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
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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
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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
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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.
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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!
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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
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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…
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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
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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.
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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
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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
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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)
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♦ 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
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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...
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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.
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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
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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.
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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
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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.
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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.
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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.
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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
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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)
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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:
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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:
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…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
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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.
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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
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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.
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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
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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.
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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)
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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.
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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.
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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
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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
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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
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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,
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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
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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
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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.
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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
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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
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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
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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
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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.
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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.
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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.
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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.
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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)
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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
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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.
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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
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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 –
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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
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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.
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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
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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
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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
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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).
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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
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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.
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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.
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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
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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.
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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
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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
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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
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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.
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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...
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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
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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
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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.
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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
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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.
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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)
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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
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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
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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.
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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.
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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
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Wis 8 (+2)
Cha 3 (-1)
Languages –
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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.”
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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).
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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)
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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.
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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.
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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.
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“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.
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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
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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.
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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
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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!”
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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!”
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“…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.
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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?”
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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.
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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
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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
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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
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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).
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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)
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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
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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
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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
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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
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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)
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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
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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.
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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
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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
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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.
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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.
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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.
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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
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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)
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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)
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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
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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.
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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.
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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
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Languages Common
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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
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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.”
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“The Orb is disappointed in me.”
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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.
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XP ANALYSIS
I have made a small analysis of the XP in the main
adventure and the changes introduced in this conversion.
For the PCs to remain at the proper level after completing
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%
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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
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H2: ORCUS CONVERSION
NPC PORTRAITS
Rendil Halfmoon
Terrlen Darkseeker
Erra Halfmoon
Surina
Brugg
Ordinator Arcanis
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Vadriar the Sage
Gendar the Drow
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H2: ORCUS CONVERSION
Bennik the Wanderer
Harwin
Charrak the Kobold
Kedhira the Duergar Theurge
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Dreskin the Provisioner
Orontor - Mage of Saruun
Noristo Azaer
Phaledra - Priestess of Erathis
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H2: ORCUS CONVERSION
Rothar
Ulthand Deepgem
Bersk the Wainwright
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H2: ORCUS CONVERSION
PLAYER’S HANDOUTS
Krand’s Letter from Murkelmor
Letter from Murkelmor to Kedhira
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Murkelmor’s Letter from Paldemar
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H2: ORCUS CONVERSION
Servant’s Letter in Chasm Keep
Chef’s Cookbook in Chasm Keep
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H2: ORCUS CONVERSION
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Entry in ritual book in the Court of Bones - Abyssal (Left), Translated to Common (Right)
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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.”
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BATTLE MAPS
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Seven-Pillared Hall Map by Mario Sainz Martinez, "Diablo Azul" at Flickr
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Chamber of Eyes Map by Mario Sainz Martinez, "Diablo Azul" at Flickr
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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
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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
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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)
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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)
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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)
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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
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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
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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.
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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
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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.
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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
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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
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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
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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
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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
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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)
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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
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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.
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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
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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
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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)
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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.
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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)
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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
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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
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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.
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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.
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