Khel erupted into a vicious civil war. Out of anger at the minotaurs’ growing devotion to his rival Orcus the Blood Lord, and his high priests lack of faith in handling Orcus influence and instead turning to the Raven Queen, the demon lord Baphomet cursed them with mindless fury. Thus, when one faction was defeated, the survivors took to battling one another until only a few minotaurs remained in the ruins of the once-great city. Over the following centuries, adventurers came to explore the labyrinthine ruins of Saruun Khel, seeking forgotten treasure. Few of them survived. About 25 years ago, three wizards—Hasifir, Niame, and Samazar—came to the mountain. Accompanied by retainers, the wizards spent long months in the ruins. Among the magic items they recovered were several command amulets, which allowed them to control the bronze warders, minotaur constructs built in the city’s heyday. The wizards used the bronze warders to clear the upper level of the ruins, establishing a stronghold there—the Seven-Pillared Hall, but they never learnt the real truth of their purpose, and they never went as deep as to the Sea of Shadow. In the last two decades, the original founders formed the Mages of Saruun, and established the Seven-Pillared Hall to provide them with safe access to the denizens of the Underdark. The mages cleared an ancient subterranean highway carved by the minotaurs, allowing denizens of the deep to trade with them and select other surfacedwellers in the black markets of the Hall. Today, dwarves, duergar, drow, and more creatures come to the Seven-Pillared Hall to trade gems, gold, rare ores, and other goods. Under the watchful eyes of the hooded mages and their bronze servitors, an uneasy peace endures in the Hall while perils lurk in the shadows of the Labyrinth beyond. Orcus have managed to infiltrate the Mages of Saruun with one of his own loyal subjects – the wizard Paldemar. Due to the machinations of his renegade mage, the fragile peace of Thunderspire Mountain is in jeopardy. Slavers now operate in the depths of the mountain, and an even bigger danger once again threatens the lands of the Nentir Vale – Paldemar have through the whispering of the Blood Lord learnt about the Sea of Shadows. In addition to establishing a vibrant temple and cult of Orcus in Thunderspire, Paldemar has been gathering arcane power to use against the Mages of Saruun. Some of his master he has been able to trick down to the Sea of Shadows where the wizards have been captured by the shadow wraiths under his control. This has given him more freedom to pursue his real objectives in Thunderspire. Paldemar has set in motion actions to open the rift in the Sea of Shadows. His first step was to secure an alliance with the Bloodreavers. They have provided him with fresh slaves in exchange for the promise that he will rid the Seven-Pillared Hall of the Mages of Saruun, allowing them to become the new masters of the Hall. His second step was to get the duergar miners of the Grimmerzhul clan to open up the sealed tunnels to the Sea of Shadows for him in exchange for the slaves. His third step was to trick the Blackfang gnolls into help him clear out the Well of Demons in exchange for a promise that the artifacts and treasures in there will make them the new masters of the Seven-Pillared Hall, once he has disposed of the Mages. With the support of the gnolls Paldemar have managed to 2014-01-31 get access to the inner sanctum and through there to the Palace of Zaamdul were he found the original demonic machine that the minotaur high priest created to control the bronze wardens in order to open the rift to the Shadowfell under the Sea of Shadows. Learning about Kalarel’s failure and the thwarting of his plan in Winterhaven, he has increased his efforts to capture the remaining mages. Without their protectors, Paldemar have managed to dispose of six out of seven of the Mages of Saruun—whose magical powers are now used to power the many bronze wardens in their Song of Breaking at the shadow sea. The border to the Shadowfell is growing thinner by the day and creatures of shadow have started to slip through the dimensional folds. If Paldemar and his army of bronze wardens are not stopped, they will open the gates of the Sea of Shadow to flood the surrounding lands in darkness and undeath. His future plans, as the adventurers can learn should they defeat him and search his personal chamber on the third level of the tower, include an evil ritual that will channels the arcane power of the captured mages that will destroy the Pyramid of Shadows and make him immortal. This is of course a lie whispered to him by Orcus, who only wants him to destroy the Pyramid of Shadows to release Karavakos soul – which the Prince of Undeath have been waiting for for a very long time. An oath is an oath… 6 H2: ORCUS CONVERSION STARTING THE ADVENTURE As the adventure begins, the player characters have already been given a quest in the H1 adventure by Lord Padraig to find the missing villagers in Winterhaven. A quest they cannot fulfill, as some of the slaves have been taken to Thunderspire Mountain, which they can learn in the Keep on the Shadowfell (See the “Hook: Slave Rescue” below). They might already have a map of the Nentir Vale, if they went to “Area 11: The Water Cave”. If this is not the case, they are provided a similar map by Lord Padraig when they tell him they think the villagers have been taken to the Thunderspire Mountain. The PCs are also approached by Valthrun the Prescient who asks the players to take the time an HOOK: SLAVE RESCUE The kobolds, lead by Irontooth, have captured twenty villagers from Winterhaven. Lord Padraig have come to understand that these disappearances have to have a connection to the Cult of Orcus he has recently learned have been active in his village. He begs the adventurers to get involved. “You have already done a great service for Winterhaven and the people of Nentir Vale,” he says. “Can you be the force I need to put an end to this and bring my subjects back if they are still alive?” Lord Padraig and his Captain Rond Kelfem are convinced that the missing villagers have been taken to the keep for the remaining cultists vile rituals. He beseeches them to follow the slavers and rescue the captives. They must be saved before it is to late! Quest XP: 200 XP/Player (major quest), and Lord Padraig provide a reward of 500 gp if the captives are rescued and returned safely to Winterhaven. HOOK: THE MINOTAUR RUINS In Winterhaven, Valthrun the Prescient, ancient sage and scholar ask the PCs to undertake an expedition to explore the ancient ruins and bring back details about the forgotten city of minotaurs the legends talk about. Read: “Have you ever heard the legends of Thunderspire Mountain? Tales claim that a great city built by minotaurs in the ancient days waits within the depths of the mountain. If you are in search of adventure, then exploring those ruins and bringing back word of the wonders you see would make this old man extremely happy. Think about how strange such a place must be! And imagine the treasures that might remain from such an alien time and location.” If the PCs are intrigued by this idea, Valthrun promises to provide them with as much information as he can uncover in his library. This boils down to a few pertinent legends, as outlined below. “Long ago, the Nentir Valley was ruled by the minotaur lords of the underground city of Saruun Khel, hidden under the Thunderspire Mountain. It disappeared from history’s stage some three hundred years ago. Very little is known about Saruun Khel and the minotaur civilization, and no one really knows why they died out. The only thing I have managed to find out about the Thunderspire Mountain is two specific parts of the ancient city of the minotaurs—the Labyrinth and the Seven-Pillared 2014-01-31 Hall—both appear in various texts from explorations of the mountains. More recent sources speak of the Mages of Saruun—modern arcanists who seem to have some lesser or greater influence in what remains of the ruined city. I would greatly appreciate if you could find any clues as to why the minotaur civilization simply vanished!” Valthrun doesn’t have any additional information, but he longs to convince a party of adventurers to explore the place and bring him back firsthand news. “Such wonders you will see,” he keeps on repeating, “…such wonders, I am sure!” The old sage even offers to make it worth the effort of the adventurers, though he adds that “anything I provide will pale before the amazing treasures you uncover, I am sure.” He promises a small monetary reward, as well as a ritual from his private collection. He will part with one of the following 6th-level rituals when the PCs return to tell him of their adventures beneath Thunderspire Mountain: Cure Disease, Disenchant Magic Item, or Speak with Dead. Quest XP: 40 XP/Player (minor quest), and Valthrun provides 420 gp for details about the fall of the minotaur civilization. He does require some proof that the PCs actually ventured into the depths of the mountain, such as a relic that obviously comes from the place. He also gives them a ritual, as described above. 7 H2: ORCUS CONVERSION RUINS OF THUNDERSPIRE I have made some changes to the locations in the Thunderspire Labyrinth to encompass the clash between the minotaurs of Baphomet and the followers of Torog, or in reality Orcus. Please not the changes in the map as well. The following locations have changed: 12. SEA OF SHADOWS Below the ruined city lie the forgotten Sea of Shadows. – a great subterranean lake were shadow water leaks into the lake water, giving room to strange shadows and unnatural coldness. Here the Shadowfell touches the living world physically in immense proportions. This shadow sea was once discovered by the minotaur highpriest of Orcus. It was later sealed and the sea forgotten. But Paldemar have cleared the deep corridors again, with the help from the Grimmerzhul duergar. Shadows, wraiths and even worse creatures now infest the Sea of Shadows and struggle to open a great rift in the lake to flood Thunderspire and the surrounding lands with Shadow Water. 14. HOUSE OF SILENCE These halls faced the large final battles between the two minotaur fractions, pushed by Baphomet and Orcus respectively. Few dares venture to the Halls of Silence as they are said to be cursed. But legends persist of crypts of minotaur nobles filled with treasures in this multichambered area to the far west of the Seven-Pillared Hall. All these halls are littered with bones from the minotaur genocide. A few minotaurs also frequent the area, searching for ancestral treasures and relics of power that might help return them to their former glory. One being the Court of Bones, were some last minotaurs still dreams of their days of glory and are dedicated to bring them back. Here the PCs can learn the full story of the end of the Minotaur civilization, if they manage to stay alive. spanning a chasm that is an extension of the large cavern that leads onwards into the cavern of the Sea of Shadows. 15. PALACE OF ZAAMDUL Once the home of Saruun Khel’s ruling high priest – who brought doom to the minotaur civilization by falling to the lies of Orcus – the palace suffered heavily during the city’s final war. Today, Paldemar have taken the high priests throne and demons and undead creatures occupy its ruined walls. By taking control of the ancient bronze wardens with the high priest’s rediscovered demonic machine he intents to open the rift in the Sea of Shadows, as was the original intention of the automations. 16. WATCHTOWER OF SHADOWS In the middle of the Sea of Shadows, a long stairway climbs up a huge stalagmite that rises out of the shadowy waters. On its top is an old watchtower that stands on its pinnacle, watching out of its dark expanses. Narrow stone bridges connect the shadow tower with the few entrances to the cavern of the shadow sea. A shadar-kai witch and her minions lair here. She is no friend or enemy of Paldemar, but she can give the PCs valuable information about Paldemars plans, and even help them in their efforts if they play their cards right. 17. CHASM KEEP This is an old dwarven keep built after the fall of the minotaur kingdom of Saruun. It today lies abandoned and plundered as a result of the Blackfang Gnoll expansion into the territory. It is built on top of a gigantic stalagmite 2014-01-31 8 H2: ORCUS CONVERSION A1: INTO THE MOUNTAIN I wanted to change the clues given by Rendil so the PCs did not have to just jump up on the train but actually learn something at the Seven-Pillared Hall first. RENDIL’S STORY The halfling Rendil Halfmoon is grateful to the adventurers for helping him out of a tight spot. He’s cocky and good-natured, and he wants to repay the PCs by helping them out any way he can. Here’s what Rendil can tell them about life within Thunderspire Mountain: Who are you? “I’m Rendil Halfmoon, and I used to live here. Well, not here, but in the Seven-Pillared Hall. Thanks so much for helping me. Come with me to the Halfmoon and I’ll buy you an ale or four. It’s the best inn— well, the only inn—this side of the Labyrinth. Its my parents who are running it, by the way.” Why are you here? “Those hobgoblins grabbed me a few hours ago. I was on my way back from Fallcreast, when they jumped me. Have been gone from the Labyrinth for a couple of months – mom and dad wanted me to have some decent education they said, but I dropped out. Can’t take all these boring surface dwellers – no offence to you dear Sirs. I was quite surprised, this used to be a safe trade route to the Hall. in the Hall, if that’s what you’re looking for. Just stay on Brugg’s good side—you don’t want him or the Mages of Saruun to pay too much attention to you, if you know what I mean.” Know anything about the Bloodreavers? “Those hobgoblins you just beat up called themselves the Bloodreavers. I do not know why. Have not heard about them before.” Rendil was sent by his parents Erra and Ralek Halfmoon to Fallcrest to receive some education other than what the brawlers and minstrels of the Halfmoon Inn could provide. He is now returning after only 4 months, in reality expelled after always getting into fights with some noble born brats. If the PCs are civil to him, Rendil offers room and board at the Halfmoon Inn for as long as the characters stay in Thunderspire. If they’re rude to him, he doesn’t extend the offer, but he still provides the promised ale. Rendil know nothing about the Bloodreavers, even less about their lair. The PCs will have to accompany him to the Seven-Pillared Hall to learn more about the Bloodreavers and what is happening in the Labyrinth. Things are not as they used to be, Rendil and the PCs are about to find out. Don’t understand what those hobgoblins was up to.” What is this place? “You’re in the Labyrinth, the untamed region in the depths of Thunderspire Mountain. We’re not too far from the Seven-Pillared Hall. Adventurers such as yourselves can easily find employment 2014-01-31 9 H2: ORCUS CONVERSION THE SEVEN-PILLARED HALL I made a few changes here, mainly related to the story of what have happened with the Mages of Saruun. The Seven-Pillared Hall is no longer a place of safety, but of unrest and intrigues as the Bloodreavers are trying to position themselves as the new masters. Read the following when the PCs enter the Hall: The lantern filled road you have been following opens into a large cavern filled with a soft purplish light. You can se huge rune-carved pillars disappearing into the shadows high above, giving support to the roof of the gigantic cave. Inside the cave you see stone houses – some built out of the surrounding rock, others erected with stones and mortar on the cavern floor. Many of the buildings have globes of light hanging from the walls, giving off points of light against the endless darkness that otherwise would have swallowed the small community. You notice that the cave village is very much alive, and not some abandoned ruins – even though many of the houses definitely seem to be of some strange archaic architecture. You see a mix of races within the streets – humans of course, but also goblins, dwarves, duergars, drows, hobgoblins, and even some halflings. Nobody really takes any notice of you, even though some stares at you as if measuring you capabilities or wealth, or maybe both. A BROKEN PEACE The Seven-Pillared Hall, a mighty chamber, was once the market square and meeting place of the ancient undermountain city of Saruun Khel. In some ways, it still serves as a market and meeting place of sorts, but for a different kind of inhabitant. Today, the Mages of Saruun provide order and safety within the Hall, chiefly so that they can trade with the intelligent monster races that live within the Labyrinth and the Underdark beyond. While the mages seek to acquire goods and items important to their arcane experiments from creatures that normally don’t conduct trade with the surface dwellers, the relative safety of the place has given rise to an underground market—both figuratively and literally. But lately this uneasy peace has been broken. For reasons unknown the Bloodreavers have been allowed to trade in slaves in the Hall, right under the nose of the Mages of Saruun who previously did not accept that kind of trade. Brugg, the leader of the enforcers that work for the mages, is often seen at Rothar’s Taproom in close conversation with the hobgoblins. He has started to turn a blind eye to the harassment and beatings of innocent bystanders who has object to the slave trade. The Ordinator Arcanis who used to patrol the Hall once in a while, has not been seen for weeks now and the time between occurrences is growing. Many of the inhabitants of the Hall who are objecting to this new order are meeting at the Halfmoon Inn, to discuss and voice their complaints. Among them is Surina who tries to convince the rest that the time for talk is over, and it is time for them to act. THE MAGES OF SARUUN The Mages of Saruun provide order and safety within the Seven-Pillared Hall. The mages take turns standing watch with the enforcers, lead by Brugg the Ogre. They provide arcane might when called for and making sure that Brugg and his enforcers toe the line. The Mages of Saruun, consist of seven Saruunic Masters – all experienced wizards. Hasifir, Niame, and Samazar of the original adventurers that discovered Saruun Khel are now very old and seldom venture out into the Seven-Pillared Hall. Their ranks have 2014-01-31 been added with younger wizards – Milac, Zendisi, Urbin and Orontor, each with at one or two acolytes in training. Paldemar – one of the acolytes of the wizard Orontor has betrayed his master and is secretly serving Orcus. With cunning, tricks and devious lies, Paldemar have managed to dispose of 6 of the seven Mages of Saruun. By seeding discord amongst them and tempting them with the lost knowledge of the Minotaur’s he have taken them one by one to the Sea of Shadows, where he has managed to overtake them with the aid of Shadow Binders. The lost mages now floats paralyzed over the Sea of Shadows, surrounded by their Shadow Binders that keep them prisoners. The only remaining Saruunic Master Orontor is very worried about the situation but cannot risk the truth to be spread within the Hall, as it would lead to anarchy and the end of the mages regime. He puts high faith in an expedition headed by Master Milac to learn the fate of the other mages. He has sent his own trusted Acolyte Paldemar, who has shown strength in the Arts, to accompany the small expedition. But so far he hasn’t heard anything from them. If asked, Orontor only knows that the expedition was heading for the Grimmerzhul duergar at the Horned Hold to seek out their aid. Orontor has this duty when the adventurers arrive in the Hall. He is a sour-faced, black-haired, 40-year-old human. Orontor might eventually come to regard the adventurers as potential allies to help him with the current situation. HOOK: A FAVOR FOR THE MAGES Orontor will not tell the PCs anything about the urgent situation for the Mages of Saruun. He will only ask them to search for clues as to what happened to his acolyte Paldemar, who has gone missing. 10 H2: ORCUS CONVERSION “Look into the activities of my acolyte mage Paldemar,” Orontor says, “he has gone missing on an important mission for the Mages of Saruun. If you can learn his fate or aid him in his mission, you will earn the favor of my brotherhood. I have not heard from Paldemar in many weeks, and the few reports I have received of his activities in the Labyrinth indicates that he might have searched the knowledge of the Grimmerzhul duergar of the Horned Hold. Help me, and the Mages of Saruun will owe you a debt of gratitude.” Quest XP: 100 XP/Player (major quest), and 400 gp, provided they discover Paldemar and what he is up to. If the PCs reveals any of Paldemars nefarious—and unauthorized—plans, Orontor ask them to do anything to stop him from completing them. The PCs are rewarded with 150 XP/Player, 500 gp, and an 8th-level magic item if they are successful. PEOPLE OF THE HALL I had to do some small changes to Vadriar the Sage, as well as added a list of all the NPCs in the Hall. I have also added a Questions Answered section in the end. VADRIAR THE SAGE Vadriar is a slender, short human with a shaved head. He wears simple brown robes and carries a heavy backpack stuffed with books and scrolls. Months ago, Vadriar found a small tunnel that lead him deeper into the Labyrinth than ever before. He followed the tunnel all the way down to the Sea of Shadows. There he saw the imprisoned Mages of Saruun floating over the shadow sea and the bronze wardens chanting at the shadow rift. He understood that someone was trying to invoke a dark ritual that would bring darkness and shadows to all the upper level of the Labyrinth, killing all the inhabitants of the Seven-Pillared Hall. Vadriar escaped with this knowledge but received a curse from the Shadarkai witch that prevents him from sharing what he knows and keeps him from leaving the mountain. As a result, Vadriar is gripped with endless terror. He sputters, trips over his own feet, and seems ready for an ambush at any moment. Despite these drawbacks, he is the most sagacious person in the Hall. If the PCs need information on the Labyrinth’s history, everyone directs them to Vadriar. He is usually found at the Halfmoon Inn, but he frequently travels the Labyrinth alone in search of new lore and a way to stop the shadow rift from opening. NPCS IN THE HALL ♦ Bersk Hollon – Builds and repairs wagons and runs a stable (Bersk’s Stable) ♦ Bennik the Wanderer – Halfling ministrel (Halfmoon Inn) ♦ Brugg – Ogre enforcer of the Mages of Saruun (Customhouse / Halfmoon Inn / Rothar’s Taproom) ♦ Charrak – Kobold beggar, thief and seller of information (Anywhere in the Hall) ♦ Erra Halfmoon – Halfling owner of the Halfmoon Inn (Halfmoon Inn) ♦ Dreskin – Shopkeeper (Dreskin’s Foodstore) ♦ Gendar – Drow rogue and shopkeeper (Gendar’s Curios and Relics) ♦ Harwin – Doppelganger spy for the Grimmerzhul duergar (Halfmoon Inn) 2014-01-31 ♦ Kedhira – Duergar trader of the Grimmerzhul Trading Post (Grimmerzhul Trading Post) ♦ Orontor – Last remaining experienced Mage of Saruun (Walking the Hall as Ordinator Aracanis) ♦ Noristo Azaer – Merchant son of the House of Azaer (House Azaer) ♦ Phaledra – Priestess of Erathis, godess of law and civilization (Temple of Hidden Light) ♦ Rendil Halfmoon – Halfling nephew of Erra Halfmoon (Halfmoon Inn) ♦ Rothar – Half-orc owner of rowdy alehouse (Rothar’s Taproom) ♦ Surina – Dragonborn Warlock trying to spread law and justice in the name of Erathis (Temple of Hidden Light / Hall / Pigeonhole / Labyrinth) ♦ Terrlen Darkseeker – Explorer and guide of the Labyrinth (Halfmoon Inn / Labyrinth) ♦ Ulthand Deepgem – Dwarf merchant head of the Deepgem Company (Deepgem Company) ♦ Vadriar the Sage – Sage and Historian (Halfmoon Inn / Labyrinth) QUESTIONS ANSWERED Based on the knowledge the PCs possess when they first arrive at the Seven-Pillared Hall, they are likely to ask some of the following questions. Each answer is associated with the NPC who can provide it; the PCs must find and talk to that NPC to gain the answer. You can either read each NPC’s response out loud to the players, paraphrase the response in your own words, or offer a combination of both by roleplaying an interactive encounter between the adventurers and the NPC. 11 H2: ORCUS CONVERSION PCs might ask questions not covered here. If that happens, answer as the NPC would, regardless of whether that person knows the answer. For example, an NPC might attempt to make up an answer, guess, or admit they don’t know the answer to a specific question. Q: Who are the Bloodreavers and where can I find them? Brugg: “Why do you ask? Who are you, Brugg have not seen you in the Hall before? What is your business here?” Erra Halfmoon: “The Bloodreavers are a tribe of goblinoids and worse that have showed up here in the Hall quite recently – filthy scum. A lot more of them are around, but you won’t see them up here. They hide out down in the Chamber of Eyes I have heard. Filthy muck eaters, all of ’em. They’re thieves and slavers, and not necessarily in that order. How to get there? I don’t know – just heard it mentioned. You should probably talk to Terrien Darkseeker. No one knows the Labyrinth better than him.” Charrak: “Aaah, the Bloodreavers yesss! Charrak knowsss about them. Yes he knowsss. Filthy goblinoidsesss hitss poor Charrak. Charrak knows their secret , knows they ways to the Chamber of Eyesss – yes he doesss. If you’ve got a score to settle with the Bloodreavers, and money to pay I can help you Sirsss. I can tell you how to find the Chamber of Eyesss. I’d like to see someone teach them a lesson.” (For 20 gp Charrak provides directions) Terrien Darkseeker: “You want to get to the Chamber of Eyes? Yes I know about the place. It is not along any of the major routes of the Labyrinth, but I know it. I can show you there for 10 gp per day. It is roughly 4 miles there and back, but the tunnels are rough and perilous so I would count a full day there and back if I were you.” Q: What do you know about the Chamber of Eyes? Erra Halfmoon: “Nothing, have just heard it mentioned. There are big parts of the Labyrinth were nobody ever ventures. Things still lurk out there in the dark you know. I would not venture there if I were you.” Vadriar the Sage: “Very little is known about the Chamber of Eyes. Some sages believe it even predates the minotaurs in Thunderspire Mountain. It is supposed to be a shrine of some sort, belonging to some forgotten god of the dark depths of the earth. I have never been there, but I would be interested in learning what you found there if you intend to seek it out.” time ago, allowing denizens of the deep to trade with them and other surface dwellers in the black markets of the Hall. Vadriar the Sage: “The original founders of the Mages of Saruun were the wizards Hasifir, Niame, and Samazar. They came to the mountain accompanied by retainers and spent long months in the ruins. Among the magic items they recovered were several command amulets, which allowed them to control the bronze warders, minotaur constructs built in the city’s heyday. The wizards used the bronze warders to clear the upper level of the ruins, establishing a stronghold there—the Seven-Pillared Hall.” Q: What is the Seven-Pillared Hall? Q: Who are the Mages of Saruun and where can I find them? Brugg: “You ask many questions little man? Why are you here asking about the Mages of Saruun? What is your business here?” Erra Halfmoon: “The Mages? Don’t know much about’em actually. The Mages of Saruun provide order and safety within the Seven-Pillared Hall. The mages take turns standing watch with the enforcers, lead by Brugg the Ogre. They provide arcane might when called for and making sure that Brugg and his enforcers toe the line. But who they are nobody knows. Sometime they come out of their Tower of Saruun to walk the streets of the Hall and pass out justice on those who have not followed their rules – usually swift judgement, trust me. However, nobody have managed to find entrance to the Tower. That is a well guarded secret. Somehow the Minotaur Statue whisks them away into the tower. Magic I suppose.” Bennik the Wanderer: “The old stories tell about a group of brave adventurers that set out to explore the labyrinthine ruins of Saruun Khel, seeking some forgotten treasure. Few who had tried before them had survived. But then these three wizards, succeeded were other had failed. They supposedly cleared the ancient subterranean highway carved out by the minotaurs long 2014-01-31 Anyone in the Hall: “The Hall is this great natural cavern you stand in stupid! Here you will find dwarves, duergar, drow, and more creatures come from the underdark to the Seven-Pillared Hall to trade gems, gold, rare ores, and other goods with the surface-dwellers. Under the watchful eyes of the hooded mages and their bronze servitors, an uneasy peace endures in the Hall while perils lurk in the shadows of the Labyrinth beyond.” Vadriar the Sage: “The Seven-Pillared Hall, a mighty chamber, was once the market square and meeting place of the ancient undermountain city of Saruun Khel. In some ways, it still serves as a market and meeting place of sorts, but for a different kind of inhabitant. Today, the Mages of Saruun provide order and safety within the Hall, chiefly so that they can trade with the intelligent monster races that live within the Labyrinth and the Underdark beyond. While the mages seek to acquire goods and items important to their arcane experiments from creatures that normally don’t conduct trade with the surface dwellers, the relative safety of the place has given rise to an underground market—both figuratively and literally.” 12 H2: ORCUS CONVERSION If the PCs succeed on a DC 17 Streetwise check while asking around the Hall, they also find out about the recent changes. Read the following conclusion for them: You have started to realize that things are not as they used to be in the Seven-Pillared Hall. Mutterings among traders; discussions at the Halfmoon Inn; cautious stares versus strangers; all tell the same story – things are changing to the worse in the Hall and the Mages of Saruun do not seem to care. People do not feel safe anymore in the Hall. The Bloodreaver’s have started to sell human slaves in the Hall to drows, derros, duergars and even worse Underdark monstrosities. The mages would never have tolerated that before, but now they sit and do nothing. They do not even show up as often as they used to do, seldom walking the cavern floor of the Hall anymore. Their enforcer Brugg do not seem to mind the Bloodreavers, and anybody who dares to complain have been taking a beating or worse, while Brugg and his enforcers have turned a blind eye to it. Something seems to be wrong, everybody whispers about it, but no one dares to voice it. OLD SONGS Bennik the Wanderer, being a halfling minstrel, is often invited to perform at the Halfmoon Inn. One of the songs of his repertoire brings back some memories from the previous adventure to the characters. The Ballad of Sir Keegan (Written by Johnny Lynch aka Wrain) Sit ye on down and grab ye some ale, Open yer ears and I'll tell ye a tell, One o' bone-curdling loss and betrayal... O' how our valiant hero, 'e fell. ... Weeell... Bad Sir Keegan, Mad Sir Keegan, Why did ye slaughter ‘em all? They say were the bottle, When ye’d walk ye would waddle! What maaade ye take the great fall. A man o’ renown, Respected by all! Till one fateful night, Yer sword made the call. Ye stabbed and ye sliced And ye killed and ye stabbed. Till surrounded ye were And yer own throat was jabbed. ... Well bad Sir Keegan, Mad Sir Keegan, Why did ye slaughter ‘em all? They say were a caretaker, In yer wife’s underwayer! What maaade ye take the great fall. First was yer wife Run through like a hog. Second yer son, Who slept like a log. Then went yer very best, Favorite dog! The fish in its bowl Content was fourth... 2014-01-31 Then ye ran out And slayed ye the horse! ... O Bad Sir Keegan, Mad Sir Keegan, Why did ye slaughter ‘em all? They say were yer littl’un, Yer patience he be wittlin’! What maaade ye take the great fall. Ye went through two score O’ yer closest advisors and soldiers Before through yer throat went the blade. To stop all the mess Yer body laid to rest After yer duty ye betrayed. Some say, ‘owever, Brave and mighty Sir Cleaver, Ye’re still keepin’ guard to this day. Yer duty ye be keepin’ While their spirits be weepin’ But not a word will they say. ... Ooo! Bad Sir Keegan, Mad Sir Keegan, Why did ye slaughter ‘em all? They say were a demon, In yer ear ‘e be breathin’, What maaade ye take the great fall. 13 H2: ORCUS CONVERSION NEW MONSTERS end of its next turn. R Utter Horror (psychic) ♦ At-Will As I have taken out Vecna from the story I had to change the Enigma of Vecna into an undead creature of Orcus. FLESH RIPPER Horrific Visage (healing, psychic) ♦ Encounter Flesh Rippers are murderers who took pleasure in mutilating their victims before leaving the bodies to rot, which has been given undeath as a reward in their afterlife by Orcus. They distantly related to ghouls and are held in high regard among Orcus followers. These fearsome undead use shadow magic to harry Orcus’ enemies from afar. When injured, a flesh ripper transforms into a shrieking, clawed berserker. Flesh Ripper Medium natural humanoid (undead) Attack: Ranged 5 (one creature); +9 vs. Will Hit: 2d8 + 5 psychic damage, and the target cannot use encounter attack powers, daily attack powers, or utility powers (save ends). Aftereffect: The target is dazed until the end of its next turn. TRIGGERED ACTIONS Trigger: The flesh ripper is first bloodied Attack (No Action): Close burst 2 (enemies in burst); +9 vs. Will Hit: 1d8 + 6 psychic damage, and the target is pushed 3 squares. Effect: The flesh ripper cannot use any power except rend flesh until the end of the encounter Skills Stealth +13 Str 12 (+4) Dex 20 (+8) Con 12 (+4) Int 15 (+5) Alignment chaotic evil Equipment robes Wis 15 (+5) Cha 16 (+6) Languages Common transforms, the horror of witnessing the gruesome change causes enemies of Orcus to recoil, allowing the flesh ripper to leap forward and engage enemies while its allies use ranged attacks. FLESH RIPPER LORE A character knows the following information with a successful Religion check. DC 15: Many temples of Orcus are guarded by robed servants called flesh rippers of Orcus. DC 20: Flesh rippers have the ability to shock an enemy and leave him or her too shaken up to move quickly. DC 25: Flesh rippers are actually horrid murderers that took pleasure in mutilating its victims, bound in undead form. If pressed in battle, they transform into shrieking, clawed berserkers. Level 6 Controller XP 250 HP 68; Bloodied 34 Initiative +8 AC 20; Fortitude 17, Reflex 18, Will 19 Perception +10 Speed 6 darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS In its normal form, a flesh ripper is a bald human with vague features. Enigmas usually wear simple robes with long sleeves, to hide their ghoulish claws. Once bloodied, they undergo a horrific transformation. They reveal a fanged, twisted visage as their skin falls away, revealing the visage of one former victim after another, as they claw away on their flayed form. m Claws ♦ At-Will Attack: Melee 1 (one creature): +11 vs. AC Hit: 1d6+1 damage. FLESH RIPPER TACTICS m Rend Flesh ♦ At-Will R Shadow Bolt (necrotic) ♦ At-Will In its inital form, the enigma uses utter horror to make them forget their powers, leaving the target covering in fear with a limited arsenal of powers. When the target’s fear subsides, the shock leaves him or her barely able to act for 1 round. Attack: Ranged 10 (one creature); +9 vs. Reflex Hit: 1d8+5 necrotic damage, and the target is slowed until the Flesh Rippers keep away from the fray, using ranged attacks to wear down foes. When a bloodied flesh ripper Requirement: The flesh ripper must be affected by horrific visage. Attack: Melee 1 (one creature): +11 vs. AC Hit: 2d12+5 damage. 2014-01-31 14 H2: ORCUS CONVERSION FLESH RIPPER ENCOUNTERS Flesh rippers are found guarding places sacred to Orcus. They also travel with his honored servants, acting as bodyguards. Their abilities make them ideally suited for this duty because they can hold back enemies at range and then transform into powerful melee combatants. Orcus Bodyguards, Level 6 Encounter (XP 1,275) ♦ 3 flesh rippers of Orcus (level 6 controller) ♦ 2 human berserkers (level 4 brute) ♦ 1 human mage (level 4 artillery) SHADOW BINDER m Icy Touch (necrotic) * At-Will Attack: Melee 1 (one creature); +15 vs. Reflex Hit: 2d12 + 7 necrotic damage. R Spirit Binder (necrotic) * At-Will Attack: Ranged 5 (one living humanoid); +15 vs. Fortitude Hit: 2d8+6 necrotic damage, and the target is trapped (save ends). Effect: The spirit bound creature is immobilized and can take no actions. If it succeeds on a saving throw, its spirit escapes. A spirit bound creature escapes automatically when the shadow binder is destroyed. Only one creature can be trapped at a time. MOVE ACTIONS SHADOW BINDER TACTICS The shadow binder seldom enters melee combat, instead it stays out of range, using its spirit binder power to render its target powerless. Once it has trapped its target the shadow binder uses its dominate spirit power to slowly channel its necrotic energies into the target, while at the same time grow stronger from this. Once the target is reduced to 0 hit points or fewer the shadow binder has the target under full control and can now freely use its control of the target to extract information, dominate and control the target or fuel dark rituals with the power of the targets soul. Shadow Glide * Encounter When souls that have lived most of their lives chained, entrapped, enslaved, or in other ways bound against their will, they sometimes burn with a desire for revenge on the living. These dark souls are sometimes given a dark purpose by the Blood Lord, if he finds them fitting. They are given a chance to take revenge on the living for a lifetime of misery. They become Shadow binders in the service of Orcus. Set to ensnare and bind souls for dark purposes or to fuel vile rituals. Shadow binders are seldom found outside the Shadowfell, and if so usually close to a portal to the Shadowfell. Shadow Binder The shadow binder gains a +2 bonus to all defenses while it has a creature’s spirit bound (see spirit binder). STANDARD ACTIONS Level 12 Controller Medium shadow humanoid (undead) HP 121; Bloodied 60 AC 26; Fortitude 24, Reflex 23, Will 25 Speed fly 6 (hover); phasing Immune disease, poison; Resist 15 necrotic; Vulnerable 5 radiant TRAITS Spirit Ward XP 700 Initiative +8 Perception +15 Darkvision Effect: The shadow binder shifts up to 6 squares. MINOR ACTIONS Spirit Pain (healing, necrotic) * At-Will (1/round) Effect: The shadow binder deals 10 necrotic damage to a creature whose spirit it has bound (see spirit binder). The shadow binder gains 10 hit points from this. TRIGGERED ACTIONS Dominate Spirit (charm) * At-Will Trigger: A spirit bound creature is reduced to 0 hit points or fewer (see spirit bind). Effect: The target is dominated (no save) and regains full hit points. The shadow binder need to take a standard action to maintain domination, failing this, the creature is allowed a saving throw to break free. The shadow binder can reestablish the domination automatically by spending a standard action. The target is no longer dominated if the shadow binder is bloodied, and can start to make saves to break free. Skills Stealth +13 Str 9 (+5) Con 17 (+9) Dex 15 (+8) Int 12 (+7) Alignment chaotic evil Wis 18 (+10) Cha 20 (+9) Languages Common 2014-01-31 15 H2: ORCUS CONVERSION BAR FIGHT! Encounter Level 4 (890 XP) SETUP When Harwin hears the adventurers asking questions about the Bloodreavers and slavers at the Halfmoon Inn, he reports back to the Grimmerzhul duergar who pass on the information to the Bloodreavers. Before the PCs get a chance to head of to the Chamber of Eyes, a gang of Bloodreavers show up at the Halfmoon Inn. This encounter includes the following creatures: 9 hobgoblin grunts (H) 2 goblin blackblades (G) 1 bugbear warrior (B) 1 hobgoblin warcaster (W) Have the players decide where their PCs are sitting. The monsters begin the fight outside the bar, and a few of them come in the front door every round. Read the following as the Bloodreavers enter: The gentle hubbub of an evening at the Halfmoon Inn is shattered by the crack of the front door flying off its hinges to land amid the nearest tables. Four hobgoblins rush into the bar, swords outstretched to skewer the nearest bar patrons. “There they are! We don’t like people asking around about the Bloodreavers strangers. Kill them!” they cry. TACTICS Hobgoblin Grunt (H) The fight begins when the bugbear warrior and three of the hobgoblin grunts burst through the door. They attack some bystanders (probably wounding or killing a couple of them). Then roll initiative. HP 1; a missed attack never damages a minion Initiative +4 AC 17; Fortitude 15; Reflex 13; Will 12 Perception +1 Speed 6 Low-Light Vision TRAITS More goblins come through the door each round. Move the following creatures in the room at the hobgoblin’s initiative point each round. Round 2: 3 hobgoblins and 1 goblin blackblade enter. The blackblade throws a bitumen torch at the bottles of alcohol behind the bar. Round 3: 2 hobgoblins and one hobgoblin warcaster enter. Round 4: 1 hobgoblin and 1 goblin blackblade enter. The new blackblade throws a bitumen torch at the card table. The goblins attack the closest PCs. By the third round, the hobgoblin warcaster emerges and uses his range attacks from behind the goblins. The goblin blackblades have been given instructions to focus on property damage, so they throw their bitumen torches rather than engage in melee if given a chance. The PCs are the only bar patrons who fight back effectively. The others flee, freeze, or fight poorly, only to die on the hobgoblins’ swords. The hobgoblins are flush with easy victory so far, and they don’t flee even when the fight turns against them. But the blackblades might slink away if it looks like they’ll die otherwise. Don’t let them flee with unused torches, however. Level 3 Minion Soldier Medium natural humanoid (goblin) XP 38 Phalanx Soldier The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 6 damage. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: When the hobgoblin grunt suffers an effect that a save can end. Effect (Immediate Reaction): The hobgoblin grunt makes a saving throw against the triggering effect. Skills Athletics +6, History +2 Str 18 (+5) Dex 14 (+3) Con 15 (+3) Int 10 (+1) Wis 13 (+2) Cha 9 (+0) Alignment evil Languages Common, Goblin Equipment leather armor, light shield, longsword Bugbear Warrior (B) Level 5 Brute Medium natural humanoid HP 75; Bloodied 37 AC 18; Fortitude 17, Reflex 17, Will 14 Speed 6 STANDARD ACTIONS XP 175 Initiative +7 Perception +8 Low-light vision m Morningstar (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d10 + 5 damage. M Skullthumper (wepon) * At-Will Requirement: Morningstar and combat advantage. 2014-01-31 16 H2: ORCUS CONVERSION Attack: Melee 1 (one creature); +8 vs. Fortitude Hit: 2d10 + 5 damage and the target is knocked prone and dazed (save ends). MINOR ACTIONS roll 1d8 for each square that’s on fire to see which direction it spreads into an adjacent square. TRIGGERED ACTIONS Predatory Eye * Encounter Trigger: When missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Effect:: The bugbear deals 1d6 extra damage on the next attack it makes against a target granting it combat advantage before the end of its next turn. Skills Intimidate +7, Stealth +11 Str 20 (+7) Dex 20 (+7) Con 15 (+4) Int 8 (+1) Wis 13 (+3) Cha 10 (+2) Small natural humanoid (goblin) HP 25; Bloodied 13 AC 16; Fortitude 12; Reflex 14; Will 11 Speed 6 TRAITS Combat Advantage Skills Stealth +10, Thievery +10 Str 14 (+2) Dex 17 (+3) Con 13 (+1) Int 8 (-1) Hobgoblin Warcaster (W) Level 1 Lurker Wis 12 (+1) Cha 8 (-1) Alignment evil Languages Common, Goblin Equipment robes, quarterstaff XP 100 Initiative +7 Perception +1 Low-Light Vision The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against. Sneaky When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade’s previous space as a free action. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d6 + 5 damage. R Biteumen Torch (weapon) * At-Will Attack: Melee 1 (one creature); +4 vs. Reflex Hit: 1d6 damage. Effect: Starts a fire in that square weather it hits or misses. A creature in a square that’s on fire takes 1d6 damage at the start of the blackblade’s turn. At the end of the blackblade’s next turn, Level 3 Controller (Leader) Medium natural humanoid (goblin) HP 46; Bloodied 23 AC 17; Fortitude 13; Reflex 15; Will 14 Speed 6 STANDARD ACTIONS XP 150 Initiative +5 Perception +4 Low-Light Vision m Quarterstaff (weapon) * At-Will Attack: Melee 1(one creature); +8 vs. AC Hit: 1d6 + 7 damage. M Shock Staff (ligtning, weapon) * Recharge 4 5 6 Requirement: Quarterstaff Attack: Melee 1 (one creature); +8 vs. AC Hit: 2d10 + 5 lightning damage, and the target is dazed until the end of the hobgoblin warcaster’s next turn. R Force Lure (force) * Recharge 5 6 Attack: Ranged 5 (one creature); +6 vs. Fortitude Hit: 2d8 + 5 force damage, and the target slides 3 squares. C Force Pulse (force) * Recharge 6 Attack: Close blast 5 (creatures in the blast); +6 vs. Reflex Hit: 1d6 + 5 force damage, and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone. TRIGGERED ACTIONS 2014-01-31 Trigger: When the hobgoblin warcaster suffers an effect that a save can end. Effect (Immediate Reaction): The hobgoblin warcaster makes a saving throw against the triggering effect. Skills Arcana +10, Athletics +4, History +12 Str 13 (+2) Dex 14 (+3) Wis 16 (+4) Con 14 (+3) Int 19 (+5) Cha 13 (+2) Alignment evil Languages Common, Goblin Equipment leather armor, short sword Alignment evil Languages Common, Goblin Equipment hide armor, morningstar 2 Goblin Blackblades (G) Goblin Tactics * At-Will Hobgoblin Resilience * Encounter FEATURES OF THE AREA Illumination: Bright light. The area is illuminated by several lanterns. Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature. The Bar: Erra Halfmoon hunkers down behind the bar, which provides cover against ranged and melee attacks. It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. If any of squares behind the bar catch on fire, then they all catch fire at the end of the blackblade’s next turn. That’s high-proof stuff back there. Improvised Weapons: The great thing about this tavern (other than the beer) is that it’s full of improvised weapons such as chairs, bottles, table cutlery, kebob skewers, and bowls of hot stew. Behind your screen, all improvised weapons are treated the same: They’re 1d8 weapons that confer no proficiency bonus. 17 H2: ORCUS CONVERSION Setup: The PCs must use Diplomacy or Intimidate to organize the bar patrons into a bucket brigade. Other players can join the line in order to help douse the fire. Level: This is a 4th-level challenge. Complexity: 3 (requires 8 successes before 3 failures). Primary Skills: Diplomacy, Intimidate, Athletics. Intimidate (DC 14): You threatens the bar patrons into joining the bucket brigade, or else… 1st Diplomacy (DC 14): You use your leadership to get people to form the bucket line. 2nd Diplomacy (DC 21): Get the people to work efficiently together when dousing the flames. Card Table: There’s 50 gp stacked here. The three bar patrons sitting here won’t flee—not while there’s money on the table, at any rate. Windows: If a creature is pushed through the windows at the front of the bar (such as from a bull rush), it takes an extra 1d6 damage from the glass. AFTERMATH When the hobgoblins have been defeated, the PCs must step in to engage the surviving bar patrons and organize a bucket brigade from a nearby river to quell the fire. This skill challenge runs as follows: Success: If the adventurers gain 8 successes before attaining 3 failures, they manage to stop the fire and saves the Halfmoon Inn. Erra Halfmoon is most gracious and offer them 100 gp as reward for their help and they of course get free quarters and food for as long as they stay at the inn. Most of the patrons of the Halfmoon Inn is considered to be helpful versus the characters after what they have done. She also offer them some valuable advice: “There is something strange with the Mages of Saruun. They are giving the Bloodreavers free reigns in the Hall. I would be careful if I were you, and stay away from Brugg – he seems to have gotten himself some new masters.” Failure: If the adventurers attain 3 failures before gaining 8 successes, the Halfmoon in burns to the ground. If any of the failures was with 5 or more, Erra Halfmoon also perish in the flames. Athletics (DC 14): You use your strength to run buckets faster than everybody else on top of the flames. If you fail with 5 or more you take 2d6 points of fire damage. Endurance (DC 14): You push yourself more than everybody else in the chain to quench the flames. If you fail with 5 or more you take 2d6 points of fire damage. Heal (DC 14): You help some of the bar patrons that have gotten burned by the flames and get them into the line again. Dungeoneering (DC 21): Your understanding of the structure of the building help you direct the buckets were it is most needed to prevent the fire from spreading. 