,_.-_._._-_.-.-.-._.
lNTRODUCT10N
CREDITS Design
Bruce R. Cordell an
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avert this theft of divine portfolio an purpose, epic adven· turers must dive down to th bottommost pit of exist nce where the Heart of th Abyss festers. Prince of Undeath is a DUNG ONS DRAGONS adven· Pla ye s Handbook th Monst r Manual an th Dun8 on Mast s Guid to play D&DTM Dun8eon Tiles an D&
Andy Collins
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Miniatures ca
enhance your play experience
BACKGROUND
Art Director
Mari Kolkowsky
Undead, wants to usurp con trol over th spirits of the dead from th Raven Queen, the god of Death and Fate Th Prince of Un death has slowly drawn his plans against her from th heart of his Abys· sal realm th citadel call d Everlost. Everlost straddles Orcus, Demon Prince of th
D&D Senior Art Director Schindehette
Jo
Graphic Designer
Mari Kolkowsky
awning chasm whose sheer slopes hold hundreds of
ating a tiered necropolis Just as with his citadel, Orcus's plans against th Raven Queen are tiered on plot hiding beneath another. Each past undertaking ha moved Orcus a step closer to chiev ing his goal, even whil concealing an even more devious plan beneath it. Orcus has salted the natural world an its echo planes with death cults to oppose th Raven Qu ha fostered powerful servitors to sa worship away fro her. ha diverted soul from herjudgm nt to w aken he the Dawn Wa to fight has looted th banned armory her, an even launched a raid against Fate s T mple of Temples to directly threaten her. But all of th efforts pale before OrcllS ultimate aspiration. In order to achieve it. th Princ of Un death acquired an ancient primordial, creature called Timesus th Black Star. Few primordials were feared as much by tombs an
Cover Illustration Wayne Reynolds Interior Illustrations
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burial sites sites,,
original gods as Timesus Through the efforts ofvarious servitor , from th cult ist Kalarel to th dragon Urishtar an Elder Arantham to th Ghoul King Doresain. Orcus grand pl ns have progressed to their endpoint. Now the Demon Prince has gained Tim su th Black Star, a primordi l whose power th
Cynda Callaway
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us intends to usurp th power an privileges of th Queen th god of death, fat an winter. Ifhe Rav accomplishes his aims no soul shall res t easy again. To
ture for characters of 27th to 30th level. You need th
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wa once so incontestable that an entire divine armada went down in defeat befo re it Th primordial trapped in stasis, was unearthed from its prison an
broken into chunks o[bla kstar rock Th
chunks were transported in crates [rom th
Shadowfell
to th White Kingdom deep within to Sigil an th th Abyss Or us plans to reconstitute th pieces of th primordial. returning Timeslls to its original state. Th Demon Prin e has one improvement to make upon the primordial however. Orcus wants to turn Timesus into an undead creature-so that it will better serve th Demon Prince of Un
ath.
A D V E N T U R E SYNOPSIS In Prince of Un death, th epic heroes confront Orcus's plans head'on, following leads introduced in E2: Kin8dom of the
Ghouls or using th adventure hooks described on page 4. Chaos Ship: Th adventurers step through portal onto chaos ship designed to ride th roiling waves of th Ele· mental Chaos. Th ship, named Shevaithan, is controlled by servants loyal to Orcus. Several portals aboard th ship allow instant teleportation to distant locations Only two of these portals ar currently active on from wherever th adventurers were before boarding th vessel, an one that leads to Orcus's citadel on Everlost (speCifically, portion of th citadel called th Red Hold). Th adventurers must gain control of th vessel, defeating th captain an crew Afterward, it becomes movable base capable of seeing them through most of th rest of th adventure. Th ed Hold: To commandeer Shevaithan, th adventurers need to release it from its moorings mystic binding that takes place as soon as they kill the ship's captain. In addition, they learn that th best way to use th ship to reach th depths of th Abyss where Orcus's plans unfold is to make themselves appear to be more demonic. Th solution to both of these dilemmas can be found only in Orcus's citadel of Everlost nd specifi· cally in the Princ ofUndeath's inner sanctum, th Red Hold. Th portal on th chaos hip sends the party to th entrance ofOrcus's bastion. Though the demon lord is not in residence, th adventurers must fight their way through his servitors an th Red Hold's deadly de nses. After successfully freeing th ship an masking their presence in demonic essences found in th citadel, th adventur· ers ea rn that two other chaos ships have already launched and arc traveling downward upon orders from Orcus. Th ships plan to ndezvous at place called th Forge of Four Worlds. The adventurers must use their commandeered ship to follow. Four Worlds: In th haos ship Shevai Forge than, the adventurers descend to an ancient island·mote hanging deep within the Abyssal void. Known as th Forge of Four orlds, it acts as a conduit for elemental and arcane energy-energy that Orcus pl ns to use to restore Timesus an convert th primordial into on of th undead.
As th party arrives, th Forge ha been seized by Orcus demonic horde but is under attack by force of raging devils The adventurers bypass th brunt of this conflict by way of portal dock, bu as they explore th Forge, they find themselves caught up in th three way battle between demons, devils, an th forgeborn-immor· tal guardians created to defend th site. The adventurers have th opportunity to make deal with th devils as they figh th fiend ish invaders, during which they ea rn that the demons have transported Time· sus to an area called the Soul fire Furnace. However. after fighting their way through to th heart of th Forge, th ey face not Timesus bu two lesser fragments of th Black
Star. Th primordial has already been restored an is trav· eling to th depths of th Abyssal Nadir where the Heart of th Abyss lies. Abyssal Nadir: Th adventurers plunge to the bottom universe in th stolen haos ship. En route they ncounter monstrosities that hunt th Abyssal depths.
of th
Upon finally reaching the bleeding edge of raw creation, they find th
final chaos ship
gargantuan craft, rebuilt
into something resembling dwarven mining platform Inside this temporary shelter, th Heart of th Abyss beats stuck into reality's side like tick burrowing in flesh. An here Timesus labors, breaking shards from th Heart of th Abyss at Orcus's command. The adventur· er might stop Timesus he e, but shard ha already been liberated an given to Orcus. Th Demon Prince of th Undead, armed with the shard, ha marched on th Raven Queen
domain.
C o u r t o f t h e Raven Queen: Th
adventurers can
travel to Latherna to learn the Raven Queen's fate. Bypass in Zvomarana, the adventurers fight through th demon hordes an undead army filling th outer chamber of th palace to reach Death's sanctum. They find Orcus on th Raven Queen thron e, with th Raven Qu ee on th Ooor before hi pierced by th deadly shard Here, th adventurers ca either defeat Orcus an return th Raven Queen to he throne, or decide to grant Orcus the domain ofOeath.
US1NG
TH1
ADVENTURE
Prince of Undeath Is designed to liIke a party of fiye player chara lers (PCs) from 27th t Oth level. You can us this adventure as th conclusiol1 to the epi storyline that began in £1: Death's Reach or as a stand alone adventure In your campaign Either way. it make s for a grand conclusion to levels of adventuring. The rwo booklets included in this adventure are for th Dungeon Master (OM). If you're planning to exp rience Prince of Undeorh as a player. to reading now. The Prince of Undeath adventure contains these components: 1. Adventure Book One (this booklet) provides a back ground and synopsis of the adventure, hooks to interest th PCs, an overvi ew of each of the main sections of Adven ture Book Two, illustrations to show players. n w monst ers, ne artifacts, and new magic Items. 2. Adventure Book Two contains th many possibl encounters that constitute th adventure. Th encounters take place througho u five areas: Th Chaos Ship, th Red Hold th Forge of Four Worl ds. th Abyssal Nadir, an th Court of th Raven Queen. poster map depicting Important encount r areas. Including th chaos ship 4. A folder to hold both th booklets and the poster map.
a:
You IWlle plied pells e ~ J u b u l ( ) u s pawer UIlJ pelfimned rituaL-. oj rar vin/a8e. YtlU ve seen much l?( lire world. (J1lL1 in th'1/ i8ht. tile
Begin this adventure as either the logical consequence previous play (such as th events that occurred in E2: Kina dam of the Ghouls), or use one of th hooks provided here to lead th adventurers into th story (I you prefer, feel free to fashion a hook that better suits your campaign.) All th hooks provide th PCs with opportunities to gain addi tional experience by completing associated quests.
HOOK: THROUGH THE PORTAL If the players successfully complet ed E2: Kinadom of the Ghouls, their characters likely defeated Doresain and came into custody of Audaviator, the staff of portals. Audaviator is connected to at least on permanent teleportation circle inscribed on the deck of the chaos ship named Shevaithan. Audaviator's wielder ca use the portal to reach th ship. See Encounter S1: Boarding th Ship on page 4 of Adventure Book Two. From here. the adventurers are invested in discovering what has become of the primordial Timesus, an will dis cover clues on th ship (and in th Red Hold) tha t will see them through to th en of th adventure. Quest XP 11,000 (minor quest) if the adventurers commandeer th chaos ship Shevaithan an gain full con trol of the vessel.
HOOK: SECLUSION OF THE ARCHMAGE Provide an archmage character in the party (if any) with th follOWing information at some point during the time th adventurers travel through the Forge of Four Worlds. Customize th text as necessar y to match the archmage's specific situation.
T1NY'S CONCLUS10N As th
player charactf'!rs move toward 30th level, they
( o m e closer and more into alignment with their epic
destinies. This could Include foreshadowing dreams visions. Adventurers might se great foundry built on remote island around which a ferocious conflict between demons an devils rages. They might have a vision of citadel straddling a yawning chasm with sheer slopes that hold hundreds of tombs an burial sites. creating a tiered necropolis. When they reach th Abyssal Nadir an image of Orcus .triumphantly rising above th spires ofthe Raven Queen's palace might haunt their waking moments. Feel free to sprinkle such visions an dreams into th adventure to add to th growing sense of destiny finally coming home to greet th epic adventurers.
arcane 'llrellds that underlie all exisrel1ce IL1I'e beaun [0 ec ome dear to you. Tiley danel' (11 Ihe (Omer5 oJyour eyes. nM qui/I' CI in perrell resolution. To adlie\'e I ' C ~ ( C C I elLlrily.y"u need Iilll/' ill seclusion in locatioll sili/eelfor deep contemplation and Ihe manipulalioll (lrCOIle elleTaies, he Forne oj ·o I' ""orlds us
HOOK: A DEADLY TRICKSTER'S FINAL PATH Offer a deadly trickster character in the party (if any) the follOWing informa tion at so me pOint during the time th adventurers explore the Red Hold Customize the text as necessary to match the deadly trickst r's specific situation The universe is your plaYiJHlUnd. an you're clyoyinn nearl), cl'er), mll/TH'II! oJyour nhilllrcllil1fUnurncy throu"h II. You're arscnal tricks and dc[eits liaS ,qro ll'n as .l'0UI powe,. blossome{L Your abilily to scandalize. charm. UPSI't rcward. and col!found those ,Iround you makes your fr ends wary I?f you-lht'J nl'ver real(y kl1(I1I' when YOII will carry ulIl'lIr/lllSiusm too for. or !flour loyullies mifllll hifrll'ith t i l l ' /lexl stnm8 bree::e. (lponJinJinJlJoursl.'!fwolkill8 the halls oj Ill! Red Hold rhe cirudel of0I'[115. Demo" Prince offhe ndcad, (I trt1I1B Ihollilht rUJJs (II you \Vhal if. IlBUItlSI all expeC/olions 'flll lhrew your ait ilo Orcu a l t h r lasl moment! \Vhnt if.voIJ were rhe/actor lhal actuallv boosls OrcHs to jjoJlrood? \V/lIl! would be you reward? Dul. .vo nlso \\'(lIIder. wha/would 511Ch lin tlef nlcelll 10 yo II I' u/tilllnlr des/illy? foregOing is too leading for your campai gn. yo ca summarize it with some subtle hint to the player con trolling th deadly trickster explaining that th thought does suddenly enter his or her mi nd. This hook provides th deadly trickster one basis for how he or she will be remembered after th campaign's conclusion. (minor quest) if the deadly trickster Quest shrugs off th temptation to aid the Demon Prince before th final encounters with arcus. If th
HOOK:
DEMIGOD'S
ApOTHEOSIS Offer a demigod character in th party (if any) th follow ing information after the adventurers realize they must go to the Raven Queen's realm of Latherna. Customize the text as necessa ry to th demigod's specific situation.
stron }l' daydream uclcll'l1ly hIkeS hold (if you. In it. you Jail Your j o u r m ~ \ ' is bril'.t:for ,Yo II il klloll' its endpoint yoll "isir .vourselj back b ~ t o r e .1'011 decic/cc/ to rCdel for divinity \'011 ac/I'ise VOltr pll>t self to prtilion ,/1.(' Rm'ert Q.UCCII 10 relinquish Irer doim Ort your sOIlI, t/wt iI mia/I! onr del)' OS(l'l1d to Ho(l/Iomi. Youl,lillk Ilwa)' the slr
player should recognize that his or he character ca
either salvage the divine status qu
by rescuing the Raven Queen, or by inaction or even failure. change the equation of divine power forever The adventurer' success or failure determines which divine realm awaits the character at th
campaign's conclusion Q u e s t XP: 15,000 (minor quest) if the demigod makes
a vow to aid th Raven Queen in he hour of need. Award th
XP before th final encounters with Orcus.
HOOK:
ETERNAL
SEEKER'S PATH Provide an eternal seeker character in the party (if any) th follOWing information when the adventurers first gain control of Sheva it han, before they begin their descent into th Abyss. Customize the text as necessary to match th eternal seeker's specific situation. nnl seC, Cllld CI'etl Fate herself canllot bind your lIes tiny 10 her rapesrry. Bul YOllr joumeys IIave empowered your el'er.wowirI8 superna ural awarelless of events occurrill8 in the areat!'r lIIu/tiversl'. J\ lI'aruirw drelllll brt't1k upon ),ollr mlllL/. In it. Y01l8azc: illla voitl thatl!xtemb IOl'el'er, swirlinJ ever cl owllIvard. YOII see ~ ( l l i l s f u l l i t l i l inw tire cuvltr. endless in number. orne, theyaw ina dill rI1 ~ W ( J I I V I I ' 5 . £111 most do not !?ven reach the vOic/Jor in lira! space above the i ~ f l l l i / ( ' {lilr. demoJls/runt. They}lit across the lIoid on scaled will8s spearin8 alowinB life Jorce out oj the nil' with claws, spiked tails, or weapolls too horrible to rOllll/rell entl om!! oflhefnl/irlJ-J sou y/TII recoBni:r a your companions. lIther> as acquaintances. uml i!ven members oJ),our awrrfamily. Sweat 'vakeJ, you t ' l I l l ' r a l ! from rhe l'lsiol aft!!r finally t]lillll'sinH tire I'ortex' bot/alii, when' II blood red liflht bealS relelltless cadence of CI·ll. You know Ih ese vis iolls spell au your Your PiIIlr
il /lire. or you doorn
Th
eternal seeker has seen a vision of what might become
his or he final destination, an
ca
choose to embrace it,
or work fervently to avoid it.
Q u e s t XP 13,000 (minor quest) if th
eternal seeker
follow th visions an successfully plumbs the very depths of th Abyss. Award the XP before th final encounters with Orcus
HOOK: R I S E
ORCUS
Ifyour players haven't adventured through E2: Kinndom of
the Ghouls or earlier adventures leading up to this adven· ture. use this hook to bring them quickly up to speed. Th epic adventurers have come to the attention of th pantheon of gods that inhabit your campaign. The gods have recently learned of secret plot by Orcus to claim th domain of Death for himself. As is their wont, the gods seek powerful mortal agents in th world to set things right. In nash of golden light, a marut concordant (see MOllster Manual, page 185) appears before the party. In Supernal (a language that all characters hear in their native tongue), th marut says:
exploit 'Ial'e murked J'01l tlS tire H e r o l ! ~ ({vllIlr :\8('. (\'0 would ensure your Il(Imt's shall/iv..Jorl'Ve1', nlllrk wdl rhr lcIsk rlre nods osk I?fl'ou. Orcus. Demoll Prince of Umlealh.fr
Th
concordant gives the adventurers
Inside is
bone scroll case.
ritual scroll of Planar Portal keyed to carry th
party to the teleportation circle on the chaos ship Shevai· than (see "Chaos Ship Overview" on page 6). Th marut departs as it came Q u e s t XP 11,000 (minor quest) if the adventurers accept th mission an capture the chaos ship Shevaithan.
CUSTOM1Z1NG HOOK E'P1C DEST1'N
If your players have chosen epic destinies other than those described here, use these as examples to creale epic des
tiny minor quests for those characters. This way. none of your players or their characters are left ou of the epic wrap-up to your campaign.
f
a: IJl
SHIP
A R R I V I N G ON
ad ve ntur rs first rrive on th hao s hip th ey likely appear in th e ce nt al ins rib d magi C ircl e o n d ec closest to the st rn ca tle If the adventur rs d t arriv on Shevaithan ay of port they n ali ht n t craft where ve r th ey c hoose Se E n c o u n t e r Boarding th Ship on age Adventur Book Two When th
ther through
port l op
by Auda iator a s roll of
r Portal provid d a godl messenger or through om other cy, th adv nturers find th chaos hip to do king mote within th wirl Sh ev aithan moor ing vort of th Abyss portal it is if not arriving important that th adv nturers begin play in this dven as th arriv or approach th deck of th chao ship tu Pl
SECOND W A V E Tfthe ad entur
CHAOS SH1P D£TA1LS The upper deck of Shevaithan Is 13 feet from stem to ,tem 1I is constructed of shiny black wood a nd Iron spars. S-foot-high railing surrounds the upper deck. The railin holds stanchions every feet. through which hawsers can tied to secure cre w or cargo during elemental storms. The cargo hold is accessible through tw hatches on the !TIaln deck in front of the sterncastle. smaller aft hold is accessible through single hatch at th craft's stern. Three crystal anarch spheres are inset in th deck. Four permanent magic circles ador th deck. illumination: Bright light. The swirling anarch spheres inseT in th deck bath th e shi in alte rnat ing fiery red, elec tric blue and othet energ etic colors as they radiate through th spectrum in the ir (r.:ldles. Stem castle: This two-story structure occupies much of the hip's stem . One s et of stair<; proVides access to the flrst level. and a second set of staIrs to the second level. The top level of the stemcastle contains the wheel that steers tJ,e craft. Sterncastle Cabins: Four doors on the stern castle each lead to interior chambers. The lower port cabin contains variety of supplies. including hundreds of feet of silk rope, barrels of water. crates nlled with Jerky, and other similar essenlials. Th lower starboard cabin contains stores amenab le for repairs. Including nalls, hammer;. saws. tackle, and even work table for crafting and making repairs. The upper two S1erncastle doors open into tw cham bers of equal size. Both contain rotting carrion for demons to nest In.
Holds: Th forward two thirds of the ship's underdeck area can hold a signiflcant amount of cargo. bu is cur rently nearly empty, A few lone oates conmin inanimate black stone-part of TImes us th e primordial. Th stem hold serves as a vast bunk area for demons and undead. Anarch Spheres: These crystal spheres sit in cradles. Each contains th bottled essence of chaos, and provides the ship's motive power. Magic Circles: Each of these inscribed drcles prOVides teleportatlon access to a different. distant location, depe nd Ing on Shevaithan's current position and th rituals used to create the circles.
encounter wh chance to tak
ov
om
the initial re
ta ce th ey
th ey a rri ve on the ship th ey hav hort es or two. Either
ft r th ir hort open an of th Oo r hat es
rest or when th adv ntur that lead down into th holds a second wave o f ni an undead cr w m mb rs pour forth to ttac k. See E n c o u n t e r S2 Ship Second Wave n pa ge of Adventure Book Two Chaos Ship Shevaithan Colossal vehicle HP 1,000
Space 17 squares by 16 squares
Cost
AC 3; Fortitude 20 Reflex 2 fly 12 (hover) overland flight lS
Speed
Pilot The pilot must stand at the wheel which sits atop th sterncastle deck The wheel is mounted on a gimbaled leve that controls pitch and altitude Cables running beneath th deck connect to three anarch sphere cradles These anarch spheres provide motiv power and lift. The ship will hover without a pilot or crew, bu
forward motion requires both. Crew
In addition to th
pilot. Shevaithan requires a crew e for any movement other than hovering. Each must be stationed adjacent to one of th three inset anarch spheres. Each of the crew must spend
standard action each round to help control th
vessel
once it is under way Reduce Shevaithan's fly speed by 4 for each
missing crew member If the ship rea ches fly speed 0 on any give round after it under way Shevaithan is unable to be steered and flies ou of control. Once out of control, regaining control requires 3 consecutive rounds with th pilot and three crew memb rs manning their stations Load 20
Medium cre tures 4.000 tons of cargo.
Ou of Control When out of control, Shevaithan moves forward at half speed
Each round roll 1d2 On roll of 1-5. it descends It descends squares pe round for th first 10 rounds it's out of control. After 10 rounds, it d sc nds 10 squares per round. If Shevai than hits a solid mote in th Elemental Chaos or th Abyss aft er traveling ou of control for more than 20 rounds th chaos ship is destroyed Chaos Attunement
The Shevaithan functions only in th Elemental Chaos and the Abyss Wheel and Three Anarch Spheres (Navigation Focus)
This vehicle is equipped with three anarch spheres which serv as the navigation focu for th wheel mounted on top f th sterncastle deck.
CHAOS SHIP LORE Arcana DC 30 In th
Astral Sea, craft known as astral ships ply th silvery sky. Other craft, including planar dromonds an spelyamm ers ca sail between the planes. If all these ar possible, then so ar craft suited to the Elemental Chaos despite th environment's more challenging terrain. Arcana DC 35: Chaos ships re rare vessels designed to travel through the Elemental Chaos, an like their tumul tuous environment, no two ar exactly alike in shape and size. Stories recount of few as large as caravels. However. all require bottled chaos to drive their great bulks through the boil of the ever-changing environment. Containing the esse nce ofthc Elemental Chaos itself into crystal globes (called anarch spheres) is monumentally difficult task an very few creatures know the secret of their making
ANARCH SPHERES CHAOS SHIPS Anarch spheres contain the bottled essence of th Elemen tal Chaos Each one vibrates with condensed, tumultuous energy that can be siphoned for a variety of purposes Few creatures possess the knowledge required to creat anarch spheres, but Orcus has such skill. Anarch spheres power th deadly wards of th Red Hold the demon lord 's sanctum above the fortres ofEveriost. In addition, anarch spheres power Orcus's neet of chaos ships.
PLANAR PORTALS
TELEPORT CIRCLES Four magiC circles ar inscribed on Shevaithan's deck. Three serve as portals, as well as permanent teleporta lion circle endpoints rituals such as Linked Portal an Planar Portal. However, in th lower portions of the Abyss, the flux of the unraveling universe prevents teleportation across long distances, an thus two of the three inscribed circles ar dark an inactive when the adventure begins Th portals, activated by proximity,link to the follOWing sites (and they begin to glow when close enough to use): Sterncastle Circle: This circle does not serve as portal, but only as permanent teleportation circle that ca be used as th en point for various teleportation ritu als. This circle always glows. This is the portal where the adventurers likely arrive. Starboard Circle: This circle serves as a portal that connects to a circle in th Forge of Four Worlds It is inac tive when adventurers board th chaos ship but it becomes active when Shevaithan moves to within a mile of the Forge. If th adventurers step through when the portal is active, see Encounter FI Portal Chamber on page 34 of Adventure Book Two.
Port Circle: This circle serves as
portal that connects to another circle on the chaos ship currently lodged in the Abyssal Nadir. It is inactive when th adventurers first board the chaos ship, bu th portal bccomes active when Shevaithan moves to within mile of th uttermost bottom of the Abyss. If th adventurers step through th portal at this time, see Encounter Boarding Level on page 50 of Adventure Book Two. Bowsprit Circle: This circle serves as portal that connects to another circle in Everlost. It becomes active he th moorings appear, bu becomes inactive when Shevaithan plunges farther down th Abyssal void. th adventurers step through when the portal is active, sec Encounter RI: Death Gate on page of Adventure Book Two
TAKING COMMAND OF SHEVAITHAN To commandeer th chaos ship, the adventurers must enter th Red Hold an release the mystiC moorings that secure th vessel. Once th adventurers accomplish this, they have on last obstacle to overcome to truly take command of Shevaithan. See Encounter S3: Commanding Shevaithan on page 30 of Adventure Book Two.
INTO THE ABYSS! Upon taking command of She va it han, th adventurers use th chaos ship to dive into the central cavity of th Abyss to reach depths not even accessible by th Plain of Thousand Portals. However, th lower Abyss is danger ous realm, an th ship is beset on at least two occasions by denizens attracted to the ship's passage. Travel time downward to reach th Forge Four Worlds is four days After two days, a scourge ofhunting demons wings in an demands a toiL See Encounter S4 Shevaithan's Toll on page 32 of Adventure Book Two. After th ship has cast of from th Forge of Four Worlds an just prior to reaching th Abyssal Nadir, awfu creatures that hunt th lower Abyss attack th ship an its crew of adventurers. See Encounter S5: Fathomals Below on page 48 of Adventure Book Two. ca
..w
c...
:.n ,..,
Details of th Red Hold
adv ntur rs' ed to free Shevaithan from its mystic moorings takes them to Orcus s fortress ofEveriost an th demon prince inner sanctum-the Red Hold. character knows th following information about Everlost with a succ essful Arcana check:
Th
DC 30 Few nHlrta/s journey to Ever/OSl, but those II'ho do
spL'llk emlles51y ofilS horrors. Thejor ress ofUrcus the Prince I!f l""lell/h, lies /lllhe (t'nUr of Oblivion:, End, 11 desert ofllon!' rus/U.'J /0 dry wit. ,"\'lIhill /l I W f e x ofscred 111 in8 winds tllm
howl with the mices ,?f !III: LiI!<1d. Everlnsf rises a5 11 tl.l\\win8jor tn'ss huilt (if obsidiall and bone. Theformaalions the citadel arch abovt' sheI'Tsided chaslil necropolis. its icrs holdiTl8 hundreds UpO/1 hundreds of crypts aJlil sepulchers extendill8 down illto ll endless dark ncs,. The slench C?fblood burns as red luue tilt' air above fhe dtcldt'/'s lVa/ls Ulil/IOIV('YS. alltl thl' ~ l l T i ( ' k s of dt'mons lind lilt' " e a r l l r e ~ rltey CllIlsume cr,'tlte 11 horrid (horus throu8h the encl I e ) ) abyssal nit/hI. Ihe bas1iotl DC 35 Evert rarer arc those who /laill
1 3 4 5 6 7 8
Demon nest (filthy rags, ground bones, th flayed skins of other demons or mortal creatures) Worthless ar objects (profound statues, burned or add-etched jewelry, fragments of foul tapestries) Skeletal remain s (skulls, splinter ed bones, shattered carapaces, charred armor) Broken weapons (burned, shattered, add-etched) Detri tus (bones, rocks, charred wood) Storage (garbage, blood-filled urns, de monic weap ons an armor, discarded supplies Corpses (mortal slaves, demons, undead) Religious relics (char red or shattered holy symbol s, torn priest's robes) Worthless magic (implements, weapons, wondrous items of 10th level or lower)
11
Fixtures (fountain, pool, trench; filled with blood, shadow, ooze) Equipment (torture implements, arcane research
11
Slaves
follOWing features are common to all areas of th Red Hold I l l u m i n a t i o n : All areas within the Red Hold ar dark unless otherwise noted in th encounter descriptions. stench of filth an decay pervades all parts of Air:
Th
the Red Hold. However, th adventurers qUickly gr ow used to th reek, an it has no detrimental effect. Walls an Floor: As in all Everlost, the walls of th Red Hold ar formed of solid masses of abyssal obsidian within which ar set th bones of countless creatures slain during th citadel's construction. However, the power ful wards of th Red Hold give its walls a kind of animate
Red Hold features cleven encounters plus a larger number of undescribed chambers and passages. Se Encounters l- 10, pages 8-29 in Adventure Book Two
Iif -Orcus's sanctum slowly shifts an rebuil ds itself As th adv nturers explore, they ca se where old portals hav seal d over an new entrances have been blasted. Passageways and chambers within the Red Hold ar stone that slopes severely in many areas Some un times portions of the floor that seem smooth become partl animate as the bones inset within them move giving rise to unanticipated difficult terrain.
GENERAL DETAILS
RESTING IN TH
interior of th Red Hold is divided into a haphazard arrangement of passageways an chamb rs Th varying size ofOrcus's servitors m ans that passag ways designed for Huge an Large creatures often serve as chambers for
Th
ENCOUNTERS
HOLD Th
Th
smaller demons.
critical portions ofthe Red Hold where th adven turers ar most likely to travel in order to free th mystiC bindings holding the chaos ship ap ar as numbered areas on the ma (see page 10 for details) Areas outside th encounters can be developed as you see fit, whether in conjunction with a random encounter or just to se the mood Us th follOWing table to generate area contents or to inspire ideas of your own Th
HOLD
best chance for adventurers in th
Red Hold to take th White Fire after an extended rest is with th angels 22 of E n c o u n t e r R7 (see page Adventure Book Two) How· ever, if th adventurers ar taxed by earlier encounters they might attempt to take an extended rest in an ar in which Orcus's servants ar unlikely to find th m, such as th forbidden court (Encounter R3), since th demons of th Red Hold are banned from this area. Adventurers who want to retreat to Shevaithart ca do so, or they ca use some other method to leave the Red Hold and return at a later time. Otherwise, random encounters lik ly find the adventurers while they are resting an
recuperating.