2014-01-31 18 H2: ORCUS CONVERSION BRUGG’S ENFORCERS Encounter Level 9 (2200 XP) SETUP This encounter level is stretching what the PCs should normally be able to handle. However, Brugg is not trying to kill them – he wants to capture them and throw them into the Hole. There the PCs will get a chance to meet Orontor. When the PCs have stopped the Bloodreaver’s press gang in the Hall (the Bar Fight! encounter) they go and talk with Brugg about the “new problem”. They of course claim it was the PCs that started the fight and the fire. However, Brugg is on their payroll and do not really care if the PCs did it or not – they are trouble makers, and trouble makers in the Hall sooner or later end up in The Hole. This encounter happens just before the PCs go to the Chamber of Eyes or when they just have returned. Let the PCS position themselves within the Start Area of the map. This encounter includes the following creatures: Read the following as Brugg starts talking with them: You see a large hulking ogre stepping out in the street in front of you. Black tattoos is covering his shaved skull, face and big arms. A black hide with attached chains are covering his body. In one hand he holds a large greatclub, in the other a chain that strains against the muscles of a big black hound, with glowing coals as eyes and fire licking the fang-filled mouth. “You there. You are under arrest for breaking the laws of the Mages of Saruun. Are you coming along in peace or should Firefang here chew on you first?” You see hobgoblin archers and warcasters stepping out from some buildings on both sides of of the street. Brugg the Barbarian Ogre (B) Level 8 Elite Brute Large natural humanoid (giant) HP 222; Bloodied 111 AC 20; Fortitude 24, Reflex 19, Will 19 Speed 8 Saving Throws +2; Action Points 1 TRAITS XP 700 Initiative +8 Perception +6 Rampage * At-Will 1/round hell hound (H) When Brugg scores a critical hit he can immediately make a greatclub cleave attack as a free action. STANDARD ACTIONS 6 hobgoblin archers (A) c Greatclub Cleave (primal, weapon) * At-Will 2 hobgoblin warcasters (W) Attack: Close burst 1 (creature in burst); +13 vs. AC Hit: 2d10 + 4 damage +1 damage for each adjacent enemy. Brugg (B) Have Brugg and his hell hound step out round the corner of one of the buildings in the hall, confronting the PCs. At the same time two groups of Bloodreavers step out at each side of the PCs having them surrounded. M Tide of Blood (primal, weapon) * Encounter Attack: Melee 2 (one creature); +13 vs. AC Hit: 2d10 + 9 damage +1 damage for each enemy within 5 squares of Brugg. M Hell Hound Rage (fire, primal, weapon) * Encounter Effect: Before the attack, the target can make a melee basic attack against Brugg as a free action. If it makes that attack, Brugg attack deals 1d10 extra fire damage. 2014-01-31 Attack: Melee 2 (one creature); +13 vs. AC Hit: 2d10 + 9 fire damage. Miss: Half damage MINOR ACTIONS Indomitable Shift * Encounter Effect: Brugg shifts 5 squares and gain 1d10 temporary hit points +1 hit point for each enemy within 2 squares of Brugg. TRIGGERED ACTIONS Feral Might (primal, healing) * At-Will Trigger: Brugg’s attack reduce an enemy to 0 hit points. Effect (Free Action): Brugg charge an enemy and gain 5 temporary hit points. Skills Intimidate +11 Str 22 (+10) Dex 15 (+6) Con 21 (+9) Int 7 (+2) Wis 15 (+6) Cha 8 (+3) Alignment chaotic evil Languages Common, Giant Equipment hide armor, greatclub 2 Hobgoblin Warcasters (W) Level 3 Controller (Leader) Medium natural humanoid (goblin) HP 46; Bloodied 23 AC 17; Fortitude 13; Reflex 15; Will 14 Speed 6 STANDARD ACTIONS XP 150 Initiative +5 Perception +4 Low-Light Vision m Quarterstaff (weapon) * At-Will Attack: Melee 1(one creature); +8 vs. AC Hit: 1d6 + 7 damage. M Shock Staff (ligtning, weapon) * Recharge 4 5 6 Requirement: Quarterstaff Attack: Melee 1 (one creature); +8 vs. AC Hit: 2d10 + 5 lightning damage, and the target is dazed until the end of the hobgoblin warcaster’s next turn. R Force Lure (force) * Recharge 5 6 Attack: Ranged 5 (one creature); +6 vs. Fortitude Hit: 2d8 + 5 force damage, and the target slides 3 squares. C Force Pulse (force) * Recharge 6 19 H2: ORCUS CONVERSION Attack: Close blast 5 (creatures in the blast); +6 vs. Reflex Hit: 1d6 + 5 force damage, and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: When the hobgoblin warcaster suffers an effect that a save can end. Effect (Immediate Reaction): The hobgoblin warcaster makes a saving throw against the triggering effect. Skills Arcana +10, Athletics +4, History +12 Str 13 (+2) Dex 14 (+3) Wis 16 (+4) Con 14 (+3) Int 19 (+5) Cha 13 (+2) Alignment evil Languages Common, Goblin Equipment robes, quarterstaff 6 Hobgoblin Archers (A) Medium natural humanoid (goblin) HP 39; Bloodied 20 AC 17; Fortitude 13; Reflex 15; Will 13 Speed 6 STANDARD ACTIONS Level 3 Artillery XP 150 Initiative +7 Perception +8 Low-Light Vision m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 4 damage. r Longbow (weapon) * At-Will Attack: Ranged 20/40 (one creature); +10 vs. AC Hit: 1d10 + 5 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against the same target. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: When the hobgoblin archer suffers an effect that a save can end. Effect (Immediate Reaction): The hobgoblin archer makes a saving throw against the triggering effect. Skills Athletics +5, History +6 Str 14 (+3) Dex 19 (+5) Con 15 (+3) Int 11 (+1) Wis 14 (+3) Cha 10 (+1) Alignment evil Languages Common, Goblin Equipment leather armor, longsword, longbow, arrows (30) Hell Hound (H) The hobgoblins flee if reduced to 5 hit points or fewer. Brugg and the hell hound doesn’t flee outright, but will try to negotiate a truce if the PCs are prepare to let him walk free in exchange of information. Level 7 Brute Medium elemental beast (fire) XP 300 HP 96; Bloodied 48 AC 20; Fortitude 18, Reflex 17, Will 18 Speed 7 Resist 20 fire TRAITS Initiative +5 Perception +11 Fire Shield (fire) * Aura 1 Effect: Any creature that enters or begins its turn in the aura takes 1d6 fire damage. STANDARD ACTIONS m Bite (fire) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d10 + 6 damage plus 1d10 fire damage. C Fiery Breath (fire) * Recharge 4 5 6 Attack: Close blast 3 (creatures in blast); +10 vs. Reflex Hit: 2d8 + 5 fire damage. Str 14 (+5) Con 16 (+6) Dex 14 (+5) Int 2 (-1) Alignment unaligned Wis 17 (+6) Cha 10 (+3) Languages – TACTICS Brugg is focusing on capturing the PCs. He and the hell hound will charge the PCs while the hobgoblin archers and the warcasters use range attacks from the flank against the PCs. Brugg will try to knock any PC unconscious (see PHB p.295). He then threatens to kill the PC unless the other characters lay down their weapons, using a coup the grace (see Coup the Grace in PHB p.288) 2014-01-31 20 H2: ORCUS CONVERSION FEATURES OF THE AREA Illumination: Dim light but some magical globes of lights provide bright light in a 20 feet radius from the globe, marked as colored spheres on the map. Bridges: Two wooden bridges span the cold water of the river that flows through the Hall. The bridges are sturdy and more than 10 feet wide. The bridges have high rails to help prevent mishaps. The bridges are 5 feet above the water’s surface. The edges of the platforms require a DC 20 Athletics check to climb up onto from out of the stream water. Ceiling: The rough stone ceiling rises to a height of 100 feet above the characters heads. Ledge: The ledge up to the minotaur statue is 10 feet high and requires a DC 15 Athletics check to climb. Stairs: The stairs are treated as normal terrain and leads up the ledge to the minotaur statue. Stalagmites: This area is difficult terrain. The stalagmites are several feet high, so the stalagmites provide cover to a medium sized creature or lower, or a prone large creature. Stream: The stream is 5 feet deep and each stream square is considered to be difficult terrain for purposes of movement. Characters in the water gain cover (-2 to attack rolls) except against attacks from submerged enemies. Fighting in the water imposes a -2 penalty to attack rolls except with spears and crossbows. “Brugg thanks you Sirs. Brugg will tell you all he knows. Krand, the leader of the Bloodreavers came to me and said that there is a big change coming to the Hall. They would be the new Masters of the Hall. Those that agree to stand behind him would benefit he said, and gave me hundred silver. I tried to contact the Mages to tell them about this event, but they never answered. It is like they don’t care what is happening down here in the Hall anymore. I do not know what have happened to them, but I accepted the silver.” If the PCs surrender or loose the fight and are knocked unconscious by Brugg they are taken to The Hole – a prison below the customhouse where they are lowered down through a trapdoor down into a deep hole to await the verdict from the Mages of Saruun. Orontor later shows up without Brugg, and says: “I heard about your encounter with Brugg and the Bloodreavers. You seem to be able-bodied adventurers. I am in need of some people like you too look into a thing for me. If you accept the task you will not only be pardoned and released, you will also be rewarded if you are successful in the task.” To learn more about the task, look at the “Hook: A Favor for the Mages.” AFTERMATH If the PCs manages to defeat Brugg and the Bloodreavers, they will be left alone in the Hall as no one would dare to attack them. If they decide to let Brugg go in exchange for information he will tell them the following: 2014-01-31 21 H2: ORCUS CONVERSION AREA 1: CHAMBER OF EYES At the pinnacle of Saruun Khel’s greatness the minotaurs exploration took them to the vast caverns below Thunderspire Mountain. There they found crude, forsaken altars. The minotaur priests’ divinations revealed that the deep caverns of Thunderspire were sacred to Torog in his manifestation as the Patient One, a horrible creature of eyes and mouths that waits in the darkness. The minotaurs agreed to honor him even though they were devoted to the demon lord Baphomet, little did they expect to have their prayers answered, but not by Torog, even though the minotaurs thought it to be so. It was Orcus that answered them and bound the high priest to his will. However, three centuries ago, when the ritual that would open the floodgates to Shadowfell was almost completed Baphomet learnt about Orcus treachery. A battle for the throne of Saruun Khel erupted into a vicious civil war. The Baphomet loyal tribes faced the might of the high priest of Orcus and his loyal subjects. The demon lord Baphomet infused his followers with mindless fury, allowing them to defeat the faction devoted to ‘Torog’. When Orcus subjects were defeated, the survivors took to battling one another until only a few minotaurs remained in the ruins of the once-great city. Some say that the madness and violence that descended on Saruun Khel in its final days were Baphomet’s vengeance against his people for daring to offer sacrifices to another power – very few know the real truth. The petitioners of Torog are long gone. A few years ago, the Bloodreavers, a goblinoid band of slavers and marauders, discovered the site and turned it into a defensible lair. Led by Krand, the Bloodreavers continues to plot their next round of kidnapping and plunder. THE BLOODREAVERS The Bloodreavers gang includes goblinoids and humans. Most of them are fierce warriors, though some act as spies throughout Nentir Vale and beyond. The Bloodreavers used to steer clear of the SevenPillared Hall and the Mages of Saruun who banned their slave trade from the Hall. But that changed when Paldemar approached them less than a year ago. The renegade mage offered an alliance with the Bloodreavers. They had to provide him with fresh slaves in exchange for his promise that he would rid the Seven-Pillared Hall of the Mages of Saruun, allowing the Bloodreavers to work their slave trade in the open and become the new masters of the Hall. The slaves were to be delivered to the duergars of the Grimmerzhul clan – no questions asked. Their leader Krand, a fierce hobgoblin barbarian agreed with an oath of blood to Paldemar. Since then they have supplied the duergar with a steady supply of slaves, many from the Winterhaven area, but also from other places of the Nentir Vale. However the death of Irontooth and Ta’ak in Winterhaven infected the relationship between Krand and Paldemar. Krand threatened to stop providing the slaves unless Paldemar started to deliver on his part of the agreement. Paldemar who had already reached the Sea of Shadows and started to entrap the Mages, promised Krand that the Mages of Saruun would not dare to oppose the Bloodreavers in the Hall. To the Bloodreavers big surprise they found Paldemars words to be true. The Mages of Saruun did not act and soon the slave trade was working fully in the open. As Brugg and his enforcers got a cut on the lucrative business from the Bloodreavers, they are actually helping them in the Hall. The Bloodreavers are cockier than ever, and act as if they already were the new masters of the Hall. 2014-01-31 THE ROD OF RUIN When the PCs enter the Chamber of Eyes and steps into Location 10 - Torog’s Shrine the wielder of the Rod of Ruins gets a new vision – this of the minotaur highpriest Tzaruum’ze, read: Suddenly things shifts around you. Something has changed around you again. You are looking down at the room as if you were much higher. Your big fur-clad hands hold a large torch that brings light into the damp chamber, forcing back the shadows and the darkness, like crying wolves. Hundred of stone eyes in the walls in front of you are staring at you intently, like as if they were measuring the darkness of your soul. Ancient runes from a long lost race are carved into the stones, whispering of horrors unseen by mortal eyes. Your minotaur followers balk at the sight, whispering prayers to Baphomet the Horned King to protect their souls. But the eyes do not fill you with fear and dread, you have not disturbed the shrine of a dark primordial god – you have woken something else, something behind the eyes, something whispering words of power in your ears. Words that only you can hear. And then your eyes open as you see the full truth and your eyes start to drip blood as all the hundreds of stone eyes start to weep blood – covering the stone walls with blood. Your minions cry out in fear and scream in terror – but they do not see, they do not hear the sweet words of wrath and power. Promises of unlife… 22 H2: ORCUS CONVERSION C4: TOROG’S SHRINE M Life-Ending Strike (primal, weapon) * Recharge 5 6 while bloodied Encounter Level 7 (1,550 XP) Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d12 + 18 damage Miss: Half damage. TRIGGERED ACTIONS As Irontooth and Ta’ak was formidable opponents and leaders of the Bloodreavers in H1: Orcus Conversion Guide, I had to make Krand a tougher challenge than in the original adventure, based on the berserker barbarian in Heroes of the Feywild. I turned him into an elite opponent worth 400 XP. Vengeful Guardian * At-Will Trigger: Enemy within Krand's defender aura shifts or attack a target other than Krand. Effect (Immediate Reaction): Krand makes a jarring swing against the triggering enemy. Ignore Pain * Encounter Krand Berserker Chief (K) Level 5 Elite Brute (Leader) Medium natural humanoid HP 152; Bloodied 76 AC 17; Fortitude 19, Reflex 16, Will 17 Speed 6 Saving Throws +2; Action Points 1 TRAITS XP 400 Initiative +4 Perception +10 Low-light vision Defender Aura * Aura 1 Enemies takes a -2 penalty to attacks not including Krand. Lead from the Front Allies within 10 squares gain +2 on initiative. When Krand hits an enemy with a melee attack, the hobgoblin’s allies gain combat advantage and a +2 bonus to damage rolls against that enemy until the end of Krand's next turn. STANDARD ACTIONS m Jarring Swing (primal, weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d12 + 1d8 + 5 damage, and the target grants combat advantage until the end of Krand's next turn. M Feral Rampage (primal, weapon) * At-Will Attack: Melee 1 (one or two creatures); +10 vs. AC Hit: 1d12 + 10 damage, and Krand can shift up to 6 squares after the first attack, without granting opportunity attacks. Miss: Half damage. Trigger: Krand is bloodied and takes damage. Effect (Immediate Reaction): Krand gain temporary hit points equal to the triggering damage. Skills Endurance +10, Intimidate +7 Str 20 (+7) Dex 14 (+4) Wis 16 (+5) Con 16 (+5) Int 12 (+4) Cha 10 (+2) Alignment evil Languages Common, Goblin Equipment hide armor, greataxe FEATURES OF THE AREA Chains: Manacles secured to a large chain fill the middle of Location 10. These squares are difficult terrain. Balcony: The balcony in Location 10 is 10 feet above the floor. Statue: This idol represents a revered exarch of Torog. Treasure: A bookshelf in Location 8 holds some dusty tomes from the minotaur high priest that ones had his quarters in this room. If the PCs spend at least half an hour pouring through the books and succeed on a DC 14 Religion check or a DC 21 Perception check they find the following passages in one of the books: 2014-01-31 …We are the pinnacle of the world’s civilizations! Saruun Khel’s greatness is unmatched and no one can stand against us! Praise to the Horned King – for he is the true Lord and master of our achievements. …our explorations of the Thunderspire Mountain’s twisting passages and silent chambers have taken us deep into the bowls of the world. There, at the roots of the mountain, we came upon vast caverns. In the shadow filled chambers we found a crude, forsaken altar to some forgotten god of the black depths. A civilization lost in the dark, forgotten by mortals and with hope abandoned. …I called out to the Horned King to learn more about this forgotten civilization. My divinations revealed that the deep caverns of Thunderspire were sacred to an ancient entity by the name of Torog in his manifestation as the Patient One, a horrible creature of eyes and mouths that waits in the darkness. We were about to leave the site when I got a strange urge to honor this forgotten entity, in regardless of its insignificance compared to our sacred lord Baphomet, Prince of Beasts. …My minotaur brothers begged me to see reason, but I was compelled to face the carving of twisted mouths and eyes with my honoring prayers. Little did I expect to have them answered – and what an answer! Dark whispers of power unimaginable, promises of a new path for my brethren. The only thing Torog requested in return was the creation of this temple in his likeness and promises of blood and shadow. [In the end of the tomb] …I, Tzaruum’ze, the High Priest of Saruun Khel have been expelled and blamed of heresy and charged with blasphemy by the Throne of Bones. But I will not succumb. My dark master promises me another path – a path of Shadow and Blood. I will do his bidding, take my loyal servants and build a shrine for my Master – the Palace of Zaamdul. There will I start the construction of the Bronze Singers that are the epitome of 23 H2: ORCUS CONVERSION my Masters genius. How beautiful the Song of Breaking will be – how pure and true to the promise of Blood and Shadow. A chest in Location 8 holds the Bloodreavers’ treasure. The chest is locked (DC 21 Thievery check to open); Krand carries the key. The chest contains +2 delver’s chainmail, one potion of healing, five gems worth 100 gp each, 450 gp, and 500 sp. If the PCs search Krand’s quarters, they discover a letter from Murkelmor Grimmerzhul that reads: When are the promised slaves arriving? I was under the impression we had an agreement. If you don’t deliver them I will report your transgression to our mutual friend. – Murkelmor Grimmerzhul. A copy of the letter can be found in the Player’s Handouts section. GRIMMERZHUL TRADING POST I have added more information to the letter that the PCs can find in the encounter A2-1: Grimmerzhul Trading Post. The letter from Murkelmor to Kedhira reads: Kedhira I need you need to go out and buy additional provisions in the hall for our new merchandise. Make sure you do it without attracting any attention to our new business. – Murkelmor Grimmerzhul. You can find a copy of the letter in the Player’s Handout section. 2014-01-31 24 H2: ORCUS CONVERSION H6: RUINED CHAPEL know his real name. He has only referred to himself as “The Bringer of Change”. I wanted to make this encounter more sinister. Giving the PCs the feeling that they are being watched and followed by a hidden enemy. In Murkelmor’s chamber the PCs can find a letter from Paldemar were he request the aid from the duergars to clear up the old minotaur tunnel which leads down to the Sea of Shadows. When the PCs open the door, read: Cold shadows seem to cling to this long-ruined chapel. In the center of the room stands a damaged statue that depicts a fierce demonic minotaur were the shadows seems to grow darker. One arm has broken off and lies in pieces at the statue’s feet. Portions of the ceiling have fallen in, partially filling several small chambers behind the statue. A rusty iron door stands in the western wall. As you enter the statue turns its head towards you and its eyes fills with ice and shadows, and you hear a dark voice inside your heads, saying: “Aha, I see you. We meet at last. So you think you can foil the plans of the Blood Lord, do you? You will soon learn that nothing can stop the Prince of Undeath – shadow and blood waits at the end of your path. Rise my children! Rise and kill.” At this point the wights attack. Read: The letter reads: In return of the slaves the Bloodreavers are sending you I need you and your duergar miners to clear out the old minotaur tunnel at the Road of Shadows. Remember our agreement. This task is of utter urgency. Report back when it is finished. - The Bringer of Change You can find a copy of the letter in the Player’s Handout section. Along with the letter are some maps as well as documentation regarding the excavations. If the PCs succeed with a DC 15 Dungeoneering check they learn were on the Road of Shadows the tunnel is supposed to be as well as that the excavations finished recently. From out of the rubble lurch several bodies of longdead human warriors in tattered black mail, their eyes filled with shadow and ice. Sunken flesh clings to their bones, and their lips have been drawn back from their black teeth. They raise rotting hands, revealing jagged claws as they hiss and attack. H8: MURKELMOR’S CHAMBER Murkelmor knows that the agent that he has been working for is one of the Mages of Saruun. He does not 2014-01-31 25 H2: ORCUS CONVERSION DROW EMISSARIES into the fight. Let the PCs place themselves at one of the tables in the bar. Encounter Level 7 (1,725 XP) BACKGROUND I have put in this encounter to foreshadow the troubles happening in P2: Demon Queen’s Enclave. Phaervorul, a small thriving drow settlement deep in the Underdark below the Tunderspire Mountains is facing a new challenging threat. An invading army of undead and demons are threatening their community. The drow ruler, Matron Urlvrain, have dispatched two emissaries to the Seven-Pillared Hall, to establish an alliance with the Mages of Saruun, in order to get help in facing this new threat. Little did they knew that the Mages of Saruun was facing their own threats, with the same master making his moves from the shadows. SET UP Place this encounter when the PCs return for the first or second time to the Hall. The drow emissaries shows up at the Halfmoon Inn, looking for someone that can help them get in touch with the Mages of Saruun. In the inn is also Surina who immediately draws the conclusions that it must be the drow that is behind the unrest and chaos in the Hall. She approaches the PCs saying: “It must be the drow. They are behind it all – the slave trade and the unrest in the Hall. They must be planning in invading the Hall and enslaving us all. I must put an end to this right now. Are you with me?” Level 12 Minion Lurker Medium fey humanoid XP 175 HP 1; a missed attack never damages a minion. Initiative +15 AC 26; Fortitude 22, Reflex 25, Will 25 Perception +7 Speed 6 Darkvision TRAITS This encounter includes the following creature: 2 drow venomblades (D) 3 drow stalkers (S) Surina the Warlock (W) 2 Drow Venomblades (D) 3 Drow Stalkers (S) Stalker Ambush Level 11 Skirmisher Medium fey humanoid XP 600 HP 108; Bloodied 54 AC 25; Fortitude 21, Reflex 23, Will 20 Speed 6 STANDARD ACTIONS Initiative +12 Perception +11 Darkvision m Longsword (poison, weapon) * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d8 + 5 damage, and ongoing 5 poison damage (save ends). m Short Sword (poison, weapon) * At-Will When the drow hits a creature that cannot see it, the drow's attack deals 5 extra damage. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 10 damage. R Hand Crossbow (poison, weapon) * Encounter Attack: Ranged 10 (one creature); +17 vs. AC Hit: 5 damage, and ongoing 5 poison damage (save ends). MINOR ACTIONS Cloud of Darkness (zone) * Encounter M Blade Mastery * Recharge 5 6 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. Effect: The drow uses longsword once and short sword once. MINOR ACTIONS Str 16 (+9) Con 14 (+8) Cloud of Darkness (zone) * Encounter Alignment evil Languages Common, Elven Equipment longsword, hand crossbow, hide armor Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d6 + 5 damage, and ongoing 5 poison damage (save ends). 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 Acrobatic +15, Intimidate +11, Stealth +15 Str 15 (+7) Dex 20 (+10) Wis 13 (+6) Con 12 (+6) Int 12 (+6) Cha 12 (+6) Alignment evil Languages Common, Elven Equipment longsword, short sword, hide armor Before the PCs can say anything, she walks up to the drow and accuses them of being spies sent out by the drow army. It don’t require much to get the drow agitated and Dex 20 (+11) Int 16 (+9) Wis 13 (+7) Cha 11 (+6) Surina the Warlock (W) Medium natural humanoid HP 65; Bloodied 33 AC 19; Fortitude 18, Reflex 16, Will 17 Speed 6 STANDARD ACTIONS Level 5 Skirmisher XP 200 Initiative +5 Perception +3 m Dagger (weapon) * At-Will Attack: Melee 1(one creature); +10 vs. AC Hit: 1d4 + 6 damage. 2014-01-31 26 H2: ORCUS CONVERSION r Eldritch Blast (arcane) * At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d10 + 7 damage. R Fiery Bolt (arcane, fire) * Recharge 6 Attack: Ranged 10 (one creature); +8 vs. Reflex, Hit: 3d6 + 6 fire damage, and creatures adjacent to the target takes 1d6+6 fire damage. A Avernian Eruption (arcane, fire) * Encounter Attack: Area burst 1 within 10 (creatures in burst); +8 vs. Reflex Hit: 2d10 + 5 damage, and ongoing 5 fire damage (save ends). MOVE ACTIONS Ethreal Stride * Encounter Effect: The dragonborn warlock teleports 3 squares and gains a +2 power bonus to all defenses until the end of its next turn. MINOR ACTIONS C Dragon Breath (fire) * Encounter actions each round to try to convince Surina as well as the drow to stop fighting. Only if they succeed on a Diplomacy check versus Surina’s and the Drow’s Will defense at the same round, will the combatants stop fighting. A PC can only argue versus one of the parties each round. Aiding characters can only aid on the check versus one party each round. Succeeding in stopping the fight earns the PCs the full XP of the encounter. PCs informing the drows that the Mages of Saruun will not look kindly on any fights in the Hall will receive +4 on their Diplomacy check to convince the drow to stop fighting. PCs providing proof or facts towards Surina that it is very unlikely that the drow is behind the current chaos in the hall get +2 on their Diplomacy to convince Surina to stop fighting. Attack: Close blast 3 (creature in blast); +8 vs. Reflex Hit: 1d6 + 6 fire damage. TRIGGERED ACTIONS Dragonborn Fury Trigger: When bloodied Effect: Surina gains a +1 racial bonus on attack rolls. FEATURES OF THE AREA Illumination: Bright light. The area is illuminated by several lanterns. Tables: The tables are all tall enough that a Small creature can move under them and gain cover from doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature. The Bar: Erra Halfmoon hunkers down behind the bar, which provides cover against ranged and melee attacks. It takes a DC 30 Athletics check to jump up on the bar with a standing high jump and a DC 15 check to do it with a 2-square running start. Improvised Weapons: The great thing about this tavern (other than the beer) is that it’s full of improvised weapons such as chairs, bottles, table cutlery, kebob skewers, and bowls of hot stew. Behind your screen, all improvised weapons are treated the same: They’re 1d8 weapons that confer no proficiency bonus. Windows: If a creature is pushed through the windows at the front of the bar (such as from a bull rush), it takes an extra 1d6 damage from the glass. Skills Arcana +9, History +9, Intimidate +10, Streetwise +10 Str 13 (+3) Dex 12 (+3) Wis 10 (+2) Con 17 (+5) Int 14 (+4) Cha 16 (+5) Alignment unaligned Languages Common, Draconic Equipment leather armor, dagger AFTERMATH If the PCs help Surina in defeating or killing the drow they will learn nothing about the situation down in the Underdark. However, if the manage to stop the fight the drow remains very secretive, and ask the PCs help in getting in touch with the Mages of Saruun. If asked why they seek them they convey the following information. TACTICS Surina starts the fight by attacking the drows using her dragon breath and fiery bolt. One of the drow attacks with the rapier while the other uses its crossbow with poisoned bolts to bring Surina down. They try to get in flanking position to get combat advantage against Surina. “We come from Phaervorul, a shining drow settlement in the Underdark deep below the Tunderspire Mountains. We are facing a very mysterious new threat. Our ruler, The PCs can either join the fight or better, try to stop the fight using some diplomacy. The PCs can use free 2014-01-31 27 H2: ORCUS CONVERSION Matron Urlvrain, sent us as emissaries to the SevenPillared Hall, to seek the help of the Mages of Saruun. Do you know were we can find them?” The drow will not disclose any more information about what this new threat is. They see the PCs as inferior and not worthy of their time. They are only interested in getting in touch with the Mages of Saruun. 2014-01-31 28 H2: ORCUS CONVERSION INTERLUDE 2: THE AMBUSH Encounter Level 5+ (1,100+ XP) THE SEVEN-PILLARED HALL This is a chase encounter originally posted on the WotC community by Frostden. Really great work so I have included it here. When the adventurers return to the Seven-Pillared Hall after exploring the Chamber of Eyes and the Horned Hold, news spreads quickly of their deeds. Paldemar, the missing member of the Mages of Saruun, hears of these deeds and decides that the adventurers might pose a threat to his bid for power. He hires Harwin in the Hall, the doppelganger spy of the Grimmerzhul duergar, to lead them into an ambush and eliminate them. The doppelganger takes the form of one of the persons the characters have come to trust in the Hall, such as Terrlen Darkseeker, Bennik the Wanderer, Rendil Halfmoon, Surina, or Vadriar the Sage. He approaches the characters when they start to ask around for the Blackfang gnolls or the Well of Demons. “Your efforts to put and end the slave trade in the Hall are commendable. Your arrival here is like a blessing for all of us. I heard that you were asking around for the Blackfang Gnolls. I happen to know were their stronghold is. It is called the Well of Demons, a very dangerous part of the Labyrinth. But in my explorations of the labyrinth I found another way, not as guarded. I can take you there is you want my help.” The doppelganger guide leads them down the Deep Stairs and to the Chasm Fort – an abandoned dwarven fort built on top a large stalagmite that serves as an island between the two bridges that spans the huge chasm. The Chasm Fort was taken by the Blackfang gnolls a time ago, using a dwarven traitor on the inside. This is a mystery the PCs can solve to save their day. The huge chasm is connected with the cavern of the Sea of Shadows and lurking in its depth is the shadow dragon Sjach’haurach. But it is not alone, in the defensible side tunnels the gnolls used when they laid siege to the fort, a huge number of gnolls are now waiting to ambush the PCs as they arrive. THE CHASM FORT A tribe of mountain dwarves erected the Chasm Fort after the fall of the minotaur kingdom of Saruun. With the founding of the Mages of Saruun the dwarf settlement prospered in trade with the Deepgem Company. However, recently the Blackfang Gnolls wanted to expand their territory and sought the dwarf’s treasures, but the fort was impenetrable. At least until a stranger emerged and said he was one of the Mages of Saruun that wanted to see changes in the Hall. In exchange for concurring the fort he wanted the gnolls to clear out an area of the labyrinth he called “The Well of Demons”. The gnolls agreed. The mage managed to get in touch with the fort chef and convinced him to betray his brethren in exchange for gold. He taught him how go put together boxes of alchemical fire and how to place them at the central structure points of the keep. The mage also provided the chef with a simple ritual that would light the magical components in each box, once he was finished. Everything was going well until the chef managed to mix up the spices with the alchemical explosives, leading to his untimely demise. To fulfill his deal the mage instead provided the gnolls with help on how to build siege equipment that in the end 2014-01-31 led to the fall of the dwarven fort, but to a much higher cost for the Blackfang Gnolls. As the players dashes through this chase encounter, they might learn the truth of the original plot that in the end might also help them survive from the dragon and the gnolls. Doppelganger Assassin (D) Level 8 Lurker Medium natural humanoid (shapechanger) XP 350 HP 69; Bloodied 35 AC 23; Fortitude 18, Reflex 21, Will 21 Speed 6 STANDARD ACTIONS Initiative +13 Perception +10 m Dagger (weapon) * At-Will Attack: Melee 1(one creature); +13 vs. AC Hit: 2d6 + 5 damage, or 4d6 + 5 if the doppelganger has combat advantage against the target. C Cloud Mind (charm) * Encounter Attack: Close burst 5 (creatures in burst); +11 vs. Will Hit: The doppelganger assassin is invisible to the target. Affected targets are unable to see the doppelganger for as long as it sustains the effect, until the doppelganger attacks, or until it is hit by an attack. MINOR ACTIONS M Shapeshifter Feint * At-Will Attack: Melee 1 (one creature); +11 vs. Reflex Hit: The target grants combat advantage to the doppelganger until the end of the doppelganger's next turn. Change Shape (polymorph) * At Will Effect: The doppelganger alters its physical form to appear as a Medium humanoid until it uses change shape again or until it drops to 0 hit points. To assume a specific individual's form, the doppelganger must have seen that individual. Other creatures can make a DC 30 Insight check to discern that the form is a disguise. Skills Bluff +15, Insight +12, Stealth +14 Str 12 (+5) Dex 21 (+9) Wis 12 (+5) 29 H2: ORCUS CONVERSION Con 15 (+6) Int 13 (+5) Alignment unaligned Equipment dagger Cha 19 (+8) Languages Common SETUP The party has the doppelganger guide with them. He urges them on to go over the bridge to the stalactite that then connects to the Chasm Fort on top of a huge stalagmite. He tells them that they have to go through the abandoned Fort to the other side, were a second bridge will take them over to the other side of the Chasm. As the PCs approach the chasm, read: The cave system gives way to a small cave clearing, beyond which yawns a massive chasm. A bridge crosses the chasm, but it is unlike any bridge you’ve ever seen before. Rather than going to the other side of the chasm, it spans over to a fort built onto gigantic stalagmite in the middle of the chasm. A drawbridge extends from the keep to a stalactite that sits between you and the fort, providing the only access. The bridge is held up by this massive stalactite above it, extending all the way to the cavern roof, hundreds of feet above. It looks like at some point this bridgefort was under siege, as catapults and other siege equipment litter the ground outside. The victor is unclear. The doppelganger guide offers to go first over the bridge. The characters that do not trust their guide’s motives can try an Insight check versus the Doppelgangers DC 26 Bluff check to detect that something is afoul. However, they will not be able to escape the ambush, but gain an extra round to act upon. 2014-01-31 30 H2: ORCUS CONVERSION When the PCs have crossed the bridge and the drawbridge over to the fort, read: RUNNING THE CHASE You feel an odd vibration beneath your feet. A frightful shriek issues from the depth of the chasm behind you. Your guide looks up at you, with a smile on his/her face as it suddenly melts in front of you into an alien androgynous creature. To run a good chase encounter is more about story telling and timing rather than following the combat rules to the point. It is more important to convey the aspects of an overwhelming horde of gnolls chasing the players, than actually put each individual gnoll on the battle map and run the initiative order of every gnoll. “Oh no...I am afraid you have been betrayed!” Without another word, he/she dashes back across the drawbridge from which you came. At the same time you detect a large force beginning to exit from some side tunnels behind you. Tunnels you did not notice before. Hyenas track ahead of the main pack, ranging up and then back to their gnoll masters. At least 50 gnolls and their hyenas lope out of the tunnel, making for the bridge. But it is the cloud of shadows on dark wings that emerge from the chasm below that put fear into your hearts. The shadow dragon rises up with a shriek and sweeps towards you. In this chase I would suggest that you only run the fights in the courtyard (1) and library (5) and maybe the belltower (2) depending on how the PCs act there. The encounters with the dragon in the throne room (4) and dining hall (7) is more about scaring the PCs rather than running a regular battle. Be reactive to the PCs decision and adjust what happens based on their decisions and make sure they get the feeling that they managed to pull away from overwhelming odds using their wits rather than pure fighting power. 2. Bell tower: Players try to get up the bell tower while gnolls follow. The dragon attacks the bell tower. Players can cut down the bell. 3. Roof: Gnolls start battering down the door. Players can delay gnolls here before descending. 4. Throne Room: The players will have to climb down with ropes to reach the throne room below. 5. Library: A good area for barricades 6. Pit: Large pit room with a tapestry on the wall. Good for setting a pit trap for pursuers. AREA 1: COURTYARD At the courtyard the players can attempt to wind up the drawbridge to prevent the gnoll horde to get across. But at the same time the dragon tries to yank it down. Place the characters by the end of the drawbridge, just inside the courtyard. The PCs must succeed on a continuous opposed strength check each round to wind it up and keep it there. The dragon has +9 on the roll. Failure lets two hyenas across; each round the PC fails the strength check. Up to four PCs can work the wind, using aid another to increase their chance of success. The hyenas immediately attack the characters, once over the drawbridge. This encounter includes the following creature: 2+ Hyenas (H) CHASE OVERVIEW 1. Courtyard: The players attempt to wind up the drawbridge while the dragon tries to yank it down. Failure lets some hyenas across. Players escape up bell tower. 13. Escape: Using clues gleaned from the fort, the bridge can be destroyed, killing the pursuing gnolls. The dragon escapes, but the characters are safe on the other side of the chasm. 7. Dining hall: The roof here is missing, enabling the dragon to ambush the party. 8. Chasm: Needs to be crossed somehow. A good room for a sabotaged bridge trap. Marked on the map are also several Gnoll Huntmasters (G) and the Shadow Dragon (D). They do not actively take part in this encounter, but will be part of the chasing gnoll horde. 9. Storeroom: Lots of flammable materials make this room good for a fire trap. 10. Servant’s quarters: Here the PCs can find clues to the chef’s demise. 11. Kitchen: A boiler system and valve puzzle. Overloading the system sets a bomb to catch the dragon trying to break down the wall. 12. Barracks: Dummies with swords on poles can be rigged to slow pursuers. 2014-01-31 31 H2: ORCUS CONVERSION When the PCs enter the courtyard, read: Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 4 damage. You’re in the courtyard of the fort. A fortified wall stands behind you, the drawbridge extended. There’s a crank to the right of the drawbridge. Ahead stands the keep proper, a heavy iron door stands solidly at the entrance, heavy stone gargoyles looming above. To your left is a bell tower. A plank of some sort stretches from the top of the tower to the roof of the keep. Str 16 (+4) Con 13 (+2) Dex 15 (+3) Int 2 (-3) Alignment unaligned Wis 12 (+2) Cha 5 (-2) Languages – Gnoll Huntmaster (G) Level 5 Artillery Medium natural humanoid XP 200 HP 50; Bloodied 25 AC 19; Fortitude 17, Reflex 18, Will 15 Speed 8 TRAITS Pack Attack A massive trapdoor lies to the south, but there is no apparent mechanism to open it. When the players wind up the drawbridge, read: Initiative +4 Perception +11 Low-light vision The drawbridge starts to retract, but the hyena’s race towards it. They leap onto the drawbridge, hind paws scrabbling for a purchase. The dragon launches forward, wading through the gnoll host, a huge talon grasping onto the edge, trying to stop it from shutting. The gnoll’s attack deals 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it. STANDARD ACTIONS The PCs will soon realize that they can’t stand for long at the drawbridge. The gnolls have barred the door into the keep from the inside. Without siege equipment, there is no way for them getting in this way. A DC 12 Insight check lets the PCs realize that they can escape up the belltower, before the dragon decides to fly over and attack them in the courtyard. R Longbow (weapn) * At-Will If the PCs succeed on a DC 12 Perception check they notice a proclamation on the wall next to the large barred doors. The proclamation reads: The castle mourns the death of our chef, poisoned by traitors. Be on the lookout for these fiends, lest they sell the keep to Blackfang gnolls. m Handaxe (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d6 + 3 damage, or 2d6 + 5 while the gnoll is bloodied. Hyena (H) Level 2 Skirmisher Medium natural beast XP 125 HP 37; Bloodied 19 AC 16; Fortitude 14, Reflex 13, Will 12 Speed 8 TRAITS Pack Attack Initiative +5 Perception +7 Low-light vision A hyena deals an extra 1d6 damage against an enemy adjacent to two or more of the hyena’s allies. Harrier If a hyena is adjacent to an enemy, all other creatures have combat advantage against that enemy when making melee attacks. STANDARD ACTIONS m Bite * At-Will 2014-01-31 Attack: Ranged 30 (one creature); +12 vs. AC Hit: 1d10 + 8 damage, or 1d10 + 10 while the gnoll is bloodied. Skills Stealth +11 Str 16 (+5) Dex 19 (+6) Con 14 (+4) Int 8 (+1) Wis 14 (+4) Cha 7 (+0) Alignment Chaotic evil Languages Abyssal, Common Equipment leather armor, handaxe, longbow, 30 arrows AREA 2: THE BELL TOWER. Players can try to escape the gnolls by climbing the staircase up the bell tower. This is a heavy exercise and all the PCs need to succeed with a DC 12 Endurance check or one Gnoll Huntmaster with a hyena manage to catch up with the PCs when they reach the top, 40 feet above the courtyard. The staircase is in total 90 feet (18 squares), which is needed to reach the top. While running up the 32 H2: ORCUS CONVERSION stairs 4 gnoll huntmasters shoot arrows at them from below. However, the PCs have cover from the stairs. This encounter includes the following creature: 1+ Hyena (H) 5+ Gnoll Huntmaster As the PCs enter the bell tower, read: An internal staircase winds up the bell tower. As you enter, you notice grappling hooks clanging over the walls of the keep. Outside you hear the drawbridge drop with a crash. The gnolls have breached the courtyard. A few meters bellow, gnolls scurry into the bell tower in pursuit. that cutting the rope of the large bell, will not only kill the gnolls on the ground, but also destroy the staircase if it is set pending. If they take this action, only one Gnoll Huntmaster and his hyena reaches the top of the bell tower (it the PCs failed their Endurance checks) When the players reach the top, read: The heavy bell is secured by a frayed rope. The top of the bell tower is actually not far from the roof of the keep, you might be able to jump across and get inside the keep through some of the large holes in the roofing from previous catapult fire. When the dragon bridges the gap and lands on the side of the tower, read: A loud, dull crunch emanates from the wall of the tower, a few bricks pushed in as something heavy hits the side, the whole tower swaying with the impact. If the players cut the rope, read: The bell plummets down the tower, clanging as it drops, smashing through the staircases and any unfortunate gnolls caught in the way. No one can climb the staircase anymore. AREA 3: ON THE FORT ROOF If the PCs try to jump over to the roof of the fort from the bell tower they must succeed on a DC 20 Athletics check (standing jump from parapet to parapet). A character that falls in this way can attempt to catch himself or herself (PH 284). PCs with grapping hooks can use the catapults on the other side to catch hold. They need to succeed with a DC 17 Athletics check to catch hold. If they fail the roll with 1 or 2 the grappling hook seems to have caught hold but will let loose when the PCs tries to use it to climb across. When the PCs reach the roof of the fort they can see that the gnolls start battering down the door. Players can delay gnolls here before descending by pushing down the gargoyles on top of the gnolls. A DC 12 Insight check lets the PC realize this fact. To successfully push the gargoyles, the PCs need to succeed on a DC 17 Strength check. Let the characters make a melee basic attack (with no proficiency bonus for weapon) versus Reflex 17 against three gnolls per gargoyle (there are a total of 4 gargoyles). A hit instantly kills the gnoll. Once a gargoyle comes crashing down the gnolls takes action and will be more observant the next round, preventing any gargoyles from hitting (except the first round). Once the characters have had this opportunity the dragon appears over the bell tower, forcing them to seek shelter inside the fort. When the PCs reach the roof of the fort, read: The roof of the keep is made of buttressed blocks. A staircase provides access to the interior. Hideous gargoyles perch, overlooking the entrance. You see a group of gnolls approaching the heavy front door, totting a battering ram salvaged from the clearing. If the players take up stations up on the wall atop the bell tower, have hordes of archers shoot back. It should be clear this is not feasible. If not, the dragon soon flies up the bell tower making the PCs defensible position even worse. A PC succeeding on a DC 17 Insight check, may realize 2014-01-31 33 H2: ORCUS CONVERSION If the PCs push down a gargoyle, read: The gargoyle tilts, and then plummets to the ground 40 feet below. A slick crunch is followed by a loud crash as 3 gnolls are turned to a fine red paste. AREA 4: THE THRONE ROOM There are several large holes in the roof of the fort from the siege. Catapult boulders have smashed through the roofing into the throne room below. The PCs will have to jump or climb down with ropes to the floor below. Jumping down causes 2d10 points of falling damage. The PCs can reduce this with an Acrobatics check (see PHB p.181). The PCs can also use ropes to climb down with a successful DC 10 Climb check. Once down the PCs hears a crashing noise from above as the dragon lands on the roof. The whole roof threatens to come crashing down and the PCs only obvious choice is to run down the nearby stairs to the level below. This encounter includes the following creature: Shadow Dragon (D) As the PCs look down into the throne room, read: You look down into what looks to be an abandoned and pillaged throne room. Large pillars carved with dwarven runes stretches up to the roof above. You can see large catapult boulders laying on the floor below, along with the debris from the damaged roof. It is at least 20 feet down to the floor below. As the dragon lands on the roof, read: With a deafening crash from above, the large shadow dragon lands on the roof above. Stone tiles come falling crashing to the floor. You can see that the roof beams gives away to the weight of the dragon and Very Young Shadow Dragon Level 5 Solo Lurker Large natural magical beast (dragon) HP 240; Bloodied 120 AC 20; Fortitude 17, Reflex 18, Will 15 Speed 8, fly 8 (hover), swim 8 Resist 10 necrotic Saving Throws +5; Action Points 2 TRAITS XP 1,000 Initiative +11 Perception +9 Darkvision C Breath Weapon (necrotic) * Recharge 5 6 Attack: Close blast 5 (enemies in the blast); +8 vs. Fortitude. Hit: 2d10 + 3 necrotic damage, and the target loses one healing surge and is weakened (save ends). Aftereffect: The target's necrotic resistance is negated until the end of the encounter. Miss: Half damage. MOVE ACTIONS Action Recovery Shadow Walk (teleportation) * At-Will Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends. Effect: A shadow dragon that is in at least one square of a globe of darkness can teleport to any other globe of darkness within line of sight. It must end this move in at least one square of that globe of darkness. MINOR ACTIONS Combat Advantage The dragon deals an extra 1d6 damage against a target it has combat advantage against. Draining Shadows (necrotic) * Aura 1 While the dragon is bloodied, any enemy that ends its turn in the aura takes ongoing 10 necrotic damage (save ends), or ongoing 5 necrotic damage (save ends) if the dragon is in bright light or has taken radiant damage during this turn. Instinctive Dark Assault On an initiative of 10 + its initiative check, the dragon can use a free action to create a globe of darkness and a free action to charge or to bite. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack. Weakening Shadows Whenever the dragon takes radiant damage, one of its globes of darkness ends. STANDARD ACTIONS m Bite (necrotic) * At-Will Attack: Melee 2 (one creature); +10 vs. AC Hit: 2d10 + 6 damage, and the target is weakened (save ends). Miss: 5 necrotic damage M Claw * At-Will Attack: Melee 2 (one or two creature); +10 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature. Hit: 2d10 + 3 damage, 2014-01-31 A Globe of Darkness (necrotic, zone) * At-Will 2/round Attack: Area burst 2 within 10 (enemies in the burst) Effect: This power creates a zone of darkness that remains in place until the end of the dragon’s next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded. Sustain Minor: The zone persists. TRIGGERED ACTIONS C Bloodied Breath * Encounter Trigger: The dragon is first bloodied. Effect (Free Action): Breath weapon recharges, and the dragon uses it. M Tail Slash * At-Will Trigger: An enemy misses the dragon with a melee attack Attack (Opportunity Action): Melee 3 (triggering enemy); +8 vs. Reflex Hit: 1d6 + 4 damage, and the dragon slides the target 3 squares. Skills Initimidate +6, Stealth +12 Str 18 (+6) Dex 21 (+7) Wis 14 (+4) Con 12 (+3) Int 10 (+2) Cha 9 (+1) Alignment evil Languages Common, Draconic 34 H2: ORCUS CONVERSION you realize that the roof can come crashing down any second. The only escape seems to be a staircase that leads down to the floor below. Strength check one gnoll huntmaster manages to squeeze through and enter the Library. He attacks immediately. Hit: 2d6 + 3 damage, or 2d6 + 5 while the gnoll is bloodied. To open the padlock on the opposite door the PCs need to succeed on a DC 17 Thievery check. They can also try to break down the door with a DC 20 Strength check. Attack: Ranged 30 (one creature); +12 vs. AC Hit: 1d10 + 8 damage, or 1d10 + 10 while the gnoll is bloodied. This encounter includes the following creature: 1+ Gnoll Huntsmaster (G) R Longbow (weapn) * At-Will Skills Stealth +11 Str 16 (+5) Dex 19 (+6) Con 14 (+4) Int 8 (+1) Wis 14 (+4) Cha 7 (+0) Alignment Chaotic evil Languages Abyssal, Common Equipment leather armor, handaxe, longbow, 30 arrows . When the PCs reach the library, read: This room appears to be a study of some sort. Two bookshelves sit on either side of the room. Many of the books and scrolls have been thrown down at the floor by marauders. The door leading out on the backside of the room is secured with a padlock. From the chamber across you can see the front doors being battered by the gnolls on the other side, it won’t hold for long. When the gnolls burst through, read: The gnolls burst through the main door. The battering ram being too unwieldy to bring inside, they throw themselves at the blocked door. The bookcase tilts precariously as they charge. AREA 5: THE LIBRARY The staircase leads down to the library. At the other end of the library is a door, locked with a padlock. The gnolls are about to burst through the front door. If the PCs succeed on a DC 12 Insight check, they realize that they can use the bookcases to barricade the door into the library to buy them time to open the other door To hold of the gnolls attempts to force open the barricaded door the PCs need to succeed on an opposed Strength check each round. The gnolls have +9 on their checks. The PCs can use cooperation to increase their chances (see PHB p.179). If the PCs fail the opposed Gnoll Huntmaster (G) Level 5 Artillery Medium natural humanoid HP 50; Bloodied 25 AC 19; Fortitude 17, Reflex 18, Will 15 Speed 8 TRAITS XP 200 Initiative +4 Perception +11 Low-light vision Pack Attack The gnoll’s attack deals 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it. STANDARD ACTIONS m Handaxe (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC 2014-01-31 AREA 6: THE PIT As the PCs enter this small chamber they have a number of options. They can bring the padlock from the previous room and use the latch on this side to lock the door (unless they broke down the door). Without a key they have to succeed on a DC 15 Thievery check to lock it again. 35 H2: ORCUS CONVERSION Innovative character might also come up with the ideas to cover the pit in order to fool the following gnolls to fall into the trap. Let PCs that succeed on a DC 17 Insight check realize this option. It takes one round to take down the tapestries and another round to cover the pit. Let the PCs roll a Dungeoneering or Thievery check opposed with the Gnolls Perception (+4) check to notice the pit trap. If they fail, two gnoll huntmasters fall into the pit. The gnolls try to break down the door on the opposite side. Either you choose to roll these attempts versus a DC 20 Strength check, but it is recommended that you instead let the PCs have some head start before informing them that the gnolls have burst through and continues the chase. As the PCs enter the dining hall, read: Hit: 1d8 + 6 damage. A massive table dominates this room. The ceiling above is cracked and broken, and you can see several large gaping holes to the level above. M Clawing Charge * At-Will With a crash the ceiling breaks as the shadow dragon descends, landing in the middle of the table in a cloud of splinters. It holds two gnolls in each claw by the scruffs of their necks. With a shriek it drops them to the floor in order to attack. Effect: The gnoll claw fighter charges and makes two claw attacks against a single target, instead of one melee basic attack. M Mobile Melee Attack * At-Will Effect: The gnoll claw fighter can move up to 4 squares and make one claw attack at any point during that movement. The gnoll doesn’t provoke opportunity attacks when moving away from the target of its attack. Skills Intimidate +8 Str 16 (+6) Dex 19 (+7) Con 14 (+5) Int 10 (+3) Alignment Chaotic evil Equipment leather armor Wis 15 (+5) Cha 7 (+1) Languages Abyssal, Common When the PCs enter the room, read: It’s unclear what this room’s purpose was. The floor in the centre of the room is missing, showing the darkness of the chasm hundreds of feet below. The walls are adorned with large, brightly colored tapestries. A few tight tables sit in the corners of the room. AREA 7: THE DINING HALL As the PCs enter the dining hall, the shadow dragon burst through the damaged roof and descends with two gnoll claw fighters on top of the dining table. This is a challenging fight and the PCs have better retreat back into area 6 and throw the bolt on the door, as Area 6 has a bolt on their side. Drop a hint if the characters succeed on a DC 12 Insight check that this is a very challenging encounter they should better avoid if they can. This encounter includes the following creature: Shadow Dragon (D) 2 Gnoll Claw Fighter (G) AREA 8: THE CHASM Gnoll Claw Fighter (C) Level 6 Skirmisher Medium natural humanoid HP 70; Bloodied 35 AC 20; Fortitude 18, Reflex 19, Will 17 Speed 8 TRAITS Pack Attack XP 250 Initiative +9 Perception +5 Low-light vision The gnoll’s attack deals 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it. STANDARD ACTIONS A large part of this room has been destroyed as the underlying stalagmite has cracked and broken off. There is a big hole in the ground to reach the door into the next room. Savy PCs realize that they might use the remaining door to swing across into the next room and then sabotage it to give away when the next gnoll crosses behind them. Let PCs that succeed on a DC 17 Insight check realize this option. The PCs need to succeed on a DC 12 Acrobatics check to swing across on the door. If they fail with 5 or more they looses the hall and falls to their deaths in the chasm below. A character that falls in this way can attempt to catch himself or herself (PH 284). To succeed on sabotaging the door requires a successful DC 15 Thievery check. If successful, the first following gnoll falls into the chasm below. m Claw * At-Will Attack: Melee 1 (one creature); +11 vs. AC 2014-01-31 36 H2: ORCUS CONVERSION As the PCs enter the room, read: This room is in even worse condition than the one before. A massive chasm shows where the floor used to be. A door is open to the east, swaying towards you as it hangs from one hinge. AREA 9: THE STOREROOM To reach this landing the PCs have to jump across the chasm. A successful DC 15 Athletics checks get them across this 15 feet chasm. The room on the other side of the door leads into a storeroom filled with dwarven supplies that no one have cared to pillage. The door exiting the room is stuck, heat and moisture have lead to it expanding in it's frame. A successful DC 17 Strength check is needed to force it open. Innovative players can use the lamp oil, flour and empty sacks to set a fire trap. Let PCs that succeed on a DC 17 Insight check realize this option. If they place a lit torch above the first door and place lamp oil and other burnable things under it, it will fill the room with fire once a gnoll tries to enter. The gnolls will be forced to find another way, or be delayed at least 5 rounds before they can dash through. AREA 10: SERVANT’S QUARTERS The PCs enter the servant’s quarters with some beds in it. The players can try to hinder pursuers by pushing the beds in front of the doors, creating a simple barricade. If they succeed on a DC 12 Insight check they will realize this. If the PCs take this action they notice a diary hidden beneath one of the moved beds, if they succeed on a DC 12 Perception check. The last entry reads: The guards questioned me today about the chef’s death. Thought I might have something to do with the poison they found in the spice jar. I said I didn’t have a thing to do with it. Truth is, earlier that day I’d spilt a couple of jars of spice. I tried to scoop them back into the jars, but some got mixed up. Could one of them have had the poison in it? The letter is provided in the Player’s Handout section in the end. As the PCs enter these quarters, read: This area is lined with low quality bunk beds. It was likely a servants quarters of some sort. The door frame to the west is empty from your makeshift bridge. Two rooms away, arches take aim. As the PCs enter the storeroom, read: This room smells strongly of decomposing organic matter. Piles of salted meat decompose along the walls, and the centre of the room is stacked with barrels of strong ale, shelves filled with whiskey bottles and sacks of flour. This room has a large number of supplies, everything from rope to lamp oil. AREA 11: THE KITCHEN This kitchen has a large boiler and kitchen utilities. If the PCs take the time they might find the chef’s cookbook that can give some clues that might help them. If the party looks out the windows into Area 7: The Dining Hall. The gnolls in there notice the PCs have relocated, and scurry over to the windows. One barges at the door, while the 2014-01-31 other try to shoot arrows through the two serving windows next to the door. A short while later the shadow dragon shows up and tries to break through the wall. Innovative players may try to wedge the trolley with knives between the door and the boiler, preventing the gnolls and dragon from entering easily. Let PCs that succeed on a DC 17 Insight check realize this option. As the PCs enter the kitchen, read: A large boiler dominates the southern wall, its furnace cold. The other walls are lined with rusty knifes and utensils. A valve allows excess steam to escape the boiler, hissing along pipes to escape through a vent in the ceiling. Another valve leads to the benches. Two service windows adorn the northern wall for the cooks to pass food to the dining hall beyond. You can hear crashing on the other side as the gnolls try to get through to the pit room. A wheeled trolley with knives and other utensils site in the south east corner of the room. If the PCs search the area and succeed on a DC 15 Perception check they find the chef’s cookbook stuck under the boiler along with the firewood, a strange place to keep it. The book has been scrawled on with invisible ink, maybe lemon juice. With heat and time, the words have become browned and clearly legible, it reads: It’s probably foolish to keep a record of my activities, but if the captain finds these recipes I’m dead anyway. I was contacted by the opposing gnoll general and a strange mage who made me an intriguing offer. As the keeps chef, I won’t look suspicious if I import a variety of unusual items and spend some time working with a mortar and pestle. I have been tasked with preparing and affixing alchemical 37 H2: ORCUS CONVERSION explosives to the keeps support struts. I have concealed the detonator on the east shore, buried sideways beneath the south corner of the drawbridge. I will trigger it once my gold is prepared. Now, I just have to make sure I don’t mix up the explosives with the spices. A rather painful end, I’d imagine. A copy of the text can be found in the Player’s Handout section. As the shadow dragon emerges, read: A strangled yelp escapes one gnoll as a clawed talon wraps around its waist. The shadow dragon flings it behind it, yelping into the distance. One massive claw reaches through each window, as it starts to wrench on the wall. The mortar begins to give way. AREA 12: BARRACKS The players enter the barracks and training room, which is filled with fighting dummies. If the PCs start the dummies spinning when they run past, they can slow down the pursuers – making the whole area difficult terrain. Let PCs that succeed on a DC 12 Insight check realize this option As the PCs enter the barracks, read: This long area appears to be a barracks and training area. Beds line one wall, and archery targets adorn the opposite wall. In the middle of the room, wooden dummies on poles stand on posts, one arm outstretched and wielding a sword. AREA 13: ESCAPE The PCs emerge on the other side of the fort and can run across the bridge to the other side of the chasm. If the PCs picked up the clues in the kitchen, they may be seeking for the detonator. If they succeed on a DC 12 Perception check, they find the detonator buried about a foot down, right where the chef’s log said it would be. It’s a simple leather scroll with a customized level 1 ritual inside that will light the alchemical fire boxes inside the keep. As the PCs exit the back doors of the fort, read: You find the back doors to the fort standing open. You run out on the bridge crossing the chasm to the other side. You have managed to escape the keep well ahead of the gnoll forces. Soon you arrive to safety on the other side. The question is how you will be able to stop them from pursuing you into the cave tunnels. escape him yet again. It knows were he shall wait for them – in the Well of Demons. The adventurers should now be on the south side of the Chasm Fort (see map), without a guide. You might try to lead them back toward the Horned Hold where they might pick up where they are on Murkelmoor's map, showing the way to the Sea of Shadows with a DC 15 Insight check. OPTION: RESCUED BY LUCK! You might consider giving characters that did not pick up the clues about the detonators a chance for survival If the players don’t seek the detonator, read: A massive thwump emanates from the keep. In all the fighting, a fire has broken out. It seems to have spread to the ammunition stores. As the PCs push the plunger, read: A series of explosions wrack the keep, cracking explosions tracing a destructive path through the structure. The heavy iron door twists under the force of the dragon behind it, shouldering its way through the frame, getting stuck half way. Fireballs engulf the bridge as it lifts to the left, the drawbridge pulling away from the shore as the whole thing starts to plummet. The dragon gives a massive last pull, struggling to free itself from the doorframe…and succeeds. It takes to the air, powerful wings beating as it alights in front of you. It is backlit by the exploding keep, listing crazily as it plunges into the chasm below, carrying the bulk of the gnoll party to their death. The shadow dragon does not follow the PCs into the tunnels, instead it returns back to the Sea of Shadow, nurturing its hate for the characters that have managed to 2014-01-31 38 H2: ORCUS CONVERSION SEA OF SHADOWS BACKGROUND The Sea of Shadows is an underground lake deep under the Thunderspire Mountain. Locked inside an enormous cavern, nearly 2 miles across, it lays in eternal darkness with stagnant black mirror-like water. For reasons unknown the border to the Shadowfell grew thin at the lake – maybe it was the constant darkness, or something related to the Nentir Vale itself – nobody knows. What is known, but only by a few living sages, is that the Demon Prince of Undeath saw this thin border and tried to use it for his own dark schemes to spread darkness and undeath to the living world. The Shadowfell is a twisted reflection of the living world, and its necrotic energies animates the undead. In the Shadowfell reflection of the Nentir Vale, Orcus has not been sitting idle during the centuries. His loyal undead hordes have dammed the Nentir River in the world of shadows. The Lake Nen, called “Lake Night” in Shadowfell has filled the surrounding plains with black shadow water. The counterparts of the Old Hills (the “Bone Hills”), Gray Downs and Moon Hills now form islands in the great lake. By capturing and sacrificing souls headed for the halls of the Raven Queen in vile rites over the last 500 years, Orcus have tainted the waters with mourning souls, blood and necrotic energies. The thin layer between the living world and the Shadowfell is now yielding under the pressure from the shadow waters on the other side, forming a vortex in the middle of the Sea of Shadows. This has allowed several creatures of shadows and servants of Orcus to slip through and infest the cavernous halls. But far from all of the denizens of Shadowfell are evil or servants of Orcus. The shadar-kai witch Denoa is a follower of the Raven Queen. She has been living in the Watchtower of Shadows overlooking the vortex in the center of the Sea of Shadows. She was left as a guardian for the forces of Shadowfell that took part against Orcus when he tried to take control of the minotaur kingdom of Saruun nearly 300 years ago. Set with the task to make sure that history did not repeat itself. Denoa knows what Paldemar is trying to do, but her few dark creeper servants have been unable to find allies that can help her cause to stop the rift from opening. However, the years have made her xenophobic and her instinct is to attack intruders, which she believes are servants of Paldemar. Should the PCs be able to convince her of the opposite, she might serve as a valuable guide as to how to stop Paldemar and release the Mages of Saruun. The mages are entrapped by shadow binders, who channel their magical energies into the bronze wardens, in order to fasten the breaking of the rift. Their hundreds of humming voices singing the Song of Breaking, which can be heard echoing across the black waters of the Shadow Sea, overlooking the ever growing vortex in its middle. DEVELOPMENT In Area 2: The Horned Hold the PCs can learn what the duergar of Clan Grimmerzhul did for Paldemar in exchange of the slaves they received from the Bloodreavers. The steep stairs the duergar miners dug out – tunnels that had been sealed by the few surviving minotaurs three centuries ago – leads down to the Sea of Shadows (see red tunnel north of Area 10 on the Thunderspire Map). The tunnel leads down to Encounter S1: Shores of Shadow, where the PC will first encounter some of the shadow creatures that have breeched the rift and is now trying to kill all living entering the cavern, by Paldemar’s orders. If the PCs survives the battle, and extinguish any torches (or other light sources) a DC 17 Perception check, will allow them to notice the lights from the watchtower in the middle of the Sea of Shadows. Should Paldemar succeed and the Bronze Wardens fulfill their original purpose – breaking the enormous rift to the Shadowfell under the surface of the lake – the shadow waters would break through like a flood and fill the Tunderspire Labyrinth with its cursed necrotic waters in a day or two. It would then burst out of the mountain and fill the surrounding plains in a few week – killing all the living and animating all the dead to a twisted world of unlife dressed in shadow and darkness – a world worthy of Orcus, the Demon Prince of Undeath. 2014-01-31 39 H2: ORCUS CONVERSION As the PCs see the watchtower, read: As the light drops the walls of darkness quickly draw close and soon enfolds you in their chilly grasp. You see nothing. Total darkness surrounds you, like a shroud of the grave. Fear grips your hearts, but when your eyes start to accustom to the blackness, you see a point of light, far, far away. First you thing you are imagining, but soon you realize that it is something out there that gives nourishment to the shadows of the underground sea. The PCs can now follow the network of bridges spanning from stalagmite to stalactite, and onwards across the Sea of Shadows. Finally after roughly one mile, they will reach the watchtower, which is generating the light, they saw earlier. Traveling across the Sea of Shadows is an eerie experience. Denoa will tell the PCs about the rift to the Shadowfell residing under the stagnant surface of the Sea of Shadows. Following her instructions, she will tell them how to follow the bridges to get to the Vortex of Shadows were the border between the worlds are thinnest. If the PCs have received the Orb of Indisputable Gravity from Denoa, it will help them face the guardian of the vortex in Encounter S3: The Shadow Vortex. The shadow dragon Sjach’haurach “Shadow Fate” is guarding the bronze wardens and the entrapped mages of Saruun in the circle of bridges surrounding the vortex. Anybody trying to stop the Song of Breaking will have to face the shadow dragon were he is most at his home. THE ROD OF RUIN When the PCs go down the tunnels down to the Sea of Shadow the wielder of the Rod of Ruins gets a vision, read: “Dig deeper, I command you. In the name of the many-eyed I command you – dig deeper you scum!” You scream at the minotaurs at the end of the tunnel. They cower back in fear of your rage, but maybe in reality for the one behind you. The entity called Torog – the endless mind behind the excavations. The one who fills your dream with blood and shadow. Your fur-clad hand strikes out at the nearest minotaur that scream in fear and pain, tumbling down the crudely excavated stairs that winds down into the depth of the mountain. The air has become chiller and the shadows longer, the deeper your servants have dug into the mountain. They whisper behind your back in fear – what forsaken nightmare are they digging into? Only your master knows, but his promises and dreams of power make it all worthwhile, or doesn’t it? As the PCs look down into the shadow water, read: The water is utterly dark, as a reflection of a murderers heart. It makes you feel uncomfortable looking down into its black depths, as if it somehow stared back at you, filling your heart with nightmares. You are imagining things down under its shadow pouring surface, glimpses of naked dead bodies staring back at you, mutilated corpses longing for freedom. It must be tricks your mind is playing you, or are they for real? Floating in the darkness, calling for you… In the watchtower the PCs will meet Denoa, the shadar-kai witch in the Encounter S2: Watchtower of Shadows. Denoa will initially attack, but if the PCs manage to convince her that they want to stop the opening of the rift, she can become a valuable ally in stopping Paldermar’s plans. 2014-01-31 40 H2: ORCUS CONVERSION S1: SHORES OF SHADOW Encounter Level 6 (1,275 XP) skeletons from some forgotten battle are lying all over the floor and huge stalagmites raises from the floor, stretching towards the darkness of the dome above. SETUP Depending on the PCs light source, read the following when they see the shadow sea: Characters who have come to learn about the Sea of Shadows and have received directions to the ancient tunnel snaking down through the mountain to its roots, might stumble upon this occupied cavern. The shadow sea resides within an immense natural cave. Most of the cave is filled with water but simple bridges have been erected along cavern walls, as well as between stalagmites and stalactites touching the water. The whole area is filled with shadows, as if they had come to life, and the water is unnatural cold. The cult of Orcus is trying to open the huge rift that resides under the water. Bronze wardens are positioned along the narrow bridges and their low chanting is heard echoing across the cave. Some denizens of the Shadowfell have managed to cross the border to the living world and has set up residence in this chamber, and they attack any intruders who dare to enter their sanctuary, or try to stop the wardens’ Song of Breaking. Let the PCs place the characters at the top of the stairs, entering into the caverns south end. This encounter includes the following creatures: 1 mad wraith leader (W) 3 specters (S) 8 wraith minions (M) When the characters enter the shore cavern, read: The winding stairs finally emerges at the top of a large natural cavern. The air is cold and almost unnatural chilling. The staircase turns downwards and reaches the rocky floor of the cavern. Stone, debris and large ancient You look out over a huge expanse of black water were shadows play across the surface like mist. Ancient stone bridges span the water between cave walls and stalagmites and stalactites. Water drips from the ceiling high above but causes no sound when they meet the shadow sea below. They are just swallowed silently by the darkness underneath. The air is unnatural cold, as if the underdark sea was sucking the heat out of your bodies into its fold of shadows. At the edge of your light you can see something moving – swirls of shadows coalescing into forms of shadowy wraiths. Their silent screams spreads ice down your backs as they speed towards you, like harriers of darkness. FEATURES OF THE AREA TACTICS The wraith minions float forward and attack the nearest PC. They attempt to block off access to the shadow sea and its bridges, where the mad wraith master lurks. The mad wraith master stands touching the shadow water out of reach from the bridges and hurls ranged attacks at the closest PCs. When the mad wraith master’s specter allies are bloodied, it uses shadow summons to teleport them within range so it can use shadow’s blessing. The specters use their invisibility to position themselves to their best advantage in order to use spectral barrage or their spectral touch on the characters. If possible they all use their phasing abilities to move through stalagmites and stone blocks. 2014-01-31 Illumination: Darkness unless the PCs bring any light source of their own. Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water on average (varies between bridges, 5-15 feet). A character knocked of the bridge squares falls of the bridge. A character that falls in this way can attempt to catch himself or herself (PH 284). The edges of the platforms require a DC 20 Athletics check to climb up onto from out of the shadow water Stone Blocks: Treat these squares as difficult terrain. Ledge: A ledge along the staircase lowering itself into the chamber provides an obstacle for anyone who do not want to use the staircase to go down. There is a difference of 20 feet were the staircase enters the chamber. A creature can attempt a DC 20 Athletics check to climb the wall. 41 H2: ORCUS CONVERSION Mad Wraith Master (W) Level 8 Controller (Leader) Medium shadow humanoid (undead) HP 90; Bloodied 45 AC 22; Fortitude 18, Reflex 21, Will 20 Speed 0, fly 6 (hover), phasing Immune disease, poison; Resist 10 necrotic TRAITS XP 350 Initiative +9 Perception +0 Darkvision Mad Whispers (psychic) * Aura 3 Any enemy that ends its turn in the aura takes 5 psychic, and the wraith slides it up to 2 squares. Effect; Allies gain +5 speed until the end of the wraith’s next turn. Shadow Summons (teleportation) * At-Will Requirement: Wraith must stand in the Sea of Shadow’s water. Effect: Teleport an ally within 10 squares into a square adjacent to this creature. Skills Intimidate +11 Str 6 (+2) Dex 21 (+9) Con 18 (+8) Int 11 (+4) Alignment chaotic evil As the wielder of the Rod of Ruins reach the Shores of Shadow he gets a new vision, read: Wis 3 (+0) Cha 20 (+9) Languages Common Insubstantial The wraith takes half damage from all attacks, except those that deal force damage. Whenever the wraith takes radiant damage, it loses this trait until the start of its next turn. Spawn Wraith When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied space, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control. STANDARD ACTIONS m Touch of Madness (psychic) * At-Will Attack: Melee 1(one creature); +11 vs. Will Hit: 2d8 + 7 psychic damage, and the target takes a –2 penalty to all defenses (save ends). M Word of Chaos (charm, psychic) * Recharge 5 6 Attack: Ranged 5 (one creature); +11 vs. Will Hit: 2d8+ 7 psychic damage, and the wraith slides the target up to 5 squares. The target must then use a free action to make a basic attack against its nearest ally. Miss: Half damage, and the wraith slides the target up to 2 squares. 8 Wraith Figments (M) Level 5 Minion Skirmisher Medium shadow humanoid (undead) XP 50 HP 1; a missed attack never damages a minion Initiative +7 AC 17; Fortitude 15, Reflex 19, Will 16 Perception +2 Speed 0, fly 6 (hover), phasing Darkvision Immune disease, poison; Resist 10 necrotic STANDARD ACTIONS m Shadow Caress (necrotic) * At-Will Attack: Melee 1(one creature); +8 vs. Reflex Hit: 6 necrotic damage, and the target is slowed until the end of the wraith’s next turn. MOVE ACTIONS Shadow Glide * Encounter Effect: The wraith figment shifts up to 6 squares. Skills Stealth +10 Str 3 (-3) Con 12 (+3) Dex 16 (+5) Int 4 (-1) Alignment chaotic evil Languages – C Shadow’a Blessing (healing) * Encounter Attack: Close burst 5 (allies in burst) Effect: Bloodied allies in the burst regain 15 hit points. MINOR ACTIONS Wis 10 (+2) Cha 14 (+4) THE ROD OF RUIN You are filled with pride as you look out over the black mirror that is the Shadow Sea. The immense stalactites and stalagmites have been spanned with stone bridges. Your servants have done well, even though many perished in the icy cold waters. You know that your Master will be satisfied. Wisps of shadow dances across the silent dark waters, taking the form of wraiths singing their silent praise to Torog. Or is it Torog? Their voices cannot be heard. In the depth of your soul a seed of doubt has been growing. Who is that entity that fills your dreams with visions of blood and shadow? Who comes with the sweet promises of undeath? Its a doubt that you would never dare to confront. Instead you turn towards the rows upon rows of Bronze Singers, gleaming in the flickering light of your servants’ torches. All carved into likeness of your great race. You finger the control amulet at your chest and call out. Your voice carried across the shadowy surface of the Sea of Shadows “I command you to march! March in the name of Saruun Khel, and he-who-watches-from-the-shadows. Walk the bridges of shadow to your destiny and may Thunderspire Mountain tremble at your steps!” Hundreds of Bronze Singers answers your call to action and starts to walk into the shadows… C Shadow Grace * Recharge 4 5 6 (1/round) Attack: Close burst 10 (allies in burst) 2014-01-31 42 H2: ORCUS CONVERSION 3 Specters (S) Level 4 Lurker Medium shadow humanoid (undead) XP 175 HP 30; Bloodied 15 AC 16; Fortitude 16, Reflex 16, Will 17 Speed 0, fly 6 (hover), phasing Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant TRAITS Initiative +8 Perception +6 Darkvision Spectral Chill (cold) * Aura 1 that there are not skeletons from any enemies. All skeletons are of minotaur origin. Treasure: A PC looking through the skeletons find that most of them carries rusted ancient armors and weapons. However, a thorough Search vs. a DC 15 allows the PCs to find a pile of bones containing rotting organic matter and rusted items and equipment. However, one treasure can be found among the garbage, a Heavy Shield of Speed and Evasion with the following characteristics. Enemies in the aura take a -2 penalty to all defenses. Insubstantial The specter takes half damage from all attacks, except those that deal force damage. Whenever the specter takes radiant damage, it loses this trait until the start of its next turn. STANDARD ACTIONS m Spectral Touch (necrotic) * At-Will Attack: Melee 1(one creature); +7 vs. Reflex Hit: 1d8 + 5 necrotic damage. C Spectral Barrage (illusion, psychic) * Recharge 5 6 Attack: Close burst 2 (enemies in burst); +7 vs. Will Hit: 2d6 + 5 psychic damage, and the target is knocked prone. Invisibility (illusion) * At-Will Effect: The specter becomes invisible until it attacks or until it is hit by an attack. Skills Stealth +9 Str 10 (+2) Con 13 (+3) Dex 15 (+4) Int 6 (+0) Alignment chaotic evil Wis 8 (+1) Cha 15 (+4) Languages Common Shadow Water: The shadow water is unnaturally cold. Any PC forced into the water is affected by hypothermia. See the “House Rules” for hypothermia. Skeletons: A DC 15 Nature check tells the PC that the skeletons are of minotaur origin. They seem to have been killed in battle. A DC 15 Insight check make the PC notice 2014-01-31 43 H2: ORCUS CONVERSION S2: WATCHTOWER OF SHADOWS Encounter Level 6 (1,250 XP) SETUP The path leading to the Watchtower of Shadows is a long, winding staircase that ascends a huge stalagmite in the middle of the Sea of Shadows. The watchtower sits on top of the stalagmite. The tower overlooks the whole Sea of Shadows, and it is from this tower that the Shadar-kai witch, Denoa, observes what happens in the cavern, as well as sends out her spies to learn what is happening in the Labyrinth. The crumbling steps and sheer cliffs usually deter explorers or worse creatures from approaching the watchtower. As a result, Denoa does not keep a careful watch on the approach to the tower. But PCs need to succeed on a DC 14 Stealth check to reach the tower’s door unnoticed; otherwise Denoa is prepared for their arrival. This encounter includes the following creatures: Denoa, shadar-kai witch (W) 3 dark creepers (D) 2 shadow hounds (H) growling. A dark skinned woman stands by a large cauldron heated by a low fire. The dark creepers use dark step to shift throughout the area of combat and maintain combat advantage. If the other occupants of the room have not been alerted, read: The enraged hounds race for the PCs, alternating the use of their baying power to maximize its effect. They use shadow ambush to teleport from target to target, attacking with combat advantage. The woman have not noticed you and continues to stir in the cauldron while the short figures all in black tries to hold the snarling hounds at bay. None of them appear to notice you. If the shadow hounds have alerted the witch and the dark creepers, they are trying to look inviting and not threatening in order to lure the PCs into the room. When the PCs can see into the chamber, read: The scent of dried herbs wafts out from the tower’s interior. A table stands in the middle of the room and is surrounded by a few modest furnishings. Two fierce hounds wrapped in darkness stand near the table, If both the dark creepers are killed, the witch surrenders and begs the PCs not to kill her in exchange for knowledge. When the characters open the door, read: From behind the table, the dusky-skinned woman looks up and says, “Come in, come in.” If the PCs enter, read: A smile spreads across her dark face as she stretches out a gnarly hand and gives her finger a flick. The door slams shut, and at once, the canine creatures lunge forward. When the PCs are at the head of the stairs, read: A savage howl echoes down the stairs as you approach. A lantern is burning somewhere beyond, giving a glimpse of a tower built into the stalagmite itself. Denoa, the witch uses her shadow jaunt to dart in and out of melee, targeting slower-moving foes with her blackfire touch and using beshadowed mind against PCs making ranged attacks. If forced into melee, she orders the dark creepers to her side and casts deep shadow as a defensive barrier. TACTICS If they have been alerted, the witch and the dark creepers attack with surprise when three or more PCs have ascended the stairs. If not, they are distracted and have their backs to the stairs, giving the party a chance to gain surprise. Denoa assumes that the PCs are agents of Paldemar and attack. If the PCs try to convince the otherwise, please read the Negotiations section. 2014-01-31 Denoa, Shadar-kai Witch (W) Level 7 Controller Medium shadow humanoid HP 77; Bloodied 39 AC 21; Fortitude 18, Reflex 19, Will 19 Speed 6 TRAITS XP 300 Initiative +6 Perception +4 Low-Light Vision Deep shadow (necrotic) * Aura 2 Thick, writhing shadows surround the shadar-kai witch. The witch and any other shadow creatures in the aura gain concealment. In addition, enemies that enter or start their turns in the aura take 5 necrotic damage, and enemies (including flying ones) also treat the area within the aura as difficult terrain. The shadar-kai witch can sustain the aura as a minor action. However, the effect ends if she uses shadow jaunt or moves more than half her speed on her turn. STANDARD ACTIONS m Blackfire Touch (fire, necrotic) * At-Will Attack: Melee 1(one creature); +10 vs. Reflex Hit: 2d8 + 6 fire and necrotic damage. R Beshadowed Mind (necrotic) * Recharge 4 5 6 44 H2: ORCUS CONVERSION Attack: Ranged 10 (one creature); +10 vs. Will Hit: 2d8 + 6 necrotic damage, and the target has no line of sight to anything more than 2 squares from it (save ends). MOVE ACTIONS Shadow Jaunt (teleportation) * Encounter Effect: The shadar-kai witch teleports 3 squares and becomes insubstantial until the start of her next turn. Skills Acrobatics +8, Arcana +12, Religion +12, Stealth +13 Str 13 (+4) Dex 16 (+6) Wis 12 (+4) Con 13 (+4) Int 19 (+7) Cha 17 (+6) Alignment unaligned Languages Common, Primordial 3 Dark Creepers (D) Level 4 Skirmisher Small shadow humanoid HP 54; Bloodied 27 AC 18; Fortitude 15, Reflex 17, Will 15 Speed 6 TRAITS XP 175 Initiative +8 Perception +4 Darkvision Combat Advantage The dark creeper deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. STANDARD ACTIONS m Dagger (weapon) * At-Will Attack: Melee 1(one creature); +9 vs. AC Hit: 1d4 + 7 damage. R Dagger (weapon) * At-Will Attack: Ranged 5/10 (one creature); +9 vs. AC Hit: 1d4 + 7 damage. MOVE ACTIONS Dark Step * At-Will Effect: The dark creeper moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to. TRIGGERED ACTIONS C Killing Dark * Encounter Trigger: When reduced to 0 hit points. Effect: Close burst 1 (targets enemies); each target is blinded (save ends). When slain, a dark creeper explodes in a spout of darkness. Skills Stealth +11, Thievery +11 Str 11 (+2) Dex 18 (+6) Con 14 (+4) Int 13 (+3) Wis 14 (+4) Cha 13 (+3) Alignment unaligned Languages Common Equipment black garments, dagger x5 2 Shadow Hounds (H) Level 6 Skirmisher Medium shadow magical beast XP 250 HP 70; Bloodied 35 AC 19; Fortitude 20, Reflex 18, Will 17 Speed 7, teleport 7 Vulnerability 5 radiant TRAITS Initiative +7 Perception +9 Darkvision Shroud of Night * Aura 10 Bright light in the aura is reduced to dim light, and dim light becomes darkness. Shadow Ambush When the shadow hound teleports adjacent to an enemy, it gains combat advantage and deals an extra 1d6 damage on the next attack it makes against that enemy this turn. STANDARD ACTIONS m Bite * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 5 damage. MINOR ACTIONS FEATURES OF THE AREA C Baying (fear) * Recharge 5 6 Attack: Close burst 3 (creatures in burst); +9 vs. Will Effect: Target takes a -2 penalty to all defenses until the end of the shadow hound’s next turn. Special: Deafened creatures are immune. Skills Endurance +10, Stealth +10 Str 19 (+7) Dex 15 (+5) Con 14 (+5) Int 6 (+1) Alignment unaligned Denoa – Shadar-Kai Witch Wis 13 (+4) Cha 16 (+6) Illumination: Fireplace and numerous candles provides light inside tower; but outside it is dark.. Cliffs: A character can traverse the cliffs of the stalagmite surrounding the tower, by succeeding an Athletic DC 15 check. A character knocked of the stairs squares falls of the cliff. A character that falls in this way can attempt to catch himself or herself (PH 284). The cliff descends 100 feet into the Sea of Shadows. Languages – 2014-01-31 45 H2: ORCUS CONVERSION Fireplace: The fireplace is difficult terrain. A character entering a fireplace square takes 1d8 fire damage. Furnishings: The squares containing the chair, table, fireplace and bed are difficult terrain. Stairs: These squares are difficult terrain for a character ascending the stairway. Treasure: Denoa has a chest under her bed that contains 389 gp, a black pearl worth 500 gp, and a +2 orb of indisputable gravity. NEGOTIATIONS If the PCs realize that Denoa might not be on Paldemars side, they can try to negotiate a truce were they instead gets her help. In this skill challenge, one or more adventurers attempt to convince Denoa that they are not servants of Paldemar and should join forces to stop the opening of the rift to Shadowfell.. Setup: The PC with the highest Insight might realize that Denoa is not a follower of Orcus and convince the PCs lead negotiator (the PC with the highest Diplomacy) to initiate negotiations with Denoa, but other players may be needed to convince her that they are on her side. Level: This is a 6th-level challenge. Complexity: 2 (requires 6 successes before 3 failures). Primary Skills: Diplomacy, Arcana, Religion. Insight (DC 19): Realize that Denoa might be an ally as she is calling to the Raven Queen and refer to them as the “rift breakers”. Religion (DC 19): Realize that the Raven Queen is an enemy of Orcus, which might make Denoa an ally of theirs. 1st Diplomacy (DC 17): Convince Denoa that she should be listening to what they are saying. 2nd and 3rd Diplomacy (DC 15): Convince Denoa that they also want to make sure the rift to the Shadowfell do not open and that they have a joint cause. Intimidate (DC 19): Show proof of their strength and that they have killed the wraiths guarding the Sea of Shadows, who are all servants of Orcus. Arcana (DC 19): Convince Denoa that they understand that there is a real threat for a rift forming to the Shadowfell in the Sea of Shadows, pouring darkness and undeath over the world. Players showing the Rod of Ruin, gets a +2 bonus on the check. History (DC 19): PCs show that they have and understanding of what have happened to the Minotaurs of Saruun, and that the cause of their extinction was Orcus. Success: If the adventurers gain 6 successes before attaining 3 failures, they convince Denoa that they should join forces. Successfully completing this skill challenge earns the adventurers the full encounter reward (1250 XP). Denoa tells them about the rift (see Revelations) and gives them the Orb of Indisputable Gravity and tells them how to use it to overcome the shadow dragon Sjach’haurach who guards the Shadow Vortex. Failure: If the adventurers attain 3 failures before gaining 6 successes, Denoa do not trust or believe them and continues fighting. REVELATIONS Once the PCs have managed to persuade Denoa that they have a common cause, or if they have killed of her servants and threatens to kill her, she gives in to the following information: Masters and bound them with Shadow Binders at the Vortex of Shadow. These most feared servants of Orcus are dominating the mages and are forcing their arcane energies into the bronze wardens who stand singing the Song of Breaking around the vortex. Soon the rift will break and necrotic shadow water will burst through and flood the whole Nentir Vale, bringing darkness and undeath in its wake.” She then gives directions as to how the PCs should get to the Vortex of Shadows. The key to success is to free the mages from the Shadow Binders. If they succeed on this the song of the Bronze Wardens will grow still. If the PCs succeeded with the negotiation skill challenge Denoa will offer them an additional piece of valuable information. “The Vortex of Shadow is guarded by the mightiest of Orcus servants – a terrifying shadow dragon named Sjach’haurach ‘Shadow Fate’. He will try to stop your efforts to release the mages of Saruun. Take this Orb of Indisputable Gravity and use it carefully. When the shadow dragon is hovering low over the waters, use it to force the dragon down in the water and back through the rift. If you are successful you will be free to attack the shadow binders who are entrapping the mages of Saruun.” “I tell you this, the Sea of Shadow is like a thin membrane to the world of Shadowfell were Orcus, as we speak, is gathering his hordes of demons and undead. A traitor within the Mages of Saruun has betrayed its 2014-01-31 46 H2: ORCUS CONVERSION THE ROD OF RUIN The Rod of Ruin is very pleased that the wielder has taken it to such a large sealed portal were the fabric of the Shadowfell is so close. The Concordance of the Rod of Ruin increases with +2, which might bring positive effects to the PCs. 2014-01-31 47 H2: ORCUS CONVERSION S3: THE SHADOW VORTEX Encounter Level 5 (1,000 XP) SETUP The stone bridges take the characters to the Shadow Vortex in the middle of the Sea of Shadows. The shadow vortex is a big maelstrom created by a small opening in the rift to the shadowfell that sometimes opens and sometimes closes, but always creating a rotating water vortex inside the cavern. This is also the location where the paralyzed Mages of Saruun hangs levitating in the air. Each one of them guarded by shadow binders that have their full attention on their individual mage in order to keep them entrapped. Above the vortex is also the chimney high up in the cavern roof that leads up to the Well of Demons. What the PCs might not be aware of when they are crossing the bridges is that there is a shadow dragon watching them from above, clinging to one of the large stalactites up in the darkness. The PCs need to succeed on a DC 22 Perception check to notice the dragon. The dragon has been set by Paldermar to guard the Mages of Saruun and have strict orders to prevent anybody from attacking the shadow binders to release the mages. Let the PCs place their characters anywhere on the inner ring, before you show the location of the shadow dragon. This encounter includes the following creature: Shadow dragon (D) 100’s of Bronze wardens (B) 6 Shadow binders (S) 6 Mages of Saruun (M) When the PCs reaches the vortex, read: You must be right at the middle of the large cavernous and shadow-filled lake. In front of you the different stone bridges merges like the center of a spider’s web. A large circular system of bridges is formed around the surrounding stalagmites and stalactites. Around the circle and the surrounding bridges stand hundreds of bronze wardens, all transfixed and chanting with metallic voices in a Song of Breaking. Within this circle you see a big vortex of water and shadows spinning like a mad dance of wraiths, and above it all hangs six human figures transfixed in the air, hovering like puppets with ghastly shadows hovering around them – their eyes embers of hate and with talons of ice. The shadow dragon will not attack the PCs unless they start attacking the bronze wardens or the shadow binders in an effort to release the Mages of Saruun or prevent the ritual to breach the rift to the Shadowfell. Once it attacks the PCs will hear its shriek from above. When the PCs can see the shadow dragon, read: Suddenly the shadows above you take form. From a gigantic stalactite in the roof a creature of nightmares releases its hold and comes diving down towards you on wings of gloom. A dragon of shadows and darkness unfolds above you, its eyes afire, and with bared talons of black ice. Its screech echoes across the cavern and freezes your hearts to ice, as if it had been the very horn of the ferryman of Styx. TACTICS The bronze wardens are all absorbed in their chanting and will not notice the PCs unless they themselves are attacked. An attacked bronze warden defends itself unto death, but no other bronze warden step in to help. However, if the bronze wardens are attacked again, two 2014-01-31 6 Shadow Binders (S) Level 12 Controller Medium shadow humanoid (undead) HP 121; Bloodied 60 AC 26; Fortitude 24, Reflex 23, Will 25 Speed fly 6 (hover); phasing Immune disease, poison; Resist 15 necrotic; Vulnerable 5 radiant TRAITS XP 700 Initiative +8 Perception +15 Darkvision Spirit Ward The shadow binder gains a +2 bonus to all defenses while it has a creature’s spirit bound (see spirit binder). STANDARD ACTIONS m Icy Touch (necrotic) * At-Will Attack: Melee 1 (one creature); +15 vs. Reflex Hit: 2d12 + 7 necrotic damage. R Spirit Binder (necrotic) * At-Will Attack: Ranged 5 (one living humanoid); +15 vs. Fortitude Hit: 2d8+6 necrotic damage, and the target is trapped (save ends). Effect: The spirit bound creature is immobilized and can take no actions. If it succeeds on a saving throw, its spirit escapes. A spirit bound creature escapes automatically when the shadow binder is destroyed. Only one creature can be trapped at a time. MOVE ACTIONS Shadow Glide * Encounter Effect: The shadow binder shifts up to 6 squares. MINOR ACTIONS Spirit Pain (healing, necrotic) * At-Will (1/round) Effect: The shadow binder deals 10 necrotic damage to a creature whose spirit it has bound (see spirit binder). The shadow binder gains 10 hit points from this. TRIGGERED ACTIONS Dominate Spirit (charm) * At-Will Trigger: A spirit bound creature is reduced to 0 hit points or fewer (see spirit bind). Effect: The target is dominated (no save) and regains full hit points. The shadow binder need to take a standard action to maintain domination, failing this, the creature is allowed a 48 H2: ORCUS CONVERSION saving throw to break free. The shadow binder can reestablish the domination automatically by spending a standard action. The target is no longer dominated if the shadow binder is bloodied, and can start to make saves to break free. Skills Stealth +13 Str 9 (+5) Con 17 (+9) Dex 15 (+8) Int 12 (+7) Alignment chaotic evil Level 12 Controller XP 700 HP 116; Bloodied 58 AC 26; Fortitude 22, Reflex 27, Will 24 Speed 6 STANDARD ACTIONS Initiative +8 Perception +9 m Quarterstaff (weapon) * At-Will Attack: Melee 1(one creature); +17 vs. AC Hit: 2d8 + 3 damage Effect: The mage can slide the target 1 square. r Empowered Magic Missile (force, implement) * At-Will Effect: Ranged 10 (one creature). The target takes 10 force damage, and the mage pushes the target up to 2 squares. C Noxious Shroud (implement, poison, zone) * At-Will Attack: Close blast 3 (creatures in the blast); + 15 vs. Fortitude Hit: 3d6 + 6 poison damage. Effect: The blast creates a zone that lasts until the end of the mage's next turn. Any creature that ends its turn in the zone is slowed and takes ongoing 5 poison damage (save ends both). A Cloying Flames (fire, implement) * Recharge when first bloodied Attack: Area burst 2 within 10 (creatures in the burst); +15 vs. Reflex Hit: 3d10 + 9 fire damage, and the target is immobilized and takes ongoing 5 fire damage (save ends both). Miss: Half damage. Skills Arcana +17 Str 10 (+6) Dex 14 (+8) Wis 17 (+9) Cha 12 (+7) triggering attack's damage, and its master takes the other half. Str 20 (+8) Con 20 (+8) Dex 9 (+2) Int 3 (-1) Alignment unaligned HP 168; Bloodied 84 AC 23; Fortitude 21, Reflex 18, Will 18 Speed 5 Immune charm, fear, poison; Resist 5 all Saving Throws +2; Action Points 1 TRAITS Inexorable Movement XP 600 Initiative +4 Perception +2 Darkvision The bronze warder can enter the spaces of Medium or Small enemies. Ponderous The bronze warder cannot shift. STANDARD ACTIONS m Greataxe (weapon) * At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d12 + 2 damage. Effect: The target is marked until the end of the bronze warder's next turn. M Double Attack * At-Will Effect: The bronze warder uses greataxe twice. M Rampage (weapon) * Recharge when first bloodied Effect: The bronze warder can move up to 3 squares. Whenever the bronze warder enters an enemy's space during this movement, that enemy falls prone. At the end of the movement, the bronze warder then makes the following attack. Attack: Close burst 2 (enemies in the burst); + 12 vs. AC Hit: 3d12 + 4 damage, and ongoing 5 damage (save ends). TRIGGERED ACTIONS Guard * At-Will Trigger: The bronze warder's master is damaged by an attack and is within 2 squares of the warder. Effect (Immediate Interrupt): The bronze warder takes half of the 2014-01-31 Wis 8 (+2) Cha 3 (-1) Languages – Level 7 Elite Soldier Large natural animate (construct) Languages Common Medium natural humanoid, human Int 22 (+12) Alignment unaligned Languages Common, Dwarven, Elven Equipment robes, quarterstaff 100 Bronze Warders (B) Wis 18 (+10) Cha 20 (+9) 6 Human Mages of Saruun (M) Con 12 (+7) Very Young Shadow Dragon Level 5 Solo Lurker Large natural magical beast (dragon) HP 240; Bloodied 120 AC 20; Fortitude 17, Reflex 18, Will 15 Speed 8, fly 8 (hover), swim 8 Resist 10 necrotic Saving Throws +5; Action Points 2 TRAITS XP 1,000 Initiative +11 Perception +9 Darkvision Action Recovery Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends. Combat Advantage The dragon deals an extra 1d6 damage against a target it has combat advantage against. Draining Shadows (necrotic) * Aura 1 While the dragon is bloodied, any enemy that ends its turn in the aura takes ongoing 10 necrotic damage (save ends), or ongoing 5 necrotic damage (save ends) if the dragon is in bright light or has taken radiant damage during this turn. Instinctive Dark Assault On an initiative of 10 + its initiative check, the dragon can use a free action to create a globe of darkness and a free action to charge or to bite. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack. Weakening Shadows Whenever the dragon takes radiant damage, one of its globes of darkness ends. STANDARD ACTIONS m Bite (necrotic) * At-Will Attack: Melee 2 (one creature); +10 vs. AC Hit: 2d10 + 6 damage, and the target is weakened (save ends). 49 H2: ORCUS CONVERSION Miss: 5 necrotic damage M Claw * At-Will Attack: Melee 2 (one or two creature); +10 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature. Hit: 2d10 + 3 damage, C Breath Weapon (necrotic) * Recharge 5 6 Attack: Close blast 5 (enemies in the blast); +8 vs. Fortitude. Hit: 2d10 + 3 necrotic damage, and the target loses one healing surge and is weakened (save ends). Aftereffect: The target's necrotic resistance is negated until the end of the encounter. Miss: Half damage. MOVE ACTIONS Shadow Walk (teleportation) * At-Will Effect: A shadow dragon that is in at least one square of a globe of darkness can teleport to any other globe of darkness within line of sight. It must end this move in at least one square of that globe of darkness. MINOR ACTIONS A Globe of Darkness (necrotic, zone) * At-Will 2/round Attack: Area burst 2 within 10 (enemies in the burst) Effect: This power creates a zone of darkness that remains in place until the end of the dragon’s next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded. Sustain Minor: The zone persists. TRIGGERED ACTIONS C Bloodied Breath * Encounter Trigger: The dragon is first bloodied. Effect (Free Action): Breath weapon recharges, and the dragon uses it. M Tail Slash * At-Will Trigger: An enemy misses the dragon with a melee attack Attack (Opportunity Action): Melee 3 (triggering enemy); +8 vs. Reflex Hit: 1d6 + 4 damage, and the dragon slides the target 3 squares. Skills Initimidate +6, Stealth +12 Str 18 (+6) Con 12 (+3) Alignment evil Dex 21 (+7) Int 10 (+2) Wis 14 (+4) Cha 9 (+1) Languages Common, Draconic wardens attack the PCs the second time, four the third time, eight the fourth time, and so on. The PCs will soon realize that they will fail if they try to stop the breaking of the rift by attacking the bronze wardens. Their sheer number is too big. against the shadow dragon. If used while the dragon is below 50 feet of height above the shadow sea, a successful attack will bring it down into the Sea of Shadow and through the rift. It will not be able to return until much later when the PCs already have left the cavern and maybe managed to release the Mages of Saruun. Attacking the shadow binders do not turn them away from the individual mage of Saruun to defend themselves. They disregard the PCs attacks. However, if they become bloodied from the PCs attacks the individual mage manages to break free from the ritual entrapping them. This result in a battle between the shadow binder and the mage which after 4 rounds results in a victory for the mage (you as a DM may reduce this time if the PCs manage to afflict serious damage to the Shadow binder during the time.) The main threat in this encounter is the shadow dragon, which will step in to protect the shadow binders and the bronze wardens. It will use its Globe of Darkness and Frightful Presence powers to incapacitate the foes and then swoop down to use its breath weapon to its best effect. It will then fly out of range, recharge the breath weapon and then come in for a new round. Compared to the battle in encounter “W9: Proving Grounds” the shadow dragon here has full room for maneuvering and using its range weapons. It will not fight to the death, when bloodied the shadow dragon flies out of reach up in the roof of the cavern or return to the Shadowfell through the vortex. If the PCs tries to flee it will not pursue but will stay and guard the Mages of Saruun. (This encounter is intended to build up a fear for the shadow dragon early in the adventure. A dangerous foe they will meet and have their final confrontation with later in the adventure). If the PCs have acquired or been given the Orb of Indisputable Gravity by Denoa, it is an effective weapon 2014-01-31 FEATURES OF THE AREA Illumination: Dim light from the vortex in itself, which produce idle conditions for shadows. Shadow Water: The shadow water is unnaturally cold. Any PC forced into the water is affected by hypothermia. See the “House Rules” for hypothermia. 50 H2: ORCUS CONVERSION THE ROD OF RUIN This vision is sent by Karavakos who mixes truths with lies to get the players to the pyramid. As the wielder of the Rod of Ruins reach the Vortex and sees the bound Mages of Saruun, read: You look at the human forms floating in pain around the Vortex of Shadows. Each one guarded by a wraith of hate and spite. You instantly knows that these are the Mages of Saruun, bound to a fate worse than death as the shadow binders rips out their arcane energies, burning them like a bonfire a single piece of wood – much to fast. To your inner eye you can see how the mages are used as unwilling foci for the arcane energies that are fed into the vortex – across worlds and dimensions. You close your eyes as a vision tears across your brain. A crackling laughter greets you. “You are to late, the Mages of Saruun have served their purpose. The Pyramid of Shadow has returned to the world with the Secrets of Undeath. Hear me before it is too late. Seek Karavakos and kill him before the secrets of the pyramid are released upon the land!” Bridges: These well-built bridges of stone cross the shadow water 10 feet above the water on average (varies between bridges, 5-15 feet). A character knocked of the bridge squares falls of the bridge. A character that falls in this way can attempt to catch himself or herself (PH 284). The edges of the platforms require a DC 20 Athletics check to climb up onto from out of the shadow water UMBRAL TAINT The shadow vortex is semi-existing in both the real world and the Shadowfell, resulting in an umbral taint in the real world. Necrotic Affinity: Any attack or power that ha the necrotic keyword gains a +1 bonus on the attack roll and their range increased with 1, and attacks that have the radiant keyword deal -1 in damage and have their range reduced with 1. Shadows: Any light source has its area reduced with 1 square. The shadow dragon’s globe of darkness gets and area burst of 3 instead of 2 and its range increased to 22. You see a city in the distance. Over its towers and banners something darkens. First you think it must be a dark rain cloud approaching, but then the shadows coalesces and forms the outlines of a great pyramid, floating in the sky above the city, bloating the sun and filling the streets with dark shadows. The Concordance of the Rod of Ruin increases with +3, which might bring positive effects to the PCs. 2014-01-31 51 H2: ORCUS CONVERSION AREA 3: WELL OF DEMONS undisturbed within the inner sanctum, as well as the secret of the Palace of Zaamdul – until now. The Well of Demons was once a monastery dedicated to Baphomet, demon lord of berserkers, destruction, and mindless fury. The minotaurs of the Labyrinth worshiped Baphomet above all other gods, devils, and demons. The Well of Demons was an isolated complex used by Baphomet’s priests to test those who wished to gain the demon lord’s greatest blessings. Maldrick Scarmaker, a gnoll follower of Yeenoghu, and his Blackfang gnolls have reoccupied the Well of Demons, which they search for artifacts and items on behalf of Paldemar. A few gnolls lead by Paldemar have managed to overcome the tests of Baphomet and gained access to the inner sanctum were they collected the key to the Palace of Zaamdul as well as the location of its entrance. Information that they handed over to Paldemar, unknowing of Paldemar’s true intentions. Once, this place consisted of a series of chambers designed to challenge a petitioner’s abilities. Those who survived the tests were inducted into Baphomet’s inner mysteries. Many of Baphomet’s high priests dwelled here, and many of the cult’s greatest treasures were gathered and sealed within the area’s inner sanctum. At the battle between the minotaur fractions of Saruun that led to the end of their civilization, only the Well of Demon was spared from the war. After the high priest of Torog was killed and his followers defeated, the remaining minotaurs, a scare few from the Well of Demons went and sealed the tunnel to the Sea of Shadows. They also magically hid and sealed the Palace of Zaamdul – the stronghold of the Torog Highpriest where is terrible machine rested. The secret of its location and the key needed to open the magical seal they hid in the inner sanctum of the Well of Demons, feeling safe that the tests of Baphomet would prevent anyone from finding the secret. If the adventurers want to stop the gnolls and rescue the remaining two Winterhaven captives from a terrible fate, they must overcome Baphomet’s trials and gain access to the inner sanctum. There, they can face Maldrick Scarmaker and stop his efforts to dedicate the sanctum to Yeenoghu. The later being of no concern of Paldemar. In his eyes the gnolls have served their purpose and in the end they will perish with all the rest of the denizens of the Labyrinth if he reaches his goal and serve his master faithfully. The PCs can also uncover the truth about Paldemar’s plans, rescue the remaining two Winterhaven captives, and recover the silver key, an item required to enter the Palace of Zaamdul – The Shrine of Undeath, the stronghold of Paldemar. When the Labyrinth fell into ruin, the Well of Demons remained an active center of Baphomet worship for many decades, even though its number of minotaurs was just a handful. In the end, a band of Orcus worshipers raided the place in an effort to gain the key to the Palace of Zaamdul. They failed in their effort, but they managed to kill the last of the Baphomet’s faithful, and was themselves killed in the tests of Baphomet. Many of the cult’s treasures remained 2014-01-31 52 H2: ORCUS CONVERSION W9: PROVING GROUNDS Encounter Level 8 (1,800 XP) In Thunderspire Labyrinth a green dragon comes up from the Well of Demons, which feels a little out of scope. I have now changed that to the shadow dragon Sjach’haurach. SHADOW DRAGON Shadow dragons are treacherous monsters that prowl in the darkest corners of the Shadowfell. Whether skulking in the deeps of the plane’s Underdark or commanding armies from the ruins of old cities infested with undead, shadow dragons are a dreadful force in this realm. At a glance, a shadow dragon appears insubstantial. Its dark hide and translucent scales help it blend into its dim surroundings. Often mistaken for black dragons, shadow dragons have heads featuring rows of backward-pointing horns. A long fringe of spines emerges from the back of the dragon’s neck, and its powerful tail features a distinctive, powerful fin. SHADOW DRAGON TACTICS A shadow dragon rarely fights fair. It lurks in the darkness, biding its time for the proper moment to strike. In fact, a shadow dragon might follow its quarry for hours before revealing itself. When it finally strikes, it drops globes of darkness, then uses shadow walk to move to the best position for its breath weapon, spending an action point to use it on that turn. While its foes struggle against the rotting power of that attack, the dragon tears into them with fangs and claws, spawning additional globes of darkness to help it teleport about the battlefield. SHADOW DRAGON LORE STANDARD ACTIONS A character knows the following information with a successful Arcana check. DC 24: Shadow dragons haunt crumbling cities and sunken palaces. They are especially greedy and rapacious, hungry for power and wealth. Shadow dragons regularly enslave other races to serve as soldiers and slaves. Very Young Shadow Dragon Level 5 Solo Lurker Large natural magical beast (dragon) HP 240; Bloodied 120 AC 20; Fortitude 17, Reflex 18, Will 15 Speed 8, fly 8 (hover), swim 8 Resist 10 necrotic Saving Throws +5; Action Points 2 TRAITS Action Recovery XP 1,000 Initiative +11 Perception +9 Darkvision Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends. Combat Advantage The dragon deals an extra 1d6 damage against a target it has combat advantage against. Draining Shadows (necrotic) * Aura 1 While the dragon is bloodied, any enemy that ends its turn in the aura takes ongoing 10 necrotic damage (save ends), or ongoing 5 necrotic damage (save ends) if the dragon is in bright light or has taken radiant damage during this turn. Instinctive Dark Assault On an initiative of 10 + its initiative check, the dragon can use a free action to create a globe of darkness and a free action to charge or to bite. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack. Weakening Shadows Whenever the dragon takes radiant damage, one of its globes of darkness ends. 2014-01-31 m Bite (necrotic) * At-Will Attack: Melee 2 (one creature); +10 vs. AC Hit: 2d10 + 6 damage, and the target is weakened (save ends). Miss: 5 necrotic damage M Claw * At-Will Attack: Melee 2 (one or two creature); +10 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature. Hit: 2d10 + 3 damage, C Breath Weapon (necrotic) * Recharge 5 6 Attack: Close blast 5 (enemies in the blast); +8 vs. Fortitude. Hit: 2d10 + 3 necrotic damage, and the target loses one healing surge and is weakened (save ends). Aftereffect: The target's necrotic resistance is negated until the end of the encounter. Miss: Half damage. MOVE ACTIONS Shadow Walk (teleportation) * At-Will Effect: A shadow dragon that is in at least one square of a globe of darkness can teleport to any other globe of darkness within line of sight. It must end this move in at least one square of that globe of darkness. MINOR ACTIONS A Globe of Darkness (necrotic, zone) * At-Will 2/round Attack: Area burst 2 within 10 (enemies in the burst) Effect: This power creates a zone of darkness that remains in place until the end of the dragon’s next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded. Sustain Minor: The zone persists. TRIGGERED ACTIONS C Bloodied Breath * Encounter Trigger: The dragon is first bloodied. Effect (Free Action): Breath weapon recharges, and the dragon uses it. M Tail Slash * At-Will Trigger: An enemy misses the dragon with a melee attack 53 H2: ORCUS CONVERSION Attack (Opportunity Action): Melee 3 (triggering enemy); +8 vs. Reflex Hit: 1d6 + 4 damage, and the dragon slides the target 3 squares. Skills Initimidate +6, Stealth +12 Str 18 (+6) Dex 21 (+7) Wis 14 (+4) Con 12 (+3) Int 10 (+2) Cha 9 (+1) Alignment evil Languages Common, Draconic Shadow Dragon, by Ghostwalker2061 on DeviantArt 2014-01-31 54 H2: ORCUS CONVERSION W10: THE INNER SANCTUM I wanted to give the PCs more hints into the story line of what have really happened in this encounter. THE MESSAGE On the small altar in the inner sanctum lays a letter from Paldemar to Maldrick. In the letter, Paldemar writes as follows. Thank you for the Silver Key. Consider your dept to me paid, for giving you the Chasm Keep. I hope you have found the other treasures in the Well of Demons to your liking. And as promised it is all yours. I request none of it. As you have started to see the promised changes in the SevenPillared Hall is happening as we speak. A new era is starting in the Thunderspire Labyrinth, an era where might makes right. - Paldemar, The Bringer of Change A copy of the letter is available in the Player’s Handout section. What Paldemar does not know is that the Inner Sanctum had two silver keys. Maldrick kept one to make sure that he could seek out Paldemar if the relation went sour. Maldrick wears the second Silver Key on a string around his neck, hidden beneath his leather armor. A successful DC 10 Perception check reveals it if his body is searched. THE SILVER KEY Once the adventurers defeat Maldrick, they can claim the silver key. The first PC to touch the item gains a clear vision of a secret tunnel north of the Seven-Pillared Hall. This tunnel leads to magically hidden door that allows access to the Palace of Zaamdul – The Shrine of Undeath, a hidden shrine once used by renegade minotaur high-priest who pledged his and his brethrens souls to Orcus. The key opens the magically sealed door to this secret shrine. THE TOMB OF DEATH Under the altar is a secret compartment were the Silver Key once were hidden. This compartment is now open and the PCs can within it also find a dusty old tomb, written by the last minotaurs of Saruun Khel. If the PCs spend at least half an hour pouring through the tomb and succeed on a DC 15 Religion or Arcana check or a DC 20 Perception check they find the following passages of interest: his Master. We tore his hide from his living flesh, cut of his limbs and carved out his pulsing heart while he screamed for mercy. He should have known better – the Prince of Beasts shows no mercy! …The Palace of Zaamdul – the Shrine of Undeath, has been forever sealed and hidden for mortal eyes. Only the Silver Keys – twins carved from Tzaruum’ze’s collarbones – may unlock it. The tests of Baphomet will see to it that no infidel learns its secrets. …They are coming! Breaking down our doors and wards. The Blood Lord’s cursed children have breached the central chamber. They will find that the last minoutaurs of Saruun Khel are no easy prey! Blessed be the Horned King! …Baphomet protect us! They are all dead! Saruun Khel has fallen. Everyone is fighting each other. I have never seen such rage, so much blood and gore. The Horned King’s rage is undying. The labyrinth is filled with blood and shadows! No on can survive this carnage. Rage against shadow, steel against blood. Only the dead will live to tell the story. …This was not the work of some unknown forgotten entity. Our Horned King’s enemies brought the end of our great nation upon us. Blood and Shadow – I smell the presence of the Prince of Undeath, may he be forever cursed by the living! …We have filled the tunnel to the Sea of Shadows with debris and sealed the entrance. Never again will the dead be raised by the song of the Bronze Singers and brought back against brother, husband or children. This is the end of the Blood Lord. …We found the hiding place of Tzaruum’ze the traitor of Saruun Khel. He claimed that he had been deceived by 2014-01-31 55 H2: ORCUS CONVERSION AREA 4: SHRINE OF UNDEATH In the inner sanctum of the Well of Demons, the adventurers gain the silver key by defeating Maldrick. With the key, they can unlock a hidden passage far from the Seven-Pillared Hall that leads to Paldemar’s bastion, the Shrine of Undeath. The character carrying the silver key feels a tug that guides him or her to the shrine’s location. The path to the shrine veers off from the Shining Road and leads down an unremarkable stretch of tunnel. The key eventually leads the character possessing it to a secret door, at which point the key begins to glow with a faint blue light. The character feels a magnetic tug toward the wall and can either guide the key to the keyhole or merely release the key, which causes it to shoot like a dart into the stone wall. Once the key connects with the wall, a secret door opens, revealing a passage. The key can then be removed from the wall, causing the secret door to slide shut after 15 seconds. The passage is magically hidden so that the followers of Orcus who dwell in the tower can come and go as they please without the Mages of Saruun detecting them. Without the key, the passage is impossible to find. The secret passage leads to some stairs that climbs upwards in the Thunderspire Mountain, until it finally reaches the Shrine of Undeath, positioned well above the entrance of the Labryinth. Thereby securing that it would not have been flooded once the portal in the Sea of Shadow was opened. Before the adventurers can enter the shrine, they must face an additional defense. Paldemar has created a challenge to allow only those willing to pay Orcus’ price to enter the Shrine of Undeath (see “Orcus’ Challenge”). THE GOAL PALDEMAR’S PLAN The adventurers must find their way into the Shrine of Undeath, confront Paldemar, learn what the renegade mage is up to, and defeat him and his allies to complete this section of the adventure. In addition to establishing a vibrant temple and cult of Orcus in Thunderspire, Paldemar have bigger plans. In the Palace of Zaamdul he found what he had heard tales about in ancient tombs – the demonic machine that the minotaur high-priest Tzaruum’ze had created to be able to open a gigantic rift into the Shadowfell. He is in the process of restoring the machine that was damaged but not destroyed by the minotaur zealots of the Shrine of Baphomet. When activated, it will give him full control of all of the bronze warders within the mountain, and yet again will the Song of Breaking be heard within the Tunderspire Mountain. Their song will open the gates of the Sea of Shadow to flood the surrounding lands in darkness and undeath. Any army of undead will be raised from this flood wave of necrotic shadow water, of a size unheard of in modern times. And Paldemar plans to lead them all to concur all surrounding lands. TOWER WITHOUT DOORS Paldemar has followed the teachings of Orcus for years, though always in secret and without the knowledge of his fellow Mages of Saruun. He has been studying the ancient ruins of Saruun Khel, slowly building a plan that would allow him to gain recognition in his Master’s eyes and bring undeath to not only Thunderspire Mountain but to the whole Nentir Vale. By urging the Bloodreavers to new heights of depravity in their slave business, getting the duergars to unearth the tunnel to the Sea of Shadows and forming an alliance with Maldrick and the Blackfang gnolls to get into the Well of Demons, Paldemar has been sowing the seeds of confusion and chaos within the Labyrinth. When the majority of the Mages of Saruun had been tricked down to the shores at the Sea of Shadows to be entrapped by the shadow binders, Paldemar knew that his moment had finally arrived. He cut his last ties with the order, leaving his master Orontor clueless and alone in the Hall. He then urged Maldrick to get him the silver key and destroy the last remnants of Baphomet’s presence, and then he entered his own sanctum—the Shrine of Undeath. Paldemar discovered the place, and mastered its secrets. He now uses it as a headquarters from which to launch his final plans to obtain ultimate power and bring shadow and undeath to the Nentir Vale. 2014-01-31 But Paldemar’s evil ambitions do not stop at that, as the adventurers can learn should they defeat him and search his personal chamber in the shrine. He has been using an evil ritual that channels the arcane power of the bound Mages of Saruun to him and then onwards to an extra dimensional location and a place of power known only as the Pyramid of Shadows. In his visions from his Master he has learnt that the secrets to immortality lays hidden within the mysterious Pyramid of Shadows. After flooding the Labyrinth and the Nentir Vale, Paldemar plans to enter the pyramid that his ritual has called back into the land of the living and seize immortality... 56 H2: ORCUS CONVERSION T0: RETURNING ENEMIES Encounter Level 8 (1,815 XP) I decided to change the A2-2 Vecna’s Challenge with an old enemy that returns to prevent the players from entering Orcus unholy shrine. SETUP After opening the secret door with the silver key and following the hidden passage and up the stairs, the adventurers reach a large chamber dressed in black and red marble. Shadowy mirrors are covering the walls, except on the opposing wall were two big black iron doors sits, inscribed with a skeletal ram’s head in silver and eyes of bloodstones. The inscription glows with a faint pulse of arcane light. When the characters enter the chamber, read: The doors in this circular chamber are covered with black mirrors, which send shadowy reflections of your entrance into this chamber. Four pillars support the roof somewhere high up in the darkness. But what draw you attention are the huge black double doors at the other end of the chamber. The inscribed skeletal ram’s head on the black double doors oozes blood and shadows that cloaks the room in darkness. When the shadows dissipate, a shadowy man stands in front of you. His eyes are black as coal, glaring with utter hatred towards you. It is something unsettling familiar with the shadowy man, and then it strikes you as an icy chill flows down your spine with the realization – it is Kalarel. His wounds you gave him in the final battle are oozing darkness. His pale grayish and spectral face leers at you, as he speaks from beyond the grave: “So you come to challenge my Master’s schemes once again, mortal fools. This time you will not be so lucky. My Master has graced me with a second chance to put an end to your meddling, I am not going to fail him twice – your brothers have come to make sure you die this time. Kill them!” The shadowy Kalarel points at the mirrors and suddenly you see how your reflections stares back at you with evil intent and steps out of the shadowy mirrors to close the gap between you. Attack: Melee 1 (one creature); +10 vs. Reflex Hit: 2d8 + 6 necrotic damage, plus ongoing 5 necrotic damage (save ends). R Decaying Ray (necrotic) * At-Will Attack: Ranged 10 (one or two creatures); +10 vs. Fortitude. If Kalarel targets only one creature, it can make this attack twice against that creature. Hit: 2d6+4 necrotic damage, and the target is weakened (save ends). C Unlife to Life (healing) * Recharge 5 6 This encounter includes the following creatures. Attack: Close burst 5 (allied minions in burst) Effect: The minion regains 1 hit point and stands as a free action. MOVE ACTIONS Kalarel the Shadow Lich (K) Shadow Glide * Recharge 5 6 5 Shadow Reflections (S) Effect: Kalarel shifts up to 6 squares. MINOR ACTIONS Kalarel, Shadow Lich (K) Level 7 Solo Controller Medium shadow humanoid (undead) HP 380; Bloodied 190 AC 22; Fortitude 22, Reflex 19, Will 22 Speed fly 6 (hover); phasing Immune disease, poison; Resist 10 necrotic; Saving Throws +2; Action Points 2 TRAITS Insubstantial XP 1,500 Initiative +8 Perception +8 Darkvision Kalarel takes half damage from all attacks, except those that deal force damage. Whenever Kalarel takes radiant damage, he loses this trait until the start of its next turn. Necromantic Aura (necrotic) * Aura 2 Any living creature that enters or starts its turn in the aura takes 5 necrotic damage. Regeneration Kalarel regains 5 hit points whenever he starts his turn and has a least 1 hit point. When Kalarel takes radiant damage, his regeneration does not function on his next turn. STANDARD ACTIONS m Icy Touch (necrotic) * At-Will 2014-01-31 M Touch of Ruin (necrotic) * At-Will Requirement: The target must be weakened Attack: Melee 1 (one creature); +10 vs. Fortitude Hit: 2d6+4 necrotic damage and until the end of Kalarel’s next turn, whenever the target spends a healing surge, it regains only half the normal number of hit points. M Call of the Grave (necrotic) * Recharge 4 5 6 Requirement: Target must be taking ongoing necrotic damage. Attack: Ranged 5 (one creature); +10 vs. Fortitude Effect: 2d6+4 necrotic damage; and the target is dazed until the end of Kalarel’s next turn. TRIGGERED ACTIONS r Shadow Defense (necrotic) * At-Will Trigger: An enemy deals radiant damage to Kalarel Effect (Immediate Reaction): Kalarel shifts up to 3 squares and can use decaying ray once against the triggering enemy (not twice). Skills Religion +13, Stealth +13 Str 12 (+4) Dex 21 (+8) Con 12 (+4) Int 10 (+3) Alignment evil Wis 21 (+8) Cha 12 (+4) Languages Common, Draconic, Goblin 57 H2: ORCUS CONVERSION 5 Shadow Reflections (S) Level 6 Minion Soldier Medium shadow humanoid (undead) XP 63 HP 1; a missed attack never damages a minion Initiative +4 AC 20; Fortitude 18, Reflex 20, Will 21 Perception +3 Speed 6, phasing Darkvision Immune disease, poison; Resist 10 necrotic STANDARD ACTIONS THE ROD OF RUIN If the PCs have the Rod of Ruin when Kalarel confronts them, he adds: “I see you have something that belongs to me. The Rod of Ruin is a tool of my Master. In the wrong hands it can be a dangerous device, trust me. Hand it over and maybe my Master will be gentle with your souls.” m Shadow’s Grasp (necrotic) * At-Will Attack: Melee 1(one creature); +11 vs. AC Hit: 8 necrotic damage, and if another shadow’s grasp attack has hit the target since the end of the target’s last turn, the creature is immobilized until the end of its next turn. M Death’s Mirror (necrotic) * Recharge when an adjacent enemy becomes bloodied If the PCs refuses to return the Rod of Ruin, Kalarel’s visage turns vicious. Requirment: Target must be immobilized. Attack: Melee 1(one creature); +9 vs. Fortitude Effect: The target loses a healing surge. MINOR ACTIONS “You fools. My Master will punish you for eternity. Prepare to meet the Blood Lord!” Image of Death (illusion) * Encounter The PCs can feel the Rod tugging at their grip as if it tries to give over itself to Kalarel. The Concordance of the Rod of Ruin drops with -4, with potential bad effects occurring as a result of this. Effect: The shadow reflection adopts the appearance of its first target, but takes on an evil shadowy cast. Target gets a -2 penalty to Fortitude (save ends). Skills Stealth +9 Str 7 (+1) Con 14 (+5) Alignment evil Dex 13 (+4) Int 10 (+3) Wis 10 (+3) Cha 16 (+6) Languages Common TACTICS The shadow reflections immediately assume the shadowy form of each individual player, even though they look evil and perverted. They try to get close enough to use their shadow’s grasp power on the PCs. Kalarel is arrogant and haughty. He sends his shadow minions to engage the party while standing back using his range attacks – decaying ray and call of the grave. He tries to use his phasing and shadow glide ability to move through the pillars and PCs to hinder pursuit or to get combat advantage and then use the touch of ruin. Players having the Mirror of Shadows from the Keep of the Shadowfell adventure can use it to force back the shadow reflections into the mirrors. A successful Ranged 5 Dexterity vs. Will attack with a +4 attack bonus sends the Shadow Reflection back into the mirror from which it came. The PC carrying the mirror may realize this option with a DC 20 Insight check. The doors into the Shrine of Undeath can not be opened until Kalarel and his minions are killed. 2014-01-31 FEATURES OF THE AREA Illumination: Dim Mirrors: Destroying the mirror from which one of the shadow reflection emerged kills the creature. A successful DC 18 Strength check breaks the mirror. Double Doors: The double doors, The Gate of Orcus, are magically locked with an arcane lock ritual. The door can be breached with a knock ritual against DC 25. It can not be 58 H2: ORCUS CONVERSION broken down or unlocked with a Thievery check. Successfully killing Kalarel and his minions open the doors. Debris: Some debris and stones have fallen from the ceiling creating areas of difficult terrain in the chamber. Treasure: The two bloodstone gems in the double doors can be peeled out with a successful Strength check versus DC 16. The gems are worth X gp each. 2014-01-31 59 H2: ORCUS CONVERSION T1: FIRST DEFENSE discourage any thoughts of trespassing into the land of the Shadowfell. Encounter Level 7 (1,554 XP) SETUP 5 norkers (N) 2 flesh rippers (F) 8 norker grunts (G) The norker soldiers and flesh rippers begin this encounter in the spaces marked on the map. The norker grunts arrive after the battle starts, in two waves of four each, as described below. The entry hall of the shrine is designed for defense. Adventurers who open the Gate of Orcus in T0 instantly sets off a magical alarm. The magical alarm recognizes only worshipers of Orcus, and as soon as it is triggered the entry hall mobilizes to deal with the intruders. A small gang of norkers and a pair of hideous flesh rippers march from their barracks to investigate the disturbance. Flesh Ripper (E) Level 6 Controller Medium natural humanoid (undead) XP 250 You open the black Gates of Orcus. A huge hall opens up inside. The walls of this hall are covered with carvings of corpses and dying people, tortured by demons. Each face is turned towards you and you can see that their eyes are all weeping blood. Huge pillars support the roof, as if constructed from piles of bones and skulls. A wall of shadows in the center of the huge hall prevents further vision. What lies behind it is hard to tell, but the shadowy shapes moving inside it – faces of pain and horror – Int 15 (+5) Alignment chaotic evil Equipment robes Cha 16 (+6) Languages Common 5 Norkers (N) Level 3 Soldier HP 68; Bloodied 34 Initiative +8 AC 20; Fortitude 17, Reflex 18, Will 19 Perception +10 Speed 6 darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS Small natural humanoid (goblin) m Claws ♦ At-Will Attack: Melee 1 (one creature): +11 vs. AC Hit: 1d6+1 damage. Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage. MINOR ACTIONS m Rend Flesh ♦ At-Will Snarling Ferocity * At-Will Requirement: The flesh ripper must be affected by horrific visage. Attack: Melee 1 (one creature): +11 vs. AC Hit: 2d12+5 damage. An enemy the norker has attacked this round is marked. R Shadow Bolt (necrotic) ♦ At-Will Attack: Ranged 10 (one creature); +9 vs. Reflex Hit: 1d8+5 necrotic damage, and the target is slowed until the end of its next turn. R Utter Horror (psychic) ♦ At-Will When adventurers open the Gate of Orcus, read: Con 12 (+4) Attack: Ranged 5 (one creature); +9 vs. Will Hit: 2d8 + 5 psychic damage, and the target cannot use encounter attack powers, daily attack powers, or utility powers (save ends). Aftereffect: The target is dazed until the end of its next turn. TRIGGERED ACTIONS Horrific Visage (healing, psychic) ♦ Encounter Trigger: The flesh ripper is first bloodied Attack (No Action): Close burst 2 (enemies in burst); +9 vs. Will Hit: 1d8 + 6 psychic damage, and the target is pushed 3 squares. Effect: The flesh ripper cannot use any power except rend flesh until the end of the encounter Skills Stealth +13 Str 12 (+4) Dex 20 (+8) Wis 15 (+5) 2014-01-31 HP 49; Bloodied 24 AC 19; Fortitude 16, Reflex 13, Will 14 Speed 6 STANDARD ACTIONS XP 150 Initiative +4 Perception +1 Low-Light Vision m Battleaxe (weapon) * At-Will Relentless Endurance * At-Will (1/round) Requirement: Usable only while bloodied. Effect: The norker regains 5 hit points. TRIGGERED ACTIONS Snapping Rebuke Trigger: When hit by a melee attack Attack (Immediate Reaction): Melee 1 (attacking enemy); +8 vs. AC Hit: 1d6 + 4 damage. Skills Athletics +8, Endurance +9, Stealth +7 Str 14 (+3) Dex 12 (+2) Wis 11 (+1) Con 17 (+4) Int 6 (-1) Cha 7 (-1) Alignment evil Languages Goblin, Common Equipment leather armor, battleaxe 8 Norker Grunts (G) Small natural humanoid (goblin) Level 3 Minion XP 38 HP 1; a missed attack never damages a minion Initiative +4 AC 19; Fortitude 16, Reflex 13, Will 14 Perception +1 Speed 6 Low-Light Vision 60 H2: ORCUS CONVERSION TRAITS Norker Swarm For each additional norker grunt attacking the same target, increase the damage the norker grunts deal by +1. STANDARD ACTIONS m Flail (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 4 damage. Skills Athletics +8, Endurance +9, Stealth +7 Str 14 (+3) Dex 12 (+2) Wis 11 (+1) Con 17 (+4) Int 6 (-1) Cha 7 (-1) Alignment evil Languages Goblin, Common Equipment leather armor, flail TACTICS The norkers and flesh rippers guard this area, and the sound of moaning signals the presence of intruders, having opened the Gate of Orcus. The norkers immediately move in an attempt to bottle up the PCs in the hall and prevent them from reaching the chambers in the back and doors leading into the shrine. The norkers are utter slaves to Orcus’ cause and gladly give their lives in his unholy name. Two norkers begins behind the wall of shadows, and the rest start in their barracks. The norkers divide into two groups, a group of two and a group of three. The group of three goes out of their barrack and guards the door to the shrine while the pair moves down the openings in the wall of shadows to face the intruders. Once the PCs engage one group, the other norkers move in to attack. The norker soldiers try to use the pillars to their advantage. See “Features of the Area” for details on the pillars. The flesh rippers stay away from melee and use their psychic link with the pillars to gain line of sight against characters. The flesh rippers gain combat advantage against character unable to see them. The flesh rippers attempt to remain out of sight even after the norkers fall, yet they continue to attack the PCs. However, if the attackers threaten to reach the doors leading into the shrine, they enter the hall and moves into the wall of shadow instead, were they are unharmed. They are utterly fanatical and will die to defend the shrine. They try to keep the characters away from the door into the shrine by blocking the area or distracting the characters with ranged attacks. On the second round of combat, roll initiative for the norker grunts. On their turns, the first four grunts appear from the barrack in the west. On the fourth round of combat, on the same initiative count, the second four grunts have got their act together and appear from the eastern barrack. When the grunts arrive, they immediately move out to join the battle. FEATURES OF THE AREA Illumination: Bright light. The area is magically illuminated. Beds: A bed can provide cover for someone adjacent to it. Hopping onto a bed costs 1 extra square of movement. A character can use a standard action to tip over a bed, which can then grant superior cover to a prone creature. Pillars: The pillars are made out of stacked bones and skulls. A creature cannot enter a square occupied by a pillar, and the pillars can provide cover. The flesh rippers can see through the pillars, enabling them to treat the pillars as their space for the purposes of using their ranged powers. For example, a flesh ripper inside its barracks can pick any pillar and treat it as its origin square for purposes of targeting and attacks the PCs with ranged powers. norkers or flesh rippers adjacent to a pillar on the start of its turn takes 1d6 points of necrotic damage. Wall of Shadows: The wall of shadows are 3 squares thick and grants concealment to creatures in its space and blocks line of sight. It has two openings, one to each side. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 points of necrotic damage. The flesh rippers are immune to the effects of the wall. Secret Door: Paldemar have a secret escape tunnel that emerges in the northwest corner. Players may find this secret door with a successful DC 25 Perception check. However, the secret door is one-way and can only be opened from the other side – inside the tunnel. Treasure: Tucked away under the beds, the enigmas keep a few treasures. With a DC 18 Perception check, a character finds the following: a bloodstone worth 800 gp and a quartz carved to resemble a ram’s skull worth 500 gp. In addition, the pillars are deadly to anyone who isn’t a sanctified follower of Orcus. Any creature other than the 2014-01-31 61 H2: ORCUS CONVERSION T2: THE DEMONIC MACHINE Hit: 1d6+1 damage. MINOR ACTIONS Encounter Level 8 (1,700 XP) m Rend Flesh ♦ At-Will Snarling Ferocity * At-Will Requirement: The flesh ripper must be affected by horrific visage. Attack: Melee 1 (one creature): +11 vs. AC Hit: 2d12+5 damage. An enemy the norker has attacked this round is marked. SETUP R Shadow Bolt (necrotic) ♦ At-Will 2 norkers (N) Attack: Ranged 10 (one creature); +9 vs. Reflex Hit: 1d8+5 necrotic damage, and the target is slowed until the end of its next turn. 2 flesh rippers (F) 1 bronze warder (W) R Utter Horror (psychic) ♦ At-Will 1 quasit (Q) The inner halls of the Shrine of Undeath serve as Paldemar’s workshop. The area includes a lab, a library, a summoning chamber, and a holding cell. Characters arrive through the southern doors. The door to the west leads into the shrine of Orcus. When the adventurers enter the inner halls, read: The double doors leads into a chamber with a set of four pillars. Unlike the pillars in the previous hall, these are smooth and unadorned. A set of metal double doors stands on the opposite walls and to the east a 10-foot-wide corridor leads off. Flesh Ripper (E) Medium natural humanoid (undead) Attack: Melee 1 (one creature): +11 vs. AC Trigger: The flesh ripper is first bloodied Attack (No Action): Close burst 2 (enemies in burst); +9 vs. Will Hit: 1d8 + 6 psychic damage, and the target is pushed 3 squares. Effect: The flesh ripper cannot use any power except rend flesh until the end of the encounter Skills Stealth +13 Str 12 (+4) Dex 20 (+8) Con 12 (+4) Int 15 (+5) Alignment chaotic evil Equipment robes Wis 15 (+5) Cha 16 (+6) XP 250 2 Norkers (N) HP 49; Bloodied 24 AC 19; Fortitude 16, Reflex 13, Will 14 Speed 6 STANDARD ACTIONS m Battleaxe (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage. 2014-01-31 Trigger: When hit by a melee attack Attack (Immediate Reaction): Melee 1 (attacking enemy); +8 vs. AC Hit: 1d6 + 4 damage. Skills Athletics +8, Endurance +9, Stealth +7 Str 14 (+3) Dex 12 (+2) Wis 11 (+1) Con 17 (+4) Int 6 (-1) Cha 7 (-1) Alignment evil Languages Goblin, Common Equipment leather armor, battleaxe Quasit (Q) Tine elemental humanoid (demon) HP 75; Bloodied 38 AC 23; Fortitude 16, Reflex 21, Will 19 Speed 8 TRAITS Level 7 Controller XP 300 Initiative +8 Perception +10 darkvision Enemies within the aura take a -2 penalty to saving throws. STANDARD ACTIONS Level 3 Soldier Small natural humanoid (goblin) Requirement: Usable only while bloodied. Effect: The norker regains 5 hit points. TRIGGERED ACTIONS Snapping Rebuke Temper Influence * Aura 2 Languages Common Level 6 Controller HP 68; Bloodied 34 Initiative +8 AC 20; Fortitude 17, Reflex 18, Will 19 Perception +10 Speed 6 darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Claws ♦ At-Will Attack: Ranged 5 (one creature); +9 vs. Will Hit: 2d8 + 5 psychic damage, and the target cannot use encounter attack powers, daily attack powers, or utility powers (save ends). Aftereffect: The target is dazed until the end of its next turn. TRIGGERED ACTIONS Horrific Visage (healing, psychic) ♦ Encounter Relentless Endurance * At-Will (1/round) XP 150 Initiative +4 Perception +1 Low-Light Vision m Bite (poison) * At-Will Attack: Melee 0 (one creature); +12 vs. AC Hit: 2d8 + 6 damage, and the target grants combat advantage (save ends). MINOR ACTIONS C Evil Temptation * At-Will 1/round Attack: Close Burst 3 (one creature in burst); +10 vs. Will Hit: The target is dazed (save ends). The effect also ends if the target makes an attack against one of its allies. 