RANDOM ENCOUNITRS
TH
Though it features number affixed encounters, the Red Hold is not a static location Orcus 's servants, vassals, an allies come an go constantly within the bastion, and the adventurers need to be wary as they search for a way to rel ase th mystic moorings hold ing the chaos ship. Until they complete E n c o u n t e r R7 the adventurers have a chance of encoun te ring Orcus's subjects and servi tors throughout th Red HoJd Roll for random encounter every time the adventurers pass through on of the Red Hold's doors or if the party spends more than one hour in any area (including attempts to take an extended rest out side Location 3). on ld8. j\ random encounter is indicated on roll On a roll of 8, the adventurers see or hear th residents the Ited Hold before they ar spotted, reminding them to stay wary. Choose a random encounter from pages 2- of Adven tur Book Two, or use those encounters as inspiration to create your own. Choose t he level of random encoun ters carefully especially if the resources of the party re already depleted. Don't be afraid to lower the level of th sample random encounters if need be.
Th follOWing location descriptions refer to the maps on
1he advclIlurer.. do rl(lt automatically draw .mentlon t()1hem Ivcsas they fight their way Into the Red Hold EncounterS Rl ami R2. Though the elite force of U1C Red Hold an! argu bly more dangerous than the rabble iJnd gu
actively pursue th adventurers though Orcus's servant.!; ar no above neeing If pressed, After Encounter R7B. the Red Hold goes on high alert and Orcus's forces scour Lhe bastion In search of Intruders. However he angels of the Order of White Fire work to keep Orcu ·s servant.!; engaged outside the party's escape (oute through Encounters RS R10. As long as th adven turers stick to that escape route, make no further checks for random encounters. However. If th party backtracks Into the Red Hold, (011 for random encounters In every location and for every minute they stay In one place ...
that
1.
HOLD
KE
D E A T H GATE
An open courtyard provides the only access to the R Hold bu it is well guarded by Orcus's servants and the power f the Deat h Gate. See E n c o u n t e r l: D e a t h G a t e on page of Adventure Book Two.
2.
BLOODSTORM
3.
FORBIDDEN COURT
4.
FIRST MOORING WARDS
5.
GHOST D O O R
6:
DARK GARDEN
Th most pot nt defense of the Red Hold is river of boil ing blood held within an impenetrable stone channel that fully surrounds the lowest levels the bastion. See E n c o u n t e r R2 Bloodstorm on page 10 of Adven ture Book 1\1'0.
This chamber is protected by undead guardians that the delTIon lord trusts See E n c o u n t e r R3 Forbidden C o u r t on page 12 of Adventure Book Two
A marilith an Iich vestiges dwell here, using their deadly arsenal of weapons and abilities to protect the chaos ship moorings See E n c o u n t e r R4: F i r s t W a r d s on page 14 of Adven ture Book Two
This empty common area is th current location of the ghost door-the access poin to a secret extradimensiona space maintained within the Red Hold by group of angels in the service of the Raven Qu en. Th ghost door is activated by the presenc of the Raven Queen's most trusted servants, a role the adventurers took on in El: Death's Reach. However, th ir inahility to open the door sees them attacked by its pot nt defenses. See E n c o u n t e r R5: G h o s t Door on page 16 of Adven ture Book Two.
the adventure rs inadvertently activate the ghost door. the forces within the Red Hold are put on alert against intruders. A squad of Orcus's elite hunters corner th adventurers in this demonic garden. See E n c o u n t e r R6 D a r k G a r d e n on page 18 of Adventure Book Two. When
SPHERE N E X U S
Demon s met a grisly en when an anarch sphere malfunc tioned Th adventurers must fa e th rvants ofOrcus attempting to quell a nare up of elemental power, then shut down the malfunctioni ng sphere before they ca release the mystic moorings holding th chaos hip. In t he aftermath the forces of the Red Hold send their most deadly hunter against the intruders-a retriever holo caust. Howev r, even as th adventurers deal with that threat, th y come upon un expect d allies. Th angels of the Ord ofWhite Fire take them back to the ghost door and the extradimensional sanctuary within, allowing th part to rest an to learn that Orcus has s nt two addi tional chaos ships to the Forge of Four Worlds See Encounter R7A: Sphere Nexus on page 20 of Adventur Book Two an Encounter R7B: Holocaust on page 22 of Adventure Book Two
8. G R E A T H A L L The forces ofOrcus are on high alert, but the angels of the White Fire assist the adventurers in their escape from the Red Hold A relatively safe route through the kitch ens keeps the adventurers from running into wandering patrols, returning them to the Bloodstorm an the Death Gate beyond How ver, th great hall that prOVides access to the kitchens is protected by some ofOrcus's fi rcest guardians. including a high aspect of th demon lord himself! See Encounter R8: Great Hall on page 24 of Adven tur Book Two.
SLAVE K I T C H E N S
Th
adventurers fight their way through more of th
Red Hold's defenders, but the kitchens of the Red Hold ar a plac horror. Here, the adventurers ca find the demonic essences th at ca be used to mask their mortal presence as they descend deeper into the Abyss. See Encounter R9 Slave Kitchens on page 26 of Adv nture Book Two
10.
SLAVE P E N S
bowels of th Red Hold. In foul cages demonic overseers herd morta l slaves for Orcus.
Th
adventurers discover a chilling chamber in th
FINAL BATTLE
After the adventurers travel back through th Death Gate, they find themselves facing the lich Harthoon castelIan of Everlost an Orcus's second in command. Only by defeating the Warden ofEveriost an his servants can th adventurers safely make th ir way back to the chaos hip Sh vaithan. Everlost on page 28 See Encounter RIO: Warden of Adventure Book Two.
Th
adventurers know that Timesus th
primordial ha
been freed from its eternal prison. broken into chunks
black rock. an
transported to th
Forge of Four Worlds There. Orcus plans to restore the primordial to its original power an glory-while also making it subservient to th Demon Prince Un death. character knows th following information about the Forge of Four Worlds with a successful Arcana check: the blacResl depths qftl1l.' A.llys>. the Forne of Four \Vor/tls Ull ancient sile known toJew in the mortal rcallll. The oreatl.'s/ '!( demons. 80ds. and prlmordials kllQ\\' the locatioll D C 3 0 : Sel
in
details of th Forge ca draw on any arcane or elemental inspiration Use th following table to generate area contents or to inspire iueas or your own. Th
----
Details of th Forge of Four Worlds -Ele me nt vent fire or lightning attack) 2 Storm of crystal sha rds (provides concealment, deals ongoing damage) Elemental is (provides concealment) Trap or hazard (upgraded doomspore, flame jet, treacherous ice sheet) Detritus (crystals, bones, charred rocks)
of he ForBe. but i1s history and purpose is mostlyfornottell.
35: Tlu' -'()rac is a crystullin isltlnJ mote of pure I'ower lalliee oj raw elemcntal anc/ nrcane enerBY. con8e£ded IIncl crystalllzetlllllO solid l11arrer. TIs interior is an intricate lVeb oj dll1mbers mltl passa9t'ways 8unrd.'J by rllejorBe!Jortl-i111 JtIor ,al abominations (r('oled ro " ~ r e n d tht' For8e of four Worlds. 1\1 the henrt '!f(he For8e stands the Soulfirc Jour nnec, where l11e incalculable el1t!ro,V of tile Abyss is dlanne cd and shaped. II is writ tell in obscure texts thaI Ihe hllBC of our WIlrltis ~ ( r c r s Ihe power of primordial to Ihose who c
10
Forgeborn graveyard (forgeborn slain by intruders are interred here) Skeletal remains (intruders' skeletons, carapaces, usle armor an weapons) Worthless magic (implements, weapons, wondrous items of 10th level or lower) quipment (ancie alchemical apparatus, dead tel ep or ta on portal, worthless ritual components) Corps es (demons, devils, forgeborn)
following feature ar common to all areas of th Forge of Four Worlds. I l l u m i n a t i o n : Unless otherwise indicated. th walls
Th
Forge shed bright light prior to Encounter F4: di light thereafter. \-Valls Floor: All th interior areas of th forge ar carved from fractured crystal whose fragments ar spread across th floor. Creatures ca move normally within th forge, bu creature that runs in an area must make
of th
GENERAL DETAILS where critical portions orthe Forge of Four th adventurers are most likely to travel appear as nu bered areas on th accompanying map. maze of shattered crystal caverns an twisting pas
DC 19 Acrobatics check or fall prone at th
sageways runs between the encounter areas in th Forge Th ma shows th keyed encounter areas an th routes between them, some orwhich double back on themselves. Each time the adventurers exit an encounter area, note their destination. During th initial encounters an ror random encounters place intervening caverns an pas
RESTING IN
sages whose detail ar
with the power of th
up to you; they could be blank
widening portions of passages, if you desire U t h e adven turers ar
close to finishing this section of the adventure,
allow on encounter area to simply lead to th next. Chambers within th Forge feature gravity local to each room an passageway. Adventurers leaving on cavern might nn gravity slowly shifting as they walk along th adjacent passageway. emerging into another cavern that appears upside down relative to th first. Th latent arcane energy of th Forge causes th connections between encounter areas to change if th adventurers retrace their steps. Each time they travel between two specific encounter areas, they pass through different set of connecting caverns an passageways. fac ne se or random encounters, an might emerge at their destination through different entrance if on is available.
en
of its
movement.
If th
FORGE
adventurers determine enough ofOrcus
plans to
guess that the Demon Prince means to restore Timesus
Forge, their desire to prevent this might ma them unwilling to take an extended rest. moment, an of th non However. they do ta keyed chambers that lie between the keyed chambers ca serve th purpose adequately as long as they make some effort to hide their presence. It is also possible to return to Shevaithan to rest.
NDOM ENCOUNTERS As the adventurers explore the Forge of Four Worlds they ca find themselves targeted by th demons that hold th Forge. invading devils. forgeborn guardians, or all three of these factions at once. Roll for random encounter when th adventurers exit an encounter area or ir th party spends more than on hour in an area
random encounter is indicated on roll of 1 on Id8. of Adventure Choose a random encounter from pages Book Two, or use those encounters as inspiration to create your own.
FORGE OF FOUR
Ey
The Forge of Four Worlds features encounter areas con· nected by maze of passageways and caverns. PORTAL CHAMBER
When Shevaithan gets to within
mile of the Forge, one of the magic circles aboar the chaos ship activates to create a portal that links to this location Portal Chamber on page 34 of See Encounter Adventure Book Two.
4.
D E M O N DEFENDERS
As the adventurers approach this chamber, which fea· tures higher an lower plateau. tremor announces that the Forge of Four Worlus has been activated. Within this cavern, a squad o f d e m o m led by a balor champion defends against all intruders. See Encounter F4 Demon Defenders on page 40 of Adventure Book Two. D E A L W I T H TH
As the adventurers explore th Forge. they enter a wide cavern occupied by standing stones Here, they come under attack by immortallorgeborn guardians. See Encounter F2 Forgeborn Assault on page 36 of Adventure Book Two H O L D TH
LINE
Determined to prevent the invading devils from gaini ng access to t he heart of the Forge force of demons defends this multi leveled chamber. See Encounter F3 Hold th Line on page 38 of Adventure Book Two.
Vl ...J
a:
DEVILS
In this large cavern of crystal and standing stones th adventurers have the opportunity to form an alliance with a pit fiend an its squau of invading devils See Encounter F5: Deal With th Devils on page 42 of Adventure Book Two. FORGESTORM B R I D G E
FORGEBORN A S S A U L T
a: !.I.o
bridge of fractured stone leads through an elemental vortex storm through which tht· adventurers must pass. See Encounter F6 Forgestorm Bridge on page 44 of Adventure Book Two SOULFJRE F U R N A C E
In the heart of th Forge of Four Worlds th adventurers reach th Soulfire Furnace of See Encounter F7: Soulfire Furnace on page Adventure Book Two.
1.1.
U.
adventu rers trave to th bottom of th Abyss itself, where the Heart flashes out its evil rhythm, to stop th Prince of Un death from accomplishing his unholy task.
Th
THE HEART Where Tharizdun planted a shard of evil in th
Elemen tal Chaos, it metamorphosed into a crystalline Heart that grew in size an power over th eons. Traveling all th way down the throat of th Abyss to find th Heart at its foun dation is nearly impossible. Only a dozen or so creatures have previously managed it. Of these, less than handful managed to carve ol a splinter of th Heart for their own foul purposes. Th true nature of th Heart may never be known, but those who know of its existence believe it is evil made manifest. character knows the following about th Heart with a successful Arcana or Nature check. DC 28 ,\ cryslallirw splinter o
pierct'$ th Unil'CTSe ·o l1l1!wlrl'refar ocnellth nil irtlCl8il1inn, 11 wus plllnJed by he whost! nartll' is s J 1 ( l ~ ( ' n only in p a n i c ~ l ' d whispers. II spawned tlte Abyss, Ily/JII'II!nlJ chusm qfirlnrrlte darkness Ihar swallows and corrupts
QII.l'thil1lll/tut Jraw5ncar ln f h ~ f ( ' s t c r I 1 1 8 depths of t i l l.' Abyss. demons breed and swarm. DC 30 rh lIeart corrupted eicl11t'nlals, makins demons of those it didn dcstroy. It slillllas the power 10 [(Irrupt un.\' ereLl tun' thut ilraws too dm'e. DC 35 l\ecord/n8/0 a docmucrll/n SIfI/I. writtell in the Supl.'rnal script. the HI'/Jrt is the r('nmunt of u!!molishetl unl· ~ ' t ' r s c owrcoml.' by somt' Ut1Spell/wble upocatl'l's£', splinter 4thI.' JIeartBTclnts the widcla the power DC 45 8m/. /(J slay
EXTRA, vertical structure of th extraction lower Is th recon r g u r t ~ d body of chaos ~ h j p much larger than Shevaithan. II Is constructed of shIny black wood and Iron spars, rein forced with rituals that temporarily bolster It against the corruption and destruc.rlvl:! power of the Heart. The open upper deck leads down through a hatchway to the boarding level. The boarding level contains four inscribed m a g l ~ circles. similar in configuration though closer together than those on Shevalthan's main deck. Th crystal anarch spheres that helped drive th ship before IB reconOguratlon were used as components In th rituals used to render th superstructure temporarily resis tant to th tumult raging around it. Ceilings: The boar ding leve and support level each have ceilings that are 20 feet high, Th extraction level ceiling Is 60 feet high. Level Access: ReconAgured stairs provide access betwee the three levels of the superstructure. Th
THE: EXTRACTION TOWER Abyssal Heart expels an immeasurable tsunami of malign influence to maintain the swirling vortex of the Abyss. The energy is enough to shred the flesh of any mortal or demon that gets too close to th Heart's pulSing, crystal core. After Orcus drives his largest chaos ship to th Abyssal Nadir, he rcpurposes its superstructure to shield himself an his most powerful servitors from the He art's influ ence. The ship, reconfigured to resemble something like a dwarvcn mining tower, squats over the Heart, slowly diSintegrating as immense forces rend an batter it. This makeshift extraction tower retains structural integrity for the mo ment, b ut how long i ca survive the radiance of th Heart remains to be seen. Th extraclion tower still has part to play in the grand plot tha t Orclls ha woven. Orcus has left Timesus behind within the tower's bottommost chamber, commanding th primordial to break of yet another piece of pure evil from th pulSing Heart. Th Demon Prince has one shard already, a shard he plans to use to slay th Raven Queen. He wants the primordial to harvest another shard or two, for there ar other gods that might be removed to further Orcus's future plans. Asmodeus, for example needs to be dealt with for past transgr essions against th Abyss and its multitude of demons.
Th
ARRIVING ON THE TOWER When Shcvaithan approaches, the chaos ship begins to
buck an
rattle, threatening to break apart. Continuing downward will destroy t he craft. However the final magic circle on Shevaithan's deck lights up. providing th adven turers with portal to th superstructure below. W h e n Shevaithan nears the superstructure of th extraction tower, read:
The walls C!(the (Ilumhl!-} vortex pulse crimson lih' rhl.' 'worthpat of dyillR Bod. Below, dIC vortex r L ~ ( ! 5 from p/n/n o(boil1l18 white day, 111(' pl1yslcall1hlll1fcstillion oj mu/ily's deepest lillili. 8ar8unlllUII chaos )/rlp 'lUS c r ~ / l I ! d tern down hll" rhl' boilill8 da y. The mift "as been reconj1811red, turned into 1.111 elahorate. enclosed mlrl/nll plaOorm It ~ l I ' a y s and lohakes. hut mono8es to rctain Jts intesrllj' amid thl1 bartcril1/l chaos. Cataslrophic enCTf/) slee" llle area around tile town, I'SI'C ([ully Ilcar its
base.
On Sllcvailhan the port maRie cirde uddeilly Ijahts /11"'\ portell (O llllr lioll hus been mude. If th adventurers use th portal (or fly to the top of the Boarding Level on extraction tower). see Encounter page 50 of Adventure Book Two.
EXTRACTION TOWER
KEy
extraction tower has three main levels: th boarding level. th support level. an the extraction level.
Th
1. B O A R D I N G LEVEL
Adventurers ca reach this leve most easily by walking through the magic circle portal on th port side of She vaithan wh n they get close enough to thc Abyssal Nadir. A hatch in the ceiling of the boarding level also provides entry. but anyone approaching through the tumult must travel through 10 feet of lethal conditions that exist around the tower (SCI' th sidebar). Boarding Level on page 50 of See Encounter Adventure Book Two.
2.
SUPPORT
LEVEL
Adventurers reach this level via stairs down from level 1. The crew Orcus left behind to aid Timesus resides here. under the command of deathpriest necromancer. Tw life boats hang from this level. They provide a method to escape the tower an travel up the swirling vortex of the Abyss to Orcus's fortress ofEveriost. See E n c o u n t e r H2 Support Level on page 52 of Adv nture Book Two.
3.
EXTRACTION
LEVEL
Adventurers reach this level by climbing flying. or falling down the shaft on level 2. Th restored primordial Time sus is here. as is the Heart of th Abyss. Being so close to th Heart is dangerous proposition. but even more dangerous is th restored primordial of dissolution. See Encounter H3: Extraction Level on page 54 of Adventure Book Two.
COND1Tl0NS
T'HE
UTS1DE
TO\vER
Orcus r&onflgured his largest c h a o ~ \hlp Into a protective tower for good reason. The edge of Ih C O S O l o ~ would be an unstable, dangerous region v n with out a shard of pure evil protruding from it like an Infected splinter. Together, th Heart and th elemental storm make the r >glon around the tower deadly to mortal and god alike. The tow r keeps th malign influence beyond Its walls. forming a small area of protection at th heart of (he d vastatlng !>torm. Creatures outside the tower rapidly dlslntegrat·; their bodies corrupt so quickly thaI they crumble to d ust Model this effect by subtracting 1 healing urges each round from characters outside th tower Unanended objects erode to nothing in 3d rounds The tower rises 10 feet (rom the Abyssal Nadir while th corruption zone reaches 20 feet; creatures attempti ng to reach th boarding level without using the permanent magiC circle must travel 10 feet through th lone.
The Haven Queen's citadel nestles among jagged moun tains in th Shadowfell in realm called Lethema. He mighty stronghold consists of maze of reaching towers an graceful bridg cu from stone an ice. Above all, maelstrom of stars spin, each bright pinpoint th life {()fce of recently deceased mortal. From this spirit storm, grim procession descends through the gates, slImmoned to learn their final fates.
CITADEL OF THE RAVEN QUEEN Most creatures visit th Raven Queen as formless souls at the conclusion of their lives. However, the adventur ers have a more urgent need. They learn that Orcus has shard of evil an has moved to attack th citadel of th Raven Queen. Normally, visitors have two options to reach the Raven Queell's realm: either through the Temple of Temples, ZVOll1arana, or through the winter-shrouded woods an lip th steep-sided slopes of th mountain chain to Letherna. However, while still in th extraction tower at the Abyssal Nadir, the adventurers receive specific sequence of sigils that correspond to permanent tele portation circle inside Death's palace. Once the adventurers have traveled far enough up th throat of th Abyss (a trip requiring at least hours) tele portation once again becomes an option. They ca use Planar Portal ritual (or th Staff of Portals, Audaviator if they obtained it in adventure E2: Kinadom of he Ghouls) to transfer directly to th palace. Th portal leads to courtyard outside th Raven Queen's throne room.
EARLY ACCESS? course of this adventure, the player charac ters might determine that Orcus's ingenuity has relegated them to always playing game of catch-up. Instead of fol· lowing trail of clues, they might decide, based on what they already know of Orcus's ultimate goal, to break of the adventure in midstream an merely make for th Raven Queen palace to guard her. Should you let them? Th answer is yes. If you don't, it will seem as though you ar railroading th game. Th only downside is that th adventurers will miss some treasure and will likely fail to achieve 30th level (and their capstone epic power). If the adventurers remain determined to stop th chase into the Abyss in favor of heading to th Raven Queen's citadel, there ar a few things you ca do to make their choice a valid an rewarding one. During th
First, for their brilliant deduction, consider rewarding the adventurers with sulricient experience pOints to reach 30th level. an thereby allow them to gain their 30th·level epic desti.ny power. It is only fitting that they hav access to their entire suite of abilities when they confront Orcus in th final battle Second, provide them with a way to reach the throne room courtyard. The Simplest way to do that is to have th lurking Vecna provide version of the message described on page 55 of Adventure Book Two. Presage the delivery of th permanent teleporta tion sigi sequence with some thing along these lines: 've sel'lIlhr lvh layers of dis rac ti ll/ rh l' ll t!u!'t (!(O cu.s's
hil lil t' flods fh lII v/ I'I?S lap yo CU ll Yo ." rt> eroes of th !l8e. ye r. if),o l1 ar ,prj ck rlOu mo!il IIII, II
wo nr/ er,
pI secre
so
0d
COURTYARD ARRIVAL If the adventurers use th
sequence of sigils provided by th image of the one eyed old man, they find that, indeed, it is keyed to permanent teleportation circle that pro vides direct access to very large chamber right outside th Raven Queen's throne room. To enter the throne room, th adventurers must first deal with the demonic forces Orcus left to protect the area. See Encounter Ll Throne Room Courtyard on page 56 of Adventure Book Two.
DEATH'S THRONE ROOM When the adventurers make it out of the throne room court
yard, they can enter the thr one room and discover what has become ofOrcus, the shard, an the Raven Queen. See Encounter L2: Throne Room on page 58 of Adventure Book Two.
DYING W H I L E DEATH
Is
WOUNDED
By the time the adventurers rush to the Raven Queen's aid, she is already staked to th floor of her throne room by the shard of evil. Although she is not yet destroyed her power to judge sOllls an send them to their final destinations fails.
consequences of this have yet to propagate Within Letherna, Raise Dead an similar rituals work normally however, each time a creature is raised to life, dread wraith (see Monster Manual, page 267) appears in a square adjacent to the raised creature. The dread wraith is utterly intent on pulling th at life back into death, an to that end gains a +5 bonus to all attack rolls against the raised player character. Th
ABYSSAL SI:RVITORS those cr ea tures intelligent enough to navigate th hazardous gateways betwe n planes or those summoned by ot rs for evil intent. \Vithin th Abyss, uncounted demons of all descriptions dw ll an most arc unknown in the natural world. Th lowes these ar the abyssal servitors unintellig nt creatures that serve the demons as deadly guardians and savage ea of Achr ar piranha lik demonic creatures that pull th mselves along on land clumsily but ca flash through liquids. Gulari ar triple jointed hound like abyssal servitors with eyes of green fire Laamisha ar vaguely ins ctoid creatur es with eight splayed legs an variety of lashing t ntacles Th
mons that plagu
the natural world ar
Athree Level 27 SI
A C H R E E TACTICS voracious achree stays in constant motion as it us es relentless aUack to targ as many foes as it can. When bJ'oodied, it forgo s th opportunity attacks provo by that power to target th closest foe with a bite attack, make a vicious rend against a grabbed foe then discard the target for another.
Th
Level 26 Minion Brute edium elemental beaSlla Udlic demonl XP 250 Initiative +22 Sens es Perception +20; blindsight 10 HP a missed attack never damages a minion; see also jaws of death AC 38 Fortitude 36, Reflex 38, Will 36 Resist 20 Fire Speed 4, swim 10 CD Bite (standar d: at will) Miss: 8 damage. Reach 2; +29 vs AC 16 dama
A C H R E E S P A W N TACTICS Achre spawn wann around foes to gajn combat advan tage for their deadly bit attacks. They stay in the thick of combat to maximiz th ff ct of their jaw of at . Gulari
Level 2S Soldier
elementa beaslldemo XP 7.00 Initiative +21 Senses Perception +24; truesight 6 HP 236; Bloodied 118 AC 41; Fortitude 3 8, Reflex 36 , Will 36 Speed 8, climb 8 spider climb); see also shifting assault olson
GULARI TACTICS gulari alternates bit an slam attacks against a Single target until it hits with both then abandons th prone and da ze foe in favor of new prey. It stays in motion in the hope that foe 's movement triggers it sltiftina assault.
Gular Wh MI ,h,1I 11
p
1, 1111 111,.1 Il l' ,"
Le (1l"lIlIlII)
15 Minion Soldier XI' \.7',0
Initiative +19 Senses Perception +19; truesight HP 1 a missed attack never damages a minion AC 40; Fortitude 37, Reflex 35, Will 35 Speed 8, climb 8 (spider climb); se also shiftin8 assault CD ite (sta ndard; at will) Poison 31 vs AC; 10 pOison damage, and the target is knocked prone. 4- hifting Assault (immediate reaction, when an enemy adjacen t to he gulari hel shifts; at will) The gulari makes bite attack against the triggering creature Alignme.nt Chaotic evi Languages (u nde sta Ab ssal) Wls 25 (+ 19 Dex25 (+ 9) tr20 {+ 17 Con 28 (+21) Int (+8) Cha (+15)
GULARl W H E L P TACTICS Gulari whelps fight as a mob, hoping to catch shifting foes in barrage of extra attacks. Laami ha
Level 17 Soldier
., 'l .. 1""ll'III,.I Ill','" (d"1I10111 Initiative +24 Senses Perception +26; dark visio HP 246; Bloodied 123 AC 43; Fortitude 39, Reflex 40 Will 39 Speed 6, climb 6
XI'
,000
CD Bite
andar at· will) Poison Reach 2; 34 vs. AC; 3d8 9 damage, an the laamisha makes a secondary attack against the same target Secondary Attack: 3 vs. Fortitude; ongoing 15 poison damage, and the target is immo bilized until the end of the laamisha's next turn. CD Claw (standard; at·will) Reach 2; 34 vs. AC; 3d10 + 9 damage, and the target is slowed until the en of th laamisha's next turn Tentacle Las (standard; recharge :': l!JJ Poison Reach 3; +32 vs Fortitude; 5d10 9 damage, and the target is weakened (save ends). A target already wea kened takes ongoing 15 poison damage (save ends) Alignment Chaot ic evil Languages (understands Abyssal) Dex 29 (+22) Str 26 (+ 21) Wls 26 (+21) Con 22 (+19) Int 2 (+9) Ch 18 (+17) 4-
LAAMlSHA TACTICS laamisha fights without th ought to its own sa ty as it defends the creatures it guards It makes bite an claw attacks to hinder foe s movement then follows up with repeated ntacl lash attacks until th target is dead. ABYSSAL SERVITOR LORE character knows the follOWing about abyssal servitors with a successful Arca na check. mons abyssal DC 30 Th lesser kin of intelligent servitors serve the ir masters as guard creatures and beasts of burden ncounted varieties of ab ssa servitors dwell within the Ab ss but they ar ra seen in th natural world except in the service of demon that brings them to the mortal realm DC 35: Achrees ar aquatic abyssal s rvitors that lurk in th elemental maelstroms of th Abyss. hey are often train as guard creatures for ab ys sal moats an pools
Gularis serve their demon masters as guards mounts
pack animals. Laamishas ar guardian servitors, trained to protect important demons or their prisoners.
an
ENCOUNTER GROUPS Though abyssal servitors ar sometimes found operat ing independently, the ar ldom far from their demon masters.