62 H2: ORCUS CONVERSION Invisibity (illusion) * At-Will 1/round Bronze Warder (W) Effect: The quasit becomes invisible until it makes an attack roll. TRIGGERED ACTIONS Large natural animate (construct) XP 600 HP 168; Bloodied 84 AC 23; Fortitude 21, Reflex 18, Will 18 Speed 5 Immune charm, fear, poison; Resist 5 all Saving Throws +2; Action Points 1 TRAITS Inexorable Movement Variable Resistance * Encounter Trigger: The quasit takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The quasit gains resist 10 to the triggering damage type until the end of the encounter. Skills Arcana +8, Bluff +11, Stealth +13 Str 8 (+2) Dex 21 (+8) Wis 14 (+5) Con 11 (+3) Int 10 (+3) Cha 16 (+6) Alignment chaotic evil Equipment robes Level 7 Elite Soldier Initiative +4 Perception +2 Darkvision The bronze warder can enter the spaces of Medium or Small enemies. Ponderous Languages Common The bronze warder cannot shift. STANDARD ACTIONS m Greataxe (weapon) * At-Will TACTICS Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d12 + 2 damage. Effect: The target is marked until the end of the bronze warder's next turn. A flesh ripper studies in the library, and the other puts the finishing touches on the demonic machine in the lab. Each is attended by one norker, and all come running at the sound of battle. M Double Attack * At-Will Effect: The bronze warder uses greataxe twice. The bronze warder marches between the two pillars to squeeze through and confront the intruders. Roll its initiative and keep track of its progress until it encounters the PCs. It moves half its speed while squeezing through. As soon as the warder spots the PCs, it attacks. M Rampage (weapon) * Recharge when first bloodied Effect: The bronze warder can move up to 3 squares. Whenever the bronze warder enters an enemy's space during this movement, that enemy falls prone. At the end of the movement, the bronze warder then makes the following attack. Attack: Close burst 2 (enemies in the burst); + 12 vs. AC Hit: 3d12 + 4 damage, and ongoing 5 damage (save ends). TRIGGERED ACTIONS Once in battle, the flesh rippers use hit-and-run tactics, moving from room to room while the bronze warder and norkers try to keep the characters at bay. If the PCs destroy the infernal machine, Paldemar opens the door from the shrine to see who has derailed his plans. “Oh, you shall die for this!” he says, and then he runs back to the shrine to prepare for the final battle. Guard * At-Will Trigger: The bronze warder's master is damaged by an attack and is within 2 squares of the warder. Effect (Immediate Interrupt): The bronze warder takes half of the triggering attack's damage, and its master takes the other half. Str 20 (+8) Con 20 (+8) Dex 9 (+2) Int 3 (-1) Alignment unaligned 2014-01-31 Wis 8 (+2) Cha 3 (-1) Languages – 63 H2: ORCUS CONVERSION machine and start the Song of Breaking that will tear down the rift to the Shadowfell. The PCs can destroy the machine by attacking it (AC 16, other defenses 18, 60 hp). When destroyed, the acrid liquid bursts out and attacks all creatures in the room (close burst 3, +12 vs. Reflex, 2d6 + 2 acid damage.) Library: The library holds dozens of volumes of lore. However, an enchantment upon the books and scrolls makes anyone other than a cultist of Orcus sees nothing but blank pages. Summoning Chamber: The summoning chamber allows the cultists of Vecna to commune with gods, demons, and devils. A quasit is currently trapped here. FEATURES OF THE AREA Illumination: Bright light. The area is magically illuminated. Summoning Circle: A magical symbol is scribed into the floor in chalk and silver dust. An quasit is bound within and cannot escape until it succeeds on a saving throw. It can make saving throws only after someone opens a door to this room. The quasit is invisible while bound, and once unleashed, it seeks to cause as much havoc as possible. Holding Cell: The door is locked and requires a DC 22 Thievery check to open. The area is empty. Lab: The worshipers of Orcus conduct bizarre experiments here. THE ROD OF RUIN Tables: The tables are covered with alchemical materials. A character adjacent to a table who misses a melee attack hits materials on the table and takes 1d6 acid If the PCs have the Rod of Ruin when Kalarel confronts them, he adds: damage. The Demonic Machine: This large machine connects several large glass containers through tubes and metal pipes. They are filled with an acrid, glowing liquid and all connected to the head of a bronze warder. This is the arcane machine that will allow Paldemar to control all of the bronze warders throughout the Labyrinth. The flesh ripper is close to completing the ritual that will activate the “I see you have something that belongs to me. The Rod of Ruin is a tool of my Master. In the wrong hands it can be a dangerous device, trust me. Hand it over and maybe my Master will be gentle with your souls.” 2014-01-31 64 H2: ORCUS CONVERSION T3: THE SHRINE OF ORCUS Paldemar (P) Encounter Level 10 (2,700 XP) HP 178; Bloodied 89 AC 23; Fortitude 22, Reflex 23, Will 23 Speed 6 Saving Throws +2; Action Points 1 STANDARD ACTIONS SETUP Paldemar (P) 2 norker slingers (N) 1 norker berserker (B) 1 flesh ripper (F) 1 bronze warder (W) The adventurers enter into a small chamber. Paldemar begins play in his chamber, hidden behind a curtain. The bronze warder waits within the room to the north. Three norkers, two slingers and a berserker, are positioned around the temple, along with a flesh ripper. Paldemar tends to the shrine of Orcus, holds audiences with his followers, and plots to overthrow the Mages of Saruun and open a flood wave of necrotic shadow water over the Nentir Vale. When the adventurers arrive on this level, read: The door leads into a small unadorned chamber. To the north, west, and south stand doors emblazoned with skeletal ram heads. If the adventurers did not destroy the infernal machine on the previous level, then the norkers and the flesh ripper are praying to Orcus and are distracted. Paldemar is in his room, which is locked, but he can hear any sounds of combat. The bronze warder waits in its room. If the adventurers destroyed the infernal machine, then this level is ready for their arrival. Level 11 Elite Artillery Medium natural humanoid (human) XP 1,200 Initiative +5 Perception +7 m Staff (weapon) * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 3d6 + 9 damage, +2d6 on a critical hit. R Ray of Frost (arcane, cold, implement) * At-Will Attack: Ranged 10 (one creature); +16 vs. Reflex Hit: 3d6 + 9 cold damage, and the target is slowed until the end of Paldemar's next turn. R Lightning Bolt (arcane, implement, lightning) * Recharge 5 6 Attack: Ranged 10; +16 vs. Reflex Hit: 4d6 + 10 lightning damage, Paldemar makes secondary attacks against two other targets within 10 squares of the primary target, whether or not the primary attack hits. Secondary Attack: +16 vs. Reflex Hit: 3d6 + 9 lightning damage. A Shock Sphere (arcane, implement, lightning) * Recharge 5 6 Attack: Burst 2 within 10 squares (creatures within burst); +16 vs. Reflex Hit: 4d6 + 10 lightning damage. MINOR ACTIONS r Magic Missile (arcane, force) * At-Will (1/round) Attack: Ranged 20 (one creature) Effect: 14 force damage. TRIGGERED ACTIONS R Pluck the Mind’s Eye (illusion) * At-Will Trigger: When targeted by an attack. Attack (Immediate Interrupt): Ranged 20 or Melee 1 (one creature); +16 vs. Will Hit: Paldemar is invisible to the attacker (save ends). 2014-01-31 Skills Arcana +14, Diplomacy +11, Insight +12, Religion +14 Str 12 (+6) Dex 11 (+5) Wis 18 (+9) Con 17 (+8) Int 19 (+9) Cha 13 (+6) Alignment evil Languages Abyssal, Common Equipment mantle, +2 magic staff 2 Norker Slingers (N) Level 3 Artillery Small natural humanoid (goblin) XP 150 HP 37; Bloodied 19 AC 15; Fortitude 15, Reflex 16, Will 13 Speed 6 STANDARD ACTIONS Initiative +4 Perception +1 Low-Light Vision m Dagger (weapon) * At-Will Attack: Melee 1(one creature); +8 vs. AC Hit: 1d6 + 5 damage. R Sling (weapon) * At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Effect: 1d8 + 5 damage. MINOR ACTIONS Relentless Endurance (healing) * At-Will (1/round) Requirements: Usable only while bloodied. Effect: The norker slinger regains 5 hit points. TRIGGERED ACTIONS Snapping Rebuke * At-Will Trigger: When hit by a melee attack. Effect (Immediate Reaction): The norker slinger makes a bite attack against the attacker if the attacker is within reach: +8 vs. AC; 1d6 + 5 damage. Skills Stealth +8 Str 12 (+2) Dex 14 (+3) Con 13 (+2) Int 6 (-1) Wis 11 (+1) Cha 7 (-1) Alignment evil Languages Goblin, Common Equipment leather armor, sling, dagger, sling bullets (20) 65 H2: ORCUS CONVERSION Norker Berserker (B) Level 4 Elite Brute Small natural humanoid (goblin) XP 350 HP 136; Bloodied 68 AC 16; Fortitude 16, Reflex 15, Will 15 Speed 6 Saving Throws +2; Action Points 1 STANDARD ACTIONS Initiative +3 Perception +2 Low-Light Vision The bronze warder cannot shift. STANDARD ACTIONS m Rend Flesh ♦ At-Will m Greataxe (weapon) * At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d12 + 2 damage. Effect: The target is marked until the end of the bronze warder's next turn. Requirement: The flesh ripper must be affected by horrific visage. Attack: Melee 1 (one creature): +11 vs. AC Hit: 2d12+5 damage. R Shadow Bolt (necrotic) ♦ At-Will m Flail (weapon) * At-Will M Double Attack * At-Will Attack: Ranged 10 (one creature); +9 vs. Reflex Hit: 1d8+5 necrotic damage, and the target is slowed until the end of its next turn. Attack: Melee 1(one creature); +9 vs. AC Hit: 2d8 + 3 damage. Effect: The bronze warder uses greataxe twice. R Utter Horror (psychic) ♦ At-Will M Double Strike (weapon) * At-Will M Rampage (weapon) * Recharge when first bloodied Effect: The bronze warder can move up to 3 squares. Whenever the bronze warder enters an enemy's space during this movement, that enemy falls prone. At the end of the movement, the bronze warder then makes the following attack. Attack: Close burst 2 (enemies in the burst); + 12 vs. AC Hit: 3d12 + 4 damage, and ongoing 5 damage (save ends). TRIGGERED ACTIONS Attack: Ranged 5 (one creature); +9 vs. Will Hit: 2d8 + 5 psychic damage, and the target cannot use encounter attack powers, daily attack powers, or utility powers (save ends). Aftereffect: The target is dazed until the end of its next turn. TRIGGERED ACTIONS The norker berserker makes two flail attacks against the same target. If both attacks hit, the target is pushed 1 square. TRIGGERED ACTIONS Snapping Rebuke * At-Will Trigger: When hit by an enemy’s melee attack Attack (Immediate Reaction): Melee 1 (triggering enemy); +8 vs. AC Effect: 1d8 + 5 damage from bite. Skills Athletics +10, Endurance +11 Str 16 (+5) Dex 12 (+3) Wis 11 (+2) Con 18 (+6) Int 5 (-1) Cha 5 (-1) Alignment evil Languages Goblin, Common Equipment leather armor, flail Bronze Warder (W) Level 7 Elite Soldier Large natural animate (construct) HP 168; Bloodied 84 AC 23; Fortitude 21, Reflex 18, Will 18 Speed 5 Immune charm, fear, poison; Resist 5 all Saving Throws +2; Action Points 1 TRAITS XP 600 Initiative +4 Perception +2 Darkvision Inexorable Movement The bronze warder can enter the spaces of Medium or Small enemies. Ponderous Guard * At-Will Trigger: The bronze warder's master is damaged by an attack and is within 2 squares of the warder. Effect (Immediate Interrupt): The bronze warder takes half of the triggering attack's damage, and its master takes the other half. Str 20 (+8) Con 20 (+8) Dex 9 (+2) Int 3 (-1) Alignment unaligned Wis 8 (+2) Cha 3 (-1) Level 6 Controller Medium natural humanoid (undead) XP 250 HP 68; Bloodied 34 Initiative +8 AC 20; Fortitude 17, Reflex 18, Will 19 Perception +10 Speed 6 darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Claws ♦ At-Will Attack: Melee 1 (one creature): +11 vs. AC Hit: 1d6+1 damage. 2014-01-31 Skills Stealth +13 Str 12 (+4) Dex 20 (+8) Con 12 (+4) Int 15 (+5) Alignment chaotic evil Equipment robes Languages – Flesh Ripper (E) Horrific Visage (healing, psychic) ♦ Encounter Trigger: The flesh ripper is first bloodied Attack (No Action): Close burst 2 (enemies in burst); +9 vs. Will Hit: 1d8 + 6 psychic damage, and the target is pushed 3 squares. Effect: The flesh ripper cannot use any power except rend flesh until the end of the encounter Wis 15 (+5) Cha 16 (+6) Languages Common TACTICS Paldemar and his servants quickly rally against the adventurers. Paldemar is a crafty strategist. When combat begins, he waits until the bronze warder has engaged the intruders before joining the attack himself. He uses any unused actions each round to draw power from the crystal pillars (see “Features of the Area”) while assaulting the adventurers with his ranged powers. 66 H2: ORCUS CONVERSION Paldemar uses hit-and-run tactics. He can retreat into the Master’s Chamber, bypassing his own Arcane Lock and then using it to cut off pursuit. He tries to circle around behind the PCs if possible; however, if the fight goes poorly, he uses his position near the rune to escape. He heads down to the second level, rallying any creatures left alive or attempting to flee to safety. THE ROOM OF THE GUARDIAN This room is utterly bare. A bronze warder waits here, ready to defend this level and come to the aid of Paldemar. THE MASTER’S CHAMBER This is the personal chamber of Paldemar, master of this shrine of Orcus. Illumination: Dim light. The area is magically illuminated. Doors: The doors to this room are sealed by the Arcane Lock ritual. Opening them requires a DC 30 Thievery or Strength check. Table: The table is neatly arranged with alchemical gear and several tomes of ancient lore. As with the books in the library in T2, the pages appear blank to creatures that don’t worship Orcus. However, on the table is Paldemars’ diary which gives the PCs some insights into what he has been up to. If the PCs spends an hour flipping through the pages they receive the material in “Paldemar’s Diary” provided in the appendix. FEATURES OF THE AREA Each chamber on this level has its own section detailing its features, as described below. ENTRY CHAMBER Illumination: Dim light. The area is magically illuminated. The Crystal Orb: This device allows Paldemar to spy on the Seven-Pillared Hall. Any character can gaze into the orb as a standard action and make a DC 20 Wisdom check. On a successful check, he or she can view any location in the Seven-Pillared Hall. On a failed check, read: Within the shadowy orb emerges a vision of a great pyramid of pure darkness, shadows oozing from its surface. It floats in the sky above a small town build at a landslide. Suddenly the image changes and you catch a glimpse of a shadowy figure clad in robes. A voice speaks to you inside your head. 2014-01-31 “You are to late, the Pyramid of Shadow has returned to the world with the Secrets of Undeath. Hear me before it is too late. Seek Karavakos and kill him before the secrets of the pyramid are released upon the land!” The figure shakes its head and reaches toward you and a great pain explodes inside your head, at the same time as the orb shatters to pieces. The player using the orb takes 2d6 psychic damage. The orb then cracks and falls into a dozen shards. The Bed and the Curtain: The bed is a mundane piece of furniture, but the curtain is warded by magic to defend Paldemar. As long as Paldemar is adjacent to the curtain, all of his defenses receive a +2 bonus. Treasure: Paldemar uses a +2 magic staff. He has 1,000 gp hidden beneath his bed. If the adventurers search through the items on the table (DC 22 Perception check), they find three items that have not yet been subjected to the magic that makes the other books appear blank. These include a ritual book, a scroll of a nearly completed ritual, and a map. The ritual book contains three rituals: Arcane Lock, Brew Potion, and Leomund’s Secret Chest. The scroll features a ritual in progress. A DC 26 Arcana check allows a character to determine that the ritual has not been fully designed, but that it appears to be a way to channel arcane power from one mage to another. The process reeks of evil and necromancy. The map shows a glowing pyramid hovering in the sky, somewhere close to Fallcrest in the Nentir Vale. Notes scribbled on the side of the page read: “Place of power.” “Secrets of undeath and eternal life.” And “Seek Karavakos.” This map can lead the adventurers to H3: The Pyramid of Shadows. 67 H2: ORCUS CONVERSION THE CHAPEL OF SHADES This chamber is a minor temple to Orcus. It contains a variety of strange, magical effects. of the Mages of Saruun. While the Mages aren’t exactly good, they aren’t as dangerously evil as Paldemar, either. If the PCs share what they learn with the Mages, in addition to any quest rewards, the Mages offer an additional reward if the PCs will investigate the Pyramid of Shadows. When the adventurers enter this chamber, show them “Inside the Temple of Orcus” in the Player’s Handout section. Illumination: Dim light. The area is magically illuminated. Crystal Pillars: These pillars of crystalline rock represent Paldemar’s first attempt to create a means for absorbing arcane energy and focus it into his own spells. As a minor action once per round, Paldemar can drain the energy from one of the pillars to gain a +1 bonus to attack rolls and a +2 bonus to damage rolls with the next arcane power he uses. He can use each pillar once, and he must be within 10 squares of it to do so. Symbol of Orcus: A huge mosaic of Orcus dominates the floor of this place. Worshipers of Orcus gain a +2 bonus to saving throws inside this room. Any character who starts his or her turn inside the mosaic area is the target of an attack: +14 vs. Will; the target is dazed (save ends). Idol of Orcus: The idol is filled with malign magic. It is carved from black rock and is fashioned into a towering demon with outstretched wings and lowered ram’s head. The right hand holds a wand tipped with a skull. Its initiative modifier is +5. On its turn, the wand launches a ray of necrotic energies at the nearest PC: Ranged 5; +14 vs. Reflex; 1d10 necrotic damage. CONCLUSION As long as the adventurers disrupt Paldemar’s plans (whether or not the mage escapes), they earn the gratitude 2014-01-31 68 H2: ORCUS CONVERSION HOUSE RULES APPENDIX HYPOTHERMIA For rules about Hypothermia I have tried to reuse the rules created for drowning in the H1: Orcus Conversion Guide. House Rule: Hypothermia ♦ When a body is immersed into very cold water there is a risk of hypothermia, which can lead to death. Being immersed in cold water and only taking minor actions, you can remain for 10 rounds before checking for hypothermia. If you take more than 5 rounds of standard or move action – this time is increased to 15 rounds, any more than 10 rounds of standard or move actions increase it to 30 rounds. ♦ At the end of the time period, the character must succeed on a DC 20 Endurance check. Success buys the character another round. Then the check is repeated at DC 25, then at DC 30, and so on. ♦ When a character fails the check, he loses one healing surge and must continue to make checks. A character without healing surges who fails a check takes damage equal to his healing surge value. ♦ You regain all healing surges lost to hypothermia when you gain access to heat again and can take an extended rest in a heated environment, such as in front of a fire. However, lost hit points are not recovered. ♦ A character with 0 or fewer hit points goes unconscious and keeps taking damage as described above until he dies or is rescued. 2014-01-31 69 H2: ORCUS CONVERSION PALDEMAR’S DIARY The following text can be found if the PCs go through Paldemar’s diary in T3: “…I was summon to the darkness of my Master’s chamber, he told me that an unproceeded opportunity had arisen that would bring glory to the Ashen Covenant and our Lord’s ascent to Godhood. They wanted me to be the dark spear of vengeance that would bring the ultimate change of this world. But to do that they needed me to recover that which was lost – The Rod of Ruin!” “…I met with the Holy One. Indeed had he faced our Lords presence, his eyes were rotting wounds of maggots, crying tears of blood. He told me what he had found when trying to raise an undead army from and old graveyard of a long forgotten temple. The irony of his finding must have made even our dark lord smile – on of the graveyard’s corpses was a paladin from an abandoned temple of Bahamut, and the secrets he had carried to his grave was brought back to life by our Lord’s necrotic powers. The Paladin had been among the humans that had salvaged the Rod of Ruin from the War of Sorrow. The Knights of Bahamut had sworn to guard the Rod of Ruin with their lives, hiding it were it would never be found. But what is a secret in life, is our masters knowledge after death.” “…My research of the Rod of Ruin has been most rewarding. I have found evidence that the mighty tiefling wizard Karavakos used it to open a great rift to the Shadowfell during the War of Sorrow, not far from the small town of Winterhaven. From its depth he called hordes of undead and demons to the world of the living. Some historians’ even claim that he dealt the Empire of Nerath such a wound that they could never recover, ultimately leading to the fall of the Nerath Empire. I will send my loyal servant Kalarel to lead the work on reopening the rift to Shadowfell, and with it the hordes of our Master, which will once again plunge the world into darkness and undeath.” “…I think my master have guided my steps these days, because I have found a secret, long forgotten in the mist of time – a secret unknown even to the Ashen Covenant. I have decided not to disclose it to my masters, instead I will follow this path my self and revel in its glory. The Lord of Blood will guide my way. I will become his tool to bring undeath to the whole Nentir Vale!” “… The barrier between worlds can be thin. Sometimes the darkness breaks into the light. The Nentir Vale seems to be such a place, closely aligned with the Shadowfel. How could one otherwise explain the existence of such a huge rift. The legends speak about a them as enforcers of their will, to gain control of the Seven-Pillared Hall and make themselves rich and powerful. They will soon find out the true purpose of my Masters machinations, but then it will be to late. Very much to late!” “…The scene is set and all the pieces are dancing to my pipe, unknowing of the true purpose of their workings. The Bloodreavers were easy to convince to supply the Grimmershul duergar with fresh slaves in exchange of being allowed back into the Hall with their slave trade. The duergar has been eager to pay back for the slaves with mining work, taking on the task to clear out the destroyed stairs down to the Sea of Shadows, believing it is just another underground lake. The Blackfang Gnolls were the hardest to get on my side, but after helping them breach and loot the Chasm Fort, they were more than eager to enter into the Well of “The Blood Lord have talked to me in my dreams. He is sending me a great shadow on wings…” Sea of Shadows buried under the Thunderspire Mountain, its water black as death and reeking with shadows.” “… My Lord fills my dreams with visions. The Secret lies within the twisting tunnels of Thunderspire Labyrinth. I will have to infiltrate the Mages of Saruun to learn the real truth about what happened with the minotaurs of Saruun Khel, maybe that will lead me to the Sea of Shadows.” “…My expeditions down to the Halls of Silence have given me great insights into the fall of Saruun Khel. I have found proof for the Blood Lords involvement in their genocide, but more importantly I have learnt about the exact site of the Shadow Sea as well as the true purpose of the Bronze Wardens. Those foolish Mages of Saruun never guessed their true purpose. They have used 2014-01-31 Demon and despoil the shrine of Baphomet in the name of Yeenogh – the rabid dog. They only thing I asked in return were the Silver Key, guarded during centuries by the traps of the Inner Sanctum and few loyal Baphomet followers that still remained within Thunderspire Mountain.” “…Somehow I wish they all came to learn about the betrayal and their own folly in helping Paldemar – the Bringer of Change, when the flood of necrotic shadow water drowns them all, tying their souls to the Blood Lord’s cause and bringing them back to unlife as empty husks in Orcus new glorious undead army – all hailing to Paldemar – the Undead Horde Master of Nentir Vale!” “…The Blood Lord have talked to me in my dreams. He is sending me a great shadow on wings to protect me from interference. Hail to the Dark One!” 70 H2: ORCUS CONVERSION “…Maldrick Scarmaker delivered on his promise. His gnolls managed to get pas the traps and guardians set by Baphomet to prevent anybody to enter the Inner Sanctum. He handed over the Silver Key to the secret Palace of Zaamdul – The Shrine of Undeath. I can hear my Master’s voice calling to me from within, promising me dark secrets of the Minotaurs of Saruun.” “…Glory to Sjach’haurach ‘Shadow Fate’. He arrived in all his majesty from the Shadow Sea, promising his services to our Lords cause. He said he had been sent by his mother Urishtar, the old shadow dragon and Master of Nightwyrm Fortress in the Shadowfell.” “…I got reports from Winterhaven that my covenant brother Kalarel have failed. Some stupid ‘heroes’ outsmarted and killed him. My Master do not appreciate failure. I will learn from his mistake and be prepared if they realize the connection to Thunderspire. I have fixed my crystal orb on the Seven-Pillared Hall to learn if someone comes and asks the wrong questions.” “…So this is what caused the end of the Minotaur kingdom Saruun Khel! I have walked in the footsteps of my predecessors. I feel my Masters presence behind this unknown entity Torog – the Patient One, that the minotaurs’ found in the bottomless depths of the Tunderspire Mountain. The Blood Lord put their high priest on the track of doom, when the rest of the minotaurs finally found out my Master’s plan for his followers, Baphomets anger must have been endless – in the end leading to the genocide of the whole of Saruun Khel.” “…Today I found something interesting – a reference to something only referred to as the ‘Pyramid of Shadows’. It appeared as a bad omen in the sky at the end of the War of Sorrows, before it disappeared. I will have to look deeper into this one…” “…Praise to the Prince of Undeath! The Secrets of Undeath and eternal life will soon be mine! I am on the path of Necrotic Mastery! Yesterday I tried to find this Pyramid of Shadows through the crystal orb of the Shrine of Undeath, and to my great surprise my probing was answered. An entity calling himself Karavakos spoke to me across dimensions and told me secrets that the rulers of the Feywild and the Nentir Empire had tried to hid away in this demiplane called the Pyramid of Shadows at the end of the War of Sorrows. He promised me the Secrets of Undeath and eternal life where I to breach the old rituals that kept the demiplane barred from the living world. I will step up to the challenge. I feel it is my destiny!” “…I have mastered the ritual that will bring back the Pyramid of Shadows across the dimensions. I will use my former masters – the Mages of Saruun, as the foci for the ritual, channeling all their arcane energies across the dimensions and use it to weaken the old fey ritual that keeps the pyramid locked away in its own pocket reality. It was actually fun to trick down my former ‘masters’ down to the Sea of Shadows promising them everything from knowledge to the pleasure of the body in order to have them bound by my Shadow Binders down by the Shadow Vortex. Their arcane powers and the energies of the Shadowfell now under my control, it will not be long until the Pyramid of Shadows will be sighted again in the world of the living!” “…Finally! The demonic machine of the minotaur high-priest Tzaruum’ze is in my control, and with it is the hundreds of Bronze Wardens within Thunderspire Labyrinth. I have already ordered them to take up position at the Shadow Vortex in the middle of the Shadow Sea. As soon as I figure out how to start the Song of Breaking all within Tunderspire Mountain and the surrounding lands will learn the true meaning of fear and my Master’s power!” 2014-01-31 “…Those meddling so called ‘heroes’ are threatening all I have come to create. I must stop them before they learn too much. I have hired Harwin the doppelganger spy of the Grimmerzhul duergar, to lead them into an ambush and eliminate them once and for all.” ASHEN COVENANT LORE A character knows the following information about the Ashen Covenant with a successful Arcana or Religion check. DC 22: Orcus, the Demon Prince of the Undead, has inspired numerous and varied cults. Rarely do any of these groups deal with the others, but recently a disturbing movement has arisen among Orcus’s most devoted followers. Several cult leaders have banded together with the express purpose of finding a way to replace the Raven Queen with their Blood Lord. This movement among the faithful is known as the Ashen Covenant. DC 27: Elder Arantham leads the Ashen Covenant. Other cult leaders in accord with the covenant include Mauglurien of the Ebon Riders (a dwarf warlord); Ghovran Akti the Planeweaver (an eladrin necromancer); Sithas Tyrr the Blood Knight (a human paladin); Kielno Varim the Mad (a tiefling warlock); and Shonvurru the Blood Serpent (a marilith rewarded with undeath through service to Orcus). Each of these leaders advances his or her own scheme to elevate Orcus. 71 H2: ORCUS CONVERSION APPENDIX: THE MINOTAUR CITY Following the Hook “The Minotaur Ruins” might lead the adventurers on a side trek adventure deeper into the depths of the Thunderspire Mountain, to the ruined remains of the minotaur city. This appendix provides further material to be used if your players choose this path. QUESTIONS ABOUT THE DEPTHS Asking around in the Seven-Pillared Hall may help the adventurers to find more information about the ruins of the minotaur empire. Q: What happened to the minotaur empire? Erra Halfmoon: “Don’t ask me, I only live here. But I have heard stories about a great Minotaur City laying in ruin much deeper into the mountain. Few have found it, less returned to tell the tale. Go speak to Vadriar the Sage, I think he knows more.” Vadriar the Sage: “That is a great mystery. It is one of the reasons why I came here. Hundreds of years ago, minotaurs founded the city of Saruun Khel in the depths below Thunderspire Mountain. Saruun Khel soon became the center of an oppressive minotaur kingdom that subjugated neighboring lands. However, three centuries ago, a battle for the throne of Saruun Khel erupted into a vicious civil war of unheard proportions. What caused this civil war we don’t know, but it lead to the complete genocide of the minotaurs of Saruun Khel and an end to their civilization. There are caverns down there filled with bones from their final battle. Few dare to venture that deep into the Halls of Silence, as they are called. But I know that Terrlen Darkseeker is one of the few that found them and lived to tell the tale.” Q: What is the Halls of Silence? Vadriar the Sage: “I only know from the facts I have managed to gather from adventurers that have traveled into its depths. The Halls of Silence is network of large caves and a labyrinth of corridors, littered with bones from the minotaur genocide. It is a labyrinth filled with traps and obstacles to stop invaders, you can hardly see due to the mist from underground geysers, which gave it its name, as it is eerily silent down there. Legends tell that in the midst of the Halls of Silence lays the legendary Court of Bones, which was the center of the minotaur kingdom of Saruun. The labyrinth also leads to the House of Silence, a shrine dedicated to Baphomet, the Horned King, still a holy site for minotaurs that dream of rebuilding Saruun Khel’s glory. Well hidden within the labyrinth is also the Horned Crypts, were the minotaur nobles were put to eternal rest in trap filled crypts. Legend has it that treasures are still to be found within its dark halls for those brave enough to enter its dusty chambers.” Q: What is the Court of Bones? Vadriar the Sage: “The Court of Bones once served as the throne room and royal chambers of the minotaurs of Saruun. It must once have held marvelous treasures, but today it is all but deserted. Bereft of its treasure by adventurers and graverobbers. Go seek out Gendar of Gendar’s Curious and Relics shop. He once told me he had some interest for the Court of Bones.” Gendar: “Yes, I know of the Court of Bones. It does exist, believe me. Some years ago an agent from the drow settlement of Phaervorul contacted me. They wanted to find an item of great value to them, that was rumored to remain in the Court of Bones of the old minotaur city. First I did not believe them, but they were prepared to pay well for an expedition. My agent managed to recover what they had asked for – a golden scepter. But they were ambushed my duergar who stole it. It now resides in the Horned Hold. You look able bodied. Would you be interested in recovering it for me?” 2014-01-31 See the “Treasure Seeker” hook on page 14 of Thunderspire Labyrinth. DM ADVICE If you are looking for ways to incorporate the Minotaur City of Saruun Khel in the general story, this is how I did it. After completing the Chamber of Eyes the adventurers went looking for the Horned Hold. Instead of finding the map in the Grimmershul Trading Post (who all rather died than told the adventurers the way), they found out that Gendar did business with both the duergar and the drow from Vadriar. Gendar knew were the Horned Hold was located but offered to provide that information only if they could go down into the labyrinth in search of a ram headshaped jewel rumored to be hidden in the Court of Bones. Their search in the labyrinth also lead the adventurers to the House of Silence and the Horned Crypts. As they returned to Gendar he offered them a map showing the way to the Horned Hold, but then he also asked for the lost scepter that were taken by the duergar. If the adventurers do not offer the scepter back to Gendar, which is quite likely considering its obvious tie to Orcus, Gendar have already contacted the drow enclave about the recovered relic. Zirithian sends two drow emissaries to collect the scepter. Gendar directs them to the adventurers, which leads to the Drow Emissaries encounter, where Surina assist them in the fight against the drow. 72 H2: ORCUS CONVERSION Q: Where can these Halls be found? Vadriar the Sage: “I am not a man of adventure. I am a sage. Go speak to Terrlen Darkseeker, he might be able to help you, but be warned. It is dark down there, who knows what is hiding in those shadows?” Terrlen Darkseeker: “The Halls of Silence lays far deeper and to the west of the Seven-Pillard Hall. Few have ventured there, less found it, and very few have survived the journey. I am one of those few. If you can pay the price I can lead you there.” The characters can also learn some interesting tidbits of information with some successful Streetwise checks (DC 17) “I have heard explorers of the depth of the labyrinth talking about a large group of walking living dead, lead by a terrible wight who calls himself Az’Al’Bani. They say he walks the darkest of tunnels, like as if he was searching for something. What it is nobody seems to know, but he can’t be up to no good, if you ask me” (DC 19) “Any minotaurs in Saruun Khel. No, no, they are all dead. The only thing you can find down there is dust and bones of their civilization. However, there are rumors that an all white minotaur roams the empty halls down there. Some claims him to be a ghost walking the tunnels, searching for his loved ones. They call him the White Bull. Nobody knows if there is any truth to it or not.” (DC 21) “No the White Bull is no ghost, that is just a tale to scare the children. I heard he is an outcast from his tribe that came here searching for the lost glory of the Saruun Khel kingdom. I could have told him that there was no treasures left down there, they were plundered long time ago. But they say he is still roaming the mist filled tunnels down there, quite mad I heard.” (DC 23) “There is a beast walking the tunnels of the depths. I have myself seen proof of it. The remains of those explorers were horribly injured. Almost like as if they had been torn to pieces. Some whispers that there is a demonic minotaur walking the silent tunnels of Saruun Khel that some foolish adventurers has awoken, something that should have been left alone, not disturbed.” PEOPLE OF THE HALL I have made some adjustments to the backgrounds of a few persons the adventurers might meet in the SevenPillared Hall Gendar of Gendar’s Curious and Relics 2014-01-31 GENDAR THE DROW An expatriate drow with an eyepatch and a predatory grin, the rogue Gendar trades in old treasures from the Labyrinth. He is smug and greedy, having left behind the Lolth-worshiping ways of his people years ago when his family lost out in one of the interminable vendettas of drow society. Maybe this was the reason for Gendar accepting the task to find a replica of the wand of Orcus by the agents of Zirithian (see The Demon Queen's Enclave), which legends told had been lost in the labyrinths of Saruun Khel. Gendar recovers some of his wares himself, but he prefers to pay others to risk life and limb in the Labyrinth. Sometimes he commissions adventurers to seek out specific treasures. As Gendar meets the adventurers he sees a chance to recover the lost relic. If the characters are looking for a way to the Horned Hold and the Grimmerzhul duergar, he offers them a map in return for finding a jewel for him, lost in the labyrinth below, but rumored to be found in the Court of Bones. If the adventurers return, he gives them the map but also asks them to recover the missing scepter that he believes was taken by the Grimmershul duergar. Should Gendar learn or suspect that the players have the jewel and scepter in the possession, but are not returning them to him, he informs the drow emissaries he have sent for to collect the relic in the adventurers direction. Go to Encounter "Drow Emissaries" HOOK: TREASURE SEEKER 1 Gendar needs a group of able-bodied adventurers to go deep down in the labyrinth under the Seven-Pillared Hall and try to recover a multifaceted crystal shaped in the form of a ram’s head; the crystal is nonmagical, but the item is a relic coveted by drow agents. "The crystal is nonmagical, but 73 H2: ORCUS CONVERSION I can make a decent amount of money selling it to one of my regular clients. Legends has it that it was last seen in the hands of the minotaur king of Saruun Khel, right before its fall. Today few dares to venture into those silent halls, but rumors has it that the Court of Bones still remains down there in the center of the labyrinth. I will offer you a map to the Horned hold as well as pay you handsomely for returning it to me.” Quest XP: 30 XP/Player (minor quest), plus Gendar pays 200 gp as compensation for accomplishing this task and turning the jewel over to him, and give the adventurers a map that will lead them to the Horned Hold. HOOK: TREASURE SEEKER 2 Once the adventurers have returned the jewel to Gendar, he tells them that the jewel originally was fitted to a golden scepter, the ancient skull scepter. Gendar has been asked by drow agents to recover the full skull scepter from the lost Saruun Khel. He had the scepter acquired from the Bone Chamber, beneath the Seven- Pillared Hall, but lost it when his agents were ambushed by the duergar. “A duergar in the Horned Hold currently possesses the scepter,” Gendar explains, “but it clearly belongs to me. If you happen to come across the scepter, I shall pay you handsomely for returning it to me.” Quest XP: 30 XP/Player (minor quest), plus Gendar pays 200 gp as compensation for accomplishing this task and turning the scepter over to him. TERRLEN DARKSEEKER Terrlen do not suffer from lycanthropy, instead he has a curse beset by Baphomet that turns him into a raging demonic half-minotaur that kills everything it sees, see statistics below. Terrien Darkseeker Level 8 Brute Medium natural humanoid (shapechanger) XP 350 HP 110; Bloodied 55 AC 20; Fortitude 22, Reflex 19, Will 19 Speed 6 STANDARD ACTIONS Initiative +8 Perception +11 m Longsword(weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8+3 damage. M Goring Horns * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8+7 damage and the target is knocked prone. MINOR ACTIONS Change Shape (polymorph) * At-Will Effect: Terrlen alters his physical form to appear as a Medium demonic minotaur. He cannot use his goring charge attack in human form. TRIGGERED ACTIONS Bellow (fear, thunder) * At-Will Trigger: An enemy adjacent to Terrien deals damage to Terrien. Attack (Immediate Reaction): Melee 1 (triggering enemy); +11 vs. Fortitude Hit: 1d6 + 4 thunder damage, and Terrien pushes the target up to 3 squares. Variable Resistance * 1/Encounter Trigger: Terrien takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): Terrien gains resist 10 to the triggering damage type until the end of the encounter. Skills Bluff +10, Dungeoneering +11, Intimidate +10 2014-01-31 Str 20 (+9) Con 17 (+7) Dex 14 (+6) Int 10 (+4) Wis 14 (+6) Cha 13 (+5) Alignment evil Languages Common Equipment hide armor, longsword The curse is activated when Terrlen is under heavy stress or faced with a battle (think the Hulk from the cartoons and movies). The rage that fills him turns him against allies first, before directing it towards enemies. VADRIAR THE SAGE Vadriar is a slender, short human with a shaved head. He wears simple brown robes and carries a heavy backpack stuffed with books and scrolls. Vadriar the Sage Level 4 Artillery Medium natural humanoid HP 42; Bloodied 21 AC 17; Fortitude 13, Reflex 14, Will 15 Speed 6 STANDARD ACTIONS XP 175 Initiative +4 Perception +5 m Quarterstaff(weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d8+2 damage. r Magic Missile (force) * At-Will Attack: Ranged 20 (one creature) Effect: 9 force damage. R Dancing Lightning (lightning) * Encounter Attack: Ranged 10 (three different creatures); +9 vs. Reflex Hit: 1d6 + 6 lightning damage. A Thunder Burst (thunder) * Encounter Attack: Area burst 1 within 10 (creatures within area); +9 vs. Fortitude Hit: 1d8 + 6 thunder damage, and the target is dazed (save ends). 74 H2: ORCUS CONVERSION Skills Arcana +11, History +11 Str 10 (+2) Dex 14 (+4) Con 12 (+3) Int 18 (+6) Wis 17 (+5) Cha 12 (+3) Alignment unaligned Languages Common Equipment robes, quarterstaff, wand Murderous Shadow Level 8 Lurker Medium shadow humanoid XP 350 HP 60; Bloodied 30 AC 20; Fortitude 20, Reflex 21, Will 19 Speed 8 TRAITS Initiative +14 Perception +7 Darkvision Insubstantial The shadow takes half damage from all attacks, except those that deal force damage. Whenever the shadow takes radiant damage, it loses this trait until the start of its next turn. STANDARD ACTIONS m Shadow Touch (necrotic) * At-Will Attack: Melee 1 (one creature); +11 vs. Reflex Hit: 2d8+7 necrotic damage. M Shadow Stalk * Recharge 5 6 Attack: Melee 1 (one creature); +13 vs. Reflex Hit: 3d6 + 10 necrotic damage, and the shadow shifts into the target's space and melds with its shadow (save ends). Effect: While the murderous shadow is melded with the target's shadow, it moves when the target moves without provoking opportunity attacks, and it gains a +4 bonus to all defenses and a +5 bonus to attack rolls against the target. When the target saves, the murderous shadow shifts to a square adjacent to the target, but it retains the adjacent enemy’s speed and all its movement modes as long as it stays adjacent. MOVE ACTIONS Born of Shadows * At-Will Effect: The shadow can make a Stealth check as part of a move action to become hidden when it has concealment instead of needing total concealment. Skills Intimidate +11, Stealth +15 Str 15 (+6) Dex 22 (+10) Con 16 (+7) Int 15 (+6) Alignment evil Languages Common Cha 14 (+6) travels the Labyrinth alone in search of new lore and a way to stop Paldemar’s plan. Paldemar used the goodness of the old man to learn old legends and myths about the Thunderspire Labyrinth, unknowingly helping Paldemar putting his plan in place. Many of the secrets and places that helped Paldemar get into a position of power against the Mages of Saruun he managed to gather from the old man. Months ago, Vadriar found the hidden tunnel leading down to the Sea of Shadows. Putting together the pieces he understood the plan of Paldemar to slice open the frail canvas between the worlds and let the darkness of the Shadowfell flood the Thunderspire Mountain, killing all the inhabitants of the Seven-Pillared Hall. Vadriar was caught by one of the bronze wardens. Paldemar considered killing the man on the spot, rather than risk his plan. But the old sage had helped him finding many lost secrets in the Thunderspire Labyrinth, so Paldemar did not dare to kill him, risking that some obstacle would arise that the old man’s wisdom could have solved. Instead he laid a curse on Vadriar that prevents him from sharing what he knows and keeps him from leaving the mountain. He also replaced Vadriar’s shadow with one summoned from the Shadowfell that follows his every step, ordered to kill Vadriar immediately if somebody would try to break the curse to get him to reveal Paldemar’s plan. As a result, Vadriar is gripped with endless terror, being afraid of his very own shadow. He sputters, trips over his own feet, and seems ready for an ambush at any moment. He refuses to have any light source stronger than a candle present, in order to not see his own terrible shadow. Despite these drawbacks, he is the most sagacious person in the Hall. If the PCs need information on the Labyrinth’s history, everyone directs them to Vadriar. He is usually found at the Halfmoon Inn, but he frequently Wis 17 (+7) 2014-01-31 75 H2: ORCUS CONVERSION INTO THE HALLS OF SILENCE The following skill challenge sees the adventurers through the difficult trek through the labyrinth of the Halls of Silence, in search of various destinations. Exploring the Labyrinth Skill Challenge Level 4 XP 350 The lower regions of the Thunderspire Labyrinth is a maze of tunnels and caverns, build by the minotuars to way lead invaders, or kill them in deadly traps. The mist filled Halls of Silence is even harder to navigate. You use your knowledge and skills to find your destination within the Halls of Silence. Complexity 2 (5 successes before 3 failures) Primary Skills Endurance, Dungeoneering, Perception Secondary Skills History, Athletics Success The PCs find the location that they set out to discover, being it the Court of Bones, the House of Silence or the Horned Crypts. Failure The PCs become hopelessly lost, losing 1 healing surge each to fatigue. Tired, hungry, and lost in the darkness, the adventurers wander into an Encounter. Reward no XP for the encounter as it is a skill challenge failure. 1st Failure: The Treasure Seeker 2nd Failure: The White Bull Retrying Yes, and with a cumulative +2 bonus on all checks as the PCs gets more familiar with the region. Endurance DC 17 (minor action, 1 success, 2 maximum successes) This is a group check. One character acts as lead, the others make checks to aid that character The adventurers keep at their search long after others would give up, covering an amazing amount of territory. Dungeoneering DC 12 (1 hour, 1 success, no maximum successes) By reading the tunnels and the caverns architecture and pattern, the adventurer determines the most likely direction of the destination. Perception DC 17 (1 hour, 1 success, no maximum successes) The adventurer notes the tunnels and caverns in a map. This enables the PC to choose the best paths to the destination from among false trails and dead ends. History DC 17 (minor action, no success, maximum 1 cancelled failure) History can be used to cancel one Endurance skill failure. The adventurer’s recollection of the history of Saruun Khel and recognition of local landmarks keeps the party on the right track. Athletics DC 12 (10 rounds, no successes, maximum 1 success attempts for bonus results) Athletics grants a +2 bonus on all Endurance skill checks You manage to use your strength to climb past an obstacle blocking your terrain. THE COURT OF BONES The Court of Bones once served as the “palace” of the ruling elite of the minotaurs of Saruun. The area is vast and filled with ruined chambers of the once glorious nation of 2014-01-31 Saruun. During the civil war that led to the genocide of minotaurs, the Orcus-led rebels managed to strike a fatal blow to the royal family. All of the ruling families and its servants were slayed and butchered. The surrounding halls, the throne room and the royal chambers are still filled with minotaur skeletons, bearing witness to those horrible crimes. The throne room is desecrated and is now filled with the stench of Orcus necrotic energies. The reason why the drow of Phaervorul and deathlock wight Az’Al’Bani is looking for the Court of Bones is that the Orcus followers of Saruun created a replica of the Wand of Orcus, that is seen as a relic with high religious value among the followers of Orcus. Some even believe it has magical powers, which is false. However, the scepter was stolen and is now in the hands of the duergar of the Horned Hold, while the crystal ram skull that should be mounted on it still resides in the throne room. This is the crystal Gendar seeks. As the characters enter the area of the labyrinth referred to as the Court of Bones, read: You have entered a part of the labyrinth that is very much different from the rest. This must have been some kind of palace for the ruling minotaurs of Saruun. Even though much have been destroyed, sabotaged and left in ruins, the place still hold a grandeur which speaks of a time when the minotaurs of Saruun must have been a great and glorious nation. Big halls with pillars reaching for the darkness above; frescos telling the story of a nation that ruled over many concurred folks; water running in channels with waterfalls playing like music in the otherwise silent halls; it all tells about another time when the minotaurs held great knowledge and power over the Nentir Vale. As you walk around the myriad of tunnels, rooms, halls and passages you start to see traces of the end of the 76 H2: ORCUS CONVERSION minotaurs of Saruun. Dusty minotaur skeletons lays everywhere, many which must have been no older than children. All bearing marks of having being butchered alive by some terrible foe. No mercy seems to have been given to them. Bodies hacked to peaces, mothers trying to protect their children but in vain. You start to feel sick at the sight around you, averting your eyes from the crimes done three hundred years ago. Go on to the Court of Bones Encounter. THE HOUSE OF SILENCE The House of Silence is a shrine dedicated to Baphomet, the Horned King. It is still considered a holy site for minotaurs that dream of rebuilding Saruun Khel’s former glory. It is well hidden within a deep twisting labyrinth filled with mist. The Orcus rebels among Saruun Khel’s minotaurs, never managed to concur this part of the labyrinth. It is therefore left unharmed but abandoned. The curse that Baphomet in the last days of their empire laid on the minotaurs is still in effect. Something Terrlen Darkseeker can bear terrible witness to. As the characters draw close to the House of Silence, read: The labyrinth have turned into a twisting maze of tunnels that turn back on themselves, ending in dead ends or tries to lead you into terrible ancient traps, triggered ages ago by unlucky victims, whose bones now tell their grim tales. The littering of bones from ancient struggles and battles among the minotaurs grow thinner, until they completely disappear in this section of the labyrinth. The twisting tunnels grow desolated and silent, with the ghostlike shrouds of the mist as your only company. belongings, among them the Orb of Light. There it still lays in the darkness, waiting to fulfill its true fate. Go on to the House of Silence Encounter. As the characters enter the Horned Crypts, read: THE HORNED CRYPTS The Horned Crypts is a section of the labyrinth where the minotaur nobles were put to eternal rest in trap filled crypts. Within the Horned Crypts lies the minotaur high priest Taurus Zabath, later referred to as ‘the Defiler’. Taurus learnt the truth of Orcus ambitions when he witnessed the Shadow Sea, and he feared for all his brethren. He understood that if the Orcus high-priest Tzaruum’ze were allowed to carry out his plan, it would be the end of all life in Saruun Khel. Instead of turning to Baphomet for help, he betrayed his master and called to the Raven Queen, Death’s Mistress, Carrier of Fate and his prayers were answered. In divine inspiration he constructed the Orb of Light, a tool and weapon that would help him carry the burning light of the Raven Queen’s wrath to the followers of Orcus. With the Orb of Light, Taurus Zabath managed to rally the last resistance among the minotaurs and finally kill the rebels of Tzaruum’ze. Putting an end to Orcus ambitions in Thunderspire Labyrinth. You have obviously found a sacred part of Saruun Khel. The walls are covered with carvings depicting the glory of Saruun Khel. It seems to tell the story of important figures within the minotaur history and their endeavors. The corridors are covered in dust and cobwebs, as if few ever had put their foots in these parts of the labyrinth, since the fall of Saruun Khel. Go on to the Horned Crypts Encounter. However, his transgressions were not approved of by Baphomet who saw himself betrayed not once, but twice by other divine entities. First Orcus, the the Raven Queen. His final judgement on Saruun Khel was as cold as his heart. He bestow a terrible curse on the altar of Saruun Khel, turning anybody that touched it into a raging demonic beast that would kill its loved one before going on wild rampage. Soon the last minotaurs of Saruun Khel died, brothers killing brothers, fathers killing sons, they were all beset by a rage that could not be stopped. Taurus Zabath was among the first to be killed. His body was carried to the Horned Crypts along with his 2014-01-31 77 H2: ORCUS CONVERSION COURT OF BONES Encounter Level 6 (1,150 XP) in bones, rise to the ceiling. Near the back of the chamber, a set of steps leads up to a pair of thrones that appear to contain the ceremonially wrapped remains of a pair of minotaurs. The encounter has been taken from “Echoes of Thunderspire Labyrinth” in Dungeon 156. When the characters walk onto the ram’s skull or onto the steps, read: SETUP A faint wind disturbs the room, and the sound of clattering bones fills the chamber. From piles of bone along the sides of the wall, skeletal forms begin to rise. Characters who venture to the Court of Bones, whether on behalf of Gendar or out of mundane curiosity, must first encounter Az’Al’Bani, a deathlock wight who wanders the Labyrinth in search of the court. Az’Al’Bani holds the key to opening the three doors in the entry chamber, though characters can also open these doors with a sufficiently high Thievery check (DC 19). TACTICS As soon as the characters enter the entry chamber have them roll initiative. The blazing skeletons are guarding this entry hall through arrow slits set 20 feet above the ground. They are launching fire at characters using flame orb. They have superior cover from the arrow slits (-5 penalty to attacks against them). The characters need to quickly enter through any of the doors, either through a successful Thievery check (DC 19) or using Az’Al’Bani’s keys if they have them (the wooden doors can be broken down with a successful DC 19 Strength check). Even if they manage to open the double doors, they find themselves under fire in a narrow trench were the blazing skeletons can fire at them from 20 feet above. The second set of double doors are not looked but requires a standard action to open as they are stuck (a DC 19 Strength check can open them as a minor action). When they enter the throne room the minotaur skeletons rise up, they begin to attack. They immediately charge the nearest characters, engaging them in melee. The minotaurs try to fight over the coaled ram’s skull, which provides a regenerative benefit (see Features of the Area). They are otherwise mindless, relentlessly pursuing their enemies and attacking until slain. This encounter includes the following creatures: 1 specter (S) 2 minotaur skeletons (M) 2 blazing skeletons (B) When they enter the entry chamber, read: The blazing skeletons follow the characters into the throne room through the surrounding corridors, but remain as far away from the party as possible, launching fire at characters using flame orb. If engaged in melee, the skeletons shift away and launch fire at the attacker. They attempt to lure characters into the squares adjacent to the columns, where they can attempt to gain cover and can subject the characters to the effect of the columns (see Features of the Area). You enter a chamber with three doors and a dome roof high above you. A pair of massive double doors in solid stone right in front of you, and two smaller oak doors to either side of you. Suddenly you see light from small narrow arrowslits above and on either side of the double doors. Orbs of fire are shot at you from the slits. When the characters enter the throne room, read: The specter moves around and attacks any vulnerable characters who remain near the back. It tries to gain a position where it can make best use of its spectral barrage. A set of double doors opens to reveal an expansive stone chamber. Written with coal and blood on the floor of the chamber is an enormous ram’s skull. Four pillars, lined 2014-01-31 78 H2: ORCUS CONVERSION 2 Blazing Skeletons (5) Level 5 Artillery Medium natural animate (undead) XP 200 HP 53; Bloodied 27 Initiative +6 AC 19; Fortitude 15, Reflex 18, Will 16 Perception +4 Speed 6 Darkvision Immune disease, poison; Resist 10 fire, 10 necrotic; Vulnerable 5 radiant. TRAITS Fiery Aura (fire) * Aura 1 Any creature that starts its turn in the aura takes 5 fire damage. STANDARD ACTIONS Hit: 1d12 + 8 damage, and the target is marked until the end of the skeleton’s next turn. C Sweeping Cut (weapon) * Recharge 5 6 Requirement: Greataxe. Attack: Close burst 1 (creatures in burst); +10 vs. AC Hit: 1d12 + 8 damage, and the target is knocked prone. Str 15 (+5) Con 13 (+4) Dex 18 (+7) Int 3 (-1) Specter (S) Attack: Melee 1(one creature); +10 vs. AC Hit: 1d8 + 1 damage, and ongoing 5 fire damage (save ends). Medium shadow humanoid (undead) r Flame Orb (fire) * At-Will Attack: Ranged 10 (one creature); +10 vs. Reflex Hit: 2d6 + 6 fire damage, and ongoing 5 fire damage (save ends). Str 13 (+3) Con 17 (+5) Dex 18 (+6) Int 4 (-1) Alignment unaligned Wis 15 (+4) Cha 6 (+0) 2 Minotaur Skeletons (M) Medium natural animate (undead) HP 61; Bloodied 31 AC 20; Fortitude 17, Reflex 18, Will 17 Speed 5 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant. TRAITS Minotaur Charge Level 4 Lurker Level 6 Soldier XP 250 Initiative +8 Perception +5 Darkvision Spectral Chill (cold) * Aura 1 Enemies in the aura takes a –2 penalty to all defenses. STANDARD ACTIONS m Spectral Touch (necrotic) * At-Will Attack: Melee 1 (one creature); +7 vs. Reflex Hit: 1d8+5 necrotic damage. C Spectral Barrage (illusion, psychic) * Recharge 5 6 Attack: Close burst 2 (enemies in burst); +7 vs. Will Hit: 2d8 + 5 psychic damage, and the target is knocked prone. When charging, the skeleton gains a +2 bonus to the attack roll instead of +1 and deals an extra 1d6 damage. STANDARD ACTIONS Invisibility (illusion) * At-Will m Greataxe (weapon) * At-Will Skills Stealth +9 Str 10 (+2) Attack: Melee 1(one creature); +11 vs. AC XP 175 Initiative +8 Perception +6 Darkvision The specter takes half damage from all attacks, except those that deal force damage. Whenever the specter takes radiant damage, it loses this trait until the start of its next turn. Languages – Effect: The specter becomes invisible until it attacks or until it is hit by an attack. Dex 15 (+4) 2014-01-31 Wis 8 (+1) Cha 15 (+4) Languages Common Illumination: Darkness; the only illumination comes from what the PCs provide. A character has line of sight to a blazing skeleton even if it stands in darkness. Wis 14 (+5) Cha 3 (-1) HP 30; Bloodied 15 AC 20; Fortitude 20, Reflex 21, Will 19 Speed fly 6 (hover), phasing Immune disease, poison; Resist 10 necrotic. TRAITS Insubstantial Int 6 (+0) Alignment chaotic evil FEATURES OF THE AREA Alignment evil Languages – Equipment chainmail, greataxe m Blazing Claw (fire) * At-Will Con 13 (+3) Columns of Bone: These stone columns are lined with sharp fragments of bone from minotaurs. At a distance, the bones seem merely decorative. However, a character moving into a square adjacent to one of the columns learns that the columns have a will of their own. The bones reach out, clawing at any character who walks by. Each time a living creature moves into a square adjacent to a column, it takes 4 damage. A character can disable the columns attack by attacking it and dealing enough damage to destroy the bones (AC 4, Fortitude 12, Reflex 4, hp 40). Orcus Sketch: The skull sketched on the floor in blood and coal is magical, and it courses with necrotic energy that gives life to certain undead. If a skeleton (either a minotaur skeleton or blazing skeleton) is standing on the embossment at the beginning of its turn, then it regains 3 hit points. A character that makes a DC 25 Arcana check can identify that the image is the source of the minotaurs’ regenerative powers. However, nothing short of destroying the tiles in a square (AC 4, Fortitude 12, Reflex 4, hp 80) disrupts the effect. Piles of Bones: These squares are difficult terrain. The bones appear to be very old and have turned yellow with age. A DC 15 Nature check is enough to discern that most of the bones are minotaur, except for a few specimens that are dwarven and human. Steps: These are normal terrain. Thrones: These squares are difficult terrain. The thrones are made of stone and praises for Baphomet have 79 H2: ORCUS CONVERSION been etched into them in Abyssal. However efforts have been made to claw away the name of Baphomet by somebody else. Each throne contains the ceremonially wrapped remains of a minotaur. Although the creatures’ forms have rotted so that only the skeletons remains, the hand of the body on the left still tightly clutches a multifaceted crystal shaped in the form of a ram’s head; the crystal is nonmagical, but the item is the relic that the drow, Gendar, is seeking and any follower of Orcus. Put together with the scepter in the Horned Hold it is a holy replica of the Wand of Orcus, coveted by many followers of the Blood Lord, but with little value for anybody else. Treasure: The throne on the right has a hidden compartment in the seat that contains 200 gp and a book with the Enchant Magic Item and Arcane Lock rituals. The beginning of the book has an enscription in abyssal with the barazhad script. The text reads: To the Horned King of Saruun Khel, Recieve this simple gift from your most humble servant Taurus Zabath. May this gift of knowledge show my true loyalty to Saruun Khel and our people, the Horned King and Baphomet. May your noble heart show mercy to the deeds of a minotaur that only tried to save our people from destruction. The Orb of Light, the gift of the Raven Queen is our only hope against the dark hordes of Orcus. See the truth and spare your loyal servant the wrath of Baphomet, or we will all perish! Your most loyal, Taurus Zabath, Highpriest of Baphomet "Highpriest of Baphomet" has been crossed over and the word "Traitor" has been written over it in blood. See the Player's Handout appendix for a player version of the text. 2014-01-31 80 H2: ORCUS CONVERSION HOUSE OF SILENCE Encounter Level 6 (1,300 XP) The encounter has been taken from “Echoes of Thunderspire Labyrinth” in Dungeon 156. SETUP This encounter includes the following traps and creatures: 1 cresset trap 2 hell hounds (H) 1 lesser perditazu (P) Characters might stumble into the House of Silence while exploring the Labyrinth, or they might travel there intentionally to help Terrlen Darkseeker break his demonic curse. Whatever their reason for arriving at the entry doors, the PCs face several challenges if they are to attempt to enter. The stone double doors are depicting two regal minotaurs. A successful DC 20 Arcana check reveals that an alarm ritual has been tied to the doors. Another successful DC 20 Arcana check can deactivate the alarm. When the characters open the double doors, read: As you open the two large stone doors with the large minotaurs engraved in the surfaces you suddenly hear the echoes from a large bell reverberating through the corridor in front of you. Burning cressets attached to the walls of the tunnels provide ample of light. The question is what you have waken… When the characters enter the chamber, read: A 50-foot corridor stretches before you, opening into a larger chamber beyond. The corridor is illuminated by evenly spaced cressets that are set into the wall and filled with burning oil. Two paths branch from the main corridor, each of which is also illuminated. The encounter can begin in several ways. If the characters initiated the alarm ritual causing the large disc in the main chamber to sound, the perditazu immediately phase through the wall into the entry area and attack the characters. If the alarm is not raised combat doesn’t start until characters enter the northern chamber. When a character walks within line of sight of the statues in either of the side corridors, it triggers the cresset trap. When characters enter the northern chamber, it triggers the glyphs that summon the hell hounds. turns. The hell hounds take advantage of the fire, fighting from within it to gain concealment. The lesser perditazu uses phasing to enter the walls and attack the PCs if the alarm has been raised, otherwise is it hiding in the main chamber when the battle begins (DC 19 Perception check to detect). The perditazu avoids the flames if possible, otherwise uses its resist 5 fire power. It uses phasing to enter the walls and move around the fire into an unoccupied square from which it can use its phantom assailants on as many opponents as possible. It uses mind maze on any leaders initially and then controllers as soon as it recharges. As soon as the perditazu gets bloodied it use its phasing ability throught he walls of the maze to regroup into the main chamber were it gets support from the hell hounds. When a character comes within view of a minotaur statue in a side corridor, read: A 10-foot-tall bronze statue of a minotaur warrior stands before you. Wielding a greataxe, the statue depicts the creature in a valiant pose. The statues’ amber eyes glitter suddenly, and at that moment, the cressets on the wall issue a blast of flame. TACTICS The hell hounds do not start on the map. Once PCs enter the northern chamber, or once the cresset trap is triggered, the hell hounds are summoned into the room. If the PCs have triggered the cresset trap, then the hell hounds wait up to 3 rounds to see if the PCs enter the northern chamber. When the PCs enter, the hell hounds stop delaying and take their 2014-01-31 81 H2: ORCUS CONVERSION If the PCs do not enter the northern chamber after 3 rounds and instead flee back into the Labyrinth, the perditazu moves through the walls, avoiding the flames and following them. The hell hounds also pursue, using their resistance to ignore the fire consuming the corridor. 2 Hell Hounds (H) Level 7 Brute Medium elemental beast (fire) XP 300 HP 96; Bloodied 48 AC 20; Fortitude 18, Reflex 17, Will 18 Speed 7 Resist 20 fire TRAITS Initiative +5 Perception +11 Fire Shield (fire) * Aura 1 Effect: Any creature that enters or begins its turn in the aura takes 1d6 fire damage. STANDARD ACTIONS m Bite (fire) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d10 + 6 damage plus 1d10 fire damage. C Fiery Breath (fire) * Recharge 4 5 6 Attack: Close blast 3 (creatures in blast); +10 vs. Reflex Hit: 2d8 + 5 fire damage. Str 14 (+5) Con 16 (+6) Dex 14 (+5) Int 2 (-1) Alignment unaligned Wis 17 (+6) Cha 10 (+3) Languages – FEATURES OF THE AREA Illumination: Bright light. Cressets: These containers are enchanted to continuously burn. Although filled with oil, they do not exhaust the fuel. The flames of a cresset deals 1d6 damage, and they cannot be removed from the wall. Minotaur Statues: Squares containing statues are difficult terrain. The pair of statues in the northern chamber holds a bronze disk between them inscribed with glyphs. The glyphs are in barazhad and reads: May the Minotaurs of Saruun Khel forever be cursed by the Rage of Baphomet. A DC 20 Arcana check reveals that the disk contains a demonic curse that has already been bestowed. The check reveals that destroying the disk breaks the curse (AC 5, Fortitude 10, Reflex 5; hp 50). Lesser Perditazu, Maze Demon (P) Level 6 Elite Lurker Medium elemental humanoid (demon, undead) XP 500 HP 106; Bloodied 53 Initiative +8 AC 21; Fortitude 16, Reflex 19, Will 18 Perception +10 Speed 8, phasing Darkvision Saving Throws +7 against charm or fear effects; Action Points 1 TRAITS Confounding Presence (psychic) * Aura 2 Any enemy starting its turn in the aura is dazed. Hurt by Light The perditazu is hurt by radiant damage targeting undead and/or demons only while inside a target's body, such as turn undead and holy water. On a hit, the perditazu must make a saving throw or be immediately expelled into an unoccupied space of its choice adjacent to the target. STANDARD ACTIONS m Essence Claw (fear, teleportation) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d8+6 damage and the target takes a -5 penalty to its Will defense (save ends). M Double Attack * At-Will Effect: The perditazu can use essence claw twice and then teleport up to 5 squares. M Mind Maze (psychic) * Recharge 5 6 2014-01-31 Attack: Melee 1 (one creature); +9 vs. Will Hit: The target is dazed, and the perditazu enters the target’s space and vanishes into the target’s body (save ends both). Remove the perditazu from play. Each round, at the start of the target’s turn, it takes 2d8 + 8 psychic damage. Aftereffect: The target takes 5 psychic damage, and the perditazu appears in an unoccupied space of its choice adjacent to the target. Special: The perditazu can't use essence claw inside a target. MOVE ACTIONS One with the Maze * At-Will Effect: The perditazu can use phasing to move through obstacles and walls in the maze, but not through living creatures. MINOR ACTIONS C Phantom Assailants (fear) * At-Will 1/round when inside target Attack: Close burst 1 (enemies in burst); +9 vs. Will Hit: The target makes a melee basic attack of the perdiatazu's choice against an adjacent ally as a free action. Variable Resistance * Encounter Trigger: The perditazu takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The perditazu gains resist 5 to the triggering damage type until the end of the encounter. Skills Stealth +9 Str 12 (+4) Con 11 (+3) Dex 13 (+4) Int 18 (+7) Alignment chaotic evil Cresset Trap Wis 15 (+5) Cha 6 (+1) Languages Abyssal Level 5 Blaster Trap XP 200 These half-hemisphere brass containers hold a supply of oil and burn with a flickering magic flame that can ignite into an inferno. Trap: When the trap is triggered, the cressets begin to successively burst into flame along the corridors. Perception ♦ DC 21: The character notices fire scoring along the wall around the cressets. 82 H2: ORCUS CONVERSION ♦ DC 25: The character notices the control panel on one of the statues. Initiative +5 Trigger When a non-minotaur creature enters into a square within line of sight of a minotaur statue, the cresset trap makes its first attack as an immediate reaction. It then rolls initiative. On their initiative, the cressets go off in succession. When the trap is first triggered, all cressets with number 1 trigger. On their turn, all cressets with number 2 trigger, and so on. Attack Immediate Reaction or Standard Action Close burst 1 Target: Each creature in burst Attack: +8 vs. Reflex Hit: 2d8 + 4 fire damage, and ongoing 5 fire damage (save ends). Miss: Half damage, no ongoing damage. Effect: The burst creates a zone of fire. The zone provides concealment and lasts 5 minutes or until the hell hounds are killed. The trap attacks any creatures that enter the zone or start its turn there. Temple Walls: The left temple wall hold mosaic pictures showing the marvel of the Saruun Khel empire. How they concurred the surrounding lands and build a gleaming city inside the Thunderspire Labyrinth. The right walls holds an engraved list of all the high priests of Baphomet, written in abyssal with barazhad script. If the adventurers go through the list they find the following interesting entries at the end of the list: Tzaruum’ze, High-Priest, 805-827 A.S.K, Traitor to Saruun Khel and the Followers of Baphomet. Scion of the Blood Lord. Slain, cursed and burned to still the Plague of Undeath. Taurus Zabath, High-Priest, 827-834 A.S.K, Defiler of Saruun Khel. May his body rot in the Horned Crypts and his soul be forever cursed in the Abyss for his betrayal of his people and Baphomet. Telmahar Zhade, High-Priest, 834-838 A.S.K, Last High-Priest of Saruun Khel. May Baphomet show mercy on this soul and his children. May the Glory of Saruun Khel live in the Memory of the Last Bull. Treasure: Each of the minotaur statues has eyes inset with amber. Each piece of amber is worth 200 gp, for a total of four pieces and 800 gp Countermeasures ♦ An adjacent character can disable one cresset with a DC 21 Thievery check. ♦ A character adjacent to a statue can engage in a skill challenge to deactivate the trap. DC 25 Thievery. Complexity 1 (4 successes before 2 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 2d8 + 4 damage to all creatures in blast) and the trap remains active. Glyphs: These glyphs summon hell hounds. A DC 20 Arcana check reveals that the glyphs’ power to summon the creatures recharges each day. A DC 25 Thievery check disables the glyphs’ next recharge. Braziers: Squares containing braziers are difficult terrain. Otherwise, they are identical to the cressets. However the burst area of the cresset trap for the braziers are 2 instead of 1. 2014-01-31 83 H2: ORCUS CONVERSION HORNED CRYPTS Encounter Level 6 (1,250 XP) SETUP This encounter includes the following traps and creatures: 1 mad wraith (W) 2 poltergeists (P) 1 minotaur trap Characters might stumble into the Horned Crypts while exploring the Labyrinth, or they might travel there intentionally after speaking to Vadriar the Sage. Whatever their reason for arriving at the entry doors, the PCs face several challenges if they are to attempt to enter. The stone double doors can only be opened with a DC 22 Thievery check. As the characters enter the mausoleum, read: As the two large stone doors open you are met with an old musty smell as old air slips out and greet you. A dark corridor filled on either side with wall graves, were yellowbrown minotaur skeletons have been placed in burial wrappings, leads into the darkness. The corridor ends in a vault from which the light of flames illuminates the walls with flickering shadows. A stone sarcophagi is placed in the center of the room and a large threatening minotaur statue looks down from the opposite wall. As the characters enter the vault, read: It grows suddenly colder in the vault, and the fire in the braziers next to you grows dim. In the air above the sarcophagi a ghostly head of a minotaur is visible is visible as the shadows grow darker. A booming voice, as from the ground itself speaks to you. The mad wraith lacking range attacks try to cover as many enemies as possible with its mad whispers aura. It then use touch of chaos and touch of madness on nearby foes. “Behold the final resting place of the high priest Taurus Zabath, denied the final rest for my betrayals of Baphomet the Horned King, my former master. I was the one that saved the minotaurs of Saruun Khel from the vile plans of Orcus, the Blood Lord. But it was only through the guidance of the Raven Queen I could create the artifact that led to the death of the treacherous Tzaruum’ze, high priest of Orcus – the one that betrayed his kindred for the promises of unlife. Within this sarcophagi lies the Orb of Light, a powerful artifact that can help you in your dealings with the Blood Lord’s cursed servants. Yes, you efforts are known of in the Halls of the Dead. Beware the deadly traps in this vault. Oh no! They are aware of my presence. The Blood Lord is sending his servants to stop you. Take the Orb of Light before it is too late. Oh no, they are already here, prepare to fight the shadows of Orcus!” The poltergeists stay in the eastern and western corridor and use their kinetic claw and hurl away to keep enemies within the central vault were they take the most damage from the fire. If the party tries to flee through the southern corridor the poltergeists use their powers to keep them from the southern portcullis. With that the ghostlike visage dissolves above the sarcophagus and a deeper darkness gathers in the chamber, a shadow with not light, but two eyes burning with unholy hatred and hunger for the living. TACTICS When Taurus’ ghost disappear have them roll initiative. The characters have one complete round to act upon before the enemies arrive and act, i.e. they cannot attack the enemies the first round. During the second round the mad wraith and the poltergeist arrives. If the PCs have not activated the trap, one of the poltergeist do it by using its kinetic claw to push the lid, the minotaur trap then acts on the 3rd round. 2014-01-31 Minotaur Trap Trap Level 6 Elite Blaster XP 500 When a character tries to open or pick the central stone coffin lock, a portcullis crashes down over the exit. The minotaur statue blast the central room with fire, while sometimes the three corridors to the mausoleum is instead hammered with steam powered stone pistons from the walls, crushing anything standing in them. Picking the three locks to the coffins and opening the lid ends the trap. Otherwise the 84 H2: ORCUS CONVERSION mechanics of each corridor or the minotaur statue must be disarmed. Trap: The door into the chamber is sealed off with an iron portcullis when the coffin is tampered with. Randomly the minotaur statue blast the central room with fire, or two of the three corridors is hammered with stone pistons from the walls. Perception ♦ DC 12: The walls of the corridors have large stones set in it which do not seems to be mortared together with the other stones of the wall. ♦ DC 17: The minotaur statue’s open mouth is black and burnt like from flames. ♦ DC 22: The three locks to the coffin are adorned with magical runes. Initiative +4 Trigger The trap is triggered when a creature tries to pick any of the locks, or by force opening the lid of the coffin. Attack ♦ Minotaur Statue attacks on 1 2 3 Standard Action Close burst 6 (red area) Target: Each creature in the area Attack: +9 vs. Reflex Hit: 2d8 + 5 fire damage Miss: Half damage Attack ♦ Stone Pistons attacks on 4 5 6 Standard Action Area two out of three corridors determined randomly (blue area) Target: Each creature in the area Attack: +9 vs. Reflex Hit: 1d8 + 6 damage Countermeasures ♦ By unlocking the coffins three locks and open the lid (as a standard action) all the traps are disabled. ♦ A character adjacent to the portcullis can prop it open with a DC 22 Thievery check, or lift it to allow escape with a DC 22 Strength check (other characters can aid him). ♦ A character adjacent to the coffin can open one of its locks with a DC 17 Thievery check. ♦ A character adjacent to the coffin can break the lid open with a DC 22 Strength check (other characters can aid him) and disable it. ♦ One character adjacent to the minotaur statue can climb on top of it with a DC 17 Athletics check thereby staying out of the blast zone. The character can chose to stop the fire by putting a shield in front of the minotaur mouth with a DC 12 Strenght check. He will then save all in the room but instead take 3d8+4 fire damage himself. ♦ A character adjacent to the minotaur statue can break it (AC 5, Fortitude 10, Reflex 5; hp 80) ♦ A character adjacent to the coffin can disarm the whole trap with a successful DC 22 Thievery check. ♦ The fire trap may be suppressed for one round with a successful DC 17 Arcana check. ♦ The stone pistons can be disabled in one square with a DC 12 Thievery check. ♦ A character can destroy the stone pistons in one square (AC 10, Reflex 10, Fortitude 5; hp 25), but may only attack the pistons in a turn when they are active. ♦ A character can drop prone in the corridor to receive cover against the stone piston trap. ♦ A character can take a move action to climb into any of the wall graves, thereby avoiding the stone piston trap. The character is then considered both prone and restrained FEATURES OF THE AREA Illumination: Bright light. Minotaur Statues: Squares containing statues cannot be entered. It is possible to climb on top of the statue with a DC 17 Athletics check. A character adjacent to a minotaur statue can break it (AC 5, Fortitude 10, Reflex 5; hp 80). The central minotaur statue in the vault contains a minotaur trap, for further details see the minotaur trap. 2014-01-31 Braziers: Squares containing braziers are difficult terrain. These containers are not lit initially, but filled with coal and can easily be lit. After the trap is sprung the fire breathing statue light the braziers. The flames of a brazier deals 1d6 damage, and they cannot be removed from the floor. Poltergeist Level 6 Artillery Medium shadow humanoid (undead) XP 175 HP 42; Bloodied 21 AC 18; Fortitude 17, Reflex 18, Will 18 Speed fly 6 (hover), phasing TRAITS Initiative +8 Perception +6 Insubstantial The shadow takes half damage from all attacks, except those that deal force damage. Whenever the shadow takes radiant damage, it loses this trait until the start of its next turn. STANDARD ACTIONS m Spirit Touch (necrotic) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d8+6 necrotic damage. R Hurl Away (necrotic) * At-Will Attack: Ranged 10 (one creature); +11 vs. Reflex Hit: 2d8 + 5 necrotic damage, and the target is pushed 3 squares. R Kinetic Claw (necrotic) * Recharge 5 6 Attack: Ranged 10 (one creature); +11 vs. Fortitude Hit: 2d8 + 8 necrotic damage, and the target slides 5 squares and is restrained (save ends). TRIGGERED ACTIONS Flinging Rebuke (necrotic) * Encounter Trigger: An enemy moves adjacent to the poltergeist. Effect (Immediate Interrupt): The poltergeist shifts up to 1 square and uses hurl away on the triggering enemy. If the attack hits, the target is knocked prone. Skills Stealth +15 Str 15 (+5) Dex 20 (+8) Wis 16 (+6) 85 H2: ORCUS CONVERSION Con 17 (+6) Int 13 (+4) Alignment unaligned Cha 20 (+8) Alignment chaotic evil Languages Common Mad Wraith (W) Level 6 Controller Medium shadow humanoid (undead) XP 250 HP 73; Bloodied 36 AC 20; Fortitude 16, Reflex 19, Will 18 Speed 0, fly 6 (hover); phasing Immune disease, poison; Resist 10 necrotic TRAITS Initiative +8 Perception -1 Darkvision Mad Whispers (psychic) * Aura 3 Any enemy that ends its turn in the aura takes 5 psychic damage, and the wraith slides it up to 2 squares. Insubstantial The wraith takes half damage from all attacks, except those that deal force damage. Whenever the wraith takes radiant damage, it loses this trait until the start of its next turn. Spawn Wraith When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied space, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control. STANDARD ACTIONS m Touch of Madness (psychic) * At-Will Attack: Melee 1(one creature); +9 vs. Will Hit: 2d6 + 7 psychic damage, and the target takes a –2 penalty to all defenses (save ends). M Touch of Chaos (charm, psychic) * Recharge 5 6 Attack: Melee 1 (one creature); +9 vs. Will Hit: 2d6 + 7 psychic damage, and the wraith slides the target up to 5 squares. The target must then use a free action to make a basic attack against its nearest ally. Miss: Half damage, and the wraith slides the target up to 2 squares. Skills Stealth +13 Str 6 (+1) Con 17 (+6) Dex 20 (+8) Int 11 (+3) Languages Common Sarcophagus: The sarcophagus has a relief of a minotaur resting on top of the list. Writings on the side reads: Inside the sarcophagus also lies a dusty tome written by Taurus Zabath, that gives some insight to the fall of Saruun Khel, see the player’s handout section. The tome can be offered to Valthrun to complete the quest “The Minotaur Ruins” Here lies Taurus Zabath, holy highpriest of Baphomet. The Savior of Saruun Khel. However, somebody have scratch over the word ‘Savior’ and instead written: The Defiler of Saruun Khel. May he be forever cursed for his betrayal of his people and Baphomet. The sarcophagus is locked with three locks. Each lock can be opened with a successful DC 17 Thievery check, or the lid can be forced open with a DC 22 Strength check. Opening the lid is a standard action. Trying to pick the locks or trying to open the lid activates the minotaur trap. Within the sarcophagus lays the skeletal remains of minotaur high priest Taurus Zabath. A DC 12 Perception check notices a white pearl resting between his closed hands on his chest. The white pearl is the Orb of Light, see under Treasure. All his other regal clothing is decayed. Wall Graves: The wall graves contains the skeletal remains of minotaur nobles. Characters can take a move action to enter a wall grave, within it the character is considered prone and restrained. The stone piston traps do not reach into the wall graves. Treasure: The sarcophagus contains the priceless Orb of Light, a powerful artifact given the task to fight all Orcus’ plans in the world of the living. For more details on the Orb of Light, see the Appendix. Wis 3 (-1) Cha 19 (+7) 2014-01-31 86 H2: ORCUS CONVERSION THE TREASURE SEEKER Attack: Melee 1(one creature); +9 vs. AC Hit: 1d8 + 5 damage. TRIGGERED ACTIONS Encounter Level 4 (875 XP) Deathless Hunger * Encounter Trigger: The zombie is reduced to 0 hit points, but not by a critical hit. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point. SETUP This encounter includes the following creatures: 1 deathlock wight (W) Str 14 (+4) Con 14 (+4) 4 rotwing zombies (Z) Alignment unaligned A deathlock wight named Az’Al’Bani leads four rotwing zombies through the Labyrinth in search of the throne room of old court of Saruun Khel. The legends that speak of the court, refer to it as the Court of Bones, which is said to be hidden deep in the Labyrinth. The wight holds a silver key wrought to resemble a human thighbone; he believes that will unlock the entrance to the sealed court. FEATURES OF THE AREA Illumination: Darkness. Boulders: Large boulders and rock formations provide elevated squares, higher than the surrounding floor. The Wis 10 (+2) Cha 3 (-2) Languages – Deathlock Wight (W) Level 4 Controller Medium natural humanoid (undead) HP 54; Bloodied 27 AC 18; Fortitude 15, Reflex 16, Will 17 Speed 6 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant. STANDARD ACTIONS TACTICS Faced by opponents, Az’Al’Bani stays in the back using grave bolt and reainimate if any of the zombies fall. If enemies get closer he uses his horrific visage on as many opponents as possible. He sends the zombies flying to attack the enemies, using flying charge to damage the enemies, being clumsy fliers they receive a total -4 penalty on the charge attacks. Next round they continue flying to another boulder where the enemy can not reach them. Az’Al’Bani readily sacrifices the zombies, and if bloodied, he surrenders and offers the key to buy his freedom. Dex 14 (+4) Int 1 (-3) XP 175 Initiative +4 Perception +1 Darkvision m Claw (necrotic) * At-Will 4 Rotwing Zombies (Z) Level 4 Skirmisher Medium natural animate (undead) HP 54; Bloodied 27 AC 17; Fortitude 16, Reflex 16, Will 14 Speed 4, fly 4 (clumsy) Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant. TRAITS Flying Charge XP 175 Initiative +6 Perception +2 Darkvision When flying, the rotwing zombie deals an extra 2d6 damage on a successful charge attack. Zombie Weakness Any critical hit to the rotwing zombie reduces it to 0 hit points instantly. STANDARD ACTIONS m Slam * At-Will 2014-01-31 Attack: Melee 1(one creature); +9 vs. AC Hit: 1d6 necrotic damage, and the target loses a healing surge. R Grave Bolt (necrotic) * At-Will Attack: Ranged 20 (one creature); +7 vs. Reflex Hit: 1d6 + 8 necrotic damage, and the target is immobilized (save ends). C Horrific Visage (fear, psychic) * Recharge 4 5 6 Attack: Close blast 5 (creatures in blast); +7 vs. Will Hit: 1d6 + 6 psychic damage, and the wight pushes the target up to 3 squares. MINOR ACTIONS Reanimate (healing) ✦ Encounter Reanimate (healing) * Encounter Effect: Ranged 10 (one destroyed undead creature of level 6 or lower that is not a minion). The target regains hit points equal to one-half its bloodied value. It can stand up as a free action. 87 H2: ORCUS CONVERSION Skills Arcana +10, Religion +10 Str 10 (+2) Dex 14 (+4) Con 14 (+4) Int 16 (+5) Alignment evil Wis 9 (+1) Cha 18 (+6) Languages Common squares have been marked in blue. Climbing up to the blue squares requires a successful DC 15 Athletics check for the shown height. Minotaur Bones: The floor is covered with decayed minotaur bones from some ancient battle, making the ground difficult terrain. Stalagmites: The stalagmites is difficult terrain to pass. A small creature gets cover when standing in or adjacent to a stalagmite square. Treasue: Az’Al’Bani holds 50 gp and a silver key wrought to resemble a human thighbone. The key unlocks the entry doors to the Court of Bones. 2014-01-31 88 H2: ORCUS CONVERSION THE WHITE BULL 2 White Minotaurs (M) Encounter Level 5 (1000 XP) HP 100; Bloodied 50 AC 19; Fortitude 19, Reflex 18, Will 17 Speed 6 Saving Throws +2; Action Points 1 TRAITS Combat Advantage Level 5 Elite Lurker Medium natural humanoid SETUP This encounter includes the following creatures and traps: XP 400 Initiative +13 Perception +9 Blindsight 5 The white minotaur deals an extra 1d6 damage against any target it has combat advantage against. STANDARD ACTIONS 2 white minotaurs (M) 1 geyser trap (G) c Greataxe (weapon) * At-Will Attack: Close burst 1 (creatures in burst); +10 vs. AC Hit: 2d8 + 4 damage. Two twin albino minotaurs, outcasts from their tribes, have ventured deep into the Thunderspire Labyrinth in search of the fabled treasures of Saruun Khel, to redeem themselves in the eyes of the tribe. They soon found the old minotaur kingdom plundered a long time ago. Nowhere to go they stayed in the empty halls, loneliness and unfulfilled dreams turning them mad. Today they prey on unlucky travelers that enter the mist of the Halls of Silence. m Goring Horns * At-Will Requirement: The horns of fury power must have been triggered. Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 7 damage, and 5 ongoing damage (save ends). M Strike from the Mist (weapon) * At-Will Effect: The white minotaur can move up to its speed; at any point during that movement, it makes one greataxe attack without provoking opportunity attacks. TRIGGERED ACTIONS TACTICS Mist Dance * At-Will The minotaurs initially only attack one at the time. Trying to give the impression of one enemy with unnatural stealth and movement, using their strike from the mist power. Being fully aware of the geyser activities they try to trick their prey into the geyser areas. If one of them gets bloodied, maddening frenzy takes over and they attack as a pair using goring horns if possible. Trigger: An enemy adjacent to the white minotaur deals damage to the white minotaur. Attack (Immediate Reaction): Melee 1 (triggering enemy); +10 vs. AC Hit: 1d8 + 6 damage, and the white minotaur shifts up to 3 squares. M Horns of Fury * Encounter Trigger: When first bloodied Effect: The minotaur can only use the goring horns attack power. FEATURES OF THE AREA Skills Dungeoneering +9, Intimidate +8, Stealth +9 Str 18 (+6) Dex 15 (+4) Wis 14 (+4) Con 14 (+4) Int 10 (+2) Cha 13 (+3) Illumination: Dim light from phosphorous fungus growing on the walls. However, the mist from the geysers limits visibility to 3 squares and provides light concealment. Alignment unaligned 2014-01-31 Languages Common 89 H2: ORCUS CONVERSION Equipment greataxe Geyser Trap Level 5 Blaster Trap XP 200 A geyser of hot water explodes from the ground. Hazard: The geysers erupt according to a 6 round cycle schedule. Perception ♦ DC 17: The character detects the bubbling water and recognizes it as a dangerous geyser, bound to erupt soon. Additional Skill: Nature of Dungeoneering ♦ DC 12: The character detects the bubbling water and recognizes it as a dangerous geyser, bound to erupt soon. Initiative +2 Trigger The geysers are triggered according to a set schedule which is repeated during a 6 round cycle; see which round each geyser erupts according battle map. Attack Standard Action Close burst 2 or 3 (see map) scolding hot, but provide no danger if the characters wear any armor or just boots. Otherwise characters take 5 points of fire damage at the start of every turn they start standing in the water. In the center of the pool, marked with a “G” there is a hole in the ground where the hot water comes up. Any character falling into these holes takes 3d6+3 fire damage and they take an additional 5 fire damage at the start of every turn they still remain in the hole. The geysers explodes regularly according to a 6 round cycle, marked on the battle map, see the geyser trap for more information. Minotaur Statue: The minotaur statue stands on top of a low dais. A character adjacent to a minotaur statue can break it (AC 5, Fortitude 10, Reflex 5; hp 80). Pillars: The large pillars have carved sceneries on their sides depicting the glory of the minotaur kingdom Saruun Khel. They can provide valuable cover against attacks from the geysers as well as the white mintaurs. Target: Each creature in burst Attack: +8 vs. Reflex Hit: 3d6+3 fire damage Miss: Half damage Countermeasures ♦ A character in the burst can minimize the damage of the geyser with a DC 17 Acrobatics check made as an immediate interrupt before the geyser’s attack. With a successful check, the character takes half damage if the geyser hits and no damage if it misses. Geysers: The five geysers in the room have cracked the floor and formed five pools of foot deep water in the large hall. In the center, the water is steaming hot, providing the thick mist in the whole hall. The water is 2014-01-31 90 H2: ORCUS CONVERSION APPENDIX: ORB OF LIGHT The artifact is taken from the “Open Grave – Secrets of the Undead” compendium. The Orb is appropriate for heroic-level characters. Orb of Light Heroic Level The Orb of Light appears to be a large and faintly glowing white pearl. When worn or wielded by a character capable of using a holy symbol as an implement, its surface shows the image of a raven’s head. The Orb of Light is a +2 holy symbol with the following properties and powers. Enhancement: Attack rolls and damage rolls Critical: +2d6 radiant damage, or +2d10 radiant damage against undead creatures Property: You can speak and understand Supernal and read the Supernal script. Power (Encounter): Standard Action. You can use turn undead (cleric class feature). Power (Encounter): Standard Action. You can use radiant smite (paladin 1). Power (Daily ♦ Implement): Standard Action. You can make an attack against each undead creature within 10 squares, using Wisdom vs. Will. On a hit, pull the target 8 squares. GOALS OF THE ORB OF LIGHT ♦ Destroy the undead, which are abominations on the earth. ♦ Protect the living from the depredations of the undead. ♦ Defeat the plans of Orcus and his allies and servants. ROLEPLAYING THE ORB OF LIGHT The Orb of Light rarely speaks to its owner. Instead, it sends the possessor emotions and, on occasion, inspirational images. Before a particularly dangerous and difficult battle against the undead, it might help its wielder feel less afraid by revealing a brief vision of all the people whose lives will be saved if the monsters are vanquished. CONCORDANCE Starting score 5 5 Owner gains a level +1d10 The Orb of Light knows it has found a worthy owner who is dedicated to purifying the world of foul undead horrors. Property: You gain a +1 bonus to all defenses against undead creatures. Power (Encounter): Immediate Interrupt, when an ally within 5 squares of you is hit by an attack. You can use shielding word (cleric 10), but only against attacks made by undead creatures. SATISFIED (12–15) Owner successfully protects someone from undead +1 “I am a righteous protector of the living against the horrors of the walking dead.” Owner destroys an undead creature 1 or more levels higher than he is (maximum 1/day) +1 Owner fails to destroy an undead creature (maximum 1/encounter) -2 The owner has proved to be a heroic champion of the living, but the Orb of Light knows more is possible, and it urges the possessor onward to greatness. Owner flees from an undead creature (maximum 1/day) -1 TRANSCENDENT (21 OR HIGHER) “I am a just and good servant of life.” The Orb grants its possessor great power against the undead, engendering a mighty champion of good. Power (Daily): Standard Action. You can use searing light (cleric 7). NORMAL (5–11) “I must smite the undead horrors that walk the earth.” The Orb is quietly watchful, providing its new owner with a comforting sense that protecting the living from the dead is a righteous and holy calling. Power (Daily): Free Action. When you hit an undead creature and deal radiant damage, that target is stunned until the end of its next turn. UNSATISFIED (1–4) PLEASED (16–20) The Orb thinks its owner might be unsatisfactory, but is willing to yet abide a while. It communicates less readily with its possessor, but expresses great satisfaction when pleased. “I am the scourge of the unliving, a protector of life and a champion of the divine and radiant forces of good.” 2014-01-31 “The Orb is disappointed in me.” 91 H2: ORCUS CONVERSION Special: If an encounter includes undead enemies, you gain a -2 penalty to attacks that do not include an undead creature. This penalty applies whether you are using or even holding the Orb of Light. ANGERED (0 OR LOWER) “The Orb considers me unworthy to bear it.” The Orb urges its owner to find someone else worthy to carry it, even as it throws the possessor into confrontation with the undead. Eventually, the artifact vanishes. Special: Once per day, at the start of an encounter including undead enemies, the Orb teleports you to a space within 10 squares that is adjacent to the greatest number of undead. This penalty applies whether you are using or even holding the Orb. MOVING ON “We have made the world a better place.” One morning, the Orb is gone, replaced by a luminescent (but mundane) pearl worth 5,000 gp. The former owner gains a permanent +1 bonus to AC against attacks by undead creatures. If the owner failed the Orb, the next time the character lifts it, the artifact crumbles into coal, leaving permanent marks on the character’s hand. The former owner takes a permanent -1 penalty to AC against attacks by undead creatures. The Orb reappears elsewhere in the world, ready to be claimed by another aspirant. 