Level 25 Encounter (38,500 XP + achr e (level 27 skirmisher) + achree spawn (level 26 minion brute) + 1 aspect of demogorgon (level 25 elit controller, Monster Manual 2, page 44 Level 27 Encounter (55,000 XP + gulari (level 25 soldier) gulari whelps (level 25 minion soldier) + immolith seeker (level 28 controller Adv nture Book Two page 18 Level 27 Encounter (55,000 XP) + laamishas (level 27 soldi r Manual. page 52 + balor (l vel 27 elite brut + 1 solamith hunter (level artillery, Adv nture Book Two pag 52)
II
ex:
LLJ
II
:E UJ
FATHOMAL
Fathomal Clasp
Creatures with names like balor, marilith. an
Initiative +19 Senses Perception +26; truesight 6 Grip of Chaos (Psychic) aura 5; each enemy that starts its turn within the aura takes 20 psychic damage HP 660; Bloodied 33 AC 41; Forti tude 43, Reflex 37, Will 40 Immune fear; Resist 25 fire. 25 lightning, 25 thunder Saving Throws +2 Speed fly 10 Action Points 1
vrock hunt th upper an middle portions of th Abyss Though awful in their destructive might, these demons ar at least known quantities But the lower portions of th Abyss those areas directly above the growing shard of evil, ar prowled by demonic monstrosities few ever see. Among these terrors, fathomals ar the most terrible. Like all demons, fathomal is embodied annihilation. It is chaos given form that hung ers forever for the d estr uc tion of all other things even other demons. Each fathomal appears as a demonic apocalypse clothed in the cast of Oesh of an ancient being. Thankfully, few ever manage to th Abyss beneath the Elementa crawl from the depths Chaos to terrorize more stable locations.
FATHOMAL BLIGHT human·sized tangle of teeth, horns, and scales infused with pure hate. fathomal blights flitter through Abyssal voids ill search of prey. Fathomal Blight Medium
<'m"nlal h£'aslldemonl
Level 28 Minion 3.150
Initiative +15 Senses Perception +20; darkvision Demonic Aura aura 1; each allied demon that starts its turn within the aura gains a +2 power bonus to attack rolls and da mage rolls until th end of its turn HP 1; a missed attac k never damages a minion. AC 42; Forti tude 3 8, Reflex 42, Will 40 Immune fear; Resist 25 cold, 25 fire, 25 thunder Speed fly
fathomal blight attempts to stay adjacent to one or more demonic allies ill order to confer upon them the benefits of its demonic aura. If threatened, it uses abyssal touch, an ifit is destroyed, its death bur triggers.
FATHOMAL C L A S P The fathomal clasp's long, serpent·like body coils throu gh the air, eager to grasp and destroy. It seeks to feed on any· thing that falls into the oddly hand·like head.
Hu
t'
"k'm ..
Level 29 Elite Brute XP 30.000
beilslldpmol1
FATHOMAL CLASP TACTICS
The fathomal clasp uses its filch foe ability to interc pt
it the victim as ammunition in its ally missile attack On its first full round the clasp begins a arab and hurl attack, then spends an action point to use cry anarchy Ifit
FATHOMAL SCREAM Fathomal screams ar terrible, corrupted memories given life Flashing between one horrible image after another, fathomal screams ar adroit in producing terrified out bursts in its foes, thereby giving the insubstantial creature is name.
Fathomal Scream Ld 'e el
c' nl
al
b e a ~ 1
Level (demon)
Controller I'
~ . ( ) O O
Initiative +22 Sens es Perce ption +18; truesig ht Darke st Memory (Psychic) aura 1; each creature within the aura taking ongoing psychic damage takes 5 extra psychic damage. HP 265; Bloodied 132 AC 43; Fortitude 41, Reflex 40 Will 40 Immune fear; Resist insubstantial; 25 acid, 25 force, 25 necrotic Speed fly 10, phasing CD Dreadful Touch (standard; at·will) • Psychic Reach 2; +33 vs. Will; 2dl0 10 damage (crit 6dl0 + 30), and ng oing 10 psyc hic damage ave ends <. Nightm re Dredg e (standard; at-will) • Psychic Close burst 10; targets enemies; +31 vs. Will; 2d8 + 10 psychic damage, and the target slides 3 squares, takes ongoing 10 psy· chic damage, and is immobilized (save ends both). When the targe t fails a save. it slides 3 squares. -i*, Mote of Drea d (standard; encounter) • Psychic, Fear Zone Area burst 3 within 20; the fathomal scream fashions a phantas· mal mote o f churning mist Any creature that enters or begins it turn in the zone takes 15 psychic damage. The mote blocks line of Sight. It remains in place until the end of the enc ounter. Alignment Evil Languages - Str 29 (+23) Dex 26 (+22) Wls18 (+18) Con 25 (+21) Int 5 (+11) Cha 26 (+22)
r A T H O M A L S c R E A M TACTICS
fathomal scream mere presence intensilles the psy · chic damage inflicted by itself and others courtesy of its darkest memory aura. fts touch causes physical dread to burn through its foes. It uses its ni8htmare dr d8 to slide foes around, usually into reach of allied fathomals or into its mote of dr ad zone.
Th
FATHOMAL GNAW The fathomal gnaw appears as a cascade of twining hair, as if shorn from gianLlt blinks in an out of Sight, leav ing psychically scnrred an slowed victims in its wake. Fathomal Gnaw
Level 28 Lurker
XI' !.OO d"rnellia ) ( ' a ~ 1 ( d l ' 111 Initiative +31 Sense s Perception +26; truesight 6 Self-Inflicted Wou nds (Psychic) aura each enemy that starts its turn within the aura takes 10 psychic damage and 10 poison damage. HP 205; Bloodied 102 AC 42; Fortitude 38, Reflex 41, Will 38 Immune fear; Resist insubstantial; 25 fire, 25 force, 25 lightning Speed teleport 12 CD La sh standard t·wlll) • Polson, Psychic Reach 2 +33 vs. AC; 4d 10 poison and psychic damage. and the target is slowed (save ends) Blink an Strike (standard; recharge :;] :;::J Polson, Psychic The fathomal gnaw teleports up to 6 squares and makes an attack. Reach 2; +31 vs. Reflex; 5dl0 + 9 poison and psychic damage, and the target is immobilized (save ends). Then the fath omal gnaw teleports up to 12 squares Alignment Evil Languages Skills Stealth 32 Str 29 (+23) Dex 36( +27 Wls 24 (+21) Con 31 (+24) Int 24 (+21) ChOI 30(+24)
L.Jr
t"
r A T H O M A L G N A W TACTICS
fathomal gnaw appears suddenly before it foes, lashes. then teleports away, leaving potentially slowed or immo bilized foe behind in its wake. Th fathomal gnaw waits until its blink and strike power recharges to attack again.
Th
FATHOMAL LORE character knows the following about fathomals with a successful Arcana check. DC 35 Fathomals ar corrupted motes of chaos that hungers forever for the destruction of all other things. They live in the deepest portions of th Abyssal void. DC 40: FathomaJs first emerged from th body of defeated, dying primordial that fell into th Abyss
NCOllNTER GROllPS Fathomals hunt in groups made up of others of their ow kind as well as alongSide pow rful demons. Level 28 Encounter (X
74,250)
5 fathomal blights (level 28 minion) fiithomal scream (level 29 controller) fathomal clasp (level 29 elite brute) fathomal gnaw (level 28 lurker) Level 29 Encounter (XP 8 0 , 5 0 0 )
balor (level 27 elite brute; Monster Manual, page 53) 10 f.1thomal blights (level 28 minion)
fathomal gnaw (level 28 lurker)
FORGEBORN ABOMINATIONS Created by the lon vanished architects of the Forge of Four Worlds, the forgeborn pulsing with elemental fury capabl ofshr dding foes in a frenzy of chaos, fire, li ghtnin an all the other energies of creation and destruction. Forgeborn Chaos Skulk 1.11
'r
ill"",,,'.,1 II'.'
.i
,11"'.1\1
Level 27 Lurker
XI' 11.IIOll
Initiative +16
Senses Perception +11 darkvision, blindsight 10 HP 193; Bloodied 96; see also fury ofthefor8e AC 41; Fortitude 39, Reflex 41, Will 39 Immu ne charm, fear, sleep Speed B, climb B
Level 28 Artillery Forgeborn Firelasher M"t!illOll i l l l " ' ' ' r I " I ' " ' ' ' i t ,1 1 l ' . 1 \ 1 XI' I.nOO Initiative +13 Sens es Perception +11; darkvisio HP 200; Bloodied 10 AC 42; Fortitude 40. Reflex 41 Will 40; see also fury ofthefor8e Immu ne charm. fear. sleep; Resist 15 fire Speed B. fly 6 (clumsy)
Close burst 3; +31 vs. Reflex; 4d10 + 9 cold, fire. and lightning damage. Miss: Half damage Alignme nt Unaligned Languages (understands Abyssal Primordial. and Supernal) St 21 (+19) Dex 29 (+13) Wls 26 (+22) Con 26(+22) Int 13 (+20) Cha18(+18) Level 30 Minion XI' .lS0 Initiative +13 Senses Perception +10; darkvision Elemental Fury aura 1 each allied forgeborn within the aura gains a +1 power bonus to atta ck rolls and damage roll HP 1; a missed attac k never damages a minion AC 44 Fortitud e 41, Reflex 43. Will 42 Immu ne charm. fear. sleep Speed B CD Furious Slam (standard; at will) +35 vs AC; 14 damage. and th target loses any resistances (save ends). Forgeborn Fury
M"dillll1 kllWIII.III,...I\' d"I1I,,"
Fury of th Forge (when reduced to 0 hit points) Cold, Fire, Lightning Close burst 3; 33 vs. Reflex; 14 cold fire. an d lightning damage Miss Half damage. Align ment Unaligned Languages (understands Abyssal. Primordial, and Supernal) Dex 26 (+13) Wis 20 20) Str 20 (+20) Con 14(+11) Int 1B 19) Cha 1B (+19)
Forgeborn Stormstriker Level 31 Controller Leader XP 23.000 Lar immorta rna 'ieal b c a ~ t Initiative 21 Senses Perception +28;
FORGEBORN LORE
darkvision. blindsight 10 Defenders of th Forge (Cold, Fire, Healing, Lightning) aura 5; each immortal ally that starts its turn within the aura regains 20 hit points. while each enemy that starts its turn within the aura takes 15 cold, fire. and lightning damage. HP 281; Bloodied 140; see also fury of the for8e AC 45; Fortitude 43. Reflex 41. Will 41 Immune charm, fear, sleep; Resist 15 cold, 15 fire 15 lightning Speed 8, teleport 8 CD Touch of Ch os (standard; at-will) Psychic Reach 2; 35 vs Will; 4d 10 psychic damage, and the t arget is dazed until the en of the stormst riker's next turn. Arc Lightning (s ta ndard; at-will) Lightning
successful Religion check. DC 30: Like abominations, the forgeborn were created during th ancient wa between the gods an th primor dials. They ar tasked with guarding the Forge of Four Worlds an ar rarely encountered outside the speCific location DC 35: Th relentless energy seething within the Forge of Four Worlds drives many forgeborn mad over their eons long servitude. Such creatur escape the Forge to wreak havoc across other planes
10 lightning damage plus ongo Ranged 20; 35 vs Reflex; 3d ing 10 lightning damage (save ends), the target is dazed until th en of its next turn, and th stormstriker makes a secondary attack against two new targets within 5 squares of the initial target Secondary Attack: + 35 vs Fortitude; 2d8 10 lightning damage, an ongoing 10 lightning damage (save ends)_ Fury of the Forge (when reduced to 0 hit po nts) Cold, Fire, Lightning Close burst 3 +33 vs. Reflex; 4d10 9 cold, fire, and lightning damage Miss Half damage. -it- Coldfire Or (standard; recharge Cold, Fire II Burst 5 within 10; 33 vs Fortitude; 3d 10 cold and fire damage, and crystalline growths make the are a of the burst dif ficult terrain until the en of the encounter Alignment Unaligned Languages (un rstands Aby ssa Primordial, an Su pe rnal) St 30 (+25) Dex 22 (+21) s 27 (+23) Con 25 (+22) Int 27 (+23) Cha 23 (+21)
character knows the
about forgeborn with a
ENCOUNTER GROUPS Although they sometimes fight alongSide other creatures against common foe, the forgeborn ar seldom allies and ar never controlled by other creatures. Level 30 Encounter (95,000 XP forgeborn chao skulks (level 27 lurker) 1 forgeborn darkslayer (level 28 brute) forgeborn firelashers (level 28 artillery) 1 forgeborn stormstriker (l vel 31 controlkr
...
\.IJ
The essence of he Elemental Chaos boils and churns in this mas sil'!' sph!'re The condensed power inside this unwieldy IOjoot diameter 810be can be siphoned in man)' ways. thouflh only a few have been discovered. Wondrous Item
Priceless Property, Unmounted: All creatures adjacent to an unmounted anarch sphere gain resistance 15 variable, with a few differences to standard variable resistance: As a minor action, the subject chooses a type of damage from the following list: acid, cold, fire, lightning, or thunder. The subject gains th specified amount of resistance to the chosen damage type for th rest of the encounter (even if they move away from the s phere) and this replaces any ~ e s i s t a n c e th subject already had against that damage type Each time the subject spends a minor action it can gain a new resistance, but it can resist only on type of damage from this ability at anyone time. A subjec t can't use this ability to resist a damage type to which it has vulnerability. Property, Mounted: When an anarch sphere is properly installed in an appropriate cradle on a chaos ship, the b ottled essence trapped within proVides motive power for the ship (the larger the ship, the more anarch spheres reqUired) Anarch spheres require a specific series of actions for proper activation (see "Commanding Shevaithan" on page of Adventure Book Two). Property, Mounted: Any creature without the elemental origi engaged in combat within 5 squares of mounted anarch sphere is subject to a ranged attack at the beginning of its turn: 3 vs. AC; 2d + 5 damage, and the ta rget takes ongOing 5 damage and is dazed (save ends both). Power, Unmounted (Daily): Minor Action. This p owe r allows a creature adjacent to an unmounted anarch sphere to re gain th use of any power of 1 st to 30th level.
W A N D OF ORCUS he Wand is appropriate for epic-level characters.
mace tipped with an enormous skull. Its haft is smooth obsidian studded with blood rubies This weapon trans forms those it slays into undead horrors. arcus carries a
h e a \ ~
The Wand of arcus is +6lifedrinker heavy mace with the following additional properties and powers Enhan ceme nt: Attack rolls and damage rolls Critical: +6d6 Property: This weapon deals ongoing 10 damage (save ends) to creatures that are not undead. Property: You can speak and understa nd t he Abyssal language and read the Barazhad script. Power (Daily Arcane, Psychic): Standard Action. You can use lesion's hold (wizard 29). Power (Encounter Necrotic): Free Action. You can use this power when you attack an enemy with the Wand. On a miss, th target takes necrotic damage equal to its bloodied value When you hit, the target is reduced to 0 hit points (resistance or immunity to necrotic damage does n ot apply).
GOALS OF THE W A N D Be
ORCUS
united with a r c u s .
IfOrclls is destroyed, raise or animate him. Spread undeath everywhere.
ROLEPLAYING THE WAND
ORCUS
he "Valld communicates Silently with its wielder, in
Abyssal. Llsing brutal nd gory imagery to highlight its blood-soaked ends
CONCORDANCE shard of the Heart
the I\byss is concentrated corruption
Wondrous Item
Priceless Property: Every round a creature other than a demon touches or holds the naked crystal, it must make a saving throw. On an unsuccessful saving throw it loses 1 d4 healing surges and is dominated (save ends, -2 penalty to saving throws). While dominated, th creature takes on demonic features such as wings, horns, scales, burning eyes, claws, mandibles, or similar features. On its turn, it attacks its closest former ally. It continues to do so each turn until it saves against the domination. If th creature fails three saving throws, it is permanently corrupted, and becomes a demonic version of its former self Power (Daily): Standard Action. In conjunction with the prope r ritual th shard has the ability to kill a god and transfer some amount of that god's power and influence another th of power transferred is highly variable. When the process
is complete, th god dies, and th shard makes a saving
throw; on a failed saving throw, th shard disintegrates.
Starting score
Ow
ai ns
evel
+1
Owner worships Orcus
+2
Owner kills a Raven Queen worshiper
+2
Owner kills a good and/or innocent humanoid
+2
Owner animates or creates an undead (max l/day)
+1
Owner or ally destroys an undead creature
-1
Owner doesn't give th
PLEASED
Wand to Orcus (max l/day)
-1
06-20)
"Orcus is near! Let the world scream in terror once more!" he 'Vand believes its return to a r c u s is nigh.
The Wand's enhancement bonus increases to + 7. Critical: + d6 damage Property: This weapon deal ongoing 15 damage (save ends) to creatures that are not undead. Property: You take a -5 penalty to Diplomacy checks _ Property: At the s tart of your turn, any creature killed by the Wand ofOrcus that is still dead rises as a dread wraith (Monster Manual, page 267) under your comm and.
SATISFIED 02-15) "Let the bloodclotted sana of the animated dead commence! The wielder has proved to worthy acolyte of Orcus in th demon prince's absence. Property: You take -2 penalty to Diplomacy checks. Power (Encounter): Minor Action. While you are bloodied, use th wand to gain resist 15 to all damage until th en of your next turn.
NORMAL
(5-111
"Willyou do the will ofOrcus, or willyou stiffer my wrath?" The Wand tri es to gauge its ne wielder's devotion to Orcus
UNSATISFIED 0-4) lfyou do not chanae, it'll beyour skull on the end of the obsidian rod! " The wielder is not spreading un ea th If the wielder doesn't change his ways, th Wand begins to punish the wielder. Special: Once per day at any time, th skull in th Wand flares with necrotic power The Wand makes burst 3 attack against your Fortitude (and all allies in range), rolling 1 d2 0 your level. If this attack hits, you are weakened (save ends . ANGERED
(0
OR LOWER)
"Your life is close to an aaoni in8 conclusion." The wielder is coming perilously close to being rejected by the Wand. Special: Once per day at an time, th skull in th Wand flares with necrotic power. The Wand makes burst attack against your Fortitude (and all allies in range), rolling 1 20 your level. If this attack hits, you ar weakened an dazed (save ends both) Special: If you drop to 0 hit points or fewer and ar not healed before th start of your next turn, you rise as dread wraith under th
Wand's
command
MOVING
"Yo
have failed Orcus ."
Th Wand ofOrcus makes an attack against th wield er's AC rolling Id20 your level. If this attack hits, you ar reduced to hit points (reSistance or immunity to necrotic damage does not apply). If you rise as a dread wraith a round later (see above), you take th Wand an seek to deliver it to a wielder more likely to meet th Wand's goals If th attack misses, you fall unconscious (save ends) an th Wand is summoned to th Abyss, there to find a ne demon wielder
SHADOWFELL ENVOY Level 27 E n c o u n t e r (XP 58,600) death titan (level 25 elite brute, Monster Manual,
Within the tower orthe Red Hold the adventurers must
evade th patrols an servallts ofOrcus.ln the Forge of Four ,,, ro rlds, the adventnrers find themselves caught up in a battle between th demons that have claimed th Forge, th vils assaulting it an th forgeborn that have c.f nd cl th site since th dawn of time. Usc th ese random encounters as noted in th descrip tions of th Hed Hold an the Forge of Four Worlds (Adventure Book One, pages 8 an 12), or if you want to expand th encounters while the adventurers travel on board Shevaithan or while they explore the Abyssal Nadir. If th adv nturers have not reached 27th level before beginning this adventure, consider adding few lower level encounters to bolster their experience before they enter the Red Hold So of these encounters ar suitable only to th Red Hold or th Forge of Four Worlds but most ca be used in an location in this adventure.
BEHIND THE LINES Level 26 Encounter (X
page 120) death giants (level 22 brute, Monster Manual,
page 120) sorrowsworn soul rippe rs (level 25 skirmisher,
Monster Manual, page 242) death titan an
its entourage hav journeyed from the Red Hold to support Orcus in his plots against th Raven Queen. Craving battle with mortal foes, th death titan makes repeated soul devourer at tack against th strongest-looking melee combatants. Both it and the death giants expend their soul shards early to giv them an edge over the PCs' superior level. Th sorrows
Shadow fell to th
worn soulripper bodyg uards stay between an their titan master.
BLOOD FEUD Level 29 Encounter (XP 76,500)
1 balor (level 27 elite brute, Monster Manual, page 53)
50,000)
10 canoloth tr ackers (level 28 minion
aspect of Demogorgon (level 25 elite controller
Monster Manual 2, page 44 thunderhlast cyclones (level 26 elite artillery Monster Manual page 105) Orcus's archenemy Demogorgon knows that the Demon Prince is away from th Red Hold an Everlost. group of commandos ha made its way into Orcus's sanctum in an attempt to destroy the throne in th Great Hall (see Loca tion 8). The thunderblast cyclones spread ou to create an area of elemental fury with th ir attacks, while th aspect of Demogorgon lays into foes with its double melee attacks an dominatina a'are
HOLD TRACKERS Level 26 E n c o u n t e r (XP 47,000)
glabrezu gatewarder (level 25 elite brute, page 8) retriever (level 27 soldier page 18) mezzodemon throne guards (level 27 minion soldier,
page 25
when they least expect it. If th
retriever gains a glimpse of th party (or if the adventurer left an previ ous foes alive to describe them), it uses uncrrin8 accuracy to teleport into combat. Th lahrezu an the throne guards enter the fray in subsequent rounds, seekillg to subdue and capture the intruders
age 18)
mezzod mon watchguards (level 27 soldier, page 26) prestige of serving within th Red Hold inspires intense ri va lries between demon factions hop ing to prove themselves worthy ofOrcus's favor. After finding the dead guardians at th Death Gate (see Location I), this group enters the Red Hold with th intent of slaying th intrud ers and winning place in the Demon Prince's court. Alternatively, thes demons are among those who have seized th Forge of Four Worlds, and who no search for th devils that have infiltrated th Forge.
Th
D E V 1 L STRIKE TEAM Level 29 Encounter (XP 82,200) brazen devil (level 30 soldier, page 34)
4 assas sin devils (leve 24 lurker, Monster Manual 2, page 64 wa devil spearfighters (level 28 brute page 42 This force
Alerted to th party's pres nce within th Red Hold, this pack of hunters follows th adventurers from th site of on of their previous comhat encounters to ambush them
foes an
devils is on of th teams charged with break ing th defenses of the demons that have tak over th Forge of Four Worlds. Alternatively, these warriors could be servants of an archdevil attempting to kidn Orcus's most favored servants from th Red Hold. Th brazen devil and the war devil spearfighters take the fight to the adventurers, fOCUSing melee attacks on defenders an strikers. Th assassin devils stay on th sidelines to inca pacitate ranged attackers an controllers.
FORGEBORN AMBUSH
ROVING EVES Level 28 Encounter (X
66,000)
Level
Encounter (X
• 4 forgeborn chaos skulk s (level 27 lurker, Adventure Book One, page 22)
•
+ 3 forgeborn dar kslayers (level 28 brute, Adventure Book One, page 22)
page 9) These beholders make up specialized patrols within the Red Hold, taking on intruders with defenses or powers that specifically target Orcus's demon servants. Alterna tively, the arcane energy that surges within th Forge of Four Worlds opens a tempora ry gate to the Far Realm that transports these mad creatures into the path of th adven turers. Th eyes of chaos fight with no strategy or thought to their own survival.
This pack offorgeborn defenders lies in wait for the adventurers, attacking with surprise if they can. They attempt to he th party in, th darkslayers fOCUSing on melee strikers an defenders while th chaos skulks take ou controllers an ranged combatants To increase th level of this encounter, ad a forgesong trap (level 28 warder; see Encounter F2 Forgeborn Assault on page 36 to the area
UNDEAD PATROL
FOUR W O R L D S SHOWDOW N
Level 27 Encounter (X
Level 29 Encounter (X
64,500)
+ death knight dragonborn paladin (level 25 elite soldier, Monster Manual page 51)
88,000)
• 1 balor (level 27 elite brute, Monster Manual, page 53)
2 slaughter wight overlords (level 27 brute, page 13)
• 1 pit fiend (level 26 elite sold ier, Monster Manual, page 65)
1 abyssal rot fiend (level 26 elite controller, Monster Manual2, page 52)
• 2 forgeborn firelashers (level 28 artillery, Adventure Book One, page 22)
6 rot harb inger reavers (level 28 minion soldier page 20)
• 2 forgeborn chaos sk ulks (level 27 lurker Adventure Book One page 22)
These servants of th vampire lord Birik (see Location 3) patrol the Red Hold on a mission for their master. Alter natively, an adventuring party that attempted to infiltrate the Forge of Four ''''odds centuries ago were laid low by forgcborn defenders, then raised as undead by th latent energy of the Forge. The death knight focuses its wrath on paladin or cleric, while its slaughter Wight allies flank with groups of two or three rot harbinger reavers.
CROSSFIRE Level 30 Encounter (X
98,000)
+ 4 forgeborn flrelashers (level 28 artillery, Adventure Book One, page 22) + 2 forgeborn stormstrikers (level 31 controller, Adventure Book One page 23)
A pair of wandering forgeborn assault teams trap th adventurers between them in th Forge of Four Worlds. Two of the firelashers an one stormstriker approach from one direction, while the others approach from th other side of the adventurers in the following round. Th two groups attempt to limit the movement oftheir enemies The stormstrikers create difficult terrain with coldfire orb as the firelashers let their defensive powers daze an weaken melee combatants. Th forgeborn assault teams fight to the death.
Forge Four Worlds the adventurers stumble upon a battle just beginning between forgeborn defend ers an pair of demon an devil captains. Th pit fiend an th balor each assume that th party is in league with th other, but there is 50 percent chance each round that on of their attacks targets th opposite captain rather than the adventurers. Th forgeborn focus their attacks on the adventurers, though they catch th devil an th demon with their close or area attacks if they can. In th
ABVSSAL ATTACK Level 29 Encounter (XP 76,250)
•
achree (level 27 skirmisher, Adv nture Book One,
page 18)
+ achree spawn (level 26 minion brute, Adventure Book One, page 18) • 1 fathomal clasp (level 29 elite brute Adventure Book On page 20) + 1 fathomal gnaw (level 28 lurker, Adventure Book On e, page 21)
deadly depths of th Abyssal Nadir, foul creatures emerge from the elemental storm to assault th adventur ers before they reach the extraction tower. In th
a:
83,000)
• 1 beho lder eye of despair ritualist (level 27 elite artil lery, page 20) beholder eyes of despai r (leve 27 elite artillery
II
::l
I.U
Cl
:%:
Encounter Level 27 (64,500
\Vltat miahr /t,n'e once been
human woman stands atop the slemcostle behiJld the witI'd her flt'sh split and darkened, rt'veolinllllcmonic scales beneath. %e wears LaUert'd hal lmd mlldlless dallces In ht'r eyes. The creature bdlincl the wheel screams ~ R e p e l tilL' boardersl Til Orcus's rrenne, scrub rll(!se l\IormsJrom my dripl"
SEnlP abyssal rot fiend (H)
nycademon repellers (N) 10 abyssal horde ghouls «;
chaos ship called Shevail han hovers within th Abyssal
Th
void. deeper than most mortals ever go. bu no yet so deep that teleportation an portal travel is impossible. Th ship is moored just beyond th where th
th
recently loaded with th
wa
tailling th
bounds th
in stasis pieces
adventur
W h i t e Kingdom.
last
th
crates con
primordial Timesus As
ship is waiting for the arrival
begins. th
ship's captain doesn t yet know that Doresain wa destroyed (either by th adven ghouls. Th
th
Doresain, king
good, as described in E2:
turers or some other agency
Kinfldom of he Ghouls).
Shevai than remained behind when the other tw chaos ships three ships that make up Orcus's fl et
ne
Abyss, filled to bursting with pieces ofTimesus th Black Star. Th Shevaithan co
plunged deeper into th th
tains
few crates
black stone but these ar
th
morsels compared to th
tons
just
rock already transported
downward.
Shevaithan's crew, however. remains active, waiting for th
arrival ofDoresain. W h e n th
they find
adventurers arrive,
full complement ready to resist their boarding
attempt. The captain
ofShevaithan,
Xur, spends most sterncastle_
abyssal rotfiend named
he time at th
wheel on to
th
Audaviator (or a Planar Portal scroll) provides transport to th
magic circle on
Sh vaithan closest to th sterncastle.
W h e n the adventurers arrive in th magic circle closest to th sterncastle, show th players "View Shevaithan" on page 26
Adventure Book One,
nd
read:
ship hl1llHS suspcnlit'd in c."e of 11 mrtex_ The swirlin.g walls of Ihe 'ortexJIUCIUlltc IJnd ",rill,c, but scem miles awuJ_lt's /.IS if you hll\'(,' <'Iltered Jimnel mmposed oj red douds and terruln cau8111 in all inescapable downward spira /. The ~ h i p Itall85 Utrrll(lI'in!J, untouched, ill the cenlmJ I'oid. Two laT!Jl' cll'mons ripplill8 with muscles, thick rendons. and prominent lC(lrlll.'ry I\'inas arc perched on the upper stern hI' ship, while third is perc/led on the rail nJ:l near co511e rhe ship's bow. [maciari'd llUmanoid5 sluifJlt' around Ihe deck. SOI1lt' p o l L ~ h inn thef1oorboarcls. (I/IU'r5 nHwill,q crates, while afel\' stand idle
LJ
Abyssal Rotfiend (R
level 26 Controller emon, u dead) XP 9.000 Initiative +20 Senses Perception +20; truesight 20 Abyssal Fields aura 5; each enemy within the aura cannot teleport HP 245; Bloodied 121 AC 40 Fortitude 3S, Reflex 36, Will 40 Immune fear; Resist 20 fire, 10 necrotic, 20 variable (3 encounter) Speed 6, fly 6 (hover) Psychic CD Skullsplitter (standar d; at-will Reach 2; +2S vs. Reflex; 3dS S psychic damage, or 2dS S psy chic damage against a bloodied target. ::r Conjure Abscess (standard; at-will) Psychic Ranged 10; +29 vs Fortitude; 2dS S psychic damage, and ifthe target moves more than 2 squares on its turn, it takes 2dS extra damage (save ends) If th abyssal rotfiend is bloodied, the t arget takes the damage for moving 1 or more squares Psychic, Zone - i ~ Floating Despair (standard; encounter) Area burst 2 within 10; the burst create s a zone of dark miasma lasts until the abyssal rotfiend's next turn. Any enemy that starts its turn within the zone takes 10 psychic damage and grants combat advantage to t he rot fiend until th end of its next t urn. Sustain Minor: The zone persists, and the rotfiend can move it squares. Languages Abyssal, Common Alignment Chaotic evil Dex 25 (+20) Str 26 (+21) Wi 25 (+20) Con 29 (+21) Cha 32 (+24) In 20 (+lS) ar e e ementa hu manoid
Level 27 Sldrmisher Nycademon Repellers (N) .000 each e . ,) emental humanoid (demo ) Initiative +23 Senses Perception 19 HP 250; Bloodied 115 AC 41; Fortitude 40, Reflex 40 Will 37 Resist 20 variable (21encounter) Speed 6, fly (hover) CD Wicked Axe (standard; at-will) +32 vs. AC; 3dS 7 dama ge, and ongOing damage (save ends). Wicked Edges (stand ard; at-will The nycademon makes tw wicked axe attacks
Repelling Flight (standard: recharge rx Il The nyc ademon flies up to 6 squares. This flight does not provoke opportunity attacks. During the flight, the nycademon can make up to three attacks, each at different target. 32 vs AC; ld 7 damage, and ongoing damage (save ends)
Combat Advantage
The nycademon deals an extra 2dS damage against any target it has combat advantage against languages Abyssal, Co mmon Alignment Chaotic evil Skills Intimidate +23, Perception +19 Dex 26 (+21) Str 25 (+20) Wls 13 (+14) Con 26 (+21) (+12) Cha 21 (+lS) In Equipment greataxe
Abyssal Horde Ghouls (G)
Level 26 Minion
XP 2S0 each Medium ek 'mf'ntJI humanoid (undeild) Initiative +20 Senses Perception +17 darkvision Unending Hunger aura 1; each enemy that starts its turn within th aura takes damage HP a missed attack never damages a minion AC 40 Fortitude 38, Reflex 39, Will 36 Immune disease, poison; Resist 15 necrotic Speed 8, climb
TACTICS Captain Xur, the abyssal rotfiend, unleashesj7oalin8
spair, moving it around the battlefield to cover as many adventurers as possible. Th nycademons swoop down an use repellin8j7i8hl against as m ny as three diff nt targets at a time. They resort to wi ked ed8es when they can't fly, or wh n they want to deal more damage to a single target. Th abyssal horde ghouls swarm in from all sides hoping to overwhelm the adventur rs If they ca immobi lize a few of th m in the process , even better.
of th
FEATURES
TH
Illumination: Bright light. Anarch Spheres: Always t mperamental. ul1arch
spheres resonate with nearby conflie!. This tendency was harnessed to create a sec ondary defense fo Sh vaithatJ. Any cr ature without th el mental origin ngageo in combat within squares of an activ anarch sphere is su ct to a ranged attack at th ginning of its turn: +32 vs. AC 2d + 5 damage and th target ta s ongoing 5 damage and is slowed (save e nds both). Magic Circles: Th se leportation circles ar key to spe ific locations an only active when th y g within range . Currently, only th sterncastl circle glows with active energy. See Adventure Boo On e, pag for adoi tiona I details . th three hatches triggers Hatches: Opening an Encounter S2: Ship Second W a v e on pag Crates: The crates on the deck ar fill d with black rock nd ar difficult t rrain. Treasure: The upper portion of th sterncastle con ta ns 6,250 pp hidden amid th sting_ Document: aptain Xur carries a l ather do ument case Insid is a letter written in Abyssal th at demands that the capt ain wait fo th arrival ofDoresain King of th Ghouls. Once Doresai is aboard, Xur is to follow the oth two chaos ships to th Forge of Four Worlds, where Time sus s restoration is underway. The document is Signed In the name of the Prince of Un death, Castellan Harthoon."
a: ::J
E n c o u n t e r Level 28 (66,500
larva warlord, horde ghouls 10: Hatch R; 1 hlackstar knight-commander
X:
SETUP larva w a r l o r d
blackstar knight-commander n y c a d e m o n repeller abyssal h o r d e g h o u l s
Following th initial encounter, the crew bclowdecks, led by the first mate, s\
spaces separated by a wall pierced by a wide opening that ca bc closed to make two holds For all practical pur poses, when the walJ is open, th space is contiguous. When anyone
t h e d e c k h a t c h e s is
read:
llC1tc/1('S Clround the deck hanR open, Cllld delllonic ilIltl undrad
creatures boil
ow
r ( ' a t ~ \
to repd an) intruders
TACTICS Each round, r o l l l d 1 2 to determine which creatures emerge an from which hatch. 1-2: Hatch A; 3 abyssal horde ghouls 4: Hatch B; nycademon repelJer .')
Hatch f::
blackstar knight commander
Level 27 Soldier Blackstar Knight Commander Medium eleme ntal Jnima XI"' 11.000 Initiative +22 Senses Perception +11; darkvision HP 246; Bloodied 123 AC 43 Fortitude 39 Reflex 38, Will 39 Resist 15 fire; Vulnerable 10 radiant Speed
CD
Greatsword (standard; at·will) • Weapon
+34 vs. AC; 3d10 9 damage, and the target is marked until the en ofthe blacks tar knight·commander's next turn. Deathsword (standard; recharge :.: Weapon Requires grea tsword; 34 vs. AC; 4d1 0 + 9 damage, and if the target is marked by the blackstar knight·commander it takes ongoing 10 dam age (save ends). Soldier's Duty (when reduced to 0 hit points The blackstar knight commander explodes; close burst 2; targets enemies; +32 vs. Reflex; 2d10 9 damage; marked targets take an additional 2 d10 9 damage. No Escape (move; at-will) • Teleportation The blackstar knight·commander can teleport 10 squares as lon as it ends in a square adjacent to an ene my marked by the black star knight·commander. Align ment Evil Languages Primordial Dex 24 (+20) St 26 (+21) Wis 26 (+21) Con 22 (+19) In 12 (+14) Ch 11 (+13)
Hatch A:
11-12: Hatch C; abyssa horde ghouls If th creature rolled has already appeared, then ld abyssal horde ghouls emerge instead. When all of th creatures have appeared, stop rolling for th hatches. Th larva warlord plunges into th thick of combat, making as many enemies as possible suffer from its tactical feedback aura. It uses punishilla beetle on a bloodied enemy that ha just been healed. Th other creatures fight to sup' port th warlord (or th captain, if sh is still active). Th fight to th death
DIV£LOPMENT \Vhen Captain Xur is defeated, an arcane failsafe activates
to protect th ship from theft. Mystic bindings immediately spring into existence, mooring th chaos ship in place Th ship cannot be moved until those bindings are removed. vVhen this occurs, th magiC circle in th bowsprit (the front of the ship) glows, showing that new portal connec· tion ha been made. This circle now connects to a circle in Red Hold. th citadel of Ore us Th adventurers ca se th darkly glowing ropes of arcane energy that wrap around th ship They twist an merge into four distinct ropes that disappear illto th void of th Abyss th
Abyssal Horde Ghou ls Level 26 Minion Medium elemema hUl1hlnoid (undead) XI"' 2,150 ea Initiative +20 Senses Percep tion +17; darkvision Unending Hunger aura 1; each enemy that starts its turn within the aura takes 5 damage HP 1; a missed attack never damages a minion. AC 40; Forti tude 38, Reflex 39, Will 36 Immune disease, poison; Resist 15 necrotic Speed 8, climb 4
CD Cla ws (standa rd: at-will) • Necroti +31 vs. AC; 14 necrotic damage, and th e target is immobilized (save ends). Alignment Chaotic evil Languages Abyssal, Common Skills St alth +25 Dex 24 (+20) St 21 (+18) Wls 18(+17) Con 22 (+19) Int 14(+15) Cha 16 (+16)
FALL1NG
lNTI
AHYS
jfhose who fall into the AbY5s fall forever through the voiq unless they are saved or can save themselves, SInce long bnge teleportation doesn't work in the. lower portions of
the Abyss, rescues involving such effects must occur within "the flrst rounds of fall to be effective, Falling creatures are attacked by flying demons on a regular basis. It's pos sible such attackers could be clutched and forced to wing the droppl"d Victim upward. possibly requiring a skill chal lenge to succeed.
Larva Warlord
Level 27 Elite Brute
XP 12,000 Medium natura rna c']l beas t (undead) Initiative +21 Senses Perception +17 Tactical Fee dback (Psychic) aura 6; enemies within th e aura take 10 psychic damage when they shift. HP 60 Bloodied 30 AC 39; Fortitude 39, Reflex 38, Will 37 Immune disease poison; Resist 10 necrotic takes half damage from melee and ranged attacks Vulnerable 10 radiant 10 against close and area attacks Saving Throws +2 Speed 5; see also squeezin8 swarm Action Points 1 CD Mandi ble Blade (standard; at-will) ... Necroti +29 vs_ Fortitude; 3d1 0 + 1 0 necrotic dama ge. Double Attack (standard; at-will) The larva war master makes two mandible blade attacks. Punishi ng Beetle (immediate reaction, when a creature regains hi points; encounter) ... Poison Ranged 20; targets the triggering creature; + 29 vs. Fortitude; 5d10 + 14 poison damage Miss Half damag Squeezing Swarm By altering its shape, a larva warlord can squeeze through small openings as if it were a Tiny creat ure. Alignment Evil Languages Common Skills Acrobatics +26, Athletics +27, Intimidat e +25 Str28(+22) Dex26(+21) Wis 18 (+17) Con 24 ( 20) Int 20 (+18) Cha 24 (+20)
Level 27 SI
The nycademon deals an extra 2d8 damage against any target it has combat advantage against Lang uage s Abyssal, Common Alignment Chaotic evil Skills Intimidate +23, Perception 19 Wis 13 (+14) St 25 (+20) Dex 26 (+21) Con 26 (+21) Int 8 (+12) Cha 21 (+18) Equipment greataxe
FEATURES
AREA
Illumination: Bright light. Crates: Th
dozen or so crates below deck ar filled with inanimate black rock. Treasure A search through the nests st w along the hold walls turns up 25 ad, one porion of recov ry, an on 00 gp gem.
:J
E n c o u n t e r Level
(62,000
SETUP
OPENING THE: D E A T H GATE:
glabrezu gatewarder (G)
beholder eyes
despair (B)
As the adventurers step through the bowsprit circle
portal
nd into th
central teleport circle in this
chamber, show the players "View page 26
the Death Gate"
Adventure Book One, then read:
he ./I'el.: orche ship "'urs In n ' ~ ' I ' n l wide [our':l ard, wilh a lI'indow/e5s baqiofl afMood red slone rising in 11.1' dislanee. huIL'i11,lJ llllllrrczlI ~ I o u d 1 t ' s before 30 fool hi}}" wall 118'eul Bille t ~ ( f m l l l z e SI'II\ Uhin Ir ("Iv!>c b), magic portal opl'ns tunnel throll,'.I1 rhl' 11'1.111, willI.' flin'" of slrr) beyond /eLHIiIl}} dOWIL '1'\1'0 lrrho/tlcn;float before rill' IUllnel, tllelr ("elltral eyes 8'ealll;'1.'1 in )luLlr direction. the adventurers do not attack immediately, read:
flu' B'nhrclt lurches forwfrrd, II Ihick Icalher cord around lIS m'ck trllll[1 lI'ilh slwlls.jewelry and weapom "You slond at tile Bare o.fthe Red Hold. Slate your pctirlon. and qUickly." Perception C h e c k DC 31: The 1/labre us low!'r arms aTe se/lI'ilh dozens orblack
hmcc/('ts, all pulsinn with
must defeat the guardians before they ca direct their fulJ attention to th Death Gate
dull red Blow.
Allow the adventurers to make Blu ff or Diplomacy checks if they want, but Orcus's guards see through any subter fuge. If the adventllfers ar truthful with the demon, the glabrezu appreciates the position they nn themselves in. In fact. he nnds it extremely amusing that the chao hip is bound in place. In his laughter, the demon veals Yes, the only way to free the bindings ca be found within the Red Hold, but to enter the place. you need to get past me an th Death Gate. For some reason, th glabrezu nnds this to be even funnier, an his laughter increases
TACTICS glahrezu opens with blasphemous word. then ta gets the strongest looking melee combatants with double attacks While it has target grabbed it stays in the thick of combat to usc chaos word making abyssal bolt attacks while that power recharges beholder eye of despair targets a different foe each round. It uses forced movement from its eye rays to place targets adjacent to the Death Gate.
Th
DEVELOPMENT A DC 30 or 35 Arcana check reveals the details ofEveriost an the Red Hold noted on page 8 of Adventure Book On The walls of the Red Hold cannot be passed or breached by any means available to the adventurers. leav ing the Death Gate as th only way in. Th adventurers
The wear brollze Btlte 810ws mollen red. nreane iJlyphsflnrh'R blu£' and white across ils face. Creatures possessing inactivated bloodward bracel ts ca remain adjacent to the gate without taking damage (see "Features of th Area ), but the must overcome its potent wards to gain access to th Red Hold. Level: 24 (XP 12,100). Complexity: (requires successes before failures). Primary Skills: Athletics, Arca na Religion. Athletics (DC 24 standard action): The charact weak· ens the wards of th Death Gate using brute force. Arcnna or Reli8ion (DC 29. standard action): The charac ter draws on knowledge of Ore us's fou magiC to sense the operation of the gate an its wards Secondary Skills: Perception. Perception (DC 24, standard action): The character notices weaknesses in the Death Gate defenses This doesn count as a success or railure in the challenge but instead provides a bonus or -2 penalty to the next Arcana or Religion check made in the challenge Glabrezu Gatewarder
Level
Elite Brute
XP 18,000 Initiative +17 Sens es Perception +20: truesight 6 HP 580: Bloodied 29 0: see also arcane fury AC 38; Fortitude 38. Reflex 37, Will 36 Resist 20 fire. 20 lightning, 20 thunder Saving Throws Speed 8, fly Action Points 1 CD Pincer Cl w (standard; at-will) Reach 3: 29 vs. AC; 3d8 + 9 damage. Doubl Att ck (sta d; at-will) The glabrezu makes two pincer claw attacks. If both claws hit the same target, the target is grabbed if the glabrezu so chooses Abyss Bo lt (mi nor; at-will) Ranged 10; +28 vs. Reflex 4d + 8 damage Blasphemous Word (minor; encounter) ic Close burst 5: targets enemies; +28 vs Will; 2d12 + 8 psychic damage. and the target is dazed until the en d of the glabrezu's next turn. Chaos Wo rd (minor; Close burst 5; targets enemies; +28 vs. Fortitude: 2d12 + 8 damage This damage bypasses all resistances. Arcane Fury (free, when first bloo ied; encounter The glabrezu teleports 8 squares, recharges its blasphemous word and chaos word powers, and makes an abyssal bolt. blasphemous word, or chaos word attack. Ali nmen t Chaot evil nguage Aby5Sal. mmon Skills Arcana 6, Bluff +21 .l ntlmldate+21 Str (+22) Dex 19 (+ 17) Wi 25 (+20) Con 20 (+18) In t 26 (+21) Cha 16 (+16)
u
lCflIcntill hUOl
2 Beholde Eyes of Despair Level 27 Elite Artillery Lar e aberrant ma 'ical beast XP 22.000 each Initiative +21 Senses Perception +17; all·around vision. darkvision HP 388; Bloodied 194; se e also rippleofchoos AC 39; Fortitude 39, Reflex 39, Will 40 Saving Throws +2 Speed fly 8 (hover) Action Points 1 f entral Eye (minor l/round ; at will) Ranged 20; 32 vs Fortitude, and the target cannot use encoun· ter atta ck powers or daily attack powers until the end of the beholder eye of despair's next turn. ">f Eyes of th Behold er (fre wh en en emy starts Its tu withi 5 squares of the beholder eye of de pair: will) The eye of despair uses eye ray against the triggering enemy ">f Eye Rays (standa rd; at·will) se text The beholder eye of despair uses one eye ray power chosen from the list below. Using eye rays does not provoke opportunity attacks. 7 damage l-Telekinesis Ray: Ranged 10; +32 vs. Reflex; 4d and the eye of despair slides the target 6 squares. Ray: Ranged 10; +32 vs Fortitude; damage. and the tar get is weakened (save ends). 3-Despair Ray (Psychic): Ranged 10; +32 vs. Will; 4d8 7 psy chic damage, and the target ta kes a 2 penalty to all attac k roll (save ends) 4-Maddening Ray (Charm, Psychic): Ranged 10; +32 vs. Will; 4d 7 psychic damage, and the target is dominated until the end of the eye of despair's next turn. S-Confusing Ray (Psychic): Ranged 10; 3 vs Will 4d + 7 psychic damage, and the target uses a move action at the start of each turn to move its speed in a random direction (save ends) Teleporting (Teleportation): Ranged 10; 32 Reflex; 4d 7 damage, and the eye of despair teleports the target 10 square ">f Ripple of Desp41lr (when first bloodied; encounter) Each enemy within S squares of the beholder eye of despair is targeted by random eye ray power as a free action and ta kes 2 penalty to all defenses (save ends). The eye of despair then teleports 6 squares as a free action. Alignmen Chaotic evil Languages Abyssal. Deep Speech Str 18 (+ Dex 26 (+ 21 ) Wis +17) Con 26 (+21 (+18) Cha 28 (+22)
Success; Th adventurers open th gate to reveal the Bloodstorm be ond Go to Encounter R2 on page 10. with a crippling Failure: The Death Gate is overload blast of arcane power. Each adventurer loses one healing surge and takes 2 penalty to Endurance checks until th party takes an extended res t. In its weaken state, th gate can be opened with DC 31 Strength check. Up to four characters can aid in this check.
FEATURES
AREA
light. Teleportation Circles: Arcane energy surges within these powerful circles even when the ar inactive. crea ture th at enters a portal or begins its turn within one takes 2d1O damage. Th Death Gate; These great gate of bronze are carved with Abyssal runes that offer up foul prayers to Orcus Any living creature that starts its turn adjacent to damag e. his includes the the Dea th Gate takes 2d holders though th glabrezu (who ea rs the bloodward bracelets) is immune to this effect. Inactivated Bloodward Bracelets: These large magiC bracelets ofleather and black ivor ar wearable as b lts by th adventurers. Inactivated blaadward bracelets allow creatures to stand adjacent to the Dea th Gate without taking damage. Portal Tunnel: A portal passes throu gh the stone con duit of the Bloodstorm leading to crumbling steps that descend to Everlost. This area is be yo nd the scope of this adventure. Treasure: The glabrezu's necklace is slung with the trea ur ofintruders it has slain-two level 30 magic items, level 29 magic item, ev el 28 magiC it m, potion aflife and thirty rings, amulets, an ot pieces of fine jewe lry worth 15 00 gp each. Illumination: Di
Encounter Level
(63,000
SETUP kazrith sentinels (K) achree (A) 12 achree spawn Bloodstorm hazard the Death
li
th
Hold 's
potent
defense the Bloodstorm W h e n th
adventurers open the Death Gate, read:
blasl of r{'dllllncd steam and aJoul Illil1l 01 dew). HI' cl/III t" nail' SUl1JCS WilLI ofboilill9 blood II'h05e he,ll CUll heJdl UIIl t 1 L ~ t d l l ( ( ' . MOles oj c!t·IlII'ntllljlrt and {"hl'IIlIll' ~
w i n J I ~
wide willi
(j
Iill/lIl1ill,'l :;lIrlJl! IVilhill,hblU oad"llrm nDrilllJ liS blt,/crltI8 t!f l I l ' r l t l ! l I l e J sll'am. Th
guardians on patrol
th
Bloodstorm of creatures no wearing activated blood
rc drawn by th presence within
bracelets Roll initiative for the elemental motes (see th 1\ ea"). Th kazrith sentinels an the achree become tive in th second rou nd fter th fj rst adventurer into the moodstorm. Four achree spawn enter the fray in th third round, with additional waves of fimr ach round thereafter. They enter th ma from ny orthe variou st am an move to close the distan ce an lVard
"Features
attack Kazrith Sentinels Level 26 Lurker XP 9.000 eae e e emeflta rna leal beast \all/atle. de mon Senses Perception +20; tremorsense 20 Initiative +16 HP 183 Bloodied 91; see also acidic seepa8e AC 40; Fo rtitu de 38, Reflex 39, Will 37 Immune acid Resist 20 cold, 20 fire Speed 6, swim 8 Acid CD Bite (stan dard; at-will Reach 2; +31 vs. AC 3d6 + 7 damage, and ongoing 10 acid damage (save ends) la
Acidic Retreat (standard; recharge Acid tl vs. 2: Close burst +29 Reflex; 2d6 + 7 damage, and ong oing 15 acid dama ge (save ends). Effect: The kazrith swims its speed. Acidic Seepage (usable only while bloodied) Aci The kazrith gains a +4 bonus to its swim speed, and at the start of its turn creatures adjacent to it take 10 acid damage Slippery A kazrith makes saving throws against immobilized, restrained, and slowed conditions at the start of its turn as well as at the end of its turn Align ment Chaotic evi Lang uages Abyssal, Primordial Skills Stealth +27 St 26 (+21) Dex 29 (+22) Wls 25 (+20) Con 21 (+18) Int 18 (+17) Cha 12 (+14)
Achree Level 27 Skirmisher Lar e e emenla ueaS la uiltic, demon) XP 11 00 Initiative +24 Senses erception +26; blindsight 10 HP 250; Bloodied 12 5; see also jaws of death AC 41; Fortitude 39, Reflex 40, Will 39 Resist 20 fire swim 10; see also relentless attack Speed CD Bite (standard; at will) Reach 2; +31 vs AC; 4d + 9 damage, and the target is grabbed. The achree cannot make bite attacks while it has a creature grabbed, but it can use its vicious rend VIcious Rend (sta dard: at-will If an achree begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed ueature +30 vs. Fortitude; 4d10 10 damage, and the target slides 5 squares, is knocked prone, and is no longer grabbed. Miss Half damag no slide, still grabbed
Relentless Attack (standard ; at-will The achree moves its speed and can enter enemies' spaces. This movement provokes opportunity attacks, and the achree must end its move in an unoccupied space. When it enters an enemy' space, the achree makes a bite attack Once af ter a successful bite attack, the achree can end its movement within reach ofthe same target and make a vicious rend attack against the target. Jaws of Death (when reduced to 0 hit points) Close burst 1; the achree makes a bite attack against all enemies in the burst. Alignment Chaotic evil Languages derstands Abyssal) Dex 29 (+22) ls 26 (+21 ) Str 23 (+19) Con 26 (+21) Int (+ 9) Ch 20 (+18)
12 Achree Spawn
Level 26 Minion Brute
250 e;Jc E' di lJm emt'ntil b c , l ~ t (a \ l i l l i e demon Initi ative +22 Sens es Perception +20; blindsight 10 HP 1 a missed att ack never damages a minion; see also jaws of death AC 38: Fortitude 36 Reflex 38, Will 36 Resist 20 fire Speed 4, swim 10 CD Bite (standard at -will) Reach 2; +29 vs. AC 16 damage Miss: 8 damage <. Jaws of eath wh n reduced to 0 hit points) Close burst 1 the achree spawn makes a bite attack against all enemies in the burst. Ali gnm ent Chaotic evil Languages derst ands Abyssa ) Str 20 (+18) Dex 28 (+22) Wis 25 (+20) In 2 (+9) Con 25 (+20) Cha 17 (+16)
FEATURES OF TH Illumination: Di
AREA
light.
he Bloodstorm (hazard): This deadly moat of bOiling blood surrounds th
Red Hoki an blocks all acc ss to its cight«c'ntrances. Where it opens up into th interior an the Death Gate courtyard th Bloodstorm hangs suspended in open air. Elsewhere. it is constrained within sealed conduit ofimpcnetr ble stone 30 ee t high varying from to 50 feet wi Fighting within the Bloodstorm incurs the normal penalties for fighting underwater (Dun Beon Master's GUide. page 45). except that po rs an
with the fire keywo rd do not take
TACTICS Th
penalty to
attack rolls.
kauith sentinels make bite attacks against lightly
armored foes using their acidic retreat the first time they take damage Swimming deeper into th
Th
thick ichor of th
BIoodstorm limits Iinc of Sight to
it grants concealment.
squares, an
Bloodstorm they emerge from the murky depths beside a diffe rent foe to set up their next attack The achree stays in constant motion hitting as many targets as possible with it relentless attack forced into one-on-one m lee, it alternates bite an vicious rend
Any creature that starts its turn within th Blood stOrm takes 20 fire damage Additionally. th powerful magiC of th Bloodstorm negates th magical effec of th Water Breathing ritual an similar eIlCcts (though aquatic
attacks, flanking with on of its achree spawn. The achree s pawn focus bite attacks on lightly armored foes, swarm ing a single target to maintain combat advantage.
sure force it to make Endurance checks after
DEVELOPMENT If the kazrith sentinels ar
defeated, the adventurers ca enter the Red Hold without alerting its residents to their presence. A surviving kazrith does not pursue th adven turers beyon th Bloodstorm an into th Red Hold, but it sounds a silent alert that gives the party an automatic encounter the first time a random encounter is checked for (see Adventure Book One page 10). The achrees do not
raise any alarm if th
left alive Once the adventurers pass through the Bloodstorm they emerge in the Red Hold soaked an reeking from th foul ichor of that horrid moat. ar
breathe within it).
creatures ca
Bloodstorm ca
creature within the
hold its breath, but horrific heat an
pres
rounds
minutes (DunEeon Master's Guide, page 159)
rather than
creature within the Bloodstorm takes a -2 penalty to
its speed This penalty applies to al the creature's move ment modes, bu it does not apply to teleportation or to a pull, a push, or a slide. Dispel maBic and similar effects have no effect on the Bloodstorm E l e m e n t a l Motes: Floating motes of elemental energy fuel th
bOiling heat of the Boodstorm. On its ini tiative cou nt, Id + 1 motes float ou of th thick ichor to randomly target on or two adventurers. They float up adjacent to th target an let loose a burst of energy Close burst 1; +3 vs. Reflex; 2d 10 + 8 fire an lightning target slides 1d squares I n n e r Gateways: Within th Red Hold, open door ways hold th bOiling Bloo dstor magicany suspended. Each gateway ca be seen by a creature within squares of it an a gateway ca be passed through freely. damage an
th
I ::>
Vampire Lord (Human Figllter) (V) Level Medium natural humanoid ( u n d ~ a d )
Encounter Level 27 (58,000
SETUP Birik, v a m p i r e lord (V)
s l a u g h t e r w i g h t overlord (W b o n e c r u s h e r skeleton h u l k s (S)
Unless th adventur rs have light sources in hand, they ca approach this area undetected. Th doors have narrow ga between them that allows a character to se through into th e c hamber beyond. an th mbrane that se parates th chamber from th Bloodstorm appears as ha y glow. As t h e a d v e n t u r e r s a p p r o a c h th
door, read:
Ilf slone double doors is dosrd ahead. bochIacrs can'cd with routlll wriCina in Abyssal. Tlu scrawl offt!rs lip benedicliortS to reus amI talI'S that by his oru(!rs, allllCcess is {orbIJtl('n/o whatlil'5 beyond Sl't
set of pipes can be heard (or oprnin,q) ahead
26 The haulltinJJ music of
Ihrouflh
tilt! d o o r ~
adventurers enter this area through the Bloodstorm,
th
their presenc
is noted an
the guardians here attack at
once W h e n th a d v e n t u r e r s c a n s e e into court, read:
forbidden
Beyond the dOOTS stands a dimb lit hall. Illpcstrif!s lillt! the waiL "",im' dl.'lnunil statues un ed ofjt'! and basnlt, all deplctill8 hor· rijl, 5(cnl.'s. OI'Crsi2l"cisllk cushiolls ure seateere,i across rltr nom'. an,1 pale ImfliunoidJ11Jure sill III the celller of t i l t room lI'ith his back tel the dLlor Pipes inllell1u, thefinurr plnJ's hauntinfl. IIIh!Clrthfy melody. th skeletons stand along th outsid walls through th doors Do an cannot imm diately b se not place th monsters until th doors ar opened.