2014-01-31 92 H2: ORCUS CONVERSION 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 H2, I would suggest you as a DM to reduce the XP handed Main Adventure Encounters A1-1: Into the Mountain Level 3 XP 750 Progression 4 481 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 Level XP 4 9 890 2 200 C4: Torog's Shrine 7 Into the Hall of Silence 4 Court of Bones 6 House of Silence 6 Horned Crypts 6 Modified Hook: The Minotaur Ruins 200 350 1 150 1 300 1 250 Drow Emissaries Interlude 2: The Chasm Fort S1: Shores of Shadows S2: Watchtower of Shadows S3: Shadow Vortex 6 5 6 6 5 1 200 0 1 275 1 250 1 000 W9: Proving Grounds 8 0 T0: T1: T2: T3: 8 7 8 10 1 815 0 150 0 Bar Fight! Brugg's Enforcers C1: C2: C3: C4: The Narthex Guard Room Reflectory Torog's Shrine 1 3 5 6 500 800 950 1 350 4 581 4 741 4 931 5 201 Hook: A Call to Adventure A2-1: Grimmershul Trading Post H1: The Portcullis H2: Duergar Workshop Hook: Treasure Seeker H3: Great Hall H4: Western Guard Post H5: South Gate H6: Ruined Chapel H7: The Slave Pits H8: Murkelmor's Chambers 6 4 4 4 3 5 5 4 5 6 6 250 900 875 900 150 1 200 1 075 950 1 000 1 250 1 300 5 251 5 431 5 606 5 786 5 816 6 056 6 271 6 461 6 661 6 911 7 171 Interlude 2: The Ambush 5 1 100 7 391 W1: Chamber of the Well W2: Gnoll Barracks W3: Practice Hall Hook: Find the Boar W4: Shrine to Baphomet W5: The Restless Dead W6: Hall of Enforced Introspection W7: Hall of the Crimson Whip W8: Hall of the Howling Pillars W9: Proving Grounds W10: The Inner Sanctum Hook: Slave Rescue A2-2: Vecna's Challenge 5 6 6 4 6 5 6 6 8 8 9 5 6 1 050 1 200 1 300 175 1 300 1 000 1 250 1 250 1 750 1 800 2 100 1 000 1 250 7 601 7 841 8 101 8 136 8 396 8 596 8 846 9 096 9 446 9 806 10 226 10 426 10 676 T1: Level of Defense T2: The Level of Secret Knowledge T3: The Shrine of Vecna Hook: Favor of the Mages 7 7 10 6 1 554 1 550 2 700 1 250 10 986 11 296 11 836 12 086 38 779 New XP 563 668 1 650 375 600 713 1 163 263 863 975 938 188 675 656 675 113 900 806 713 750 938 975 900 825 956 938 750 788 900 975 131 975 750 938 938 1 313 1 350 1 575 750 938 1 361 1 166 1 275 2 025 938 4th 5th 6th 7th Returning Enemies First Defense The Demonic Machine The Shrine of Orcus 14 030 -25% 2014-01-31 New Progression 4 461 4th 4 595 4 925 5 000 5 120 5 263 5 495 5 548 5th 5 720 5 915 6 103 6 141 6 276 6 407 6 542 6 564 6 744 6 906 7 048 7 198 7 386 7 581 6th 7 761 7 926 8 117 8 305 8 455 8 612 8 792 8 987 9 013 9 208 9 358 9 546 9 734 9 996 10 266 7th 10 581 10 731 10 919 11 191 11 424 11 679 12 084 12 272 39 615 93 H2: ORCUS CONVERSION NPC PORTRAITS Rendil Halfmoon Terrlen Darkseeker Erra Halfmoon Surina Brugg Ordinator Arcanis 2014-01-31 Vadriar the Sage Gendar the Drow 94 H2: ORCUS CONVERSION Bennik the Wanderer Harwin Charrak the Kobold Kedhira the Duergar Theurge 2014-01-31 Dreskin the Provisioner Orontor - Mage of Saruun Noristo Azaer Phaledra - Priestess of Erathis 95 H2: ORCUS CONVERSION Rothar Ulthand Deepgem Bersk the Wainwright 2014-01-31 96 H2: ORCUS CONVERSION PLAYER’S HANDOUTS Krand’s Letter from Murkelmor Letter from Murkelmor to Kedhira 2014-01-31 Murkelmor’s Letter from Paldemar 97 H2: ORCUS CONVERSION Servant’s Letter in Chasm Keep Chef’s Cookbook in Chasm Keep 2014-01-31 98 H2: ORCUS CONVERSION 2014-01-31 99 H2: ORCUS CONVERSION Entry in ritual book in the Court of Bones - Abyssal (Left), Translated to Common (Right) 2014-01-31 100 H2: ORCUS CONVERSION THE TREACHERY OF TZARUUM’ZE by Taurus Zabath, high priest of Baphomet, Saruun Khel “…We will never know exactly what happened. But I believe Tzaruum’ze did not heed my warnings, but dug to deep. He found something down there, something in the darkness that answered back.” “…Some of the minotaurs that followed Tzaruum’ze in his explorations of Thunderspire Mountain said that they had come upon some vast caverns, where they had found crude, forsaken altars, left behind by some forgotten civilization. Some claimed it to be sacred to Torog in his manifestation as the Patient One, a horrible creature of eyes and mouths that waits in the darkness. That may well have been, but it was not Torog that answered Tzaruum’zes prayers down there in the darkness, that we later became certain about.” “… The Horned King, the Lord Baphomet, The Beast in Men, grew angry. He gave me omens that warned me that his wrath would be terrible if this following of Torog did not stop. I forbad Tzaruum’ze to gather his flock around the altar of many eyes, but he did not listen. So I ordered the Horned Guard to take them into hearing. But instead Tzaruum’ze and his followers went into hiding, ever growing their numbers. This showed to be a great mistake as it sundered our proud kingdom.” “…We heard little from Tzaruum’ze and his followers and thought them to have perished in some unknown danger in the halls of the Thunderspire Mountains. But later we started to hear disturbing rumors’. Talk of undead minotaurs and worse killing its brethrens. I should have known by then what we were facing, but I did not see the truth. It was not until one of our patrols by chance found a newly dug tunnel that lead into a vast dark cavern, filled with dark waters and shadows we learnt the magnitude of Tzaruum’zes treachery.” “… It was not Torog that had filled Tzaruum’zes head with dreams of power, promises of eternal unlife. No it had been the Blood Lord all along, his whispers from the shadows behind the idol of Torog. Cursed be the Prince of Undeath, may Baphomet feast on his carcass.” “In the bowls of the mountain we found the Sea of Shadows, excavated by the followers of Tzaruum’ze. Like a black mirror it lay hidden deep under the Thunderspire Labyrinth, its surface filled with dancing shadows and the whispers of the dead. Tzaruum’ze had built bridges spanning the immense stalactites to the center of the sea. There waited his army of bronze wardens, a mockery to the minotaur race and our great lord – the Horned King. Tzaruum’ze had initiated the most unholy ritual that would open a rift to the Shadowfell – flooding the Thunderspire Labyrinth and all its surroundings with shadow water and necrotic energies. He had doomed his whole race to unlife and eternal servitude to the Blood Lord. Cursed be the name of Tzaruum’ze for all eternity.” “… We were saved, thanks to the Raven Queen. Glory to her name.” <There ends the notes, but another writer has added in the end a new section> “…May the name of Taurus Zabath be forever cursed. The betrayer of Baphomet, the defiler of Saruun Khel, cause he brought the wrath of the Horned King upon us. The mindless fury is spreading like a disease among the few survivors from the battle against the traitors of undeath. Brother is slaying brother, father children, mother sister. We are turning our hope to the Horned One, asking for his forgiveness, sacrificing our children to quench his thirst for vengeance. Our future not rest in the Horned King’s care, praised is him who walks with the beast within. Cursed be the name of Taurus Zabath forever.” “… The war that followed was fierce. Tzaruum’ze and his followers had grown in size and had established unholy alliances with other races from the depth. The battle for the throne of Saruun Khel soon turned into a vicious civil war. The Baphomet loyal minotaurs came to face the might of the high priest of Orcus and his loyal subjects. Those who died soon returned as undead, fighting its slayers. It was with great sorrow that I had to witness the fall of the great nation of Saruun Khel. And I started to fear for the survival of our once great nation. I turned to my Lord, but his fury demanded me to just keep on fighting. But what help is it to kill your enemy if he the day after comes back as a flesh-crazed zombie? We had to find another way to fight this enemy, this blasphemy to life and death alike.” “… It was then I decided to turn to my enemy’s enemy. I called out to the Lady of Fate, Death’s Mistress, the Raven Queen – and she answered my prayers. She filled me with hope again. Guided by her visions and dreams I started the bane of Tzaruum’ze and his Master – the Orb of Light. With this new weapon, we managed to turn the tide of undeath that was growing as a festering wound inside Thunderspire Mountain.” 2014-01-31 101 H2: ORCUS CONVERSION BATTLE MAPS 2014-01-31 102 H2: ORCUS CONVERSION Seven-Pillared Hall Map by Mario Sainz Martinez, "Diablo Azul" at Flickr 2014-01-31 103 H2: ORCUS CONVERSION Chamber of Eyes Map by Mario Sainz Martinez, "Diablo Azul" at Flickr 2014-01-31 104 H2: ORCUS CONVERSION 2014-01-31 105 H2: ORCUS CONVERSION 2014-01-31 106 H2: ORCUS CONVERSION 2014-01-31 107 H2: ORCUS CONVERSION 2014-01-31 108 H2: ORCUS CONVERSION 2014-01-31 109 H2: ORCUS CONVERSION 2014-01-31 110 H2: ORCUS CONVERSION 2014-01-31 111 H2: ORCUS CONVERSION 2014-01-31 112 H2: ORCUS CONVERSION 2014-01-31 113 H2: ORCUS CONVERSION 2014-01-31 114 H2: ORCUS CONVERSION 2014-01-31 115 H2: ORCUS CONVERSION 2014-01-31 116 H2: ORCUS CONVERSION 2014-01-31 117 H2: ORCUS CONVERSION 2014-01-31 118 H2: ORCUS CONVERSION MONSTER UPDATE 4 Hobgoblin Soldiers (H) A1-1: INTO THE MOUNTAIN Hobgoblin Warcaster (W) Medium natural humanoid (goblin) Level 3 Soldier Medium natural humanoid (goblin) Level 3 Controller (Leader) HP 46; Bloodied 23 AC 17; Fortitude 13; Reflex 15; Will 14 Speed 6 STANDARD ACTIONS C2: GUARD ROOM Equipment robes, quarterstaff XP 150 Initiative +5 Perception +4 Low-Light Vision m Quarterstaff (weapon) * At-Will Attack: Melee 1(one creature); +8 vs. AC Hit: 1d8 + 4 damage. M Shock Staff (ligtning, weapon) * Recharge 4 5 6 Requirement: Quarterstaff Attack: Melee 1 (one creature); +8 vs. AC Hit: 2d10 + 2 lightning damage, and the target is dazed until the end of the hobgoblin’s next turn. R Force Lure (force) * Recharge 5 6 Attack: Ranged 5 (one creature); +6 vs. Fortitude Hit: 2d6 + 6 force damage, and the target slides 3 squares. C Force Pulse (force) * Recharge 6 XP 150 HP 47; Bloodied 24 AC 20; Fortitude 18; Reflex 16; Will 16 Speed 5 TRAITS Phalanx Soldier Initiative +7 Perception +3 Low-Light Vision 4 Goblin Skullcleavers (G) Level 3 Brute Small natural humanoid (goblin) XP 150 HP 53; Bloodied 27 AC 16; Fortitude 15; Reflex 14; Will 12 Speed 5 STANDARD ACTIONS Initiative +3 Perception +2 Low-Light Vision m Battleaxe (weapon) * At-Will The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. STANDARD ACTIONS Attack: Melee 1 (one creature); +8 vs. AC Hit: 2d6 + 6 damage, or 2d10+6 while bloodied. m Flail (weapon) * At-Will Attack: Ranged 10/20 (one creature); +8 vs. AC Hit: 1d8 + 6 damage. TRIGGERED ACTIONS Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage, the target is marked and slowed until the end of the hobgoblin soldier’s next turn. M Formation Strike (weapon) * At-Will Requirement: Flail Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter r Hand Crossbow (weapon) * At-Will Goblin Tactics * At-Will Trigger: When missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Bloodied Rage Trigger: When first bloodied. Effect: The goblin skullcleaver loses the ability to use goblin tactics and can do nothing but attack the nearest enemy, charging when possible. Attack: Close blast 5 (creatures in the blast); +6 vs. Reflex Hit: 2d8 + 4 force damage, and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone. TRIGGERED ACTIONS Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Skills Stealth +9, Thievery +9 Str 18 (+5) Dex 14 (+3) Con 13 (+2) Int 8 (+0) Skills Athletics +10, History +8 Str 19 (+5) Dex 14 (+3) Con 15 (+3) Int 11 (+1) Alignment evil Languages Common, Goblin Equipment chainmail, battleaxe Hobgoblin Resilience * Encounter Alignment evil Languages Common, Goblin Equipment scale armor, heavy shield, flail Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Bugbear Warrior (B) Medium natural humanoid (goblin) HP 76; Bloodied 38 AC 18; Fortitude 17; Reflex 15; Will 14 Speed 6 TRAITS Bushwhack Skills Arcana +10, Athletics +4, History +12 Str 13 (+2) Dex 14 (+3) Wis 16 (+4) Con 14 (+3) Int 19 (+5) Cha 13 (+2) Alignment evil Wis 14 (+3) Cha 10 (+1) Wis 13 (+2) Cha 8 (+0) Languages Common, Goblin Level 5 Brute XP 200 Initiative +7 Perception +8 Low-Light Vision The bugbear gains a +4 bonus to attack rolls against a creature 2014-01-31 119 H2: ORCUS CONVERSION that has no allies adjacent to it. STANDARD ACTIONS Hit: 1d10 + 5 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin. TRIGGERED ACTIONS m Morningstar (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 7 damage, or 3d8 + 7 if the bugbear has combat advantage against the target. M Skullthumper (weapon) * Encounter Requirement: Morningstar and combat advantage Attack: Melee 1 (one creature); +8 vs. Fortitude Hit: 3d8 + 7 damage, and the target is knocked prone and dazed (save ends). Skills Intimidate +7, Stealth +9 Str 20 (+7) Dex 20 (+7) Con 16 (+5) Int 8 (+1) Wis 13 (+3) Cha 10 (+2) C3: REFECTORY Medium natural humanoid (goblin) HP 47; Bloodied 24 AC 20; Fortitude 18; Reflex 16; Will 16 Speed 5 TRAITS Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Skills Athletics +10, History +8 Str 19 (+5) Dex 14 (+3) Con 15 (+3) Int 11 (+1) Alignment evil Languages Common, Goblin Equipment scale armor, heavy shield, flail Level 3 Soldier XP 150 Initiative +7 Perception +3 Low-Light Vision 2 Goblin Sharpshooters (S) Level 2 Artillery Small natural humanoid (goblin) HP 31; Bloodied 16 AC 16; Fortitude 12; Reflex 14; Will 11 Speed 6 TRAITS Sniper Initiative +5 Perception +2 Low-Light Vision Combat Advantage The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against. STANDARD ACTIONS The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. STANDARD ACTIONS Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 4 damage. m Flail (weapon) * At-Will Attack: Ranged 10/20 (one creature); +9 vs. AC Hit: 1d8 + 5 damage. TRIGGERED ACTIONS Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage, the target is marked and slowed until the end of the hobgoblin soldier’s next turn. XP 125 When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding. m Short Sword (weapon) * At-Will Requirement: Flail Attack: Melee 1 (one creature); +8 vs. AC Wis 13 (+2) Cha 8 (+0) Alignment evil Languages Common, Goblin Equipment leather armor, short sword, crossbow, crossbow bolts (20) 2 Human Bandits (B) Level 2 Skirmisher Medium natural humanoid (human) Wis 14 (+3) Cha 10 (+1) Phalanx Soldier M Formation Strike (weapon) * At-Will Dex 18 (+5) Int 8 (+0) HP 37; Bloodied 19 AC 16; Fortitude 12; Reflex 14; Will 12 Speed 6 TRAITS XP 125 Initiative +6 Perception +1 Combat Advantage Alignment evil Languages Common, Goblin Equipment leather armor, morningstar, 2 hand axes 3 Hobgoblin Soldiers (H) Hobgoblin Resilience * Encounter Str 14 (+3) Con 13 (+2) r Hand Crossbow (weapon) * At-Will The human bandit deals an extra 1d6 damage against any target it has combat advantage against. STANDARD ACTIONS m Mace (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d8 + 5 damage, and the human bandit can shift 1 square. r Dagger (weapon) * At-Will Attack: Ranged 5/10 (one creature); +7 vs. AC Hit: 1d4 + 5 damage. M Dazing Strike (weapon) * Recharge when the attack misses Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d8 + 5 damage, and the target is dazed until the end of the bandit’s next turn. Effect: The bandit can shift 1 square. Skills Stealth +9, Streetwise +7, Thievery +9 Str 12 (+2) Dex 17 (+4) Wis 11 (+1) Con 13 (+2) Int 10 (+1) Cha 12 (+2) Alignment any Languages Common Equipment leather armor, mace, dagger x4 Goblin Tactics * At-Will Trigger: When missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Skills Stealth +12, Thievery +12 2014-01-31 120 H2: ORCUS CONVERSION C4: TOROG’S SHRINE 2 Duergar Guards (G) adjacent to two or more of the wolf's allies. Level 4 Soldier Medium natural humanoid XP 175 HP 58; Bloodied 29 AC 20; Fortitude 17, Reflex 15, Will 15 Speed 5 Resist 5 fire, 5 poison STANDARD ACTIONS Initiative +6 Perception +4 Darkvision m Warhammer (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d10 + 6 damage. Effect: The duergar guard marks the target until the end of the target’s next turn. MINOR ACTIONS Infernal Anger (fire) * Recharge 5 6 Effect: Until the start of the guard’s next turn, its melee attacks deal 4 extra fire damage, and if an enemy adjacent to the guard moves, the guard can shift 1 square as an immediate reaction. R Infernal Quills (poison) * Encounter Attack: Ranged 3 (one creature); +9 vs. AC Hit: 1d8 + 3 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Skills Dungeoneering +9 Str 14 (+4) Dex 15 (+4) Con 18 (+6) Int 10 (+2) Wis 15 (+5) Cha 8 (+1) Alignment evil Languages Common, Deep Speech, Dwarven Equipment chainmail armor, warhammer Dire Wolf (D) Large natural beast (mount) HP 67; Bloodied 33 AC 19; Fortitude 18; Reflex 17; Will 16 Speed 8 TRAITS Pack Harrier Level 5 Skirmisher XP 200 Initiative +7 Perception +9 Low-light vision The wolf has combat advantage against any enemy that is Hobgoblin Warcaster (W) Pack Hunter (mount) Level 3 Controller (Leader) Medium natural humanoid (goblin) The wolfs rider has combat advantage against any enemy that is adjacent to one of the rider's allies other than the wolf.. STANDARD ACTIONS m Bite * At-Will HP 46; Bloodied 23 AC 17; Fortitude 13; Reflex 15; Will 14 Speed 6 STANDARD ACTIONS XP 150 Initiative +5 Perception +4 Low-Light Vision Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 4 damage, or 3d8+4 against a prone target. The target also falls prone if the wolf has combat advantage against it. m Quarterstaff (weapon) * At-Will Str 19 (+6) Con 19 (+6) M Shock Staff (ligtning, weapon) * Recharge 4 5 6 Dex 16 (+5) Int 5 (-1) Alignment unaligned Wis 14 (+4) Cha 11 (+2) Languages – 3 Hobgoblin Archers (A) Level 3 Artillery Medium natural humanoid (goblin) XP 150 HP 39; Bloodied 20 AC 17; Fortitude 13; Reflex 15; Will 13 Speed 6 STANDARD ACTIONS Initiative +7 Perception +8 Low-Light Vision m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 4 damage. r Longbow (weapon) * At-Will Attack: Ranged 20/40 (one creature); +10 vs. AC Hit: 1d10 + 5 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against the same target. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Skills Athletics +5, History +6 Str 14 (+3) Dex 19 (+5) Con 15 (+3) Int 11 (+1) Attack: Melee 1(one creature); +8 vs. AC Hit: 1d8 + 4 damage. Requirement: Quarterstaff Attack: Melee 1 (one creature); +8 vs. AC Hit: 2d10 + 2 lightning damage, and the target is dazed until the end of the hobgoblin’s next turn. R Force Lure (force) * Recharge 5 6 Attack: Ranged 5 (one creature); +6 vs. Fortitude Hit: 2d6 + 6 force damage, and the target slides 3 squares. C Force Pulse (force) * Recharge 6 Attack: Close blast 5 (creatures in the blast); +6 vs. Reflex Hit: 2d8 + 4 force damage, and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone. TRIGGERED ACTIONS Hobgoblin Resilience * Encounter Trigger: The hobgoblin is subject to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin can make a saving throw against the triggering effect. Skills Arcana +10, Athletics +4, History +12 Str 13 (+2) Dex 14 (+3) Wis 16 (+4) Con 14 (+3) Int 19 (+5) Cha 13 (+2) Alignment evil Languages Common, Goblin Equipment robes, quarterstaff Wis 14 (+3) Cha 10 (+1) Alignment evil Languages Common, Goblin Equipment leather armor, longsword, longbow, arrows (30) 2014-01-31 121 H2: ORCUS CONVERSION Krand Berserker Chief (K) Level 5 Elite Brute (Leader) Medium natural humanoid HP 152; Bloodied 76 AC 17; Fortitude 19, Reflex 16, Will 17 Speed 6 Saving Throws +2; Action Points 1 TRAITS XP 400 Initiative +4 Perception +10 Low-light vision Effect (Immediate Reaction): Krand gain temporary hit points equal to the triggering damage. Skills Endurance +10, Intimidate +7 Str 20 (+7) Dex 14 (+4) Wis 16 (+5) Con 16 (+5) Int 12 (+4) Cha 10 (+2) Kedhira, Duergar Theurge (T) Alignment evil Languages Common, Goblin Equipment hide armor, greataxe Defender Aura * Aura 1 Allies within 10 squares gain +2 on initiative. When Krand hits an enemy with a melee attack, the hobgoblin’s allies gain combat advantage and a +2 bonus to damage rolls against that enemy until the end of Krand's next turn. STANDARD ACTIONS m Jarring Swing (primal, weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d12 + 1d8 + 5 damage, and the target grants combat advantage until the end of Krand's next turn. M Feral Rampage (primal, weapon) * At-Will Attack: Melee 1 (one or two creatures); +10 vs. AC Hit: 1d12 + 10 damage, and Krand can shift up to 6 squares after the first attack, without granting opportunity attacks. Miss: Half damage. M Life-Ending Strike (primal, weapon) * Recharge 5 6 while bloodied Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d12 + 18 damage Miss: Half damage. TRIGGERED ACTIONS Vengeful Guardian * At-Will Trigger: Enemy within Krand's defender aura shifts or attack a target other than Krand. Effect (Immediate Reaction): Krand makes a jarring swing against the triggering enemy. Ignore Pain * Encounter Trigger: Krand is bloodied and takes damage. A2-1 GRIMMERSHUL TRADING POST 4 Duergar Guards (G) Level 4 Soldier Medium natural humanoid XP 175 HP 58; Bloodied 29 AC 20; Fortitude 17, Reflex 15, Will 15 Speed 5 Resist 5 fire, 5 poison STANDARD ACTIONS Level 5 Controller Medium natural humanoid (devil) Enemies takes a -2 penalty to attacks not including Krand. Lead from the Front Alignment evil Languages Common, Deep Speech, Dwarven Equipment chainmail armor, warhammer Initiative +6 Perception +4 Darkvision m Warhammer (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d10 + 6 damage. Effect: The duergar guard marks the target until the end of the target’s next turn. MINOR ACTIONS HP 63; Bloodied 31 AC 19; Fortitude 16, Reflex 16, Will 18 Speed 5 Resist 5 fire, 5 poison STANDARD ACTIONS XP 200 Initiative +3 Perception +6 Darkvision m Warhammer (weapon) * At-Will Attack: Melee 1(one creature); +10 vs. AC Hit: 1d10 + 5 damage. R Hellbolt (fire) * At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d10 + 8 fire damage. C Wave of Despair (psychic) * Encounter Attack: Close blast 5 (enemies in blast); +8 vs. Will Hit: 3d6 + 4 psychic damage, and the target is slowed and dazed (save ends both). A Brimestone Hail (fire) * Recharge 5 6 Attack: Area burst 2 within 15 (creatures in burst); +8 vs. Reflex Hit: 3d6 + 4 fire damage, and the target is knocked prone. A Vile Fumes (poison) * Recharge when first bloodied Effect: Until the start of the guard’s next turn, its melee attacks deal 4 extra fire damage, and if an enemy adjacent to the guard moves, the guard can shift 1 square as an immediate reaction. Attack: Area burst 2 within 15 (creatures in burst); +8 vs. Fortitude Hit: 3d6 + 4 poison damage, and the target is blinded until the end of the duergar theurge’s next turn. MINOR ACTIONS R Infernal Quills (poison) * Encounter R Infernal Quills (poison) * Encounter Infernal Anger (fire) * Recharge 5 6 Attack: Ranged 3 (one creature); +9 vs. AC Hit: 1d8 + 3 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Skills Dungeoneering +9 Str 14 (+4) Dex 15 (+4) Con 18 (+6) Int 10 (+2) Wis 15 (+5) Cha 8 (+1) 2014-01-31 Attack: Ranged 3 (one creature); +10 vs. AC Hit: 1d8 + 4 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Skills Arcana +9, Dungeoneering +11, Religion +9 Str 13 (+3) Dex 12 (+3) Wis 18 (+6) Con 16 (+5) Int 15 (+4) Cha 11 (+2) 122 H2: ORCUS CONVERSION Alignment evil Languages Common, Deep Speech, Dwarven Equipment warhammer Level 4 Brute Medium natural humanoid (orc) HP 66; Bloodied 33 AC 16; Fortitude 17; Reflex 15; Will 13 Speed 6 (8 while charging) STANDARD ACTIONS 2 Orc Berserkers (O) Level 4 Brute Medium natural humanoid (orc) H1: PORTCULLIS 5 Orc Berserkers (O) H2: DUERGAR WORKSHOP XP 175 Initiative +3 Perception +2 Low-Light Vision HP 66; Bloodied 33 AC 16; Fortitude 17; Reflex 15; Will 13 Speed 6 (8 while charging) STANDARD ACTIONS XP 175 Initiative +3 Perception +2 Low-Light Vision m Greataxe (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 2d12 + 2 damage. M Warrior's Surge (healing, weapon) * Encounter Attack: Melee 2 (one creature); +9 vs. AC Hit: 2d10 + 4 damage. Requirements: Usable only while bloodied. Effect: The orc berserker makes a melee basic attack, spends a healing surge, and regains 16 hit points. TRIGGERED ACTIONS Savage Demise Attack: Ranged 15/30 (one creature); +9 vs. AC Hit: 2d8 + 3 damage. M Warrior's Surge (healing, weapon) * Encounter Requirements: Usable only while bloodied. Effect: The orc berserker makes a melee basic attack, spends a healing surge, and regains 16 hit points. TRIGGERED ACTIONS Savage Demise Trigger: The orc drops to 0 hit points. Effect (Free Action): The orc takes a standard action. Skills Endurance +10, Intimidate +6 Str 20 (+7) Dex 13 (+3) Wis 10 (+2) Con 16 (+5) Int 8 (+1) Cha 9 (+1) Alignment chaotic evil Languages Common, Giant Equipment leather armor, long spear, crossbow, 10 bolts Trigger: The orc drops to 0 hit points. Effect (Free Action): The orc takes a standard action. Skills Endurance +10, Intimidate +6 Str 20 (+7) Dex 13 (+3) Wis 10 (+2) Con 16 (+5) Int 8 (+1) Cha 9 (+1) HP 48; Bloodied 24 AC 18; Fortitude 18, Reflex 16, Will 16 Speed 5 Resist 5 fire, 5 poison TRAITS XP 175 Initiative +8 Perception +9 Darkvision Shadow Attack The duergar scout's attacks deal 4d6 extra damage when the scout hits a target that cannot see it. STANDARD ACTIONS m Warhammer (weapon) * At-Will 2014-01-31 Underdark Sneak * At-Will Effect: The scout becomes invisible until the end of its next turn or until it hits or misses with an attack. MINOR ACTIONS Attack: Ranged 3 (one creature); +9 vs. AC Hit: 1d8 + 4 damage, and the target takes a -2 penalty to attacks and ongoing 5 poison damage (save ends both). Skills Dungeoneering +9, Stealth +9 Str 13 (+3) Dex 15 (+4) Wis 14 (+4) Con 18 (+6) Int 10 (+2) Cha 8 (+1) Alignment evil Languages Common, Deep Speech, Dwarven Equipment chainmail, warhammer, crossbow Level 5 Controller Medium natural humanoid Level 4 Lurker Medium natural humanoid Attack: Ranged 20 (one creature); +9 vs. AC Hit: 1d8 + 5 damage. Urwol, Master Smith (U) Alignment chaotic evil Languages Common, Giant Equipment leather armor, greataxe 2 Duergar Scouts (D) r Crossbow (weapon) * At-Will R Infernal Quills (poison) * Encounter m Longspear (weapon) * At-Will R Crossbow (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d10 + 4 damage. HP 63; Bloodied 31 AC 19; Fortitude 16, Reflex 16, Will 18 Speed 5 Resist 5 fire, 5 poison STANDARD ACTIONS XP 200 Initiative +3 Perception +6 Darkvision m Warhammer (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d10 + 5 damage. R Hellbolt (fire) * At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d10 + 8 fire damage. R Fire of the Forge (fire) * Encounter Attack: Ranged 10 (up to three creatures within 5 squares of each other who are wielding melee weapons); +8 vs. Fortitude Hit: 2d6 + 4 fire damage, and the target takes a –2 penalty to 123 H2: ORCUS CONVERSION attacks and ongoing 5 fire damage (save ends both). A Brimestone Hail (fire) * Recharge 5 6 Attack: Area burst 2 within 15 (creatures in burst); +8 vs. Reflex Hit: 3d6 + 4 fire damage, and the target is knocked prone. A Vile Fumes (poison) * Recharge when first bloodied Attack: Area burst 2 within 15 (creatures in burst); +8 vs. Fortitude Hit: 3d6 + 4 poison damage, and the target is blinded until the end of the duergar theurge’s next turn. A Iron Storm (zone) * At-Will m Warhammer (weapon) * At-Will Underdark Sneak * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d10 + 6 damage. Effect: The duergar guard marks the target until the end of the target’s next turn. MINOR ACTIONS Effect: The scout becomes invisible until the end ot its next turn or until it hits or misses with an attack. MINOR ACTIONS Infernal Anger (fire) * Recharge 5 6 Effect: Until the start of the guard’s next turn, its melee attacks deal 4 extra fire damage, and if an enemy adjacent to the guard moves, the guard can shift 1 square as an immediate reaction. Attack: Area burst 1 within 10 (creatures in burst); +10 vs. AC Hit: 1d10 + 6, and the target is dazed (save ends). Sustain Standard: When Urwol uses a standard action to sustain the zone, it repeats its attack as part of the standard action. Special: As a move action, Urwol can move the zone to a new space within range. MINOR ACTIONS R Infernal Quills (poison) * Encounter R Infernal Quills (poison) * Encounter Alignment evil Languages Common, Deep Speech, Dwarven Equipment chainmail armor, warhammer Attack: Ranged 3 (one creature); +10 vs. AC Hit: 1d8 + 4 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Skills Arcana +9, Dungeoneering +11, Religion +9 Str 13 (+3) Dex 12 (+3) Wis 18 (+6) Con 15 (+4) Int 15 (+4) Cha 11 (+2) H3: THE GREAT HALL Medium natural humanoid HP 58; Bloodied 29 AC 20; Fortitude 17, Reflex 15, Will 15 Speed 5 Resist 5 fire, 5 poison STANDARD ACTIONS Skills Dungeoneering +9 Str 14 (+4) Dex 15 (+4) Con 18 (+6) Int 10 (+2) 2 Duergar Scouts (D) Level 4 Soldier XP 175 Initiative +6 Perception +4 Darkvision XP 175 Initiative +8 Perception +9 Darkvision The duergar scout's attacks deal 4d6 extra damage when the scout hits a target that cannot see it. STANDARD ACTIONS m Warhammer (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d10 + 4 damage. r Crossbow (weapon) * At-Will Attack: Ranged 20 (one creature); +9 vs. AC Hit: 1d8 + 5 damage. 2014-01-31 Skills Dungeoneering +9, Stealth +9 Str 13 (+3) Dex 15 (+4) Wis 14 (+4) Con 18 (+6) Int 10 (+2) Cha 8 (+1) Alignment evil Languages Common, Deep Speech, Dwarven Equipment chainmail, warhammer, crossbow Level 6 Elite Brute Medium natural humanoid Level 4 Lurker HP 48; Bloodied 24 AC 18; Fortitude 18, Reflex 16, Will 16 Speed 5 Resist 5 fire, 5 poison TRAITS Shadow Attack Attack: Ranged 3 (one creature); +9 vs. AC Hit: 1d8 + 4 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Rundarr, Duergar Champion (R) Wis 15 (+5) Cha 8 (+1) Medium natural humanoid Alignment evil Languages Common, Deep Speech, Dwarven Equipment warhammer 2 Duergar Guards (G) Attack: Ranged 3 (one creature); +9 vs. AC Hit: 1d8 + 3 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). R Infernal Quills (poison) * Encounter HP 180; Bloodied 90 AC 19; Fortitude 20, Reflex 16, Will 18 Speed 5 Resist 5 fire, 5 poison Saving Throws +2; Action Points 1 STANDARD ACTIONS XP 500 Initiative +3 Perception +5 Darkvision m Warhammer (weapon) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d10 + 6 damage. M Double Attack (weapon) * At-Will Effect: Rundarr makes two warhammer attacks. MINOR ACTIONS R Infernal Quills (poison) * Encounter Attack: Ranged 3 (one creature); +11 vs. AC Hit: 1d8 + 4 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). TRIGGERED ACTIONS Dwarven Greaves * Encounter Trigger: When subjected to a pull, a push, or a slide effect. Effect (Immediate Interrupt): Rundarr negates the forced 124 H2: ORCUS CONVERSION movement and is immobilized until the end of his next turn. other. Expand (polymorph) * Encounter Str 15 (+4) Con 13 (+3) Trigger: When first bloodied. Effect: Rundarr becomes Large, occupying 4 squares instead of 1. Any creatures in the squares that Rundarr comes to occupy are pushed 1 square. Rundarr also gains reach 2 and a +5 bonus to its melee damage rolls. Rundarr remains Large until the end of the encounter. Skills Dungeoneering +12 Str 19 (+7) Dex 11 (+3) Con 20 (+8) Int 10 (+3) MINOR ACTIONS Dex 18 (+6) Int 5 (-1) Infernal Anger (fire) * Recharge 5 6 Wis 15 (+4) Cha 8 (+1) Effect: Until the start of the guard’s next turn, its melee attacks deal 4 extra fire damage, and if an enemy adjacent to the guard moves, the guard can shift 1 square as an immediate reaction. Alignment unaligned Languages – R Infernal Quills (poison) * Encounter Attack: Ranged 3 (one creature); +9 vs. AC Hit: 1d8 + 3 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Wis 14 (+5) Cha 7 (+1) Skills Dungeoneering +9 Str 14 (+4) Dex 15 (+4) Con 18 (+6) Int 10 (+2) Alignment evil Languages Common, Deep Speech, Dwarven Equipment dwarven greaves, chainmail, warhammer Alignment evil Languages Common, Deep Speech, Dwarven Equipment chainmail armor, warhammer H4: WESTERN GUARD POST 2 Arbalesters (A) Duergar Theurge (T) HP 43; Bloodied 22 AC 16; Fortitude 15, Reflex 17, Will 15 Speed 6 Immune disease, poison TRAITS Guard Area HP 63; Bloodied 31 AC 19; Fortitude 16, Reflex 16, Will 18 Speed 5 Resist 5 fire, 5 poison STANDARD ACTIONS XP 175 Initiative +6 Perception +9 Darkvision At the start of the arbalester’s turn, if an enemy is in its guarded area, the arbalester recharges double shot power. STANDARD ACTIONS m Slam * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d8 + 5 damage. r Bolt * At-Will Attack: Ranged 20/40 (one creature); +11 vs. AC Hit: 1d10 + 6 damage. R Double Shot * Recharge 4 5 6 Effect: The arbalester makes two bolt attacks, each against a different target. The targets must be within 5 squares of each Level 5 Controller Medium natural humanoid Level 4 Artillery Medium natural animate (construct, homunculus) Wis 15 (+5) Cha 8 (+1) XP 200 Initiative +3 Perception +6 Darkvision m Warhammer (weapon) * At-Will Attack: Melee 1(one creature); +10 vs. AC Hit: 1d10 + 5 damage. 3 Duergar Guards (G) Level 4 Soldier Medium natural humanoid HP 58; Bloodied 29 AC 20; Fortitude 17, Reflex 15, Will 15 Speed 5 Resist 5 fire, 5 poison STANDARD ACTIONS XP 175 Initiative +6 Perception +4 Darkvision m Warhammer (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d10 + 6 damage. Effect: The duergar guard marks the target until the end of the target’s next turn. 2014-01-31 R Hellbolt (fire) * At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d10 + 8 fire damage. C Wave of Despair (psychic) * Encounter Attack: Close blast 5 (enemies in blast); +8 vs. Will Hit: 1d10 + 7 psychic damage, and the target is slowed and dazed (save ends both). A Brimestone Hail (fire) * Recharge 5 6 Attack: Area burst 2 within 15 (creatures in burst); +8 vs. Reflex Hit: 3d6 + 4 fire damage, and the target is knocked prone. A Vile Fumes (poison) * Recharge when first bloodied 125 H2: ORCUS CONVERSION Attack: Area burst 2 within 15 (creatures in burst); +8 vs. Fortitude Hit: 3d6 + 4 poison damage, and the target is blinded until the end of the duergar theurge’s next turn. MINOR ACTIONS R Infernal Quills (poison) * Encounter Attack: Ranged 3 (one creature); +10 vs. AC Hit: 1d8 + 4 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Skills Arcana +9, Dungeoneering +11, Religion +9 Str 13 (+3) Dex 12 (+3) Wis 18 (+6) Con 15 (+4) Int 15 (+4) Cha 11 (+2) Alignment evil Languages Common, Deep Speech, Dwarven Equipment warhammer 4 Orc Raiders (R) Level 3 Skirmisher Medium natural humanoid (orc) HP 46; Bloodied 23 AC 17; Fortitude 15; Reflex 14; Will 12 Speed 6 (8 while charging) TRAITS XP 150 Initiative +5 Perception +1 Low-Light Vision Killer’s Eye When making a ranged attack, the orc raider ignores cover and concealment (but not total concealment) if the target is within 5 squares of it. STANDARD ACTIONS m Greataxe (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d12 + 4 damage, or 1d12 + 16 on a critical hit r Handaxe (weapon) * At-Will Attack: Ranged 5/10 (one creature); +7 vs. AC Hit: 1d6 + 5 damage; see also killer’s eye. H5: SOUTH GATE Ogre Savage (O) Level 8 Brute Large natural humanoid XP 350 HP 111; Bloodied 56 AC 20; Fortitude 22, Reflex 19, Will 18 Speed 8 STANDARD ACTIONS Initiative +7 Perception +5 m Greatclub (weapon) * At-Will Attack: Melee 2 (one creature); +13 vs. AC Hit: 2d12 + 7 damage. R Rock (weapon) * At-Will Attack: Ranged 10 (one creature); +13 vs. AC Hit: 2d8 + 6 damage. M Warrior's Surge (healing, weapon) * Encounter Requirements: Usable only while bloodied. Effect: The orc berserker makes a melee basic attack, spends a healing surge, and regains 16 hit points. TRIGGERED ACTIONS Savage Demise Level 5 Skirmisher Medium natural humanoid (undead) Initiative +7 Perception +0 Darkvision m Claw (necrotic) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d6 + 4 necrotic damage, and the target loses a healing surge. Effect: The wight shifts up to 3 squares. Skills Stealth +10 Str 18 (+6) Dex 16 (+5) Con 14 (+4) Int 10 (+2) Alignment evil Wis 6 (+0) Cha 15 (+4) Languages Common H7: THE SLAVE PITS Skills Endurance +8, Intimidate +5 Str 17 (+4) Dex 15 (+3) Wis 10 (+1) Con 14 (+3) Int 8 (+0) Cha 9 (+0) HP 58; Bloodied 29 AC 20; Fortitude 17, Reflex 15, Will 15 Speed 5 Resist 5 fire, 5 poison STANDARD ACTIONS Alignment chaotic evil Languages Common, Giant Equipment leather armor, greataxe, handaxe x4 XP 200 HP 62; Bloodied 31 AC 19; Fortitude 18; Reflex 17; Will 16 Speed 7 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS 3 Duergar Guards (G) Medium natural humanoid Level 4 Soldier XP 175 Initiative +6 Perception +4 Darkvision m Warhammer (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d10 + 6 damage. Effect: The duergar guard marks the target until the end of the target’s next turn. MINOR ACTIONS Effect: The ogre uses greatclub, but gets two attack rolls and uses the higher result. Dex 15 (+7) Int 6 (+2) 5 Wights (W) Trigger: The orc drops to 0 hit points. Effect (Free Action): The orc takes a standard action. M Angry Smash * Recharge 6 Str 22 (+10) Con 21 (+9) H6: RUINED CHAPEL Wis 12 (+5) Cha 8 (+3) Alignment chaotic evil Languages Giant Equipment greatclub, 4 rocks Infernal Anger (fire) * Recharge 5 6 2014-01-31 126 H2: ORCUS CONVERSION Effect: Until the start of the guard’s next turn, its melee attacks deal 4 extra fire damage, and if an enemy adjacent to the guard moves, the guard can shift 1 square as an immediate reaction. R Infernal Quills (poison) * Encounter Attack: Ranged 3 (one creature); +9 vs. AC Hit: 1d8 + 3 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Skills Dungeoneering +9 Str 14 (+4) Dex 15 (+4) Con 18 (+6) Int 10 (+2) Wis 15 (+5) Cha 8 (+1) Alignment evil Languages Common, Deep Speech, Dwarven Equipment chainmail armor, warhammer Framarth, Duergar Theurge (T) Level 5 Elite Controller Medium natural humanoid HP 126; Bloodied 63 AC 19; Fortitude 16, Reflex 16, Will 18 Speed 5 Resist 5 fire, 5 poison Saving Throws +2; Action Points 1 STANDARD ACTIONS XP 400 Initiative +3 Perception +6 Darkvision m Warhammer (weapon) * At-Will Attack: Melee 1(one creature); +10 vs. AC Hit: 1d10 + 5 damage. C Wave of Despair (psychic) * Recharge 5 6 Attack: Close blast 5 (enemies in blast); +8 vs. Will Hit: 1d10 + 7 psychic damage, and the target is slowed and dazed (save ends both). A Brimestone Hail (fire) * Recharge 4 5 6 Attack: Area burst 2 within 15 (creatures in burst); +8 vs. Reflex Hit: 3d6 + 4 fire damage, and the target is knocked prone. A Vile Fumes (poison) * Recharge when first bloodied Attack: Area burst 2 within 15 (creatures in burst); +8 vs. Fortitude Hit: 3d6 + 4 poison damage, and the target is blinded until the end of the duergar theurge’s next turn. MINOR ACTIONS H8: MURKELMOR’S CHAMBER R Hellbolt (fire) * At-Will 1/round Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d10 + 8 fire damage. 