Th
Wight an
This is th an
th
antechamb
rooms where th
to Orcus's privat sanctum, arcane moorings holding th
chaos ship ca found Th demon prince has forbidd access to this wing of th Red Hold an stationed undead guards here. Th guardian here attack at th first sign of an
intrusion Th
door is se with
complex magiC lock (D
31
Thievery ch ck to open)
th
door without being notic
(DC 27 St alth check), they
gain surprise on th
er
guardians beyond Uthe ad
attempts to unlock th
ning th
doors op
adventurers unlock th
an
door ar
ntur·
noticed th skeletons
ttack immediat ly.
XP 26,000
Initiative +15 Senses Perception +19; darkvision HP 408; Bloodied 20 Regeneration 15 (regeneration does not function while the vampire lord is exposed to direct sunlight) AC 44; Fortitude 42, Reflex 41, Will 40 Immune disease. poison; Resist 20 necrotic; Vulnerable 20 radiant Saving Throws +2 Speed 8, climb 4 (spider climb) Action Points 1 CD Broadsword (standa d: ·w lll) ... Weapon +35 vs. AC; 3d10 + 5 damage, and the target is marked until the end of the vampire lord's next turn. .J. ouble Strike standard; al wlll) ... Weapon The vampire lord makes two broadsword attacks .J. Blood Drain (standard requires combat advantage again st the target ; recharges when an dja cent creat re becomes bloodied ... Healing +33 vs Fortitude; 4d12 8 damage, the target is weakened (save ends), and the vampire lord regains 102 hit points; see also omi ating Gaze (minor; recharge l!I ... Charm Ranged 5; +33 vs. Will; the target is dominated (save ends, with -2 penalty to the saving throw) Aftereffect The target is dazed (save ends) The vampire lord can dominate only one creature at a time. ombat Advantage The vampire lord deals 2d6 extra damage with its attacks against any target it has combat advantage against. Vampire Lo rd s Mar The vampire lord deals 2d10 extra damage with its attacks against any target it has marked. Mist Fo rm (standard encount ... Polymorph The vampire lord becomes insubstantial and gains a fly speed of 12, but cannot make attacks. The vampire lord can remain in mist form for up to 1 hour or end the effect as a minor action. Second Wind (standar en coun er ... Healing The vampire lord spen ds a healing surge and regains 101 hit points. The vampire lord gains a +1 bonus to all defenses unti the start of its next turn. Alignment vil Languages Abyml ommo Skills Acrobatics + hletics 29 Intimidate +17 St 0 ( 24 28 (+23) is 2 19) Con 12 (+20) Int 18 (+18 Cha 26 ( 12 Equipment chain armor, broadsword
:r
Perception C h e c k
Elite Soldier
Bonecrusher Skeleton Hulks Lar e natural animate (undead)
Level 25 Soldier XP 7,000 each
Initiative +22 Senses Perception +19; darkvision HP 232; Bloodied 116 AC 41 Fortitude 38, Reflex 37, Will 36 poison; Resist 25 necrotic Vulnerable 15 radiant Immune disease, poison; Speed
Weapon ndard; at will Reach 2; +32 vs. AC; 4d1 0 + 9 damage an th target is knocked prone wift Retribution opportunity ction whenever an enem moves into or ou of a square within reach th b o n e c r u ~ h e r skeleto n) Weapon
Reach 2 +32 vs. AC; 2d10 (save ends).
9 damage an th target is dazed
Threatening Reach
A bonecrusher skeleton can make opport unity attacks against all enemies within its reach (2 squares). Alignment Unaligned Langu ages Wls Str28 21) Dex26 20) Con 4( 9) Ch.1 I n t 3 ( 8) Equipment greatclub
19) )
TACTICS Birik hangs back, lIsing hi dominatin8 8aze against the strongest·looking melee combatant. He then forces that character to attack a lightly armored adventurer, moving into nanking position against th same target. ''''hen his domination is broken. Birik faJis back to re at the same ta tic Th slaughter Wight overlord wade into melee against lightly armored ro roes es with cl aw attacks, stayillg close to th skeletons to nank and maximi ze th thee e ffec ofits bloodied burst an death wail. Th skeletons make crushit18 blow attacks agajnst th closest targets, watching ro chances to make swift retribu tion opportunity attacks.
THE: A R E A
FEATURES Illumination; Di
:J
light rrom hazy everburnillB torches.
Ceiling; 40 reet high.
Bloodstorm Gateway: Magic holds the Bloodstorm Slaughter Wight Overlord (W) Level 27 Brute edium lu al hum noid un de d) 00 Initiative +21 Senses Perception +1 darkvision HP 304; Bloodied 152; se also death wail AC 39; Fortitude 41, Reflex 40 Will 39 Immune disease, poison; Resist 25 necrotic; Vulnerable 15 radiant Speed
(±J Claw (standard; at-will) Healing, Necr tic 30 vs AC; 5d + 9 necrotic damage, th target loses a heal ing surge and is weakened (save ends), and th slaug hter Wi Wigh gh regains 20 hit points. bloodied oodied encounter) Ne cr tic
within the bounds orthis gateway Creatures ca
pass
through the gateway without restrictions. Statues: Carved orjet an basalt. each statue stands 15 to 20 reet high an depicts demonic Creatures in horrific poses statue provides cover an ca be climbed with DC 20 Athletics check. Th statues ar imbued with vile magic. All good an unaligned creatures take 2 penalty to attack rolls skill checks an saving throws whil adjacent to statue. Cushions; Heav silk cushions ar set in piles across the chamber. These areas are difficult terrain. locked strongbox beneath a cushion in Treasure: th outhwest corner of th chamber (DC 26 Perception check to discover, DC 31 Thievery check to unlock) con pp and 35 astral diamonds, ceals Birik treasure lO lO,7 ,7 plus four mithral rings an adamantine amulet set with diamonds, an platinum torc studded with rubies and emeralds Each orthe jewelry items is worth 50,000 gpo
Encounter Level
(47,156
SETUP Kaasneva, marilith ward keeper (K)
12 Iich vestiges (V)
gulari (G)
Kaasneva is used to the sounds of battle coming from the Forbidden Court, an she ignores any combat th ere. As long as the adventur rs ar not carrying light, they can approach unseen along the open balcony overlooking the wards chamber. Perception Check DC 17: '1 la' soulld offlowllln wall'r mn be lJeard from beyond
,llc ed,lll' /1 rill' balcony. a/onll witlt nU1I1"rous mice.';. W h e n th
adventurers ca
se
over th
balcony, read:
up brlo\l', o"u1'11.'11 by Il(Irc l: ~ l l I l a r i porinl' sl0ldn8 al01l8 Ihe wall. i\ mari/illt ' ~ l l i d H . ' s lIud iilS urop a/all' throll{'. Sire I'PPCUr5 1'n!oC(ul'i£'d'l/GZilln into lite bu/J/1lilliJfollt of ret/black idlOr spillj"B are"!' ill lite [ellCer of the !o\\'cr chamher. l'our olowinn I1cms, set into the llJ of Iltefoun rajll, send streams ener8Y illto Ihe air that 'wist arulform sin.q/e rope of arcane pawer rlUlt Jisllppe£ITs just hejore reae/linl} Ihe erilill8 of 1/1(' chamber, IlI/11l11l1arlslr (OUrl.l'urJ
01'1.'115
This is where the first the four moorings holding th chaos ship is bound. Th adventurers must defeat the guardians an deactivate the gems to disconnect the first wards. There are four such ward stations scattered throughout the Red Hold Th adventurers must deactivate all four stations to release the chaos ship from its arcane moorings so that they ca dive deeper into the Abyss.
TACTICS Kaasneva uses her hyp hypnot notic ic dance to draw foes close, pull ing them into the ffluent channels if possible. She targets the most powerful·looking foe with keeper strik reserving stllnnin8 stee until she has at least two foe within reach. Th gulari stays in the thick of combat, alternating bit and slam attacks against lightly armored targets an using shiftin8 shifti n8 assault as sault to stay close to its foes. Half Qfthe Hch vestiges Oank for combat advantage with their death tOllch. Th other half remain back to use shadow ray or orb of oblit ration.
Ma rilith Ward Keeper (K)
Level 27 Elite Controller
elemental humanoid (demon) XP 11,000 Initiative 11 Senses Perception 13; darkvision Keeper's Aura (Charm) aura 5; each ally within the aura gains +1 bonus to AC. While the marilith ward keeper is bloodied, the bonus is gained on all defenses. HP 494: Bloodied 147 AC 41: Fortitude 39, Reflex 37. Will 37 Resist 10 acid. 10 cold, 20 fire Saving Throws +1 Speed 8 Action Points 1 (standard; ndard; at-will) Weapon CD Scimitar (sta Reach 1: +31 vs AC: 3d10 5 damage (crit 3d10 35). ile wielding a scimitar; r Strike (sta (standard; ndard; usable only s cimitar; Ke at-will) Weapon Reach 1: +31 vs AC; 3d10 damage (crit 3d10 + 35). and the target is dazed until the end of the keeper's next turn de (free, when an adjacent enemy Hack ng s ~ e s he marilith at ack; usable only while wielding a scimitar at wI II) it a me Weapon The marilith marilith ward keeper makes a scimitar attack against the triggering trigger ing creatur e. If the triggering creatures is dazed. the mario lith makes two scimitar attacks Stunning Steel (standard; recharge ;:: Weapon The marilith makes six scimitar attacks. If two or more attacks hit a single target. that target is knocked prone and stunned (save ends) Hypnotic tic ance sta ndard; at-will) Charm, Psychic -i:- Hypno Area burst 5 within 10; targets enemies; +33 vS. Will; the target is pulled 6 squares and Immobilized (save ends). Alignmen t C otic evil Languages Langua ges byssal, Common Str 9 ( 11) Dex 16 (+11) is 10 (+18) Con 13 (+1 (+13) 3) Int 18 (+17) Cha 16 (+11) Equipment 6 scimitars la
DEVELOPMENT To disengage the first wards. the adventurers must engage in minor ski skill ll challe nge or simply smash the warding gems (although this is actually more dangerous than the skill challenge). Level: 27 (XP 11.000). Complexity: 1. (requires successes before failures). Primary SkilJs: Arcana. Religion, Thievery Thievery.. Arcana (DC 31. standard action): Th character stud ies the wards an determines that there ar four such stations in place throughout the Red Hold All four must be disen· gaged to free th chaos ship. Arcana (DC 26 standard action): The character removes on of th gems from the ward matrix. Thievery (DC 31, standard stand ard acti action): on):Th Th character removes on of th gems from the ward matrix. Success: Th adventurers disengage this set of wards releasing one of the four mystic moorings binding the chaos ship.
12 Lich Vestiges
Level
Minion
Medium na ur,ll humanoid (undead) XP 1.150 eac Initiative 14 Sense s Perception +19; darkvision Necromantic Aura (Necrotic) (Necrotic) aura aura 1 any living living cre atur that enters or starts its turn in the aura takes 5 necrotic damage. HP 1; a missed attack never damages a minion. AC 40; Forti tude 36, Refle 40 Will 38 Immune disease. poison; Resist 20 necrotic Speed
CD
ea h's Touch (standard; at·will)
Necrotic +30 vs. AC; 10 necrotic damage. and th target is weakened (save ends) hadow Ray (standard; at·will)
- i ~
Necrotic Ranged 20; 30 vs. Reflex; 10 necrotic damage, or 15 necrotic damage Ifthe target is an arcane power user (such as a wizard). (standard; dard; encounter) Fire, Necrotic Orb of Obliteration (stan Two. three. or four Iich vestiges acting on th same initiative count can use their standard actions to hurl a single orb of black fire that detonates on impact. Make on attack roll: Area burst 5 within 10 of one ofthe lich vestiges; +30 vs. Reflex; 5 fire and necrotic damage pe Iich vestige making making the at tack, and ongoing fire and necrotic damage equal to 5 per lich vestige making the attack (save ends).
Alignment Evil Skills Arcana +24 Str11 (+13) Con 14(+15)
Languages Abyssal, Common Dex 12 (+14) Int 22 (+1 (+19) 9)
Wls 13 (+14)
FEATURES OF THE A R E A
Cha 18 (+1 (+17) 7)
Illumination: Di
Gulari (G
Level 15 Soldier
ar e elemental bcast (demon) (demon) Initiative +21 Senses Perception +24; truesight 6 HP 236; Bloodied 118 Will 36 AC 41; Fortitude 38, Reflex 36. Will
XP 7.000
(spider climb); see also shiftinB assault Polso at will) Reach 2; +32 vs. AC; 4d + 6 poison poison damage, and the ta rget is dazed until the en of its next turn CD Slam (sta ndard; at-will Reach 2; 32 vs. AC; 3d8 + 7 damage. and the target is knocked prone. Shifting Assault (immediate reaction, when an enemy within 2 squares of the gulari shifts; at-will) at-will) Speed 8. climb
CD Bite (standard
The gulari gulari shifts shifts to within 2 squares of the triggering creature and makes a bite a t t a d and a slam attac k against th triggering creature. Alignment Chao ic ev evil il Languages (understands Aby Abyssa ssal) l) Skills Athletics Ath letics +2 3, Acrobatics Acrobatics +24 St 22 18) Dex 25 (+1 (+19) 9) Wls 2S (+19) Con 28 ( 21) Int 2 (+8) Ch 20(+17)
ward matrix unleashes burst of necrotic energy an each character in th chamber los loses es on heal· ing surge. If this occurs, the gems must be smashed to break the wards. Failure; Th
Alternately gem can be smashed by an melee strike When a gem explodes, characters within two squares lose on healing surge. All four gems must be destroyed to dis able this set of wards.
light in th lower chamber. Th
balcony is dark. ceiling is 30 feet high along th walls, arching to a height of 50 feet at th center of th chamber. Fountain: This fountain provides cover. It te.atures wid base of obsidian an central spire sculpted as a ch otic eruption of mottled red green. an black stone. Each steamingjets vents blood an black ichor into of its doz th ai Any living creature that ends its turn adjacent to the fountain or an emuent channel is weaken d until the beginning of its next turn. Any living creature entering th fountain or a channel (including th drains) is weakened (save nds ). Balcony: Th balcony overlooking th lower chamber stands 20 feet above th floor an ha no railing. A crea ture falling from th balcony takes 2dlO damage. Secret Door: Onl Orcus an his ward keeper use this concealed door (D 31 Perception check to spot, DC 31 Thievery check to open). Treasure: At the bottom of the throne is a secret com partment DC 26 Perception check to spot) that contains Kaasneva's treasure, which consists of 50 pp an 50 astral diamonds Ceiling: Th
Encounter Level
Iron Golem Juggernaut
(61,000
ET iron golem juggernaut
The adventure rs discover Ihat they ar not the only agents operating within th heart of Or us's stronghold As the adventurers enter this area, show th "View
th
Ghost Door" on page
27
players
Adventure
Book One, then read: his lurHt' ( l l n l l l l l l l l l 1 n ' H Is t'mpty hut lhe I'('r pr('s(,l1t slench lhl.' Ret/flulJ sUtllknly d l " H us II shilllttlt'rill!l cif oj sih'cr lialtl rills llat' ail'. IIll1ssil'c ((lor hi,'!" door appears within Ille veil. ~ l ' l /11 LI$lOlll /rtlllU:. hl' flhos/ly ,fooT Is translu(clll. bur on ils {i,1Cl is s r l l l l 1 a ~ r d l t : r ~ ! l h o l l r t l l ' of {I !'(Ivens hend wreathed in 1I'IJirI.' jlnme
The ghost door activates in the presence of th Raven Queen's most trust servanls-a role th adventurers too on when the became he heralds in El: Dealh's Reach. (I you ar not using that backstory th magic of the ghost door simply conceals il from demons an creatures loyal to Ore us.) After rou nds or as soon as an of th dventur ers enters th area of silver light, the door's wards ac tivate
smltlcnlyJ1aTes as 11118(' fimn takes weal Ilolrm rmcreill8Jrolll the Joor itself ~ h a p e \\ ilhin \IIOIIIl r I/o/elll bl!Hins /0 ,uke slwpe withill rhe lit71lf el'en us Ihe 11rsl ' u r ( h t ' ~ J o r w c m J fa atlack. TIl/'
Ira /!
Level 26 Elite Soldie natural anim e (con truct XP 18 00 Initiative +19 Senses Perception +1 S; dark visio Noxious Fumes aura 3; while the iron golem juggernaut is bloodied, any creature that enters the aura or starts its turn there takes 10 poison damage. HP 488; Bloodied 24 see also toxic death AC 41; Fortitude 43, Reflex 38, Will 36 Immune disease, poison, sleep Saving Throws +1 Speed 6 (cannot shift) Action Points 1 CD Iron Blade standard: at will) Reach 3; +33 vs. AC: 3d10 + S damage and the target is marked (save ends). Cleave (standard; at wlll) The iron golem juggernaut makes two iron blade attacks, each against different ta et. Dazing Fist (immediate Interrupt, when creature marked by the ron golem juggernaut and within Its reach moves or shifts; at·w ill) Reach 3; targets the triggering creature; +31 vs Fortitude; the tar et is dazed (save ends) Polson (+ Brea th Weapon (standard: recharge ~ ~ ~ lUi Close blast S; +31 vs. Fortitude 4d 9 poison damage, and ongOing 5 poiso damage ave ends) (+ Toxic Death (whe n first bloodied and again when th Iron gole juggernaut drops to it points) Polson Close burst 5; +31 vs. Fortitude; 3d10 6 poison damage, and ongoing 1 ison damage (s ve ends). languages - Alignmen Unaligned (+13) Dex 18 17) Wi 14 5) St Con 18 (+12) Int 3 (+9) Cha 3 (+9) Equipm ent longs word Hu
!irh L'r (IY'II
IC Th iron golem juggernaut takes on th closest foes with its cleav e, falling back o iron blade attack if the adventurers spread out. It concentrates melee attacks on two targe ts at a time, but uses its breath weapon whenever it ca target three or more foes ne iron golem juggernaut is conjured by the mag ic of th door every 5 rounds. Even if the adventurers leave the area, th ghost door continues to conjure iron golems until total offive ave been created. Th golems pursue th part into any rea of the Red Hold.
NC Th XP allotted for this ncounter assumes that th ghost door conjures two iron golems before the adventurers dis able it. Adjust th XP tOlal depending on how m iron golems the adve nturers face
DISABLING
HE GHOST D O O R
The prol cc tive wards oj the 8host door attcmpt to destroy tho se who inadv rtently discover it.
ghost door's magical wards blast th adventurers with arcane power an disgorge deadly constructs set on destroying them. Some of the ski)) checks in the challenge require th adventurers to be within the field of silver light, as indicated Level: 26 (X 18 000). Complexity: 2 (requir es 6 successes fore 3 failures). Primary Skills: Arcana, Heal. Religion . Arcana (DC 26, standard action): The character taps into the field of silver light, disrupting its flow. The character making this check must b within the field of silver light. Heal (DC 26, standard action): Th pow of th Raven Queen threads the thin line between life nd death. By making Heal check character can manipulate the subtle flow of protective energy within the ghost door Th character making this check must be within th field of silver light.
Th
The Ghost Door
Trap
Level
Blaster XP 7,000
The haze of silver li8hl surroundina Ihl' door suddenly erupts in blasl of arcane power. Hazard: The wards of th ghost door lash ou at intruders. Perception No check is necessary to notice th ghost door, Initiative 19 Trigger The ghost door manifests in response to the approach of those who serve the Raven Queen, However, unless the door is opened within 2 rounds, the trap attacks. Attack Standa rd Action Close burst Target: All enemies in burst Attack: 28 vs. Fortitude Hit: 2d radiant damage, an the target is pulled 3 squares and dazed (save ends) Special: Any creature that ends its turn within the field of silver light (whether pulled by the trap or not) is subject to an attack as above. On its initiative, the door activates. Every 5 rounds thereafter, the door conjures an iron golem juggernaut. The golem attacks the creature that activated the wards of the ghost door and any of its allies A total of five iron golem juggernauts can be conjured by th ghost door Countermeasures
The wards of the ghost door are disabled by challenge (see text).
skill
Reliaion (OC 31. standard action): Th character draws on knowledge orthe Raven Queen' most powerrul rituals to manipulate the energy within the ghost door. Success: The adventurers disable the magical wards
on the ghost door. Though the door still cannot be opened (see Encounter R8 on page 24) th field or silver light dis· appears an no additional iron golems are conjured Iron golems already conjur ed continue to fight until destroyed. Failure:
on the ghost door. A burst or silver light fi lis the chamber, dealing 3d 5 radiant damage to all creatures within it. Additionally, one last iron golem is conjured by the railing wards. It immediately attacks.
DEVELOPMENT The adventurers should realize that the manirestation or the ghost door is not part orthe Red Hold The bas relier s),lllhol is clearly a sign orthe Raven Que but the mean· ing of the aura or white flame is unknown Th Order or White Fire arc operatives orthe Raven Queen working within the' Red Hold (see Encounter R8 on page 24).
FEATURES
AREA
Illumination: Darkness berore th
ghost door mani· rests. Bright light arter th ghost door appears. Ceiling: 40 reet high. Ghost Door: This portal is th entrance to th extradimensionallair orthe Order orWhite Fire (sec Encounter R8 on page 24). Th portal shifts rro place to place, appearing as a massive glowing door, transhl cent but solid, set within rreestanding stone frame. Ea side reatures bas·relier carvings or black raven's head set within a corona of white flame A DC 26 Arcana check reveals that th raven's hea relief is th magical seal that locks the door, an that it is opened by a magic key (one or th crystal rods w ielded by me be rs orthe order). Th door cannot be opened or damaged by any power or magi available to lh adventurers Silver Light: A zone or protectivc silver light surrounds the ghost door in the area indicated on th ma Th ZOIlC cannot be damaged or arrected by any power or magic available to the adventurers.
E n c o u n t e r Level
(67,500
SETUP
Retrievers (R Hu imlllorr.,1 i l n Initiative 24
Level 27 Soldier 1.000 each
XP
l m ~ t c
Senses Perce ptio n +20; dar k visio vision. n.
truesight 10 HP 248; Bloodied 12 AC 43 Fortitude 39, Reflex 40 Will 38 Immune charm. fear; Resist 5 to all damage
immolith seeker (I) retrievers (H) 10 canoloth trackers (C)
Speed
manifestation of th ghost door has ee n felt within the H d Iiold. As the adventurers ek the wards hold ing th stic bindings of Sh va it hall, Orcus ervants stalk them
<±:>
Claws (standard; atwill)
<±:>
Retrieve (sta ndard; usable only while th retriever does no have creature grabbed: at-will) Reach 3; +3 vs. Fortitude 2d + 8 damage. and th target is
Th
Reach 3;
Eye Rays (sta dard on ray recharges each ro nd roll a d4 to Acid, Cold, Fire, Thunder The retriever fires all th rays as a single standard action bu
ml'u" Iwmbl'r lUIs l/t!' I1ppeOfl1l1CI' undcrwouml IIMllt''', I"illtcel lc) tilt ellertlles tltl' 11)'55. A foul rl.'l'k r i . ~ ( ' ! > from 11 Irulf .(0:,'11 I'enls 10m in Ihe woulld Ukc BlIplniJ wounds : " ) ' ~ l c J l l i l l e bit",," Irc('s lIIl11811'irh blood redfrllil., lInin,,! paths rlrol/ca./lo another cntrallCc OPPOSilt!.
determine which)
each must target a different creature ranged 10; +32 vs. Reflex. 1-Acid Ray: 2d10 9 acid damage, an th target is blinded (save ends) 2-Cold Ray: 2d10 + 9 cold damage, and the target is immobi
lized (save ends)
garden, read
3-Fire Ray: 2d10 (save ends).
9 fire damage and ongoing 15 fire damage
4-Thunder Ray: 2d10 + 9 thunder damage, and th
target is
stunned (save ends).
Self-Repair (standard; recharges when first bloodied) Healing The retriever regains 20 hit pOints and gains a +4 bonus to AC until th start of its next turn Unerring Accuracy (standard; dai daily) ly)
Teleportation
The retriever senses th general location of the target or nearest creature of the type it was commanded to locate. The retriever
Immolith Seel
move a creature it has grabbed with
ou making a Strength attack
l i t i s l'n(.lf
Flrdinlu ~ u d l J C l l h flarc} lit tlll' "Jr clltranre, and horrid hOIl'I ill8JIlIs thc air. Two r ( ' / r / c w r ~ lumber Illto the durk ljtlrden. t1 park "fllrmored (UUOIOlhs al tllefr sit/e \s the rorrent off/ume UUI'
8 damage.
grabbed The retriever ca
W h e n t h e adventurers can see into this area read:
W h e n the adventurers move into th
34 vs. AC; 2d
teleports to a space that is within 10 squares of the target The target need not be on th
same plane as th
retriever when it
uses this power. Alignment Unaligned St 26 Co
21)
24 (+20)
Languages -
Dex 29 (+22)
Wi
In 2 (+9)
Cha 10 (+13)
25 (+20)
Immune disease. fire, poison Resist 20 fire 20 force; Vulnerable 15
radiant Claw (standard; at·will)
<±:>
et/ium l'il'l1I l·nt.f hea\t (del11on)
Fire
Reach 4 +33 vs AC; 3d
10 fire
ongoing 10 fire
damage (save ends)
Fiery Grab (standard; at-w at-will) ill)
Fire
The immolith make s a claw attack (see above) against a Large or smaller target On a hit th target slides into a square adjacent to th immolith an is grabbed While grabbed, the target loses any resistance it has to fire An immolith can hold up to five grabbed creatures using this power. Deathfire Curse (minor; at-will)
Fire Ranged 10 ; + 32 vs Will; the target is slowed (save ends). Afte
effect: The target takes ongoing 10 fire damage (save ends). Healing Vigor of the Grave (minor 1/round at-will) Close burst 5; undead in the burst (including th immolith) regain 15 hit points
Alignment Chaotic evil
St 28 (+23) Co
30 (+24)
Level 28 Minion
10 Canoloth Trackers (C
Speed
Languages Abyssal. Common
Dex 27 (+22)
Wi
20 (+19)
Int 18 (+18)
Ch
27 (+22)
J , l ~ O
";) h
Senses Perception +21 blindsight 10 Initiative +22 10 HP 1; a missed attack never damages a minion. AC 42; Fortitude 41, Reflex 39 Will 38
Resist 25 poison Speed 7 <±:>
Tongue Lash (stand ard; at·will) Reach 4 +18 vs. AC 11 damage, an
th target is dazed (save ends) If th target is already dazed. it takes an extra 5 damage instead
Alignment Chaotic evil
Languages Abyssal
St 31 (+24)
Dex 27 (+22)
Wi
25 (+21)
Con 24 (+21)
Int 10 (+14)
Ch
12 (+15)
FEATURES OF THE Illumination:
wh
Darkne ss initially then bright light
the immolith appears.
Ceiling: Th
the walls, rising
domed ceiling stands 30 feet high along
feet at th center of the garden Crystal Trees: 1\-visted trees of black crystal ar spread throughout the dark garden. their branches dripping blac ichor an hanging with glistening fruitlik orbs of con gealed blood. Squares containing crystal trees ar difficult t errain an proVide concealment to anyone standing ill thel1l crystal tree's trunk provides cover to anyone stand ing adjacent to it. However, th trees demonic taint is to 60
toxic to mortal life. Any creature with the natural origin that begins its turn in an area of crystal trees takes 2d damage plus ongoing 5 damage (save ends). Elemental Vents: These rough vents chmnel the raw energy of th elemental chaos in random bursts. an creature begins it turn adjacent to an elelllcntal vent. the vent has a 50 percent chance of erupting in burst 2: vs
TACTICS The immolith seeke r lashes out at range with deathfire curse to harry targets engaging the retrievers and canoloths. At the same time, it uses fiery ara to thwart adventur ers attempting to engage it in melee. Once it or on of the retrievers is bloodied, it forgoes deatlifire curse and moves into the thick of battle to heal itself an the retrievers with viaor of the wave. A retriever uses its eye rays against heavil armored targets then attacks the closest adventurer with claw an retrieve attacks while its eye rays recharge. The canoloth trackers swarm Single targe ts or adventur ers fighting back to back, flanking for combat advantage. Once a target is dazed, they focus their tongue lash attacks on that foe to deal extra damage.
DEVELOPMENT Orcus's servants ar as self·serving as all demons. If th adventurers break of f the fight, th immolith and the canoloths send the retrievers to finish the job, counting on their unerrina accuracy to let them pursue an destroy the intruders. Ifboth retrievers ar slain before the adventur ers retreat the immolithjudges the party as too powerful to bc alone. and he retreats to send out other search parties Any subsequent c hecks fo random encounters ar successful on a roll of 2 on Id from this point forward Whatever the outcome of this fight. the adventurers know that the forces oCthe Red Hold have been alerted to their pr sence. Orcus's servants will catch up to them again in E n c o u n t e r R8 (see page 24)
or
(determine randomly), an
the target takes 10 ongoing damage (of the same type) an is dazed until th en ofits next turn. ichor of the crystal trccs spreads to creat e a foul muck. These areas ar difficult terr ain. Any creature that runs or makes a double move at a walk through an area of sodden ground must make a DC 27 Acrobatics check or end its moveme nt an fall prone. Treasure: Orcus's elite hunters flaunt their superiority over lesser demons with displays of wealth Each canoloth tracker has its armored hide studded with astral dia monds that ca be pried free with few minutes work Th immolith seeker wears an adamantine belt set with astral diamonds (worth 250,000 gp) an headband of intellect. If this magic item cannot be used by the adventur ers, replace it with another level 30 item from the players' wish lists. Sodden Ground: Th
Encounter Level
(95,500
despair (R)
ro harbinger reavers (n) M a l f u n c t i o n i n g anarch sphere ( h a z a r d ) 1M] U S l ~
the poster m ap when running this encounter.
As th
adventurers a p p r o a c h t h i s c h a m b e r , read:
Flrmmral cncrJtl· cmckb 100uill ahead. but $OUntl. I f W l I l c n / a rily drowns our
horrid shriek
Two more orthe mystic wards binding the adventurers' haos ship ca be found in th area. Unfortunately, on anarch spheres ha malfunction ed an of th slor it threatens to destroy t chaos ship that is myst icall anchored to this chamber. W h e n the adventurers can see into this area, read: llJio; llll,qc c1'cJ1nbrr
lilh'tl with Ihe corpses of enormous
tllcir d,arrcJ h o d i L ' ~ f U s c t l l n / o /lIe waIls. Sl'vcn (lIIorch sphcrrs across/lit' d,omh,'r urr locked II'fdlir1 donora/t cradlrs ,!fIllOHlecl SIOllt'. Tcntlrib a r c a n ~ clters.." risefrolll IWO of the J d r ~ r h ( ' r 6 , f o r m i n E l mystic r o p r ~ (hal dL'-Ilppcar CIS Ihcy r!.'(lc" toword the (Cflilln just like th!.' si"'ery cords bil1tlill8 OUT vessel. l1e l!f O'l.' s p l w r i ' ~ j 1 m : with uncOIl/rollcd POII'l'r, Two behold crs r l ' ~ r o n n rilunl ol'('r Ihe broken spllt'r!.', II'/III!' horde (if rot hdTh"I}JCTSl>ock oway{rom /ht' destrllCI/ve werB.I' The n ~ l ' s l i c rOl'6 sct'm [( be tunnleti in 111£' storm C?f cller.CJY rell/in/l t,bMe lite IIW!fUIICtiollh18 ~ T ' l I e r e , u n " s/rutld('rs drslructive power spo radicalll trawl up rhe (ords-perhaps even toward your ship. tIl'1II01lS.
Since discovering the pow surge, the beholder eyes of despair has been attempting to control it. The creatures in this chamber ar distracted, an the adventurers gain sur· prise if they attack at once. If they wait in th hop that th malfunctioning sphere will finish these de nders off, they ar noticed after round That when on of th hold ers an the rot rbingers mov in to attack. Arcana Check
If,he mo!functiolllnB sphm: isn , disnblnl
iflhl! nI)'stiL bintl/II8s anuc/lec/to your ship tlTen CUI. tlu:n the build lnll ~ t o r l l l of el1er8J' (ould srl'ere/y ,/om081' or tlestroy tile chaos hi you /ra\'c (ollllll(mdl.'t'red. Time isn't ll your side ill rllis ptHticular ~ i . l l l a t i o n DC 28
la
aberrant ma .ical beast
Initiative +11
SrTllP b e h o l d e r eyes
Beholder Eyes of Oespair (B)
OT
Level 27 Elite Artillery XP
oon ea
Senses Perception +17: all aroun d vision
darkvision HP 388: Bloodied 194; see also ripple of chaos AC 39; Fortitude 39, Reflex 39, Will 40 Saving Throws +1 Speed fly 8 (hover) Action Points 1
Rot Harbinger Reavers (R) Level 28 Minion Soldier Medium lementa humanoid und ead XP 15 eac h Initiative +24 Sense s Perception +22 H 1; a missed attack never damages a minion. AC 44 Fortitude 39, Reflex 41, Will 39 Immune disease poison, necrotic Speed 6, fly (clumsy)
Con 27 (+22)
Lang uage s Abyssal Dex 30 (+24) Wis 27 (+22) Int 21 (+19) Ch 19 (+18)
Malfunctioning Anarch Sp a7a
re
Leve 30 Blaster
d
XP
<),000
One of the anarch spheres within the chamber crupts with mil' clemental power.
Hazard: The damaged anarch sphere attacks everything in the chamber. Perception No check is required to notice the malfunctioning sphere. Initiative +8 Trigger The anarch sphere malfunctions when the adventurers enter the chamber. Attack Standard Action Ranged 10 Target: Three creatures within range (chosen randomly) Attack: + 33 vs. Reflex Hit: 3d8 + 10 cold, fire, and lightning damage, and the target takes ongoing 5 cold, fire, and lightning damage and is dazed (save ends). Countermeasures • The malfunctioning anarch sphere can be disabled by one or more characters adjacent to it making thre e successful DC 33 Arcana or Thievery checks (each check is a standard action). A failed check deals 3 d6 + 8 cold, fire, and lightning damage to the character.
TACT1CS Th
eyes of despair break off trying to stop th anarch use their eye rays against random adventur
sphere an
ers, moving into th thick of combat to gain extra attacks from its eyes of the beholder aura. When their attacks create forced movement, they move PCs into range of th mal functioning anarch sphere's attack. rot harbinger reavers swarm th closest adventur ers, flanking to make rottin8 claw attacks. Th
DISENGAGING THE W A R D S To disengage th second an
third wards, th
adventurers
must engage in a minor skill challenge or simply smash th warding gems (although this is actually more dan gerous than th skill chaJl nge). This challenge must be
completed twice to disengage the wards. Note that the wards are set into th frames of th two anarch spheres farthest from th
Level: 27 (X Complexity:
entrance to this chamber.
(requires 4 successes before 3 failures).
Arcana (DC 31, standard action): The character studies th wards and determines that there ar four such stations in place throughout the Red Hold. All four must be disen gaged to free the chaos ship. Arcana (DC 26 standard action): The character removes of the gems from the ward matrix.
Thievery (DC 31, standard action): The character removes on of th gems from th ward matrix. Success: Th
adventurers disengage this set of wards,
releasing on of th four mystic moorings binding the chaos ship.
burst of
crotic
energy, and each character in th chamber loses ont' heal in surge. rfthis occurs, the gems must be smashed to break the wards.
Alternately, a ge ca be smashed by any melee strike. quares los When ge explodes, characters within tw on healing surge. All four gems must be destroyed to dis able this se of wards.
DEVELOPMENT Give th adventurers time to take short rest after they complete this encounter. Afterward, or if they attempt to leave without taking a rest, go to the next encounter.
11,000).
P r i m a r y Skills: Arcana, Religion, Thievery.
on
Failure: The ward matrix unleashes
FEATURES OF THE A R E A I l l u m i n a t i o n : Bright light. Ceiling: 40 feet high.
massive anarch spheres in their cradles provide cover to an Large or smaller creature. A n a r c h Spheres: Th Bodies:
host of ro harbingers and demon minions
have already fallen to the power of the malfunctioning anarch sphere. Areas containing bodies ar difficult terrain. Areas containing piled bodies are challenging terrain, and
ca
be crossed only with
check.
DC 18 Acrobatics or Athletics
E n c o u n t e r Level 30 ( 9 5 , 0 0 0
SFTUP retriever holocaust When the filrces the adventurers fought in the Dark Garden failed to report back to their posts the most feared hunter in Orclls's arsenal was recaJled to the Red Hold-a
retriever holocaust. This ancient abomination once served the primordials, but now it answers to Orcus an his top commanders.
Usc the poster ma when running this encounter. When
adventurers have taken
short rest,
if they attempt to leave the sphere nexus, show the Adventure players "View Holocaust" 011 page 27 Book One, then read:
suddenly flickers as if Ilisrupred by some lJnsernforel'. At the head of tIll! chnrnber, an eXrlMioll ofblaekfire Ulilcashes hU8L' like construd that h r l t ' l ~ s tiS it attacks. rill?
pu/sll18 lillht oj the Llllardt
s p / J t ~ r e s
Place the retriever holocaust 011 the poster ma within the entrance to the chamber. If the adventurers attempt to from the retriever, it tcleports ahead of them into whatever corridor they move down, using its size to force them back into the open space of th chamber if it can.
TACTICS The retriever holocaust attacks in a mad fury, alternating claw jlurry an holocaust rays attacks. It stays in the thick of combat to maximize the effect of its hoLocaust aura an shield offire, teleporting each round to unleash its path of jlame.
DEVELOPMENT After the retriever holocaust has been defeated, the Order of White Fire appears to offer aid to the adventurers Go on to the Interlude on the faCing page for details an infor mation regarding the Order an what they ca offer to th adventurers
FEATURES
AREA
Illumination: Bright light. Ceiling: 40 feet high.
Anarch Spheres: The massive anarch spheres in their
cradles provide cover to any Large or smaller creature. Bodies: host of rot harbingers and demon minions have already fallen to the power of the malfunction ing anarch sphere. Areas containing bodies ar difficult
Retriev er Holocaust
Leve 30 Solo Soldier
imm orta Hu i l 1 1 a t c XP 95.000 Initi ative +17 Sen ses Percept ion +24; darkvision, truesight 10 Holocaust Aura (Fire) aura 5; each creature that starts its turn within the aura takes 15 fire damage See also shield offire HP 1,104; Bloodied 552; see also self repair AC 46; Fortitud 44 Reflex 43, Will 42 Immune charm. fear; Resist 10 all Saving Throws +5 Speed 10; teleport 10 Action Points 2
The retriever holocaust makes four claw attacks, less one claw for each cre ature it has grabbed. Gr ea Retrieve (standa d; at will) Reach 3; targets up to four creatures, less on for each creature th retriever already has grabbed; +35 vs Fortitude; 3d 10 damage, and the target is grabbed. The retriever can move a creature it has grabbed without making a Strength attack CD Sh ie d of Fire (I mmediat nterrupt, when creature within th ocaust au a makes an a ttac k roll at-will) retr ever Fire, ecrotic +35 vs. Fortitude; 4d1 0 + 9 fire and necrotic damage, and the triggering attack ta kes a -1 penalty to the attac k roll ::r Holoc st ys st ndard; recharge ·: Tf) Fire. Necrotic Ranged 10; three attacks at three different targets; +35 vs Reflex; 3d1 0 9 fire and necrotic damage. and the target takes ongOing 5 fire a nd necrotic d amag e and is dazed (save ends both) A creatur e already dazed is stunned (save ends) Path of Fla me Each time th retriever holocaust teleports. it unleashes a storm of fir at its destination in a close burst 3: 35 vs. Reflex; 2d10 9 fire dama e. and the target is blinded (save ends). epair
es when
The retriever regains 10 hit points and gains a +4 bonus to AC until the start of its next turn. Teleportation Unerring Ac curacy (standa rd; daily The retriever senses the general location of th target or nearest creature of the type it was comma nded to locate. The retrieve teleports to within 10 squares ofthe target. The target need not be on th same plane as th retriever Alignm t Chaot ic evi Languages - Dex 30 (+15) Wi 18 (+24) Str 32 (+26 Con 28 (+24) Int 18 19) Cha 14 17)
terrain. Areas containing piled bodies are challenging ter rain, an ca be crossed only with a DC 18 Acrobatics or Athletics check. Any squares containing bodies or piled bodies that the retrieve r holocaust moves throu gh are ignit by its holocaust aura, an remain burning until the en of the encounter. Any creature that moves into or begins its turn adjacent to or within burning square takes 15 fire damage.
._._._- _ - . - - - . _ - - . - . _ - . - - . - . - . _ - . - . - - . - . _ - . - . - .
INTERLUDE: THE ORDER OF WHITE F1RE battl with th retriever, th adven unexpected turers find themselves in th company In th
af
rmath of th
allies-servants of th
Raven Queen hidden within Orcus's
sanctum.
retriever holocaust is defeated, read:
W h e n th
EI'en as the retrieVI'T holocaustfalls,footsteps echo from nearby. Eiyht!illures appear. IIII'll armed ami ready to fiyht but Ihese arc liD JI'IIWrtS. }\ force of a n 8 c l ~ 5tl1 res ill amuzernent, their swortls bluzillt/ white, armor embossed \\lith the sl8il een on thi' 8'tost rloor-tile rLII'en's head crownl'd wldl I\I/rilcfil'i!. Olle ansel s t e l ' ~ f o r \ l l o r d . "r am Ebantar.lord o{fhe \,vllile Fire and servonl of the Haven Queen. You arc in wave peril. Follow liS ifYOIl wish 10 live:
u.
Q: W h a t is this place?
di
yo
1:
here?
"Tnfllberd is 1m t' tradirnensioncl! space whose I'ntrUrJCf opens to rhose blessed by the Rllvell QUeen. M!IIenllf 080. WI Ulty"'8uve her life la see seed of he ,%adO\\1el/ secreted here. rrnm that seed. Taltlberelwas iJroWJT. Our force is dozen stroll8 noll', bill many more have died in sen'ice to Ollr calise. However, 115/01111 as tlle Raven Queen's power endures. ollr sallctum is srife
....
Q: W h a t do you do here?
"We en8u8e in skirmisll llJ1d sllboLa8l' oprratiOI15 Iltjainslthe er vants (ifLhe demoll prince, disruptin8lh rir plllns i l l l a rorruplillJI Iheir inrel1ilwn(e. We have been ullurtJe ill EverJost oflale, bU Ihe activalion of the tlh051 door's wards and t " ~ disruptionll'itltin :J tIle sphere IIC'XUS drew us back ro the Red fold ..J
0:
i.;J
If the adventurers balk at accompanying the angels, an
Q: ' V h a t have yo
InSight check reveals that Ebantar's desire to help th
"The .. email prillc l. hnSJlOlclll.ellcdll.itlJinlJisstlnctllmfor lalln months, LIlld his custellan Hart/won is ahroad ill Everlosl TIll' /leI! hascoonllnuceJ Ihe luunch q{lwoweut chaos ship!> trwl CVL'l1 now drop downward to the Fori'll' of Fou "Varlds, butfar \VIla/ reason we do 1101 know
party is genuine.
W h e n the adventurers follow th
angels, read:
Ebanrar leads thl' woup 10 on empI)' chamber Ilorth of the sphere Ilexus, where rite 8itosl door appears once lIlore The fie!el (if si/wr lit/ht}lares, bur Haluar rarries a cryslal roJ tllO/ IIl'aJ siJlil. With IJ pulse shlH!m". the he touches to tlte rm't .loor Jfsllppeur to rev!.'ul tl 1'051 \tmJimensional spOC!' beyond counyartl H o l d e n w ( ~ marble isIronreu. by tall archways and ltan[fina 8ard lls. all biJthed in silver linhl. Ebantllr beckons \\Iilhin. "We/come to Tal(lb(Trd,"
Q: W h a t is th "/'Ile
adventurers ar
very least, th
party should take an
extended rest within th
safe location. host of th Order o f W h i t e Fire includes angels of vengeance (Monster Manual, page 17), authority (Monster Th
Manual 2, page 8), an
supremacy
(Monster Manual 2, page
10). Ebantar is an angel of supremacy with th
I-orne is lin (lnd1'1l1 is/allJ mole hunnhl}) hi lite tlbysstll
focusl1l8IJnd slrellljtll£lIillf) the TtlII' cllIIOS 'if "II! dte pOIVl'r bq"lJd irnu.<-/ination ." angels ar
\IIj55
to tW III r
no match for a direct confrontation with
Orcus's forces, an
they cannot fight alongSide th
turers. However, they ca
adven
help the party escape.
archangel
"TIle last q.f he \Vards you nred 10 disable CdJl be found in rIll' Grl'CIIl-111/1. From Ihere, th sufi-'St route back tlte /lIoodstonll an Ihen [0 the Deatll Gate is dOll'n Ihe pit o f f l r ~ Imd tltrouflll the kitchens C?frhc ned l/old We will keep the serl'anls ofOrcus occupied wilhill thelortress while you make your way. Good luck, chost!n ofDcllth undfriend ofEltc."
(Monster Manual 2, page 10). Th angels answer
any questions the adventurers have, even as they ask about
party's purpose in coming to th Red Hold. Adjust th responses below if you ar no playing this adventure as
th
sequel to adventures E1 an
th
ar
"W 111\' til(' Lellra tlte Order ofWhil!.' /'Ire. We LIre tile Ral ell Queen sen'ant lholl8" our mis. ion has lon8 erarateLl us from her 'Ve will 'ndurl' LInd Ilit' lu:rt' un/i1 Orcus's riots IlIJainsr (,ur mistress art! muiane:
route through the Great Hall
encounters.
E2.
you?
adventurers take th
suggested by Ebantar, make no further checks for random
Ebantar ha th
Q:
F o u r Worlds?
safe within Talaberel for as long as they
want to stay. At th
template
Forge
dl'pl/is. 1/ ucts as u cOllduitJa elemental und ur tlIll' encr8Y,
Th
Orcus's servants ar scouring the Red Hold in th aftermath of th battles in th Sphere Nexus, but the
learned re arding Orcus's plots?
th
means to send
Raven Queen with an
one-way message to
information th
adventurers
share with him. The adventurers should feel confident that th
Raven Queen will be warned of an
against any imminent threat whil
well guarded
they follow th
other
chaos ships down to th Forge of Four Worlds. In addition to providing th th
adventurers with directions to th
angels offer a level 29 magic item an
to aid them in their journey.
tw
Forge,
potions of life
f
E n c o u n t e r Level 29 ( 7 9 , 5 0 0
SETUP high aspect
Orcus (0
storm devil thralls (S)
(M)
10 mezzodemon throne guards
bantar and his angel escort th bronze doors
adventurers to th
vil revels an loul banquets that entertain Orcus and his most lo ya se vitors. Th fourth sct of wards binding the chaos hip ca also lound he th
Great I-Iall, site
adventurers approach th
As th
th
doors, read:
\r rlu lOp lifllw srair5. sel '?fhalj opell hronze doors arc II'rcuthcd 111 j1ll1lH'. "lirkcrill8 whitr liBht comesfrorn beyond, ucwllIl'unicd by shoutrd v o i c ( ' ~ Ilndlrem il.'u shrieks. Unless they have
light so urce in hand th adventurers can approach th open doors unseen W h e n the adventurers
se
into th
area read:
Broad table oj blulk onyx arc smttrrra across tl cavernous weal halL fen rnt:'...::DIlcmons clumbl'T alonn the rvunh waUs of tlle dlum",·r. shoutill9 Ilnd curo;/ns II'. rhey hal1Y rapesrries dcpicli1l8 foul Jrntollic r('""lrirs_ 1'11'0 storm devils arc shacklrtl ro appo silt' \\'uJl5,lishrina dlllle/IIJ} al0118 rheir b/uckcned chaills as llrey hrkk in raili Bdween them. vaST fire pit ruBE'S wirlr whitr '10' nume. T r 1 1 1 1 r i L ~ of areal1/' powerform into a sin8'e rope eller.']y thar ,lisllppenrs ru ir reaches toward the (eiIi1l8' m a s ~ i v e black tllTol1e rises tIlJClinsl the flTr wall. Atop hi hi81t sear sits Orcus. piles of 8'ealllirl8 Ireruure and bodies ~ e r
Ilisfeel. he high aspect ofOrcus is larg than others of its kind. though it is likely that th adventurers will see it for th shadow of th demon princ that it is. Perception Check
DC 33:
TTltlU1}1t rhe dCllllll1 .1101' Ihe Ihrone d r p c a r ~ to be Orms, LIlt iron mace rmher chait the denwnlord's usual skull carrics ir
IOl'ped
wand.
sole task of the high aspect of Orcus is to sit on Orcus throne when th demon lord is not in attendance an to fend the Great Hall against th occasional challenger. Storm devils ar universally r viled by th demons for their us of el mental power Th two devils here were now as captured and corrupted by Orcus, an serve hi deranged but faithful guards. If the adventurers atta k immediately, they gain ur th mezzodemons notic them in th th ling prise following round
Th
High Aspect of Orcus (0
level 29 Elite Brute elell1('nlal humanoid (d('mon) XP 30.000 Initiative +18 Sens es Perception +13; low light vision. darkvision lesser Aura of Death (Necrotic) aura 10 each enemy that enters or starts its turn in the aura takes 10 necrotic damage (20 necrotic damage while the high aspec t of Drcus is bloodied) HP 66 Bloodied 332 AC 41 Fortitude 43. Reflex 39, Will 40 Immune disease. poison; Resist 20 necrotic, 10 fire, 10 force 10 radiant Saving Throws +2 Speed 6, fly 8 (clumsy) Action Points 1 il Skull Mace (standard; at will) Necrotic, Weapon Reach 3; +32 vs. AC; 3d8 10 damage, and the target is weak ened (save ends). Necrotic, Weapon '" ouble ttack (standard at-will) The high aspect of Orcus makes two skull mace attacks. '" Tail lash (Immediate ea ion, when an enemy moves or shifts within squares of the aspect of Drcus; at-will) Reach 3; +30 vs. Reflex; 3d6 + 12 damage, and the target is knocked prone. Ali gnment Ch aotic evil languages Abyssal, Common Skill Ar cana +26. History +26, Intimidate +27, Religio n +26 Hli
St 30 (+24)
Dex18(+18)
Con 32 (+ 25) Int 24 (+21) Equipmen t skull mace
Wls19(+18)
Cha 27 (+22)
l e v e l 27 Artillery Storm Devil Thralls (S) Mediull1lmmnrtal humanoid (d ...vil) XP 11 0UO each Initiative +21 Sen ses Percept ion +20; dark vision HP 195; Bloodied 97 AC 39; Fortitude 39. Reflex 39, Will 38 Resist 20 fire, 20 lightning. 20 thunde Speed 7, fly (clumsy) il ride nt (standard will ligh tning, Weapon +32 vs Reflex; 2d8 9 damage and the target takes ongoing 10 lightning damage a nd is dazed (save ends both) 6J lightning Fork (s andard; usable only while wieldIng a t rident; ligh tning, We po at will) Ranged 20; + 32 vs. Reflex; 3d8 + 10 lightnin damage. Infer al Thundercla (standard; rech rg ]) lightning, Th under Area burst 2 within 20 +30 vs. Fortitude 4d10 + 9 lightning and thunder damage, and the target is pushed 3 squares and dazed until the end of its next turn. Cydone (free, when fi rst bl ood ied; encounter) The storm devil shifts 3 squares, and any Medium or smaller enemy adjacent to the sto rm devil at the start of the move is knocked prone Alignment Chaotic evil languages Abyssal, Supernal Skills Stealth +26 Str 21 (+18) Dex 27 (+21) Wls 24(+20) Con 27 (+21) In t 16 (+16) Cha 15(+15) Equipment trident
Mezzodemon
Level 21 Minion Soldier
Throne Guards (M Medium e emental huma oid ( emon) XP 2.750 eac Initiative 23 Senses Perception +21; darkvision HP 1; a missed attack never damages a minion. AC 43; Fortitude 40, Reflex 39, Will 39 Resist 25 poison, 15 lightning, 15 thunder Speed (D Triden (sta ndard at ill Reach 2; +34 vs. AC; 11 damage -<- Re st ain ing Breath (s tand d; encounter) Close blast 3 targets enemies; +32 vs Fortitude; 11 damage, and the target is restrained (save ends). Ali gnme nt haot ic evil unguages Aby ssal Str Dex 26 Wl 26 (+2 1) 22 Con 23 Int 14 (+ 5) Cha16 (+16)
TACTICS Th high aspect ofOrcus throws itself at th strongest looking melee combatant, counting on its tail lash an lesser aura of death to hold off other attackers The storm devil thralls have their movement limited by the chains that bind them to th walls (3 squares). They tr to push foes into contact with the throne. Th mezzodemons swarm the closest intruders an attack with restrainin8 breath, then set flanks
FEATURES
DEVELOPMENT Th angels show th adventurers where th Great Hall is, and then they depart to engage other demon hunting par ties to give the adventurers time to al with the wards and then make their escape
DISENGAGING TH
WARDS
To disengage the fourth set of wards th adventurers mnst engage in a minor skill challenge or simply smash the warding gems (although this is actually more dangerous than the skill challenge). Not that the wards ar set into the stone lip of th fire pit. Level: 27 (XP 11,000).
(requires 4 successes before 3 failures) Primary Skills: Arcana, Religion Thievery Arcana (DC 31 standard action) The character studies the wards and determines that ther ar four such stations in place throughout the Red Hold All four must be disen gaged to free the chaos ship. Arcana (DC 26, standard action): Th character removes on of the gems from the ward matrix. Thievery (DC 31, standard action): The character removes one of the gems from the ward matrix Success: The adventurers disengage this set of wards, releaSing on of the four mystic mooring binding the chaos ship Failure: The ward matrix unleashes burst of necrotic en rgy and each character in the chamber loses on heal Complexity:
ing surge. If this occurs, th ms must be smashed to br ak the wards. Alternately a gem can be smashed by an melee strike When a gem explodes characters within two squares lose one healing surge. All four gems must be destroyed to dis able this set of wards.
AREA
Illumination: Bright light. Ceiling: 50 feet high.
Bronze Doors: Each flam -shrouded door is 3 feet
thick and stands 30 feet high an 15 feet wide. A creature touching door takes 20 fire damage. Fire Pit: This elemental vent serves as th entrance to the kitchens 10 feet below (s Encounter R9 . Charac ters ca descend by flying or levitating or ca climb th walls of the pit with a DC 26 Athl tics ch ck. However, an character that enters or starts a turn in th white hot flames takes 20 fire damage. creature that falls down the pit also takes IOdIO fallin damage. re us The high s at of the demon lord is Throne carved of a Single slab of black onyx Any creature that starts its turn within squares of th throne takes 10 necrotic damage Treasure: These offerings to Orcus consist of eight onyx carvings set with adamantine and precious gems (worth 50,000 gp each), 1,500 gems (worth 1.000 gp each), 60 astral diamonds, an 13 00 pp of ancien t vin tage Th treasure pile is difficult terrain.