2 Duergar Shock Troopers (D) R Infernal Quills (poison) * Recharge 6 Attack: Ranged 3 (one creature); +10 vs. AC Hit: 1d8 + 4 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Skills Arcana +9, Dungeoneering +11, Religion +9 Str 13 (+3) Dex 12 (+3) Wis 18 (+6) Con 15 (+4) Int 15 (+4) Cha 11 (+2) Level 6 Skirmisher Medium immortal humanoid (devil) HP 70; Bloodied 35 AC 20; Fortitude 18, Reflex 16, Will 16 Speed 5, fly 7 (hover) Resist 20 fire STANDARD ACTIONS XP 250 Initiative +7 Perception +10 Darkvision m Claw * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 7 damage. R Rain of Spines (fire, poison) * At-Will Attack: Ranged 10 (one creature); +9 vs. Reflex Hit: 2d8 damage, and the target takes 1d8 fire damage and the spined devil makes a secondary attack against the same target. Secondary Attack: +9 vs. Fortitude Hit: The target takes ongoing 5 poison damage and is slowed (save ends both). Str 18 (+7) Con 14 (+5) Alignment evil Dex 15 (+5) Int 10 (+3) Wis 14 (+5) Cha 11 (+3) Languages Supernal XP 250 HP 84; Bloodied 42 AC 18; Fortitude 19, Reflex 18, Will 18 Speed 5 Resist 5 fire, 5 poison STANDARD ACTIONS Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d10 + 6 damage. MINOR ACTIONS R Infernal Quills (poison) * Encounter Attack: Ranged 3 (one creature); +11 vs. AC Hit: 1d8 + 4 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). TRIGGERED ACTIONS Expand (polymorph) * Encounter Trigger: When first bloodied. Effect: The duergar shock trooper becomes Large, occupying 4 squares instead of 1. Any creatures in the squares that the shock trooper comes to occupy are pushed 1 square. The shock trooper also gains reach 2 and a +5 bonus to its melee damage rolls. The shock trooper remains Large until the end of the encounter. Skills Dungeoneering +12 Str 19 (+7) Dex 16 (+6) Con 14 (+5) Int 10 (+3) Wis 16 (+6) Cha 8 (+2) Alignment evil Languages Common, Deep Speech, Dwarven Equipment chainmail, maul Duergar Theurge (T) Medium natural humanoid HP 63; Bloodied 31 AC 19; Fortitude 16, Reflex 16, Will 18 Speed 5 2014-01-31 Initiative +6 Perception +7 Darkvision m Maul (weapon) * At-Will Alignment evil Languages Common, Deep Speech, Dwarven Equipment warhammer 2 Spined Devils (D) Level 6 Brute Medium natural humanoid (devil) Level 5 Controller XP 200 Initiative +3 Perception +6 Darkvision 127 H2: ORCUS CONVERSION Resist 5 fire, 5 poison STANDARD ACTIONS Murkelmor (M) m Warhammer (weapon) * At-Will HP 168; Bloodied 84 AC 23; Fortitude 21, Reflex 18, Will 19 Speed 6 Resist 5 fire, 5 poison Saving Throws +2; Action Points 1 TRAITS Attack: Melee 1(one creature); +10 vs. AC Hit: 1d10 + 5 damage. R Hellbolt (fire) * At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 1d10 + 8 fire damage. C Wave of Despair (psychic) * Encounter Level 7 Elite Soldier Medium natural humanoid XP 600 Initiative +6 Perception +6 Darkvision Duergar’s Demand * Aura 5 Attack: Close blast 5 (enemies in blast); +8 vs. Will Hit: 1d10 + 7 psychic damage, and the target is slowed and dazed (save ends both). Allies in the aura gain a +2 bonus to damage rolls STANDARD ACTIONS A Brimestone Hail (fire) * Recharge 5 6 Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d8 + 6 fire damage. Attack: Area burst 2 within 15 (creatures in burst); +8 vs. Reflex Hit: 3d6 + 4 fire damage, and the target is knocked prone. A Vile Fumes (poison) * Recharge when first bloodied Attack: Area burst 2 within 15 (creatures in burst); +8 vs. Fortitude Hit: 3d6 + 4 poison damage, and the target is blinded until the end of the duergar theurge’s next turn. MINOR ACTIONS R Infernal Quills (poison) * Encounter Attack: Ranged 3 (one creature); +10 vs. AC Hit: 1d8 + 4 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Skills Arcana +9, Dungeoneering +11, Religion +9 Str 13 (+3) Dex 12 (+3) Wis 18 (+6) Con 15 (+4) Int 15 (+4) Cha 11 (+2) Alignment evil Languages Common, Deep Speech, Dwarven Equipment warhammer m Maul (fire, weapon) * At-Will M Fearsome Smite (fire, weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d8 + 6 fire damage, and the target is pushed 2 squares. Murkelmor can then shift 2 squares to end adjacent to the target. Murkelmor then uses maul on the target. M Fiery Smite (fire, weapon) * Recharge 5 6 Attack: Melee 1 (one creature); +10 vs. Fortitude Hit: 2d8 + 6 fire damage, and ongoing 10 fire damage. Effect: The target is knocked prone. MINOR ACTIONS R Infernal Quills (poison) * Encounter Attack: Ranged 3 (one creature); +12 vs. AC Hit: 1d8 + 4 damage, and the target takes a –2 penalty to attacks and ongoing 5 poison damage (save ends both). Heal with Fire (fire, healing) • Recharge 6 Effect: Murkelmor or an adjacent ally regains 25 hit points. Until the end of that creature's next turn, anyone attacking it takes 5 fire damage. Skills Dungeoneering +13, Religion +11 Str 19 (+7) Dex 13 (+4) Wis 17 (+6) Con 20 (+8) Int 15 (+5) Cha 13 (+4) Alignment evil Languages Common, Deep Speech, Dwarven Equipment +2 flaming maul, plate armor 2014-01-31 INTERLUDE 2: THE AMBUSH 2 Tiefling Heretics (H) Level 6 Artillery Medium natural humanoid HP 59; Bloodied 30 AC 20; Fortitude 17, Reflex 18, Will 18 Speed 6 Resist 11 fire STANDARD ACTIONS XP 250 Initiative +8 Perception +6 Low-Light Vision m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC; +11 against bloodied target Hit: 2d4 + 5 damage. r Balefire (fire) * At-Will Attack: Ranged 10 (one creature); +10 vs. Reflex; +11 against bloodied target Hit: 1d8 + 6 fire damage, and ongoing 5 fire damage (save ends).. R Serpent Curse (illusion, psychic) * Encounter Attack: Ranged 10 (one creature); +10 vs. Will; +11 against bloodied target Hit: 1d6 + 6 psychic damage, and ongoing 5 psychic damage from illusionary snakes (save ends). MINOR ACTIONS Infernal Wrath * Encounter Effect: The tiefling heretic gains a +1 power bonus to its next attack roll against an enemy that hit it since the tiefling heretic’s last turn. If the attack hits and deals damage, the tiefling heretic deals an extra 5 damage. TRIGGERED ACTIONS Cloak of Escape (teleportation) • Encounter Trigger: When the tiefling heretic is hit by a melee attack. Effect (Immediate Reaction): The tiefling heretic teleports 5 squares. Skills Bluff +15, Stealth +15, Insight +11 Str 15 (+5) Dex 20 (+8) Wis 16 (+6) Con 18 (+7) Int 13 (+4) Cha 20 (+8) Alignment any Languages Common, Supernal 128 H2: ORCUS CONVERSION Equipment dagger Con 20 (+8) Int 3 (-1) Alignment unaligned Bronze Warder (W) Cha 3 (-1) Languages – Level 7 Elite Soldier Large natural animate (construct) XP 600 HP 168; Bloodied 84 AC 23; Fortitude 21, Reflex 18, Will 18 Speed 5 Immune charm, fear, poison; Resist 5 all Saving Throws +2; Action Points 1 TRAITS Initiative +4 Perception +2 Darkvision Inexorable Movement The bronze warder can enter the spaces of Medium or Small enemies. Ponderous RANDOM EVENTS Barlgura Level 8 Brute Large elemental humanoid (demon) HP 108; Bloodied 54 AC 19; Fortitude 20, Reflex 17, Will 17 Speed 8, climb 8 STANDARD ACTIONS XP 350 Initiative +7 Perception +12 Low-Light Vision m Slam * At-Will The bronze warder cannot shift. STANDARD ACTIONS Attack: Melee 2 (one creature); +13 vs. AC Hit: 1d12 + 6 damage, or 2d12 + 6 damage if the barlgura is bloodied. m Greataxe (weapon) * At-Will M Double Attack * At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d12 + 2 damage. Effect: The target is marked until the end of the bronze warder's next turn. Effect: The barlgura makes two slam attacks. TRIGGERED ACTIONS M Double Attack * At-Will Effect: The bronze warder uses greataxe twice. M Rampage (weapon) * Recharge when first bloodied Effect: The bronze warder can move up to 3 squares. Whenever the bronze warder enters an enemy's space during this movement, that enemy falls prone. At the end of the movement, the bronze warder then makes the following attack. Attack: Close burst 2 (enemies in the burst); + 12 vs. AC Hit: 3d12 + 4 damage, and ongoing 5 damage (save ends). TRIGGERED ACTIONS Guard * At-Will Trigger: The bronze warder's master is damaged by an attack and is within 2 squares of the warder. Effect (Immediate Interrupt): The bronze warder takes half of the triggering attack's damage, and its master takes the other half. Str 20 (+8) Dex 9 (+2) Savage Howl * At-Will Trigger: When first bloodied. Effect (Free): The barlgura and all allies within 5 squares of the barlgura gain a +2 bonus to attack rolls until the end of the barlgura’s next turn. Variable Resistance * Encounter Trigger: The barlgura takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The barlgura gains resist 10 to the triggering damage type until the end of the encounter. Skills Athletics +15 Str 22 (+10) Dex 16 (+7) Con 18 (+8) Int 6 (+2) Alignment chaotic evil Wis 16 (+7) Cha 12 (+5) Languages Abyssal Wis 8 (+2) 2014-01-31 129 H2: ORCUS CONVERSION W1: CHAMBER OF THE WELL 2 Cavern Chokers (C) Level 4 Lurker Small natural humanoid XP 175 HP 42; Bloodied 21 AC 18; Fortitude 16, Reflex 16, Will 14 Speed 6, climb 6 (spider climb) TRAITS Initiative +9 Perception +3 Darkvision The cavern choker gains total concealment as long as it is not grabbed by or grabbing a creature. STANDARD ACTIONS m Choking Tentacle * At-Will Requirement: The choker must not have a creature grabbed. Attack: Melee 2 (one creature); +9 vs. AC Hit: 1d8 + 7 damage, and the choker grabs the target (escape DC 21). Until the grab ends, the target takes ongoing 10 damage. TRIGGERED ACTIONS Body Shield * Recharge when the choker hits with choking tentacle Requirement: The choker must not have a creature grabbed. Trigger: The choker is hit by a melee or ranged attack from an enemy other than the grabbed target. Effect (Immediate Interrupt): The triggering attack targets the grabbed creature rather than the choker. Alignment unaligned Wis 13 (+3) Cha 6 (+0) Medium natural humanoid (undead) HP 63; Bloodied 31 AC 21; Fortitude 17, Reflex 19, Will 16 Speed 8, climb 4 Immune disease, poison; Resist 10 necrotic Skills Stealth +10 Str 20 (+8) Dex 15 (+5) Con 15 (+5) Int 8 (+2) Alignment unaligned Wis 13 (+4) Cha 10 (+3) Languages – m Claw * At-Will m Ghoulish Bite * At-Will Attack: Melee 1 (one immobilized, restrained, stunned, or unconscious creature); +10 vs. AC Hit: 4d6 + 6 damage, and the target is stunned (save ends). Skills Stealth +11 Str 14 (+4) Dex 19 (+6) Con 15 (+4) Int 10 (+2) Alignment chaotic evil Wis 11 (+2) Cha 12 (+3) Languages Common Phalagar Level 6 Elite Controller Large natural magical beast HP 142; Bloodied 71 AC 19; Fortitude 19, Reflex 17, Will 15 Speed 6, burrow 6 Saving Throws +2; Action Points 1 TRAITS Grinding Tentacles (acid) XP 500 Initiative +5 Perception +9 Tremorsense 10 At the start of the phalagar’s turn, any creature it is grabbing takes 1d8 + 6 acid damage. Threatening Reach Languages Common Ghoul (G) Whenever the ghoul takes radiant damage, one creature immobilized or stunned by the ghoul can make a saving throw against one of those effects. STANDARD ACTIONS Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d6 + 6 damage, and the target is immobilized (save ends). Chameleon Hide Skills Stealth +10 Str 17 (+5) Dex 17 (+5) Con 12 (+2) Int 6 (+0) Hit: 2d6 + 7 damage, and the target is grabbed (until escape). TRAITS Weakened Paralysis Level 5 Soldier XP 200 Initiative +8 Perception +2 Darkvision The phalagar can make opportunity attacks against enemies within its reach (4 squares). STANDARD ACTIONS m Tentacle * At-Will Attack: Melee 4(one creature); +11 vs. AC Hit: 2d6 + 7 damage, and the target is grabbed (until escape). C Tentacle Flurry * Recharge 5 6 Attack: Close burst 2 (creatures in burst); +11 vs. AC 2014-01-31 130 H2: ORCUS CONVERSION W2: GNOLL BARRACKS 4 Hyenas (H) Level 2 Skirmisher Medium natural beast XP 125 HP 37; Bloodied 19 AC 16; Fortitude 14, Reflex 13, Will 12 Speed 8 TRAITS Initiative +5 Perception +7 Low-light vision A hyena deals an extra 1d6 damage against an enemy adjacent to two or more of the hyena’s allies. Harrier If a hyena is adjacent to an enemy, all other creatures have combat advantage against that enemy when making melee attacks. STANDARD ACTIONS m Bite * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 4 damage. Dex 15 (+3) Int 2 (-3) Alignment unaligned HP 50; Bloodied 25 AC 19; Fortitude 17, Reflex 18, Will 15 Speed 8 TRAITS Level 5 Artillery XP 200 Initiative +4 Perception +11 Low-light vision Pack Attack The gnoll’s attack deals 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it. STANDARD ACTIONS m Handaxe (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d6 + 3 damage, or 2d6 + 5 while the gnoll is bloodied. R Longbow (weapn) * At-Will Alignment chaotic evil Languages Abyssal, Common Equipment leather armor, handaxe, longbow, 30 arrows 2 Gnoll Marauders (M) Level 6 Brute Medium natural humanoid XP 250 HP 84; Bloodied 42 AC 18; Fortitude 18, Reflex 15, Will 15 Speed 7 TRAITS Initiative +5 Perception +7 Low-Light Vision Pack Attack The gnoll’s attack deals 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it. STANDARD ACTIONS Initiative +5 Perception +7 Low-light vision A hyena deals an extra 1d6 damage against an enemy adjacent to two or more of the hyena’s allies. If a hyena is adjacent to an enemy, all other creatures have combat advantage against that enemy when making melee attacks. STANDARD ACTIONS m Bite * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 4 damage. Str 16 (+4) Con 13 (+2) Dex 15 (+3) Int 2 (-3) Alignment unaligned Wis 12 (+2) Cha 5 (-2) Languages – 4 Gnoll Huntmaster (G) Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 5 damage, or 2d8 + 8 while bloodied. TRIGGERED ACTIONS Languages – Medium natural humanoid Wis 14 (+4) Cha 7 (+0) m Spear (weapon) * At-Will Wis 12 (+2) Cha 5 (-2) Gnoll Huntmaster (G) Skills Stealth +11 Str 16 (+5) Dex 19 (+6) Con 14 (+4) Int 8 (+1) HP 37; Bloodied 19 AC 16; Fortitude 14, Reflex 13, Will 12 Speed 8 TRAITS Pack Attack Harrier Pack Attack Str 16 (+4) Con 13 (+2) Attack: Ranged 30 (one creature); +12 vs. AC Hit: 1d10 + 8 damage, or 1d10 + 10 while the gnoll is bloodied. Level 5 Artillery Medium natural humanoid M Quick Bite * At-Will Trigger: When the gnoll marauder hits a bloodied enemy with a melee attack. Attack (Free): Melee 1 (triggering enemy); +9 vs. AC Hit: 1d8 + 4 damage, or 1d8 + 6 damage while bloodied. Skills Intimidate +8, Stealth +10 Str 20 (+8) Dex 14 (+5) Wis 14 (+5) Con 14 (+5) Int 9 (+2) Cha 7 (+1) XP 200 HP 50; Bloodied 25 AC 19; Fortitude 17, Reflex 18, Will 15 Speed 8 TRAITS Pack Attack Initiative +4 Perception +11 Low-light vision The gnoll’s attack deals 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it. STANDARD ACTIONS m Handaxe (weapon) * At-Will Alignment chaotic evil Languages Abyssal, Common Equipment leather armor, light shield, spear Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d6 + 3 damage, or 2d6 + 5 while the gnoll is bloodied. R Longbow (weapon) * At-Will W3: PRACTICE HALL 4 Hyenas (H) Attack: Ranged 30 (one creature); +12 vs. AC Hit: 1d10 + 8 damage, or 1d10 + 10 while the gnoll is bloodied. Level 2 Skirmisher Medium natural beast XP 125 2014-01-31 Skills Stealth +11 Str 16 (+5) Dex 19 (+6) Wis 14 (+4) 131 H2: ORCUS CONVERSION Con 14 (+4) Int 8 (+1) Cha 7 (+0) Alignment Chaotic evil Languages Abyssal, Common Equipment leather armor, handaxe, longbow, 30 arrows Dire Boar (D) Level 6 Brute Large natural humanoid XP 250 HP 85; Bloodied 43 AC 17; Fortitude 21, Reflex 17, Will 16 Speed 8 TRAITS Furious Charge Initiative +3 Perception +2 Whenever a dire boar charges and hits, it deals 5 extra damage, pushes the target 2 squares, and knocks the target prone. STANDARD ACTIONS m Gore * At-Will HP 85; Bloodied 42 AC 18; Fortitude 19, Reflex 18, Will 18 Speed 8 TRAITS Harrier Initiative +6 Perception +6 Low-light vision If a dire hyena is adjacent to an enemy, all other creatures have combat advantage against that enemy when making melee attacks. Pack Attack The dire hyena deals an extra 5 damage on melee attacks against an enemy that has two or more of the hyena’s allies adjacent to it. When mounted by a friendly rider of 6th level or higher who also has the pack attack trait, the dire hyena and its rider count as allies for pack attack purposes, meaning they need only one additional adjacent ally to use this ability. STANDARD ACTIONS m Bite * At-Will M Rabid Charger (mount) * At-Will Ravaging Charge (mount) * At-Will Trigger: The dire boar has a friendly rider of 6th level or higher mounted on it, and the rider hits with a charge attack. Effect (Free Action): The dire boar uses gore. Trigger: Making a charge attack and while mounted by a friendly rider of 6th level or higher who also has the pack attack trait Effect: The dire hyena and its rider both deal extra damage as per their pack attack power, even if they have no other allies adjacent to the foe. If they do have at least one other ally adjacent to the foe, their pack attack deals an extra point of damage (that is, 6 rather than 5). Trigger: The dire boar drops to 0 hit points. Effect (No Action): The dire boar uses gore. Str 19 (+7) Con 15 (+5) Dex 10 (+3) Int 2 (-1) Alignment Unaligned Wis 9 (+2) Cha 8 (+2) Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d10 + 7 damage. TRIGGERED ACTIONS Str 19 (+7) Con 15 (+5) Languages – Dex 16 (+6) Int 2 (-1) Alignment Unaligned If you don’t like the notion of a Dire Boar in a dungeon setting, I created a Dire Hyena based on the Slaughterfang Hyena in Dungeon Magazine 160. Large natural beast (mount) Level 6 Brute XP 250 Leader of the Pack * Aura 5 Bloodthirst If the gnoll demonic scourge bloodies an enemy with a melee attack, an ally adjacent to the struck enemy can make a melee attack against that enemy as an immediate reaction. Pack Attack The gnoll’s attack deals 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it. STANDARD ACTIONS m Heavy Flail (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d10 + 5 damage, or 2d10 + 9 while bloodied; against a bloodied enemy, this attack also knocks the target prone. FREE ACTIONS Overwhelming Attack * Encounter Effect: The gnoll demonic scourge applies its bloodthirst power to two allies instead of one. Skills Intimidate +13, Insight +10, Religion +10 Str 20 (+9) Dex 14 (+6) Wis 12 (+5) Con 16 (+7) Int 13 (+5) Cha 15 (+6) Alignment chaotic evil Languages Abyssal, Common Equipment heavy flail, hide armor Wis 16 (+6) Cha 6 (+1) Languages – 2 Tiefling Darkblades (D) W4: SHRINE TO BAPHOMET Gnoll Demonic Scourge (S) HP 106; Bloodied 53 AC 20; Fortitude 21, Reflex 18, Will 18 2014-01-31 Medium natural humanoid Level 8 Brute (Leader) Medium natural humanoid Dire Hyena (D) Low-light vision Allies in the aura gain a +1 bonus to attack rolls. While this creature is bloodied, the bonus increases to +2. Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d12 + 7 damage, or 2d12 + 5 damage against a prone target. TRIGGERED ACTIONS Death Strike Speed 5 TRAITS XP 350 Initiative +6 Perception +7 HP 64; Bloodied 32 AC 20; Fortitude 17, Reflex 19, Will 17 Speed 6 Resist 12 fire Level 7 Lurker XP 300 Initiative +12 Perception +5 Low-light vision 132 H2: ORCUS CONVERSION STANDARD ACTIONS m Poisoned Short Sword (poison, weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC; +13 against bloodied target Hit: 2d6 + 4 damage, and the tiefling darkblade makes a secondary attack against the same target. Secondary Attack: +10 vs. Fortitude Hit: Ongoing 5 poison damage (save ends). MOVE ACTIONS Savage Howl * At-Will Trigger: When first bloodied. Effect (Free): The barlgura and all allies within 5 squares of the barlgura gain a +2 bonus to attack rolls until the end of the barlgura’s next turn. Variable Resistance * Encounter Cloak of Lurking (teleportation) • Recharge 6 Trigger: The barlgura takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The barlgura gains resist 10 to the triggering damage type until the end of the encounter. Effect: The tiefling darkblade teleports 5 squares and becomes invisible until the end of its next turn. MINOR ACTIONS Skills Athletics +15 Str 22 (+10) Dex 16 (+7) Con 18 (+8) Int 6 (+2) Infernal Wrath * Encounter Alignment chaotic evil Effect: The tiefling darkblade gains a +1 power bonus to its next attack roll against an enemy that hit it since the tiefling darkblade’s last turn. If the attack hits and deals damage, the darkblade deals an extra 3 damage. Skills Bluff +13, Stealth +15 Str 13 (+4) Dex 20 (+8) Con 16 (+5) Int 13 (+4) Wis 14 (+5) Cha 16 (+6) Barlgura Large elemental humanoid (demon) HP 108; Bloodied 54 AC 19; Fortitude 20, Reflex 17, Will 17 Speed 8, climb 8 STANDARD ACTIONS Level 8 Brute XP 350 Initiative +7 Perception +12 Low-Light Vision m Slam * At-Will Attack: Melee 2 (one creature); +13 vs. AC Hit: 1d12 + 6 damage, or 2d12 + 6 damage if the barlgura is bloodied. M Double Attack * At-Will Effect: The barlgura makes two slam attacks. TRIGGERED ACTIONS Level 5 Brute XP 200 Initiative +5 Perception +4 Darkvision m Scimitar (necrotic, weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 4 damage (critical 2d8 + 11) plus 5 necrotic damage. m Boneshard (necrotic) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d8 + 3 damage, and ongoing 5 necrotic damage (save ends). TRIGGERED ACTIONS C Boneshard Burst (necrotic) 2014-01-31 Alignment Unaligned Equipment scimitar Wis 14 (+4) Cha 3 (-2) Languages – Level 6 Brute XP 250 HP 84; Bloodied 42 AC 18; Fortitude 18, Reflex 15, Will 15 Speed 7 TRAITS Pack Attack W6: HALL OF ENFORCED INTROSPECTION HP 77; Bloodied 39 AC 17; Fortitude 16, Reflex 16, Will 15 Speed 6 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS Dex 16 (+5) Int 3 (-2) Medium natural humanoid Languages Abyssal Medium natural animate (undead) Str 16 (+5) Con 17 (+5) Gnoll Marauder (M) Wis 16 (+7) Cha 12 (+5) 2 Boneshard Skeletons (B) Alignment any Languages Common, Supernal Equipment poisoned short sword, leather armor Trigger: When first bloodied and again when the boneshard skeleton is reduced to 0 hit points. Attack (Immediate Reaction): Close burst 3 (creatures in burst); +8 vs. Reflex Hit: 3d8 + 6 necrotic damage. Initiative +5 Perception +7 Low-Light Vision The gnoll’s attack deals 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 5 damage, or 2d8 + 8 while bloodied. TRIGGERED ACTIONS M Quick Bite * At-Will Trigger: When the gnoll marauder hits a bloodied enemy with a melee attack. Attack (Free): Melee 1 (triggering enemy); +9 vs. AC Hit: 1d8 + 4 damage, or 1d8 + 6 damage while bloodied. Skills Intimidate +8, Stealth +10 Str 20 (+8) Dex 14 (+5) Wis 14 (+5) Con 14 (+5) Int 9 (+2) Cha 7 (+1) Alignment chaotic evil Languages Abyssal, Common Equipment leather armor, light shield, spear 3 Sets of Draining Mirrors (D) Level 5 Obstacle 133 H2: ORCUS CONVERSION Attack * Necrotic Carnage Free Action Ranged 5 Target: One creature Attack: +8 vs. Fortitude Hit: 2d8 + 4 necrotic damage. 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 2 Sets of Teleportation Mirrors (T) Level 5 Obstacle Attack * Teleportation Free Action Ranged 5 Target: One creature Attack: +8 vs. Will Hit: 1d8 + 6 damage, and the target is teleported to a space adjacent to a different teleportation mirror. If no other teleportation mirrors still function, the target takes 2d8+4 damage and is dazed (save ends). 3 Sets of Trapping Mirrors (D) Level 5 Obstacle Attack * Teleportation Free Action Ranged 5 Target: One creature Attack: +8 vs. Reflex Hit: The target teleports to the Oubliette of the Empty Mind. m Claws * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d10 + 6 damage, or 2d10 + 8 damage while standing in a blood pool. MINOR ACTIONS M Destructive Bite * At-Will Restriction: Bloodied target only. Attack: Melee 1 (triggering enemy); +10 vs. AC Hit: 1d6 + 7 damage, or 1d6 + 9 damage while standing in a blood pool. TRIGGERED ACTIONS 3 Evistro (Carnage Demon) (D) Medium elemental humanoid (demon) HP 90; Bloodied 45 AC 16; Fortitude 18, Reflex 14, Will 14 Speed 6 TRAITS Initiative +4 Perception +4 Darkvision HP 108; Bloodied 54 AC 19; Fortitude 20, Reflex 17, Will 17 Speed 8, climb 8 STANDARD ACTIONS XP 350 Initiative +7 Perception +12 Low-Light Vision m Slam * At-Will Attack: Melee 2 (one creature); +13 vs. AC Hit: 1d12 + 6 damage, or 2d12 + 6 damage if the barlgura is bloodied. M Double Attack * At-Will Effect: The barlgura makes two slam attacks. TRIGGERED ACTIONS Savage Howl * At-Will Trigger: When first bloodied. Effect (Free): The barlgura and all allies within 5 squares of the barlgura gain a +2 bonus to attack rolls until the end of the barlgura’s next turn. Str 21 (+8) Con 20 (+8) Variable Resistance * Encounter Dex 12 (+4) Int 5 (+0) Wis 12 (+4) Cha 7 (+1) Languages Abyssal Level 6 Blaster Attack XP 250 Level 8 Brute Large elemental humanoid (demon) Trigger: The evistro takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The evistro gains resist 10 to the triggering damage type until the end of the encounter. 2 Minotaur Bloodtaker Statues Level 6 Brute Barlgura Variable Resistance * Encounter Alignment chaotic evil W7: HALL OF THE CRIMSON WHIP W8: HALL OF THE HOWLING PILLARS Standard Action Close burst 7 Target: All creatures in burst. Attack: +11 vs. AC Hit: 1d8 + 6 damage, and the target slides 1 square and is knocked prone. 2014-01-31 Trigger: The barlgura takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The barlgura gains resist 10 to the triggering damage type until the end of the encounter. Skills Athletics +15 Str 22 (+10) Dex 16 (+7) Con 18 (+8) Int 6 (+2) Alignment chaotic evil Wis 16 (+7) Cha 12 (+5) Languages Abyssal 5 Evistro (Carnage Demon) (D) Medium elemental humanoid (demon) HP 90; Bloodied 45 AC 16; Fortitude 18, Reflex 14, Will 14 Speed 6 Level 6 Brute XP 250 Initiative +4 Perception +4 Darkvision 134 H2: ORCUS CONVERSION Instinctive Dark Assault TRAITS Carnage On an initiative of 10 + its initiative check, the dragon can use a free action to create a globe of darkness and a free action to charge or to bite. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack. 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 Weakening Shadows m Claws * At-Will Whenever the dragon takes radiant damage, one of its globes of darkness ends. STANDARD ACTIONS Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d10 + 6 damage, or 2d10 + 8 damage while standing in a blood pool. MINOR ACTIONS m Bite (necrotic) * At-Will Attack: Melee 2 (one creature); +10 vs. AC Hit: 2d10 + 6 damage, and the target is weakened (save ends). Miss: 5 necrotic damage M Destructive Bite * At-Will Restriction: Bloodied target only. Attack: Melee 1 (triggering enemy); +10 vs. AC Hit: 1d6 + 7 damage, or 1d6 + 9 damage while standing in a blood pool. TRIGGERED ACTIONS Variable Resistance * Encounter Trigger: The evistro takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The evistro gains resist 10 to the triggering damage type until the end of the encounter. Str 21 (+8) Con 20 (+8) Dex 12 (+4) Int 5 (+0) Alignment chaotic evil Wis 12 (+4) Cha 7 (+1) Languages Abyssal M Claw * At-Will W9: PROVING GROUNDS Very Young Shadow Dragon Level 5 Solo Lurker Large natural magical beast (dragon) HP 240; Bloodied 120 AC 20; Fortitude 17, Reflex 18, Will 15 Speed 8, fly 8 (hover), swim 8 Resist 10 necrotic Saving Throws +5; Action Points 2 TRAITS Action Recovery XP 1,000 Initiative +11 Perception +9 Darkvision Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends. Combat Advantage The dragon deals an extra 1d6 damage against a target it has combat advantage against. Draining Shadows (necrotic) * Aura 1 While the dragon is bloodied, any enemy that ends its turn in the aura takes ongoing 10 necrotic damage (save ends), or ongoing 5 necrotic damage (save ends) if the dragon is in bright light or has taken radiant damage during this turn. 2014-01-31 Attack: Melee 2 (one or two creature); +10 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature. Hit: 2d10 + 3 damage, C Breath Weapon (necrotic) * Recharge 5 6 Attack: Close blast 5 (enemies in the blast); +8 vs. Fortitude. Hit: 2d10 + 3 necrotic damage, and the target loses one healing surge and is weakened (save ends). Aftereffect: The target's necrotic resistance is negated until the end of the encounter. Miss: Half damage. MOVE ACTIONS Shadow Walk (teleportation) * At-Will Effect: A shadow dragon that is in at least one square of a globe of darkness can teleport to any other globe of darkness within line of sight. It must end this move in at least one square of that globe of darkness. MINOR ACTIONS A Globe of Darkness (necrotic, zone) * At-Will 2/round Attack: Area burst 2 within 10 (enemies in the burst) Effect: This power creates a zone of darkness that remains in place until the end of the dragon’s next turn. The zone blocks line of sight for all creatures except the dragon. Any creature 135 H2: ORCUS CONVERSION entirely within the area (except the dragon) is blinded. Sustain Minor: The zone persists. TRIGGERED ACTIONS C Bloodied Breath * Encounter Trigger: The dragon is first bloodied. Effect (Free Action): Breath weapon recharges, and the dragon uses it. M Tail Slash * At-Will Trigger: An enemy misses the dragon with a melee attack Attack (Opportunity Action): Melee 3 (triggering enemy); +8 vs. Reflex Hit: 1d6 + 4 damage, and the dragon slides the target 3 squares. Skills Initimidate +6, Stealth +12 Str 18 (+6) Dex 21 (+7) Wis 14 (+4) Con 12 (+3) Int 10 (+2) Cha 9 (+1) Alignment evil Doom Sphere (D) 2 Crossbow Turrets (T) Level 3 Blaster Attack Standard Action Target: One creature Attack: +8 vs. AC Hit: 1d8 + 6 damage. Ranged 15/30 m Claws * At-Will 5 Grasping Dead (S) Level 3 Obstacle M Destructive Bite * At-Will Opportunity Action Melee Target: Any creature Attack: +8 vs. AC Hit: 1d8 + 4 damage, and the target is grabbed (until escape). Restriction: Bloodied target only. Attack: Melee 1 (triggering enemy); +10 vs. AC Hit: 1d6 + 7 damage, or 1d6 + 9 damage while standing in a blood pool. TRIGGERED ACTIONS Variable Resistance * Encounter Elemental Vortex Level 3 Obstacle Attack Attack Move Action Melee Target: Every creature whose space the doom sphere enters Attack: +8 vs. Reflex Hit: 2d6 + 6 damage, and the doom sphere makes a secondary attack against the same target. Secondary Attack: +8 vs. Fortitude Hit: The target is knocked prone. If the doom sphere ends its movement in a creature’s space, that creature slides to the nearest unoccupied space. Standard Action Close blast 5 Target: All creatures in blast Attack: +8 vs. AC Hit: 1d10 + 5 damage, and the target is pulled 5. A creature pulled adjacent to the blue pool is grabbed (until escape). The trap can grab any number of creatures. 2 Roaring Terrors (R) Level 3 Obstacle Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d10 + 6 damage, or 2d10 + 8 damage while standing in a blood pool. MINOR ACTIONS Attack Languages Common, Draconic Level 5 Hazard 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 Trigger: The evistro takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The evistro gains resist 10 to the triggering damage type until the end of the encounter. Str 21 (+8) Con 20 (+8) Dex 12 (+4) Int 5 (+0) Alignment chaotic evil Wis 12 (+4) Cha 7 (+1) Languages Abyssal Bonecrusher Skeleton (S) Large natural animate (undead) W10: THE INNER SANCTUM 3 Evistro (Carnage Demon) (D) Attack * Fear Medium elemental humanoid (demon) Immediate Reaction Ranged 5 Target: One creature Attack: +6 vs. Will Hit: The target uses any remaining actions on its turn to run toward the western door, exit into the inner track, and turn south. HP 90; Bloodied 45 AC 16; Fortitude 18, Reflex 14, Will 14 Speed 6 TRAITS Carnage 2014-01-31 Level 6 Brute XP 250 Initiative +4 Perception +4 Darkvision HP 80; Bloodied 40 AC 22; Fortitude 21, Reflex 21, Will 19 Speed 8 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant TRAITS Threatening Reach Level 7 Soldier XP 300 Initiative +10 Perception +6 Darkvision The bonecrusher skeleton can make opportunity attacks against all enemies within its reach (2 squares). STANDARD ACTIONS 136 H2: ORCUS CONVERSION Str 22 (+10) Con 18 (+8) m Greatclub (weapon) * At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d10 + 4 damage. Dex 16 (+7) Int 6 (+2) Alignment chaotic evil Wis 16 (+7) Cha 12 (+5) Maldrick's turn, his implement attacks deal 1d6 extra damage against the chosen enemy. TRIGGERED ACTIONS Languages Abyssal M Spined Tail * At-Will M Crushing Blow (weapon) * At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d10 + 8 damage, and the target is pushed 1 square and knocked prone. Str 20 (+8) Con 16 (+6) Dex 21 (+8) Int 3 (-1) Alignment unaligned Equipment greatclub Wis 16 (+6) Cha 3 (-1) Languages – Maldrick Scarmaker (M) Level 8 Elite Artillery Medium elemental humanoid (demon), gnoll HP 148; Bloodied 74 AC 22; Fortitude 21, Reflex 20, Will 17 Speed 7, fly 9 Saving Throws +2; Action Points 1 TRAITS XP 700 Initiative +8 Perception +5 Darkvision Aura of Abyssal Majesty * Aura 5 Barlgura Large elemental humanoid (demon) HP 108; Bloodied 54 AC 19; Fortitude 20, Reflex 17, Will 17 Speed 8, climb 8 STANDARD ACTIONS Level 8 Brute XP 350 Initiative +7 Perception +12 Low-Light Vision m Slam * At-Will Attack: Melee 2 (one creature); +13 vs. AC Hit: 1d12 + 6 damage, or 2d12 + 6 damage if the barlgura is bloodied. M Double Attack * At-Will Effect: The barlgura makes two slam attacks. TRIGGERED ACTIONS Savage Howl * At-Will Trigger: When first bloodied. Effect (Free): The barlgura and all allies within 5 squares of the barlgura gain a +2 bonus to attack rolls until the end of the barlgura’s next turn. Variable Resistance * Encounter Trigger: The barlgura takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The barlgura gains resist 10 to the triggering damage type until the end of the encounter. Skills Athletics +15 Demons in the aura gain regeneration 5. Trigger: An enemy enters a square adjacent to Maldrick. Attack (Opportunity Action): Melee 1 (triggering enemy); +13 vs. AC Hit: 1d10 + 11 damage. Skills Arcana +9, Intimidate + 10, Religion +9, Thievery + 13 Str 11 (+4) Dex 18 (+8) Wis 12 (+4) Con 20 (+9) Int 10 (+4) Cha 18 (+7) Alignment chaotic evil Languages Abyssal, Common Equipment leather armor, mace, rod, +2 elven cloak Pack Attack Maldrick’s attack deals 5 extra damage to any enemy that has two or more of the Maldrick’s allies adjacent to it. STANDARD ACTIONS m Mace (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8 + 7 damage. r Eldritch Blast (implement) * At-Will Attack: Ranged 10 (one creature); +13 vs. Reflex Hit: 2d10 + 5 damage. R Dire Radiance (implement, radiant) * At-Will Attack: Ranged 10 (one or two creatures); +13 vs. Fortitude Hit: 2d6 + 5 radiant damage. If the target moves closer to Maldrick on its next turn, it takes 10 radiant damage. R Infernal Moon Curse (implement, poison) * Encounter Attack: Ranged 10 (one or two creatures); +13 vs. Fortitude Hit: 3d8 + 10 poison damage, and the target is held immobilized 5 feet off the ground until the end of Maldrick's next turn. Miss: Half damage. MINOR ACTIONS Blackfang Curse * At-Will (1/round) Effect: Maldrick chooses one enemy he can see. Until the end of 2014-01-31 137 H2: ORCUS CONVERSION T1: LEVEL OF DEFENSE 8 Norker Grunts (G) Level 3 Minion Small natural humanoid (goblin) XP 38 HP 1; a missed attack never damages a minion Initiative +4 AC 19; Fortitude 16, Reflex 13, Will 14 Perception +1 Speed 6 Low-Light Vision TRAITS Norker Swarm TRIGGERED ACTIONS Snapping Rebuke TRIGGERED ACTIONS Horrific Visage (healing, psychic) ♦ Encounter Trigger: When hit by a melee attack Attack (Immediate Reaction): Melee 1 (attacking enemy); +8 vs. AC Hit: 1d6 + 4 damage. Trigger: The flesh ripper is first bloodied Attack (No Action): Close burst 2 (enemies in burst); +9 vs. Will Hit: 1d8 + 6 psychic damage, and the target is pushed 3 squares. Effect: The flesh ripper cannot use any power except rend flesh until the end of the encounter Skills Athletics +8, Endurance +9, Stealth +7 Str 14 (+3) Dex 12 (+2) Wis 11 (+1) Con 17 (+4) Int 6 (-1) Cha 7 (-1) For each additional norker grunt attacking the same target, increase the damage the norker grunts deal by +1. STANDARD ACTIONS Alignment evil Languages Goblin, Common Equipment leather armor, battleaxe m Flail (weapon) * At-Will Flesh Ripper (E) Attack: Melee 1 (one creature); +8 vs. AC Hit: 4 damage. Alignment evil Languages Goblin, Common Equipment leather armor, flail Level 3 Soldier Small natural humanoid (goblin) HP 49; Bloodied 24 AC 19; Fortitude 16, Reflex 13, Will 14 Speed 6 STANDARD ACTIONS XP 150 Initiative +4 Perception +1 Low-Light Vision Languages Common XP 250 HP 68; Bloodied 34 Initiative +8 AC 20; Fortitude 17, Reflex 18, Will 19 Perception +10 Speed 6 darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Claws ♦ At-Will 5 Norkers (N) Alignment chaotic evil Equipment robes Wis 15 (+5) Cha 16 (+6) Level 6 Controller Medium natural humanoid (undead) Skills Athletics +8, Endurance +9, Stealth +7 Str 14 (+3) Dex 12 (+2) Wis 11 (+1) Con 17 (+4) Int 6 (-1) Cha 7 (-1) Skills Stealth +13 Str 12 (+4) Dex 20 (+8) Con 12 (+4) Int 15 (+5) Attack: Melee 1 (one creature): +11 vs. AC Hit: 1d6+1 damage. m Rend Flesh ♦ At-Will T2: THE DEMONIC MACHINE Flesh Ripper (E) Medium natural humanoid (undead) Level 6 Controller XP 250 HP 68; Bloodied 34 Initiative +8 AC 20; Fortitude 17, Reflex 18, Will 19 Perception +10 Speed 6 darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS Requirement: The flesh ripper must be affected by horrific visage. Attack: Melee 1 (one creature): +11 vs. AC Hit: 2d12+5 damage. m Claws ♦ At-Will m Battleaxe (weapon) * At-Will R Shadow Bolt (necrotic) ♦ At-Will m Rend Flesh ♦ At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage. MINOR ACTIONS Attack: Ranged 10 (one creature); +9 vs. Reflex Hit: 1d8+5 necrotic damage, and the target is slowed until the end of its next turn. Requirement: The flesh ripper must be affected by horrific visage. Attack: Melee 1 (one creature): +11 vs. AC Hit: 2d12+5 damage. Snarling Ferocity * At-Will R Utter Horror (psychic) ♦ At-Will R Shadow Bolt (necrotic) ♦ At-Will An enemy the norker has attacked this round is marked. Attack: Ranged 5 (one creature); +9 vs. Will Hit: 2d8 + 5 psychic damage, and the target cannot use encounter attack powers, daily attack powers, or utility powers (save ends). Aftereffect: The target is dazed until the end of its next turn. Attack: Ranged 10 (one creature); +9 vs. Reflex Hit: 1d8+5 necrotic damage, and the target is slowed until the end of its next turn. Relentless Endurance * At-Will (1/round) Requirement: Usable only while bloodied. Effect: The norker regains 5 hit points. 2014-01-31 Attack: Melee 1 (one creature): +11 vs. AC Hit: 1d6+1 damage. R Utter Horror (psychic) ♦ At-Will Attack: Ranged 5 (one creature); +9 vs. Will 138 H2: ORCUS CONVERSION Hit: 2d8 + 5 psychic damage, and the target cannot use encounter attack powers, daily attack powers, or utility powers (save ends). Aftereffect: The target is dazed until the end of its next turn. TRIGGERED ACTIONS Horrific Visage (healing, psychic) ♦ Encounter Trigger: The flesh ripper is first bloodied Attack (No Action): Close burst 2 (enemies in burst); +9 vs. Will Hit: 1d8 + 6 psychic damage, and the target is pushed 3 squares. Effect: The flesh ripper cannot use any power except rend flesh until the end of the encounter Skills Stealth +13 Str 12 (+4) Dex 20 (+8) Con 12 (+4) Int 15 (+5) Alignment chaotic evil Equipment robes Wis 15 (+5) Cha 16 (+6) Languages Common 2 Norkers (N) Level 3 Soldier Small natural humanoid (goblin) HP 49; Bloodied 24 AC 19; Fortitude 16, Reflex 13, Will 14 Speed 6 STANDARD ACTIONS XP 150 Initiative +4 Perception +1 Low-Light Vision m Battleaxe (weapon) * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage. MINOR ACTIONS Snarling Ferocity * At-Will An enemy the norker has attacked this round is marked. Relentless Endurance * At-Will (1/round) Requirement: Usable only while bloodied. Effect: The norker regains 5 hit points. TRIGGERED ACTIONS Snapping Rebuke Trigger: When hit by a melee attack Attack (Immediate Reaction): Melee 1 (attacking enemy); +8 vs. AC Hit: 1d6 + 4 damage. Trigger: The bronze warder's master is damaged by an attack and is within 2 squares of the warder. Effect (Immediate Interrupt): The bronze warder takes half of the triggering attack's damage, and its master takes the other half. Skills Athletics +8, Endurance +9, Stealth +7 Str 14 (+3) Dex 12 (+2) Wis 11 (+1) Con 17 (+4) Int 6 (-1) Cha 7 (-1) Alignment evil Languages Goblin, Common Equipment leather armor, battleaxe Bronze Warder (W) Level 7 Elite Soldier Large natural animate (construct) HP 168; Bloodied 84 AC 23; Fortitude 21, Reflex 18, Will 18 Speed 5 Immune charm, fear, poison; Resist 5 all Saving Throws +2; Action Points 1 TRAITS Inexorable Movement XP 600 Initiative +4 Perception +2 Darkvision The bronze warder can enter the spaces of Medium or Small enemies. Ponderous The bronze warder cannot shift. STANDARD ACTIONS m Greataxe (weapon) * At-Will Str 20 (+8) Con 20 (+8) Dex 9 (+2) Int 3 (-1) Alignment unaligned Wis 8 (+2) Cha 3 (-1) Languages – Quasit (Q) Tine elemental humanoid (demon) HP 75; Bloodied 38 AC 23; Fortitude 16, Reflex 21, Will 19 Speed 8 TRAITS Level 7 Controller XP 300 Initiative +8 Perception +10 darkvision Temper Influence * Aura 2 Enemies within the aura take a -2 penalty to saving throws. STANDARD ACTIONS m Bite (poison) * At-Will Attack: Melee 0 (one creature); +12 vs. AC Hit: 2d8 + 6 damage, and the target grants combat advantage (save ends). MINOR ACTIONS Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d12 + 2 damage. Effect: The target is marked until the end of the bronze warder's next turn. C Evil Temptation * At-Will 1/round M Double Attack * At-Will Invisibity (illusion) * At-Will 1/round Effect: The bronze warder uses greataxe twice. Effect: The quasit becomes invisible until it makes an attack roll. TRIGGERED ACTIONS M Rampage (weapon) * Recharge when first bloodied Effect: The bronze warder can move up to 3 squares. Whenever the bronze warder enters an enemy's space during this movement, that enemy falls prone. At the end of the movement, the bronze warder then makes the following attack. Attack: Close burst 2 (enemies in the burst); + 12 vs. AC Hit: 3d12 + 4 damage, and ongoing 5 damage (save ends). TRIGGERED ACTIONS Guard * At-Will 2014-01-31 Attack: Close Burst 3 (one creature in burst); +10 vs. Will Hit: The target is dazed (save ends). The effect also ends if the target makes an attack against one of its allies. Variable Resistance * Encounter Trigger: The quasit takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The quasit gains resist 10 to the triggering damage type until the end of the encounter. Skills Arcana +8, Bluff +11, Stealth +13 Str 8 (+2) Dex 21 (+8) Wis 14 (+5) Con 11 (+3) Int 10 (+3) Cha 16 (+6) 139 H2: ORCUS CONVERSION Alignment chaotic evil Equipment robes Languages Common TRIGGERED ACTIONS Trigger: When targeted by an attack. Attack (Immediate Interrupt): Ranged 20 or Melee 1 (one creature); +16 vs. Will Hit: Paldemar is invisible to the attacker (save ends). T3: THE SHRINE OF ORCUS Paldemar (P) Level 11 Elite Artillery Medium natural humanoid (human) HP 178; Bloodied 89 AC 23; Fortitude 22, Reflex 23, Will 23 Speed 6 Saving Throws +2; Action Points 1 STANDARD ACTIONS XP 1,200 Initiative +5 Perception +7 m Staff (weapon) * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 3d6 + 9 damage, +2d6 on a critical hit. R Ray of Frost (arcane, cold, implement) * At-Will Attack: Ranged 10 (one creature); +16 vs. Reflex Hit: 3d6 + 9 cold damage, and the target is slowed until the end of Paldemar's next turn. R Lightning Bolt (arcane, implement, lightning) * Recharge 5 6 Attack: Ranged 10; +16 vs. Reflex Hit: 4d6 + 10 lightning damage, Paldemar makes secondary attacks against two other targets within 10 squares of the primary target, whether or not the primary attack hits. Secondary Attack: +16 vs. Reflex Hit: 3d6 + 9 lightning damage. A Shock Sphere (arcane, implement, lightning) * Recharge 5 6 Attack: Burst 2 within 10 squares (creatures within burst); +16 vs. Reflex Hit: 4d6 + 10 lightning damage. TRIGGERED ACTIONS r Magic Missile (arcane, force) * At-Will (1/round) Attack: Ranged 10 (one creature) Effect: 14 damage. TRIGGERED ACTIONS Horrific Visage (healing, psychic) ♦ Encounter R Pluck the Mind’s Eye (illusion) * At-Will Skills Arcana +14, Diplomacy +11, Insight +12, Religion +14 Str 12 (+6) Dex 11 (+5) Wis 18 (+9) Con 17 (+8) Int 19 (+9) Cha 13 (+6) Alignment evil Languages Abyssal, Common Equipment mantle, +2 magic staff Flesh Ripper (E) Level 6 Controller Medium natural humanoid (undead) XP 250 Trigger: The flesh ripper is first bloodied Attack (No Action): Close burst 2 (enemies in burst); +9 vs. Will Hit: 1d8 + 6 psychic damage, and the target is pushed 3 squares. Effect: The flesh ripper cannot use any power except rend flesh until the end of the encounter Skills Stealth +13 Str 12 (+4) Dex 20 (+8) Con 12 (+4) Int 15 (+5) Alignment chaotic evil Equipment robes Wis 15 (+5) Cha 16 (+6) Languages Common 2 Norker Slingers (N) Level 3 Artillery HP 68; Bloodied 34 Initiative +8 AC 20; Fortitude 17, Reflex 18, Will 19 Perception +10 Speed 6 darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS Small natural humanoid (goblin) m Claws ♦ At-Will Attack: Melee 1(one creature); +8 vs. AC Hit: 1d6 + 5 damage. Attack: Melee 1 (one creature): +11 vs. AC Hit: 1d6+1 damage. m Rend Flesh ♦ At-Will Requirement: The flesh ripper must be affected by horrific visage. Attack: Melee 1 (one creature): +11 vs. AC Hit: 2d12+5 damage. R Shadow Bolt (necrotic) ♦ At-Will Attack: Ranged 10 (one creature); +9 vs. Reflex Hit: 1d8+5 necrotic damage, and the target is slowed until the end of its next turn. R Utter Horror (psychic) ♦ At-Will Attack: Ranged 5 (one creature); +9 vs. Will Hit: 2d8 + 5 psychic damage, and the target cannot use encounter attack powers, daily attack powers, or utility powers (save ends). Aftereffect: The target is dazed until the end of its next turn. 2014-01-31 XP 150 HP 37; Bloodied 19 AC 15; Fortitude 15, Reflex 16, Will 13 Speed 6 STANDARD ACTIONS Initiative +4 Perception +1 Low-Light Vision m Dagger (weapon) * At-Will R Sling (weapon) * At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Effect: 1d8 + 5 damage. MINOR ACTIONS Relentless Endurance (healing) * At-Will (1/round) Requirements: Usable only while bloodied. Effect: The norker slinger regains 5 hit points. TRIGGERED ACTIONS Snapping Rebuke * At-Will Trigger: When hit by a melee attack. Effect (Immediate Reaction): The norker slinger makes a bite attack against the attacker if the attacker is within reach: +8 vs. AC; 1d6 + 5 damage. Skills Stealth +8 Str 12 (+2) Dex 14 (+3) Wis 11 (+1) 140 H2: ORCUS CONVERSION Con 13 (+2) Int 6 (-1) Cha 7 (-1) Alignment evil Languages Goblin, Common Equipment leather armor, sling, dagger, sling bullets (20) Norker Berserker (B) Level 4 Elite Brute Small natural humanoid (goblin) XP 350 HP 136; Bloodied 68 AC 16; Fortitude 16, Reflex 15, Will 15 Speed 6 Saving Throws +2; Action Points 1 STANDARD ACTIONS Initiative +3 Perception +2 Low-Light Vision m Flail (weapon) * At-Will The bronze warder can enter the spaces of Medium or Small enemies. Ponderous The bronze warder cannot shift. STANDARD ACTIONS m Greataxe (weapon) * At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d12 + 2 damage. Effect: The target is marked until the end of the bronze warder's next turn. M Double Attack * At-Will Attack: Melee 1(one creature); +9 vs. AC Hit: 2d8 + 3 damage. Effect: The bronze warder uses greataxe twice. M Rampage (weapon) * Recharge when first bloodied M Double Strike (weapon) * At-Will The norker berserker makes two flail attacks against the same target. If both attacks hit, the target is pushed 1 square. TRIGGERED ACTIONS Snapping Rebuke * At-Will Trigger: When hit by an enemy’s melee attack Attack (Immediate Reaction): Melee 1 (triggering enemy); +8 vs. AC Effect: 1d8 + 5 damage from bite. Skills Athletics +10, Endurance +11 Str 16 (+5) Dex 12 (+3) Wis 11 (+2) Con 18 (+6) Int 5 (-1) Cha 5 (-1) Alignment evil Languages Goblin, Common Equipment leather armor, flail Bronze Warder (W) TRAITS Inexorable Movement Level 7 Elite Soldier Large natural animate (construct) HP 168; Bloodied 84 AC 23; Fortitude 21, Reflex 18, Will 18 Speed 5 Immune charm, fear, poison; Resist 5 all Saving Throws +2; Action Points 1 Effect: The bronze warder can move up to 3 squares. Whenever the bronze warder enters an enemy's space during this movement, that enemy falls prone. At the end of the movement, the bronze warder then makes the following attack. Attack: Close burst 2 (enemies in the burst); + 12 vs. AC Hit: 3d12 + 4 damage, and ongoing 5 damage (save ends). TRIGGERED ACTIONS Guard * At-Will Trigger: The bronze warder's master is damaged by an attack and is within 2 squares of the warder. Effect (Immediate Interrupt): The bronze warder takes half of the triggering attack's damage, and its master takes the other half. Str 20 (+8) Con 20 (+8) Dex 9 (+2) Int 3 (-1) Alignment unaligned Wis 8 (+2) Cha 3 (-1) Languages – XP 600 Initiative +4 Perception +2 Darkvision 2014-01-31 141 H2: ORCUS CONVERSION DM'S ROLEPLAYING ADVICE Many people complains that 4th Edition is too combat centric and with too little focus on role-playing. Jacktannery is here showing how he changed H2: Thunderspire Labyrinth into a more role-playing centric adventure, while still using the 4th Edition rules. /Myrhdraak OVERALL CHANGES The WotC module (including dungeon side-treks) as written contains four combat areas: Chamber of Eyes; Horned Helm; Well of Demons; and side-treks. By removing the weakest combat encounter in each of these four areas we can be left with a better and more streamlined Thunderspire Labyrinth. XP implications for changes: Encounter Old XP New XP 950 0 Encounter H7 slave pits (Horned Helm) 1,250 0 Encounter W2 Gnoll barracks (Well of Demons) 1,200 0 The Treasure Seeker (Random Encounter) 0 0 Court of Bones (Side Trek) 1,150 0 TOTAL 4,550 0 Encounter C3 Refectory (Chamber of Eyes) Myrhdraak adds +14,030 XP to the module, but with the changes below the total would be +9,480 XP instead. This means the module provides an additional c. 20% XP then WotCs version, so you can probably still use the reduced XP totals as calculated by Myrhdraak. ENCOUNTER C3 REFECTORY (CHAMBER OF EYES) The goblins here automatically flee whenever the PCs enter. Reason: This combat encounter is no fun and repeats exactly the same as previous encounters. It serves no purpose and only slows down the module. ENCOUNTER H7 SLAVE PITS (HORNED HELM) Remove the Duergar in this room, leaving only the two spine devils, who are taunting the prisoners as the PCs enter. As soon as they notice the PCs the Spined Devils realise they are in trouble: they get adjacent to the prisoners and threaten to kill them all if the PCs come any closer. If the PCs instigate combat or act aggressively the spined devils kill the prisoners as fast as possible with their quill powers (treat prisoners as minions) then try to escape and warn Murkelmar. PCs earn 0XP for killing the devils. Otherwise the PCs are in a hostage situation. The devils are immune to diplomacy but will offer to swap the keys to the cells in exchange for safe exit and a minor magical item or 300gp. If the PCs allow them, the devils will choose to exit (‘escape’) by warning Murkelmar, but if the PCs insist they leave the opposite way they will. The PCs can reduce the 2014-01-31 bribe to 100gp with 3 successful medium intimidation checks from three separate PCs. Other methods may work too. Saving the slaves earn the PCs the quest reward. Reason: This combat encounter is no fun and repeats exactly the same as other encounters. It serves no purpose and only slows down the module. ENCOUNTER W2 GNOLL BARRACKS (WELL OF DEMONS) The Gnoll Marauders in the mess room will surrender immediately if the PCs come upon them. The Hyenas are closed up in the kennels and can’t attack the PCs unless released but they are hungry and bark angrily when disturbed (their howls echo through the Well of Demons for a very long time after they have been encountered; unbeknownst to the PCs this is totally normal and does not alert the other denizens of trouble). The huntmaster rushes out when the PCs come near the Hyenas and begs them not to kill the animals. He tells them their names (cuteynose, spotty, snuggylumps and cuddlypaws) and how misunderstood hyenas are and how much he loves them. The Hunstmaster is prepared to offer the PCs his cloak of resistance (hidden in the kennels) in exchange for safely allowing he and the hyenas to escape the area. He is completely insane and changes mood instantly from violent and angry, to loving and vulnerable. If the PCs stupidly leaves them all alone, the huntsman will release the hyenas as the PCs find the Gnoll Marauders and the attack takes place as per the encounter. However more likely the PCs will tie up the huntsman or stick him in the hyena cage and this will be a non-combat encounter, as it should be. 142 H2: ORCUS CONVERSION Reason: This combat encounter is no fun and is like a less interesting version of all the other gnoll ones. It serves no purpose and only slows down the module. THE TREASURE SEEKER (RANDOM ENCOUNTER) This is a random encounter in the original H2 module and a normal encounter the Prince of Undead Conversion. Delete it entirely and instead have Terrien Darkseeker have the silver key around his neck from when he defeated the wight in his last expedition. He remembers how the party he was leading stumbled onto the wight and how the wight killed them all, then he blacked out and when he awoke everyone was dead except him (he of course transformed into a wereminotaur and killed the wight unknowingly – a clue for PCs). He found the silver key and kept it, wondering what it opens. Gendar or Vadrian the Sage can offer suggestions regarding the silver key if shown (this involves dragging Terrien to see these men, as he won’t remove the key), along with a map to the Court of Bones. Reason: Encounter adds nothing to the main plot and only slows it down. COURT OF BONES (SIDE QUEST) When the PCs enter the Court of Bones they are challenged by a spectral minotaur ghost, who demands them to say who they are and what they want. If they attack, run the combat as the ghost summons skeletal minotaurs. Hopefully they won’t. If the PCs explain that they want treasure, the minotaur ghost laughs at them and says that greed will get them killed. Give the PCs another chance – if they insist all they want is treasure run the combat as written. If the PCs say they are interested in the history of the minotaurs or something like that, the ghost asks them to tell him what they already know. Allow the PCs to run over what they have learned thus far. The ghosts corrects any errors. He introduces himself as Taurus Zabath and explains that they can find many answers by exploring these halls and others: he gives them directions to the House of Silence, Horned Crypts and the White Bull. He tells them to search these places well – telling them about the hidden compartment in the throne - and perhaps they will put together the pieces and explain the fall of the minotaurs. Then he disappears, leaving the PCs alone in the Court. If the PCs say they are trying to stop an evil agent of Orcus, the minotaur ghost nods sadly and explains that some things never change. He will help them, however, to atone for the fact he was unable to save his own race from the same enemy. He introduces himself as Taurus Zabath and explains that they can find a powerful artefact to help them against orcus by exploring these halls and others: he gives them directions to the House of Silence, Horned Crypts and the White Bull. He tells them to search these places well – telling them about the hidden compartment in the throne - and perhaps they will put together the pieces and find this ancient artefact. Then he disappears, leaving the PCs alone in the Court. Reason: This combat encounter is not great and holds no unexpected surprises or interest. It serves no purpose and only slows down the module. 2014-01-31 143