E n c o u n t e r Level 28 (70,000
SETUP goristro slavemaster (C)
2 me7.7.odemon watchguards (M) ro harbinger reavers (R) To reach th slave kitchens b neath th Great HaU, th adventurers must descend through an open pit ofel men tal fire an climb fall. or ny 100 feet to th level below. See Encounter R8 on page 24 for details. W h e n the adventurers have descended into th kitchen, read:
JIlt' Stl'l1fIJ oIfllth UJ1J rOt
rikt· II hnnlll1er blow beyond tile hlll.:;n.IJ clt'mCl1tal venlthal J l / l ~ the tunnel ubove.\ lI1ultlll.'l·el CUI'fTII ~ l I r r O I l I H 1 s tIJl" I'cnt. uiI'il/eJ b) what appear tll be hi/lit Willis (8/0I1'1n11 bludl st(me/rc>m which keeninll wail rises cmd {tI/lS. On Ihe til!r below, IlllorlslrQ wieldin8 u,tlaminy brand is II'hlprfn8 quartet '!f rOllrarhilllJcrs. who ill !Urn ar tl'ndin8 I.lrw mrs htlJlijillll OI't'f thejire. Sudd/ml.\'. IIIe::zodL'Jnlltl rcars "I 011 dlt' d[lf ab.,w, $hrlckill8 oul un ,,/elml. h i l ~
goristro slavernaster. th closest mezzodemon watch guard, and the four rot harbinger reavers attack as soon as th first adventurer appears at th bottom of th elemental vent. Th second mezzodemon watchguard an th other (our rot harbinger reavers (currently watching over slaves in th pens to the south) move to enter combat in th second round. Th
Mezzodemon Watchguards (M) Level 27 Soldier 'IIH H1 I1H'Cl t.1i hUCIldll id XP 11.000 l ' M h Initiative +21 Senses Perception +19; dark vision HP 245; Bloodied 112 43;; For titude 39, Reflex Reflex 37. Will 37 AC 43 Mt'dIUlCll'h
Resist 25 poison, 15 fire, 15 force Speed 6 Weapon CD Tride nt (standard; at·will Reach 2; +3 vs. AC; 3d8 9 damage Skewe ring Tines (standard: usable only while wielding wielding a trident; at·will) Weapon Reach 2: +34 vs. AC; 3d8 + 9 damage, and the target takes ongo· (save ve ends both) ing 10 damage and is restrained (sa Poison Brea th (standard; recharg Poison Close blast 3; targets enemies; +32 vs. Fortitude; 4d + 9 poison damage. and ongoin 15 poison damage (save ends) Alignme nt-Cha otic evi evill Langu ages Abyss Abyssal al Str 28 (+2 (+22) 2) Dex 24 (+20 (+20)) Wis 25 (+20) Int 11 (+14) Cha 16 (+16) Con 21 (+18) Equipment trident
Goristro Siavemaster (G)
Level 27 Elite Brute
u " ' e r n e n humilnoid (demon) XP 21 00 Initiative +21 Senses Perception +25; dark vision HP 610; Bloodied 30 see also ra8in8frenzy AC 39; Fortitude 41. Reflex 39, Will 38 Resist 25 variable (21encounter; see Monster Manual glossary) Saving Throws +2 Speed 8 Action Points 1 CD Flame Whip (standard; at·will) Fire, Weapon Reach 3; +30 vs, AC; 3d10 + 9 fire damage. Double Attac Att ac (st (standard; andard; at·will) Fire, Weapon The goristro makes two whip attacks. Goristro Stom p (immediate reaction, wilen an enemy moves adja cent to th goristro: at·will The goristro makes an attac k against the enemy: +30115 AC; 4d10 10 damage and the target is knocked prone. Goring Cha rge (standa rd; at·will) at·will) The goristro goristro makes a charge attack: +30 vs. AC; 3d10 + 10 damage, and the target is pushed 2 squares and knocke knocked d prone. Raging Fr en zy (I mmediate reacti reaction, on, when attacked by an adjacent enemy while bloodied; at·will) The goristro makes a frenzied gore att ack against the enem enemy: y: 30 vs. AC; 3d8 + 10 damage, and the target is pushed 2 squares Alig nme nt Chaotic evi evill Langua ges Abys Abyssal sal Str 30 (+23) Dex 26 (+21) Wi 25 (+20) Con 25 (+20) In 12 (+14) Cha 17 (+16)
8 Rot l'larblnger Reavers (R)
Level 28 Minion Soldier humanoid unLie 'H XP 1 , 1 ~ O e
Str24(+21)
Dex30(+24)
Wls27(+22)
Con 27 (+22 (+22))
Int 21 (+19)
Cha 19 (+18)
TACTICS Th
goristro slavemaster makes double attacks with its
name whip against lightly armored targets, using its
reach an its goristro stomp to keep adventurers from get ting adjacent to it ifit can. Ifit needs to move to engage, it makes goring charge (against striker or defender if pos sible). knocking th target prone an leaving it to its allies. Th mezzodemon watchguards make poi on breath an skewering tines attacks against the closest adventurers Th rot harbinger reavers mo lightly armored targets making rotting claw attacks with combat advantage when ever they can. All these monsters try to force the intruders into the fire pit in th center of th chamber (see "Featur of th Area"). They fight to the death
FEAnlRES I l l u m i n a t i o n : Bright light in th
lower part ofthe
light in th upper cavern Ceiling: The rough ceilings or th caverns ar all aver· age or 50 fcet above thl' unev n floor. Vats: Three iron vats hang over th central fire vent. Th vats contain a foul liquid knowll as essence of del1lon. Th adventurers can use th liqUid to mask their mortal natures. Once administered. th masking ag nt lasts for three days, rading after third xtended es t. chamber. Di
Elemental Vent:
DEVELOPMENT 'When th guardians or this area have been destroyed, th adventurers c an get an expanded look at th horror or these caverns, Read:
ee what upp ar 10 "VI/hin tire Xl'un se of lav co rral ca rlal races, Indutl nlJ humClIb mu ancl fe rTlIll es of ll (h UWIITI' es dad rill ll es. 111 dmfl nh rn. rII rl ollr l1rc) ll pl' l? ull ,I hunW unci dirt)' Although the adventurers might be inclined to inspire the slaves to derend themselves or escape their dark captivity, these wretches have been tortured an terrified beyond the point or speech or understanding They show no sign orrecognition irthe adventurers attempt to communicate with them and are even beyond asking ror aid However, see th None Left Behind" sidebar.
je of white fire hlasts upward to fill
th
tunnel leading to th
th
encounter in this area, an
great hall ahove. Th
Cs start
l1lust move ou ofit il1llne
diately to avoid th vent's deadly heat. Th fin' is hotter here than above, an an creature that l ' n t t th elemen 30 firc damage. tal vent or starts its turn within it Cliffs: These steep slopes rise to ight orlO feet. dividing the cavern into tiers. Scaling crumbling slope requires DC 26 Athletics ch ec k. creaturc that drops down rrom above takes 2dlO raIling damage. Slave P e n s : Rough 8·root·high rences he in Ihe hun· dreds or slaves kept captive within this roul kitchen. an filthy Slaves within th pens ar malnourish huddling together in haze or babbling voices punctuated by terrified wailing. Burning Vents: The smaller elemental vents ar cult terrain.
creature that enters
diffi
burning vent takes 10
fire damage and is weakened (save nds). Treasure: Th
goristro slavemaster carries a belt pouch
containing 45 astral diamonds.
From here, the adventurers can reach a gateway into th Bloodstorm without rurther incident.
NONE L E F T BEH1ND
Dep ndlng on th moral bent of pany and players, some of the adv nturers might want to r 'scue the slaves. A DC 27 Arcana or H 'al check determln that the slaves of the Red Hold are not beyond th reach of powerful heal Ing rltual!i such as Remove Affliction. Howl:ver. the sheer number of slaves makes it impossibl to undertake such aUng here. Although the angels of the O rder of White Fire are fully aware of th sad fate of the Red Hold's slaves. the ser vants of rhe Raven Queen are Indifferent to th horrors of this place However the adventurers can convince-or th eaten Ebantar and the others to aid th slaves
Hav th angels show up In the ft rmath of this encount r, coming through lh BloodsLorm to warn th adventurers that Harthoon is at th Soul ate (see th next encount r), Roleplay att mpts to obtain the angels' aid create a skill challenge The e tradlm nsional realm ofTala berel has plenty of living space and the resoun; to create food and water to keep th refugees allv . Additionally. til angels have enough ritual casters among them that they can restore the slaves to health one by on e. If the adventurers convince the angels to help the lav they can return to the Red Hold after the adventure. The former slaves can be transported by chao ship to Sigil, and from there to the natural world.
Encounter Level
(129,000
SETUP Harthooll, Heh eastellan
beholder eyes
Everlost (L)
death (I3)
12 rot harbing er reavers (R)
lich I-1arthoon is Orcus's right hand an th castellan of Everlost. Th lich has been away from th bastion over seeing th descent of th chaos ships to th Forge of Four \Vorlds. Howev r, word oft.h incursion into th Red Hold has reached him, an returns in time to fac th adven turers as they att mpt to l ave
Th
W h e n th
adventurers emerge from th
Bloodstorm,
rcad:
flit, hofllnB nllloJstorlll parrs like veil as t i l l ! Denth Gate swin8s ",iue. nl portll! Ihal leads hack ti Sltevailhall is aaive, ),111 horde: oj rol harhilli1crs swarms aroultd il.j1a"kI118 tl hUlI1olloidfrnure In the midsr oj a ratual directed allht'portal itself: I'll" heholders slain here have h U l l raised as IIlIdead. Jet linn out keen Inn wail oj alarm. "fhe Jl8ure wheels. its rilllalJoryottcII. UTile de{l ers ofrhe Red '(1/,1 ~ m ' ( ' "'I' the: troub!r ojjlllclinlJ them, see. Htlpill8Jor lIlerey per/lars? You "IIV(' callsed lIIudl wieJfi1 III)' lord.lllIt ronslIlII hlJl your souls will sm his wrath. I am HartllOon voice oJOrCiL [mJ casrcllan q{Evcrlost. am your doomr
TACTICS Harthoon moves within
closest melee combatant, using gaze oj command as he unleashes light ning torm against th other adventurers, then uses staff of storms. Any adventurer that falls under his domination is directed to attack his or he closest ally fOCUSing on PCs engaging th lich in combat. In subsequent rounds, Harthoon uses a minor action to sllstain th lightning storm as long as PCs ar in th area, using shadow storm to make double attacks an shift foes into the lightning storm or his necrotic aura. repeatedly pressed, he allows the zone to en in order to teleport foe with Harthoon's disdain If not sustaining his lightning storm command attacks. Harthoon continues to make gaze When first bloodied, he spends his action point to use his second wind. eyes of death stay in th thick of combat Th behold to gain extra attacks from their eye of the beholder auras. Th rot harbinger reavers flank the adventurers, attack ing in pairs or trios with combat advantage an marking foes to hinder attacks against Harthoon. squares of th
Lich Castellan (Wizard) (L)
Level 30 Elite Controller XP 38,000 Medium naLUral humanoid (homan undead) Senses Perception +27 darkvision Initiative +21 Necrotic Aura (Necrotic) aura 5; each living creat ure that enters or starts its turn in the aura tak es 10 necrotic damage HP 556; Bloodied 278; see also indestructible, second wind Regeneration 15 (if the lich takes radiant damage, regeneration doesn' t function on its next turn) AC 44; Fo rtitude 42, Reflex 43, Will 41 ; see also second wind Immune disease, polson; Resist 15 necrotic Saving Throws +2 Speed
Action Points CD Death Touch (st andard; at-will Necrotic +3 vs. ReA ex; 3d8 + 10 necrotic damage, and the target is immobilized (save ends) Ligh tning Bolt (standard; at-will) Lightning Ranged 20; +34 vs ReAex; 3d8 + 10 lightning damage and the target slides 3 squares and is dazed (save ends) Or of Sh ad (standard; at·will) Necrotic Ranged 20; +34 vs. Fortitude; 3d10 + 6 necrotic damage. and the target slides 3 squares and is blinded (save ends) ">r Shadow Storm (stand ard; at-will) lightning, Necrotic Harthoon makes IiBhtninB bolt and orb of shadow attacks against two different targets. Gaze, Psychic ">r Gaze of Command (minor; recharge :· il Ranged 5; +34 vs Will; 5d1 0 + 9 psychic damage and the ta rget is dominated (save ends) ">r Harthoon's Disd ain (minor; at-will) Psychic, Teleportatio Ranged 5; +34 vs ReAex; 2d + 10 psychic damage. and the target is teleported 20 feet above any unoccupied space within 20 squares A creature that falls takes 2d1 0 damage. -iZO li gh ning Storm (standard; sustain minor; recharge ·: Lightning. Necrotic, Zone Area burst 2 within 20; +32 vs. Fortitude; 3d8 + 10 lightnin and necrotic damage. The burst creates a zone that lasts until the end of the lich's next turn. The zone is considered difficul terrain Any creature that starts its turn within the zone takes 20 lightning and necrotic damage The lich can sustain or dismiss th zone as a minor action Ind estru tible When the lic is reduced to 0 hit points, its body and possessions crumble into dust, bu th lich is not destroyed. It reappears (along with its possessions) in 1d10 days within 1 square of its phylactery, unless the phylactery is also found and destroyed. (The Ikh's phylactery is hidden in a secret temple in Everlost.) Sec on Wind (standard; encounter) Healing The lic spends a healing surge and regains 13 9 hit points. The lich gains +2 bonus to all defenses unti the start of its next turn. Staff of Storms (free; encounter) After making an attack that deals lightning damage, the lich deals 10 lightning and thunder damage to every creature 3d8 close blast 3. Alignment Chaotic evil Langua ges Abyssal. Common. Draconic. Infernal Skills Arcana +31. History +31. Insight +29 Str 21 (+20) Wis 25 (+22) Dex 22 (+21) Con 30 (+25) In t 33 (+26) Cha 28 (+24) Equipment staff of storms
Beholder Eyes of Death (B) Level 28 Elite Brute I' aberrant ma ica beast (undead) XP 26,000 each Senses Perception 18 Initiative 21 all around vision darkvision Eyes of the Beholder aura 5 the beholder eye of death uses on random eye ray as a free action gainst any enemy that starts its turn within th aura. HP 63 Bloodied 31 AC 40 Fortitude 38 Reflex 38 Will 40 Lar
Immune disease, poison; Resist 25 necrotic; Vulnerable 25 radiant Saving Throws +2
hover)
Speed fly
Action Points CD Bite standard; at,will) 31 vs. AC; 4d
10 damage.
:r Central Eye (minor at will)
Ranged 20 ; +29 vs. Will; th
target is slowed an
loses necrotic
resistance unti th end of the beholder eye of death's next turn. :r Eye Ray (standard; at·will)
see text
The beholder eye of death uses up to two different eye ray powers (chosen from th fer nt creature, an
list below) Each ray must target a dif·
using eye ray does not provoke opportunity
attacks.
2, 3,
Withering Ray (Necrotic): Ranged 10
10 necrotic damage, an Fortitude; 2d damage (save ends) Grave Ray (Necrotic): Ranged 10;
S,
29 vs.
ongoing 10 necrotic . Reflex; 3d
29
10
necrotic damage. 7. 8
Entombing Ray: Ranged 10;
29 vs Fortitude; th
target is
slowed (save ends). First Failed Savin8 Throw The target is immo' bilized instead of slowed (save ends). Second Failed Savin8 Throw: The target is petrified (no save). 9, 10
Death Ray (Necrotic): Ranged 10 ; +29 vs Fortitude; 2d8
10 necrotic damage, an
if th
target is bloodied it is dazed
(save ends). First Failed Savin8 Throw: The target is dazed and weakened (save ends) Second Failed SavinB Throw The target is
reduced to 0 hit points. Alignment Chaotic evil
Languages
(understands Abyssal,
Deep Speech) St 18 (+ 17
Dex 26 (+21)
Con 26 ( 21)
In 5 (+10)
Wl
20
18)
Ch
30
23)
12 Rot Harbinger Reavers (R) Meliiul11l'Il'l1tenlill hum'lnuili (undead) Initiative +24
Level 28 Minion XP 3,150 each
Senses Perception +22
HP 1 a missed attack never damages a minion. AC 44; Fortitude 39, Reflex 41, Will 39 Immune disease, poison, necrotic Speed 6, fly
CD
clumsy)
Rotting Claw (s ta ndard; at·will)
Necrotic
35 vs. AC 11 damage, and the target is marked until the end of next turn.
the rot harbinger
Str2
Align
Languages Abyssal Ch otic evil Wls2J( D e x 3 0 ( 24) 1)
Con 27
22)
In 21 (+19)
Ch
19
18)
DEVELOPMENT rc na check ma A DC 2 at th po tal indicates that rthoon was attempting to shut down the c on ction to Sh vaithan With the lich int rrupt d in his ff rts an with th mystiC moori ngs se ver d, the adventurers can turn to th chaos ship without incident an ontinlle on th ir tr vels.
AREA
FEATURES Illumination: Di
light.
Teleportation Circles: Arcan energ surges within
these powe rful circles n when th ey are in ctiv cr a· tu th en a portal o r begins its turn thin one tak d 10 d mage he Death Gate: hese great g tes of bronze a carved with Abyssal runes that off up foul prayers to Orcus Any living creature that st rts its turn djacent to damage th Death Gate tak 2d Portal Tunnel: A portal passes through the stone con· duit of the Bloodsto m, leading to crumbling st ps th descend to Ev rlost. his area is be ond th scope of thi adv nture rm s (Adv Treasure rthoon carries staf ge 242) nd sm ll mount of his tot turer's ault wealth on his person-t\-vo ti s life 55 astr dia' monds an 25 pp you do not h ve access to Adventur r' Vault or if this magiC item cannot be used by the adventurers repl ce it with another lev 30 item from the pl ayers' wish lists
Encounter Level
must deal with the eJementals while engaging with th
(75,000
skill challenge P r i m a r y Skills: Arcana, Bluff Diplomac y, History,
SETUP
Intimidate.
t h u n d e r b l a s t cyclones (C)
Arcana (DC 28. standard action): Th character recog
Once the adventurers have di
ngaged th
mystic moor
ings in th
Red Hold of Everlost, they ca take full control of She va ithan. Ilowev r. it isn as simple as stepping up to th wheel an steering. Taking c o m m a n d th chaos hip involves a kiU challenge whose difficulty is exacerbated by th
appearan ce ofelemcntals attracted
activity on
vessel.
th
adventurers enter th
W h e n th
attempt to make th
castle an
stern
bridg atop th
chaos ship fly th
Abyss
around them seems to react in anticipation.
Ilrt·
et'll
always cc/rollJrOlt9h
of tire J\b) ssfall silent.
ral mi
W h e n th
ilia!
a d v e n t u r e r s tr
to a c t i v a t e th
chaos ship,
TIll: ccntra/II'Iwe/ atop I ~ I C srcrncmtle is surmundeJ fly 11 panel orbluck stonl? in which three softll' nlowinl1 orbs that appear as small versions of the anarch spheres embedded ill Ihe tieck (?(Ihl' ship pulse streak of!i8111ninn sudden IX plunaes out of the void. slrikiniJ one of the wrne anarch spheres. llIaek OIH/ red c/dUtl.'1 bcnill 10 bailout oj empty olr,formins Cfllshin.':I rinl' churning c/UIOS aTOU/ul tilt slrlp The tempera/llrt' p/un8es. and lI"ilw hr8im to shriek. Ribbons offire streak m'l?rhcad as snow
hellilllllfaTI. "rca III' flb phs an symbols beflin J1a5h alld shimmer on th sur(nce of th black stone panel file), seem 10 reqUire some sort of response. hlack d
adventurers with the ship.
aligning th
This skill ca
be used to gain
successes in this
challenge.
Bluff(VC 33, tandard action): Th chaos ship, thanks to th anarch spheres. is partially sentient, an
th
character ma
ages to fool it about wh th adventurers seek to tak control of it. The character might tr to convince it that they seek to aid Orcus in some fashion, or some similar blufr.
essence of demon from Encounter R9 (see page 27), th ey receive a +4 bonus to this check. adventurers obtained and used th
This skill ca
be used to gain
success in this
challenge.
read:
01111
Oashing
peak it aloud, beginning the pro cess of
symbols and ca
th
Perception Check
26 rIle willti lIIlil dislLlnt rumbles
spedfic magi ca l key phrase among th
nizes
u ~ t
Diplomacy (DC 33 sta ndard action): The character points out to th
ship that, regard ess of everything else
its ultimate purpo se is to Oy through the Abyss, an er to Oy it. adventurers ar the adventurers obtained an
used th
th
essence of
demon from Encounter R9 (see page 27), they receive a +4 bonus to this check This skill ca
be used to gain
successes in this
challenge.
Histor)' (DC 28 identifies th
he
tandard action): Th character correctly
flashing images, which begins to align hi or
thought patterns with the ship. This skill ca
be used to gain 3 successes in this
ch llenge.
Intimidate (J)C 28. sta ndard action): Th chaos ship is us ed
TAK1NG CONTROL
to being bulli d by its captain so trying to co
1matJes bl'1Jin lo.flash upon the swjace oJr1te blucR-slone pand. with motchin8 irna8es nppcarill8 in tIle larner {Illarch spheres. SorrH' are ar([1II(' symbols. hut tIthers depid lirTnOIlS, sIran81! creat ures.l llld slrall."Jer loeatiom;. The iJlcrellsin8'yImntic scroll !ifilllulle5 serllls to bt' roi/in8 up t"t' surrollndlrJ8 c/raos oJlhe , \ h J s ~ .
th
vessel
with th ea ts actually works This skill ca
used to gain
success in this challenge.
S e c o n d a r y Skills: InSight.
1nsi8ht (DC 19 standard action): Th character deter mines that the chaos ship is semisentient an wants to be n o w n even though its chaotic nature seems to work
effort of captain and crew. A successful InSight check doesn count as success or failure in th challenge, against th
Th
adventurers must decipher th
images to link them
selves to Shevaithan. which in turns allows th em to control th
ship an
move it deeper into th
identifying th
images allows th
Abyss. Successfully
adventurers to ta
steps indicated to finalize their connection to th Level:
28 (X
Complexity:
vessel.
checks made in th Success: Th
ship, an
+2 bonus or -2 penalty to other
challenge
adventurers gain command of th
chaos
Shevaithan is ready to Oy
Failure: Three more thund rblast cyclones appear and
39.000). (requires
Special: As soon as th hallenge th
th
bu it does provide either
successes before 3 failures).
adventurers begin this skill
two thunderblast cyclones appear ou of th
building storm and move toward th
ship.
he adventurers
attack, an
th
ship is damaged Th
adventurers finally
haos ship. bu th reluctant vessel Oies at half speed an attempts to thwart th will of th adventurers at every opportunity
gain limited control of th
Level 26 Elite Artillery Thunderblast Cyclones (e) u e elemental ma c')l beast (air. wdter) 00 eac XP Initiative +24 Senses Perception +16 HP 382; Bloodied 191 AC 42; Fortitude 40, Reflex 42, Will 35 Immune disease. poison; Resist 30 lightning 30 thunder Saving Throws Speed fly 10 (hover) Action Points 1 CD Lightning Arc (standar d; at-will Lightning Reach 3; +29 vs Reflex; 2d8 + 11 lightning damage. Lightning Bolt (standard; at-will) Lightning Ranged 10; +29 vs. Reflex 2d8 + 11 lightning damage (0 Thundercla Thunder t a n d a r d at-will) Close burst 2; +28 vs. Fortitude; 2d1 9 thunder damage_ harged Mis (st ndard; recharge :.; f) Lig htni ng Close burst 3; automatic hit; 1d10 9 lightning damage. and the thunderblast cyclone becomes insubstantial until the end of its next turn. Lightning Storm (standard: begins uncharged: recharge when he thund erb ast cl ne us es harBed mi st) L1ghm1ng, Thunder Area burs t 3 within 20; +29 vs Reflex: 6d8 + 9 lightning and thunder damage. Miss; Half damage. Ali gnment Unaligned Languages Pri mordia St 2S (+20) Dex 32 (+2 4) is 17 (+16) Con 29(+22) Cha lS (+15) InI8( 12)
TACTICS Th thund rblast cyclones emerge from the boiling clouds liBhtninB bolt attacks. On hangs back nd con to ma tinues to throw lightning th other advances to us its charBed mist Th first time it does so, it spends an action pOint to unleash liBhtninB torm Th thunderblast cyclones ar most interested in disrupting the adventurers trying to conduct th skill chal lenge to take control of the chaos ship.
FEATURES
AREA
Illumination: Bright light. Anarch Spheres: Always t mperam ntal anarch
spheres resonate with nearby conOict. This tendency was harnessed to create secondary defens for Shevaithan Any creature without the elemental origin ngag in combat within squares of mounted anarch sphere is subject to a ranged attack at the beginning of its turn: 32 5 damage, and the target takes ongoing vs AC 2d damage and is slowed (save ends both) Magic Circles: These teleportatio ircle ar keyed to speCific locations and only active when they get within range. Currently, only the sterncastle circle glows with active energy. See Adventure Book On e, page for additional tail s. Crates: Th crates on the deck ar filled with black rock and are difficult terrain
Encounter Level
(77,000
SETUP glabrezu g a t e w a r d e r (G) h e z r o u r i p p e r s (II) i m m o l i t h s e e k e r s (I
NIany demon loros inhabit th Abyss. Orclls is jllst th lIlost well known. possibly because o r t h e his almost un· mon·like amhitions ror ultimate power. But th Prince Un death must deal with th vicious, fickle nature of th other demons that swarm an reed in th Abyss. OrCllS'S Oeet of chaos ships ar regularly accosted by enemy demonic forces that patrol th borders of their own stagnant realms Shevaithan's descent through th central Ahyssal void draws one sllch band who hail from Abyssal realm ofKharthon, ruled by the demon lord Tulumarth thc Torturer Tulumarth is a newly arisen demon lord, an no sage or lorekeeper ha yet learned anything of this creature or hi realm. other than it lies deep in th Abyss. th
This encount
occurs somewhere bctween th
turers' initial descent an
their arrival in th
portion or
void containing th Forgc orFour Worlds. The encoun· te begins as a toll gathering exercise on th part of th th
demons ofKharthon. The demons expect
ship captained
), Xur, servitor ofOrcus, no mortal adventurers.
Place th glabrezu first. Th other demons appear only irth glabrezu summons them (see below). th
chaos ship p l u n g e s d e e p e r i n t o t h e Abyss,
d e m o n s swarm onto th
deck. Read:
Jolt slih'ers I"roull" the %evaithall. 1 h C l ' t ~ f t nroal1s, ant! a Judml headed mOils/rosin ritles 11 line 01110 JccR. II has two IIIUS sll'e urlTls that cllll in 1'ill(I'I'<;, 1m,! two smllller humulI si:;:., IlntlS, U n t ' , ~ r l l ' h i c h holds II bllrnilllJ lIlock skull. The creature screams, MY/IU l ' a ~ 5 I h t ' realm oJKhfJrllHmJ PaJ IltL' lol/Jour lie.'le Orcus ".']r<'f!J 10 t/c/h'l'r II TU/Ulllllrrl. Ihe TorlUrcrl" Tlte tleme," wal'l!s lIlt' hurl/ins skull arnuncills 1{it poses soml' kind of Illrea!. skull serves as th trigger for an already-cast ritual or summoning. Give th adventurers chance to parley with the negotiations go badly, roll initiative Th th glabrezu glahrezu crushes, drops or dashes th skull to th deck, instantly revealing th remainder orthe toll-gathering demonic force Th hezrou and immoliths appear in th spots marked on th ma at this time. Th
Th th
glabrezu speaks in Common. Th
toll required by
demons is three living mortal creatures. If adventur
er cannot or will not provide th other diplomatic solutions
toll, th glabrezu rejects
negotiations go poorly, read:
TIle bumlllll black skull c).r'odesl Purplt·frreflarl.'s, tina oSlhe frrejad.cs IlWIIY demonic crt'alurt's uppear on IlLe ship. Glabrezu Gatewarder (G) Level 26 Elite Brute Hu "elemental humanoid (demon XP 18 00 Senses Perception +20; truesight 6 Initiative 17 HP 580; Bloodied 290; see also arcane fury AC 38; Fortitude 38, Reflex 37, Will 36 Resist 20 fire, 20 lightning, 20 thunder Saving Throws +2 Speed 8 Ay8 Action Points 1
CD incer
(standard; at·will) lilI Reach 3: +29 vs. AC: 3d8 9 damage.
The glabrezu makes two pincer claw attacks. If both claws hit the same arget, the target is grabbed if the glabrezu so chooses nor; at Will) :r Abyss Bo Ranged 10; +28 vs Reflex; 4d + 8 damage sychic <- Blasp emous Word (minor; l'nI;: unter) Close burst 5; targets enemies: +28 vs Will; 2d12 + 8 psychic damage and the target is dazed until the end of the glabrezu's next turn. Chaos or (minor; echarge l! I) Close burst 5; targets enemies; +28 vs. Fortitude; 2d12 damage. This dama bypasses all resistances Arcane Fury free when firs loodied; encounter) The glabrezu teleports 8 squares, recharges its blasphemous word and chaos word powers, and makes an abyssal bolt, blasphemous word. or chaos word a ttac Ali gnm ent Chaotic evil Langu ages Abyssal. Common Skills Ar can 26 Bl ff +21, Intimidate +21 St 28 (+22) Dex 19 (+ 17) Wi s 25 (+20) Cha16(+16) Con 20(+18) Int26(+21) Hezrou Rippers (H) Level 27 Brute Lar e elemental humanoid (demon) XP OOU ea Senses Perception +18; dark vision Initiative +18 Noxious Stench (Poison) aura 2; enemies in the aura take a -2 pen alty to attack rolls While the hezrou is bloodied, enemies within its aura are also weakened. HP 305; Bloodied 152 AC 39; Fortitude 39, Reflex 35 Will 35 Resist 20 force, 20 necrotic Speed 6; see also demonic step below CD Slam (standard: at ill Reach 2; +30 vs AC; 3d10 + 9 damage.
Bit (standard; at will) Reach 2; +30 vs. AC; 3d8 + 9 damage Combl ill tl At illck (standard; at wi ll) The hezrou makes one slam attack and one bite attack Demonic St The hezrou ignores difficult terrain, s eeming to phase through it. Ali gnm ent Chaotic evil Languag es Abyssal Skills Intimidate +21, Stealt +23 St 28 (+22) Dex20(+18) Wls 20(+18) Con 25 (+20) Int (+12) Cha 16 (+16
2 Immolith Seekers
Level 28 Controller
Lar e elemental ma ical beas t (demon, fire, undead)XP 13,000 each
Initiati ve +11 Sens es Percept ion +19; darkvision Flaming Aura (Fire) aura 1 each creature that enters or starts its turn in the aura takes 15 fire damage HP 161; Bloodied 131 AC 41 Fortitude 40 Reflex 38, Will 38 Immune disease, fire, poison; Resist 10 fire, 10 force; Vulnerable 15 radiant Speed 6 CD Claw (standard; at-will) Fire Reach 4; 33 vs AC; 3d 10 fire dam age and ongoing 10 fire damag e (save ends) Fiery Grab (standard ; at-will Fire The immolith makes a claw attack (see above) against a Large or smaller target On a hit, the target slides into a square ad jacent to the immolith and is grabbed While grabbed, the ta rget loses any resistance it has to fire. An immolith can hold up to five grabbed creatures using this power. Fire ::y Deathfire Curse (minor; at-will) Ranged 10; 31 vs. Will; the target Is slowed (save ends). After effect: The targe t takes ongoing 10 fire damag e (save ends). Vigor of th Grave (minor l/round; at will) Healing Close burst 5; undead in the burst (including the immolith) regain 15 hit points Alignmen t Chaotic evi Languages Abyssa om on Str 18 13) Dex 17 ( 11) Wl (+ 19 Con 30
14)
In 18 (+18)
a 27 (+11)
TACTICS glabrezu breaks the skull, then unJeashes blasplu mou word. Then it wades in to deal with the character that refused to pay th toJI. Th hezrou makes combination attacks against targets not in direct combat with the glabrezu. They team up against a Single target, if possible. The immolith issues a athfir curse each round, then fiery 8ra to drag an enemy into its flaming aura. Th
:>
FEATURES OF Illumination: Bright light. Anarch Spheres: Always temp
mental, anarch ph es resonate with nearby conflict. This tendency was fens for Shevaitllarl. harnessed to create secondary ny creature without elemental origin engaged in combat within squares of mounted anarch sphere is subje t to a ranged att ack at the beginning of its turn: +32 vs AC d8 5 damage, and the target takes ongoing 5 damage an is slowed (save ends both). Magic Circles: These teleportation circl es are keye to specific locations and onl y active wh n they get within range. Currently, only the sterncastk circle glows wit active ergy See page 7 for additiollal details. Book Treasure: Each demon wears a rillg studded with astral diamonds (for a total of 18 ad). Th rings are each inscribed in Abyssal with, "Sworn to th rvice ofTulum arth th Torturer."
c: ::J
Encounter Level 30 (96,500
1 Br;izen Devils (B)
level 30 Soldier XP 19,000 eac Initiative 21 Senses Perception 27; dar k vision Cloying Hellfire (Fire aura 2 each creature that starts its turn within the aura takes 10 fire damage. Nondevils cannot use powers with the tel eport keyword within the aura HP 273; Bloodied 136 AC 46 Fortitu de 45, Reflex 42. Will 42 Resist 30 fire Speed 7, ny clumsy) CD Halberd (standar ; at·will) Weapon Reach 2; 37 vs AC 4d 10 damage and the target slides 1 square Hellfire Gout standard; recharge :': Fire Close blast 3: +33 vs. Reflex 5d1 9 fire damage. Furious Assault (standard: encounter) Teleportation, Weapon +35 vs Fortitude 5d12 9 damage, and the ta rget slides 3 squares In addition the brazen devil teleports into a space adja cent to the target after the target slides. Fiendish Opportunist (immediat reaction. when an enemy is pushed pulled, or slid into a square adjacent to the brazen devil; at will) Weapon +35 vs Fortitude 2d8 10 damage and th target is kno ked prone. Infernal Assault (move: encounter Teleportatlon The brazen devil tel ports 20 squares and gains a 2 bonus to attack rolls until the beginning of its next turn. The brazen devil can tel port into occupied squares. sliding any creatures occupy ing those squares into the nearest unoccupi d squares Alignment Evil Languages Supernal Skills Intimidat +26 St 28 (+24) Dex 18 (+19) Wls 5 ( 22) Con 25 (+22) Int 23 21) Ch 22 ( 21) Equip ment hell forged plate armor (d stroyed if the brazen d vil is slain) halberd Lar c immortal humanoid (devil)
DESCENT TO THE FORGE th tolls ee After f nding off at ck of th ab sa depths. th ad ve ntur rs omplet th days lon g v ag to four Worlds This ancient site strikes th Forge a matic ap
th
arance wh n first se e n - m a d e e
1110r so b
sieg in progres
As th
chaos ship approaches th Forge
Four
\Vorlds read:
rhr(Iutih lite ship. which lurcht'S IH its dcscellt "I'llills IllSlvw. O I l L ~ i l k tlr,' tialtt wnjlnl'5 of lhe abyssal well ure shTlluLk'd iJlllLlrkness. Ilut withill thaI Jarlmess. II star shlllfS \/tl 1Ii III' orb ru"iel!}' i n c r c ' l ~ i l l i 1 in sc as lhe chaos ship aprrllllchc5. file Fur8e or four Worltls han8s ~ I J S p e n d e d in tire abyssal dnrlmC5s. CrI'StaIlUlt.' sphere pulsing with r m ~ 1 (·Iemelltal un urcune I'nl'rll) il5 ,uriacl' rises up tiS splill/ered s/U1rtls of red lHld "'nel... Bul ahol'c IIsJructuretlJace. shadow mOl'es ,omln8 illw \/hlrprrf ( l c l L ~ ti ~ h e l ' a l t l t a l l plttngeS closer TIll' Forlll' is untler auack Del'ils heyond numba are swarm hW rIll' hltlZllllJ phere rhroll'inH themseh'e5 Illlaillst demollic host c1.felldill8 the allci('t)( sire.
,\
~ I I U J l k r s / u l I I ~
Show the players "View
Descent to th
Forge on
page 28 of Adventure Book One.
SETUP brazen devils
10 legion devil vanguards Black door hazard
adventurers step through, read:
Level 18 Minion legion Devil Vanguards (L) Medium imnlortal humanoid (devi XP 3,250 each Initiative +11 Senses Perception 11; dark vision HP 1; a missed attack never damages a minion. AC 44; Fortitude 40 Reflex 38, Will 38; see also squad defense Resist 15 fire Speed 7, teleport 3 CD Longswor (standard: at will) Weapon +35 vs. AC 12 damage. Squad Defense The legion devil vanguard gains a 2 bonus to its defenses when adjacent to at least one other legion devil. Align en Evil Languages Su rn l Str 28 ( 23) 25 +2 is 1 18) 5) Con 22 20) I 12 Cha 25 21) Equipment plate armor heavy shield.longsword
:\ foul stench hCln[Js IWl1I l' witllin rouBr.-walled stone c!turI!' ber, thCJlOOT around tIlt! (eLepor/illion rire/ slick lIIil1l reli black blood. T I l t dismembere,1 bodies of dozen or 1Il0re Jemons cover /loth sides of loll' slape Jh idillH t ' l I humber Below, two enormous wa wheels j1mlk II wid!.' slOne tloor The surface of rhe cloor is sealed bchlnd s/limml'ri"8 curtoill of
black eni'rm Ill/'Ou811 which you can see 81)'ph5 pulsin8 will1 pall' li8ht. Tell (lrmor'c:d enioll d!!l'ils hammcr away III the I I ' h e e l ~ Cltlll the ,loor. their hruz!.'11 d C I ' i 1 l l ! a d e ~ cursi1l8 tll!!lr mabilil)' to Opt'll Lhl' portal. As rhe 8'011' of the circle fades . rour of the le8ioll Jedls turn back. shriekill8 il alarm.
sc for th m, lt aithan cr sses th proximity th res hold that tiv es th port l b tw ee th e s hi nd th Forge. th
ad
ur
ta
in th
wlt/lmly, (h .. inacth'c surrboard portal c1rdej1ares. pulsilln time to the Bentle ebb andj10w of rhe FOf8c·sliy/lt.
III
DC 19 Ar ca na
co nfirms th th po al ha OI1 ec d to th Forge o Fo ur World Still fa enough from ft in holding th fra to avoid d ec tion th ship an be ntur pOSition as th e a dv s c ross over. W h e n th
This force slaughtered th
demons guarding th
chamber
now seeks access to th Forge. Ho r, th damage the devils have done to the door ha created an instabil· ity in its protective wards. At the end of th first round of an
combat, th black door hazard activates
TACTICS Th
brazen devil uses infernal assault to teleport into th
midst of th adventurers, forcing some over th ledge if possible, then attacking with hellfire Bout It makes halberd attacks while it waits for hellfire Bout to recharge saving its furious assaul for a striker or defender Th legion devil vanguards swarm th adventurers in groups of three, nanking for combat advantage.
black door targets random creatures with bolts of black shadow. Th
FEATURES OF THE A R E A I l l u m i n a t i o n : Di
light from th glow o f t h t black
door.
k
r
28 Elite Warder
Mard
XP 16.000
The haze ojblack enerm shieldinB the door suddenly erupts into tendrils oJ psychic Jorct' Hazard: The devils' attempts to break through the door's protective field with brute force have caused the door's wards to flare up with deadly results.
Perception No Perception check is necessary to see the black door hazard activate.
Trigger In the second round of combat, at the st art of th
round, th
wards on the door attack. Attack Standard Action Ranged 10 Attack: +31 vs Fortitude; two attacks against two different random targets Hit: 3d8 10 psychic damage and the target is dazed (save ends) Aftereffect; Ongoing 10 psychic damage, and t he target is weakened (save ends both).
Countermeasures
• The wards of the black door can be deactivated by one or more characters adjacent to it making three successful DC 28 Arcana or DC 33 Thievery checks as standard actions.
DEVELOPMENT Th
glyphs on the door ar
Supernal. Once th
figures in an ancient dialect
ward ha
been disabled the adventur·
be read th glyphs with a DC 28 History check. Th glyphs detail an overview of th Forge of Four Worlds, paraphrasing the general information on page 12 of Adven· ture Book One. er ca
An
adventurer investigating the teleportation circle
determines that it is inactive. A DC 28 Arcana check confirms that
surge of energy from th
black door's
protective wards has permanently disabled the portal, requiring th adventurers to find another wa to leave th Forge
Ceiling: 30 feet high. Bodies: Demons defending this area lell to th
dt'vils
when the devils invaded. Squares containing bodies ar difficult terrain.
Ledge: The uneven Ooor slopes down
Icet from
th
move action to climb lip th smooth slope. Jumping down ca be do as part ra
portal platform It takes
move action. Creatures more then squares from opposite sides of th ledge have cover against each other. D o o r : Th
door that exits th
behind ancient an
portal chamber is sealed
powerful wards. Once the wards ar
disabled, th gear wheels ca
be turned to open the door.
G e a r "Vheels: These great iron wheels ar
set into th stone wall. Turning both wheels at once allows th black doors to be open (Simultaneous DC 28 Strength checks), but they cannot be turned while th wards protecting th door ar active.
Encounter Level
Forgeborn Storm s t r i k e r
(106,000
TU forgeborn stormstriker (S) forgeborn darkslayers (D)
forge born chaos skulks (C) Beyond th th
sense
W h e n th
portal chamber,
th adventurers ge
th ir first
size of th Forge of Four Worlds. adventurers enter this area, read:
hunt' chumbt'r ( l l ' C ! " ~ up bl'}olld tile dark prustllJl!woJfrom Ihe p(lrhll drum",·r. j ( ~ \\'II/1s ./1oors. and ceil/1l8 'al/lcc.' ofltla::ln8. JhllllOlhl hrilllll errslal The un('\'eI15I1rjaccs l!(t1le drrllnbc.'r ;t'em III slim Illul slrimllla. rryst,JlIirw pal/eTlls jirdin8 on ./lurifllJ like f T ( l ~ 1 tIIl.'llllSs. AI rundom inlenorus, 8rl.'al " l a S I ~ of lii/h/niHII anLJ whiterirr 111'151 lI'ith[n Ihr dl.'p1hs C!.fthe walls flrr power pu lsi 1111 lUll' elemelltal Mood throlllJh dear CTys al veins. hll!(do:cll passuws Il'ad qffilllo shadow, hUllhefJoor of Ihe rltnml'rr is Slrewn willi sk('wIIII rl'lTluins. AD
33 Arcana check
Worlds is composed or
arcane
rgy, cong al
cognizes that the Forge
lattice an
ra
Four
elemental and
crystallized to solid matter.
The enormous chambers within it ar
no natural how ev but were carv ou by unknown hands eons ago Give th adventurers time to look around, claim th trea sllre here, an take i.l short rest if necessary W h e n th read:
adventurers prepare to leave th
Level 31 Controller Leader)
ar immortal ma ical beasl XP 23 00 Senses Perception 28; Initiative +21 darkvision, blindsight 10 Defenders of th Forge (Cold, Fire, Healing, Lightning) aura 5; each immortal ally that sta rts its turn within the aura regains 20 hit points. while each enemy that star ts its turn within th e aura takes 15 cold, fire, a nd lightning damage. HP 281; Bl oodied 140; s ee also fury of the forBe AC 45 Fortitud e 43, Reflex 41 Will 41 Immune charm fear. sleep Resist 15 cold, 15 fire 15 lightning Speed 8. teleport
:r
area,
the twistinn corridors o/l around a Brea mOL1ninB rises. e(hol118 of tlte clTsIal. Poundil18foorfallsfollolll tIS SCVCII jor8chorn tllf al1cient abominlllioll$ thaI Huardlllb placC! from
IIr8cJorward 10 Llrtadl.
TACTICS The stormstriker uses oldfire orb as often as possible,
laying down patches of difficult terrain It ma ar liaht nina attacks while coldfire rb recharges, staying in close combat to take dvantage of its aura Th dark la er targ t m le combatants with had word attacks unleashing shad w ren wh ve they ca target tw or more fo Th chaos skulks stay at th edge of th fray target in groups with soul shroud or Single targets with soul slam attacks. Th chaos skulks specifically target adventurers attempting to deactivate th Forgesong.
Forgeborn Oarkslayers
Leve 28 Brute
la im orta ol i(al he,," XP 13 00 e.1( 11 Initiative 22 Sens es Perception +22; darkvision HP 315; Bloo died 157; see also fury oftheforBI! AC 40 Fortitude 42, Reflex 40. Will 40 Immune charm, fear. sleep Speed
CD Shad ow Sword (standard; usa ble nly while wielding greatsword; a ·will) Necrotic Reach 3; 31 vs. AC; 3d10 10 necrotic damage, plus ongoing 10 necrotic damage (save ends). Fu ry of th Forge (when reduced to 0 hit points) Cold Are, LIgh tnin
Close burst 3: +29 vs. Reflex; 4d1 0 9 cold, fire, and lightning damage Miss: Half damage adow Frenzy (standard; usable only w ile Wielding a great· sword; recharg ::;:1[11 Necrotic Close burst ; 29 vs. Fortitude; 3d1 10 necrotic damage. and the target is stunned (save ends). Alignment naligned Languages derstand Abyssal Primordial and Supernal) Str 30 (+2 4) Oex 27 22 ls 27 (+22) Con 25 21) Int Cha 20(+19) (+1 8) Equipment greatsword
la
Forgeborn Chaos Skulks (C) il11morta l11
Level 27 Lurker 11.000 I'aeh
Initiative +26
Sense s Perception +22 darkvision blindsight 10 HP 193; Bloodied 96; see also fury of the forBe AC 41; Fortitude 39, Reflex 41, Will 39 Immune charm, fear, sleep Speed 8, climb 8 CD Soul Slam (stan dard; at-will) Psychic Reach 2; +30 vs. Fortitude; 3d8 + 9 psychic damage. and the chaos skulk becomes invisible to the target until the end of the chaos skulk's ne xt turn; see also subtle strike. <. ury of th Forge (when reduced to 0 hit points) Cold. Fire. Ughtnlng Close burst 3; +30 vs. Reflex; 4d10 + 9 cold, fire, and lightning damage. Miss; Half dama ge <. Soul Shroud (standard; recharge ft Psychic Close burst 2; +30 vs. Will; Sd10 + 9 psychic damage, the target takes ongoing psychic damage, and the chaos skulk becomes invisible to the targ et (save ends both); see also subtle strike Su btle Strike The chaos skulk deals 3 d8 extr a damage on att acks whe it is invisible to its target. lignment Unaligned Languages (understands Abyssa Primordial. and Supernal) St 21 (+18) W1 19 (+17 Dele 28 (+22) Con 25 (+20) Int 19 (+17) Cha 25 (+20)
Level
Forgesong
Warder 000 XI'
28
The 810win8 walls of the Forw o.fFour Worlds emit a sonorous field that debilitates intruders. Trap: The Forge of Four Worlds channels arcane power to aid its immortal guardians. Perception
• DC 28 The character notices that the light within th walls pulses in time to th steady eb an flow of th moaning that preceded th arrival of th forgeborn. Trigger The trap is triggered when the forgeborn guardians first appear. When an creature except a forgeborn subsequently moves within 2 squares of any wall (the active area), th trap attacks. Once creature has entered the active area, it can remain in th area without suffering further attacks The trap attacks again when another creature enters th area or if creature leaves and reenters th area Attack
Opportunity Action
Close burst
around th
triggering
creature
Attack: 31 vs. Will Hit: 3d 8 psychic damage, and th target takes ongOing 5 psychic damage and is slowed an weakened (save ends both). Aftereffect: The target is slowed (save ends) Countermeasures
• On or mor characters adjacent to th wall can disable th trap with a successful DC 33 Thievery check and successful DC 28 Arcana check The tw checks must be made within 1 round of each other
a::
!
:>
FEATURES
AREA
Illumination: Bright light, emanating from th
crystal
wall s.
Ceiling: 30 feet high
Crystal Pillars: These enormous hards of crystal thrust up from the floor of the chamb r. A crystal pillar
provides cover but does not block line of Sight. It ca be climbed with a DC 28 Athletics check, but it takes a DC 19 Acrobatics check (a minor action) to remain standing on the uneven top of a pillar. Skeletal Remains: Over untold c nturi a host of ve been slain here by th gu rdian of the Forge. intrud in include an incredible rang of cr atur vil . mons, lementals mortal but arc littl more then bones, s tt red exoskeletons, and the oxidiz d remains of weapon and rmor Areas cont ining skeletal remains ar difficult t rrain. Treasure: Any search of the sk letal remains turns up few items untouched by the ravages of time with a D 28 Pe eption check-two potions of life three potions of recov y, fOtlr adamantine amulets (worth 50,000 gp each) 50 pp , and 40 tral diamonds
UJ
Encounter Level
Immolith Seeker (I level 28 Controller Lilf e eleme ntal rna iral beas dernon fire. undead) XP 13.000 Initiative +1 Senses Perception +19; darkvision Flami ng Aura (Fire) aura 1; each creature that enters or starts its turn in th aura takes 15 fire damage. HP 262; Bloodied 131 AC 42; Fortitude 40 Reflex 38, Will 38 Immune disease, fire, poison; Res ist 20 fire. 20 force; Vulnerable 15 radiant
(110,000
SrnlP immolith seeker (I) shadow demon assassin (A) solamith hunters (S) Lightning spire hazard
Speed
squad
demons charged with repelling th
devil inva
sion have withdrawn to this cavern_ Here, they make stand against th
incursion determined to prevent intrud
from advancing deeper into th
er
W h e n th
Forge
adventurers can see into this area, read:
TIl!' pu"Stllwwll)' opens upon a misl) dlll/flb..,r ",hose uneven }lcl(.lr IrdS /1,'1.'11 CUn'I:U inCtl crY:ilal ~ [ f . ~ - \\ hi!"fOil Ita nils lIVer 1111' area I f k t a l'dl. obsCllrinfl t.he boJies oj small a m l } del ils. In tlte CI-'Tltcr of rhe cllambrr. II black spire cxtc,lIIs{roJll UlrJ1nor tlnd rhl! crilinn IIbove, arcs darl.- lilJlrtnfnll roiUn8 around it. hadowcd l'ussal/rwll)'s "pt'll in tlwJar wlIl/S
iatures until they ar
::r Deathfire Curse (minor; at-will)
Fire Ranged 10: +32 vs. Will; the target is slowed (save ends). Afteref fect: The target takes ongoing 10 fire damag e (save ends) ea ling Vigor of th Grave (minor l/round; at·will) Close burst 5; undead in th burst (including th immolith) regain 15 hit points. Alignment Chaotic evil
spotted or unless they attack. Th
total cover against th adven counts on its larger allies to
turers when th y enter, an
intruders.
an
10 fire damage, and ongoing 10 fire
Fiery Grab (sta dard; at-will) • Fire The immolith makes a claw attack (see above) against a Large or smaller target. On a hit, th target slides into a square adjacent to the immolith and is grabbed While grabbed, the target loses an resistance it has to fire. An immolith can hold up to five grabbed creatures using this power.
St 28 (+23)
shadow demon assassin ha draw thc attention
Reach 4; +33 vs. AC; 3d damage (save ends)
in hiding. Do not place their mi
demons here ar
Th
CD Claw (standard; at·will) • Fire
Con 30 (+24)
Language Abyss al Co mmon Dex 27 (+12) (+ 19\ is Ch 27 (+12) Int 18 (+18)
Lightning Spire
level 28 Blaster
H'l1.a,d
Perception Check 8: fi,e mist IIround
enerBY. 33 hI ure s h a ( l o
the blllck spire shimmers wilh
haze
( ~ e l e m e n t a l
w ~
demons here hav
Th
invaders an
erupts periodically from th
already taken out two squads
adventurers are allies of th
around the
Trigger creature moves within
squares
a lightning spire,
it attacks. Attack
deathfire curse against different target each round, staying in the thick of melee to make fiery arab attacks. W h e n first bloodied it uses viBor of th wave to regain hi paints. Th shadow demon attempts to with surprise, then flanks with its allies to maintain combat advantage making claws attacks every round. It saves both uses its abyssal void until it ca target three or more enemies in The immolith seeker us
each burst. The solamith hu nters stay atop the cliffs to target
Each makes burst
attacks for maxi
damage as long as two or more foes ca
bu uses only the burst 1 version of th turers spread out.
No check is necessary to see the lightning spire. When
TACTICS
mu
onyx spire
Perception
attack at once.
enemies with soulfir
spire of black onyx rises from the fraclured crystaljJoar of he cawrn. elementallilJhtninlJ arcinlJ around il. Hazard: This cavern is a conduit for elemental energy, which
of Ihe Muff. rhree dcmo'LS hide.
of devils. They assume th
XP13.000
be targeted,
power if th
adven
Opportunity Action
Close burst 2, centered on
th
triggering creature
Target: All creatures in burst
Attack:
Hit: 3d ends).
3 3 vs. Fortitude 10 lightning damage and the target is dazed (save
Countermeasures character adjacent to th
spire can disable it with a DC
33 Arcana check. A failed check causes th
th
character trying to disable it.
spire to attack
Level 31 Elite Lurker
Shadow Demon Assassin Medium ell1e nl ,l l hum. oiti (demon)
XP 46.000
Initiative +29 Senses Perception +23 darkvision HP 436 Bloodied 118 AC 45 Fortitude 41 Reflex 43, Will 42 Resist 25 necrotic, 20 cold, 20 lightning, insubstantial; Vul nerabl radiant (if the shadow demon takes 25 or more radiant damage in a single attack, it loses phasing an insubstantial until the end of the attacker's next turn) Saving Throws +2 Speed fly 8 (hover); phasing Action Points 1
CD Claws (standard; at will) • Necr otic Two attacks; +34 vs. Reflex 3d combot advanta8e.
10 necrotic dama ge see also
Void Rake (minor; requires combat advantage against th target at will) • Necro tic The shadow demon makes a single claw attack. Abyssal Void (standard; recharges when first bloodied) • Necrotic, Zone Close burst 3; 32 vs Fortitude; 4d + 10 necrotic damage. The burst creates a zone of darkness that lasts until the end of the shadow demon's next turn The zone of darkness cannot be illu· minated, and it blocks line of sight for all creatures that cannot see in darkness A creature that starts its turn within the zone takes 2d8 10 necrotic damage Combat Advantage When the shadow demon uses a claw attac k to damage a target it has combat advantage against, the target canno t spend healing surges until the end of the shadow demon s next turn. Align ment Chaotic evil Lang uage s Abyssal Skills Arcana + 26. Bluff +29. Ste th +30 Str18(+19)
Dex30(+25)
Wls17(+18)
Con 26 (+23)
Int 22 (+21)
Cha 28 (+24)
Level
Solamith Hunters (S l M ' e elenll'nl • hll lll.Uloid (d"
l11
XP
Artillery 9.000 (,.Jch
Initiative +24 Senses Perception + HP 20 Bloodied 10 Regeneration 20 (if the solamith takes cold damage, regeneration doesn't function on its next turn) AC 42; Fortitude 41, Reflex 42, Will 41 Resist 20 fire, 20 force 20 thunder Speed 8 CD Claw (standard; at·will) • Fire Reach 2; +37 vs. AC 2d8 10 fire damage. -!:. Soulfire (standard; at will) • Fire, Necrot ic The solamith chooses one of the following attacks, taking damage as it hurls par ts of itself at enemies. The solamith cannot reduce itself to 0 hit points or fewer in this fashion. • Area burst 1 within 20 ; +33 vs Reflex; 3d 10 fire and necrotic damag The solamith takes 8 damage. • Area burst 2 within 20; +33 vs. Reflex; 4d 10 fire and necrotic damag The solamith takes 16 damage. • Area burst 3 within 20 + 33 vs. Reflex; 5d 10 + 9 fire an necrotic dama ge The solamith takes 32 damage. Soulfire Retort (immedi at rea tio da age fr ee tta ck recha Ne crotic Fi
hen e s la mlth takes es wh en first bl oodied) •
Close blast 3 +33 vs. Reflex; 2d8 + 10 fire and necrotic damage, and the target is pushed 2 squares. Align ment Chaotic evil Langu ages Abyssal 26 (+23) Dex 29 (+24) Wi s 26 (+23 St Con 22 (+21) Int 12 (+16) Cha 10 (+15)
FEATURES
HE AREA
Illumination: Bright light.
0 feet high Cliffs : These steep slopes rise to a height of20 feet dividing the cavern into ti rs aling a rumbling slope requires a DC 28 Athl tics he k. reature that drops from the cliff takes 2dlO falling damage. Lightning Spire: A 20·foot·high bla k onyx spire rises from the center of th chamb Lightning crackles con· stantly around the spire harging the surrounding area with el mental energy Bodies: A host of devils ha e fallen to the demons making th ir stand here Areas ontaining bodies are dif· ficult terrain Treasure: Any search of the devil remains turns up few items not et claimed b th demons with a DC 28 ck-a level 30 magi item an 35 astral Pe ce ption Ceiling:
diamonds
E n c o u n t e r Level
(100,500
TIMESUS RISING Even as th adventurers make their wa through th pas· sages of th Forge of Four Worlds. the demons that have seized th
complex rush to complete th
Tirnesus before th
As th
restoration of
devils' assault overwhelms them.
adventurers approach this chamber, read:
(ours/lit! r"roujIh the cry-sllIl walls of rhe r a ~ ~ ! l e \ \ ' a J suclllcnlr m(lIers and dillh. All unearthly. eerie sil('ncc.!illls ow the urea. \r\'ithout warnino. Cl massive tretl10r lallls throu/JIl tire Forae ofr-our Worlds, Ihe ceilin8 and walls slu.HtCTin8 III Ll hurst oIcryst<11 slwrds.
nlC' 1'1('r
r r e . ~ l ' l I r
lia!1I
Each adventurer lIlust make
or fall prone beneath th 3dlO
28 Acrobatics check
worst of th
collapse. taking
damage.
\S ql/ic/.:ly as it W i l l I ' S rhe trelllor passcs. but the H8hl emartalin8 rom thl! walls S(,l'lnS (limm!'r even as it rulses fastl'r rharl hI'JarC!.
SETUP balor champion (8) mezzo demon shocktroops (M) evistro devastators (E) balor champion led th with unloading Ti
th
forc of lesser demons charged sus's pieces from th chao ships to
Soulfire Furnace at th
Worlds Th
heart of th
abandoned th
Forge of Four
furnace to stand guard in
27 Solo Brute le Balor Champion Hu '10' eleme ta l humanoid (demon) XP 55.0 00 Initiative 21 Senses Perception +21; truesight 6 Flaming Body (Fire) aura 2 (aura 3 while the balor is bloodied); enemies that start their turns in the aura takes 20 fire damage (30 fire damage while the balor is bloodied). HP 1.248 Bloodied 624; see also death burst AC 39: Fortitude 41, Reflex 38, Will 38 Immun e fear; Resist 40 fire. 20 acid, 20 cold 20 thunder Saving Throws +5 Speed 8, Hy 12 (clumsy) Action Points 2
Balor Fury (s tandar ; at will) Fire. Lightning, Weapon Close burst 3; +31 vs ReHex; 5d10 + 15 fire and lightning damage. and ongoing 10 fire dama e (save ends). is es with an attack; emonic Acc racy (free. when the balo encounter) The balor rerolls the attack a nd gains a +5 bonus to the roll. rge;:::' Fire. Te lepo rtatlon ireburst Step move; Close burst 1; 30 vs. Fortitude; 2d10 10 fire damage, and the target is dazed (save ends). The balor teleports 5 squares <. eath urs (whe reduced to hi points) Fire The balor explodes in burst of Hame: close burst 10; 29 vs ReHex; 10d1 0 fire damage. Miss: Half damage. The balor and its weapons are completely destroyed. Alignmen Chaot ic evil Lan guages bYS5aI Common kills Bluff +22, Insight +26 Intimidate 22 Str30 23) Dex26( 21) Wis27(+21) Con 32 4) Int 17 ( i l 6 ) Cha 19 (+17)
this chamber.
As th adventurers enter this chamber, read: The translucent crystal (1,"is chumber is obscured by dark slu.in II shadow. The S1I11'U oj ozone hllllflS heavy, the IVoUs,Jloor, and eellin8 charred black by some incrcdible hcat. The clemen lal pawer pulsin8 wirllilllhe walls of rhe "or8!! still bUTIls I,cre, Jorced rhrollB" hairline cracks that score the surface oJ rlre black eued cryst allike spiclenvehs. Th
demons hide on to
of th
eli IT. lying prone as they
wait to spring
Perception Check DC 33 Onlhc hifjh cliff uhl'aJ. sl,yliny shnllllws belra) tllc
presellcr if creatures
ill8 ill wait.
Level 28 Minion Soldier Mezzodemon Shock troops ed iu m e en al huma oid (demo XP 3.150 eac Initiative +24 Senses Perception +11; darkvision HP 1; a missed attack never damages a minion; see also demon's curse. AC 40, Resist 20 poison. 10 necrotic, 10 thunder Speed
CD Trident (standard usab e on y wh il e wie ing a trident; at·will) eapon
Reach 2; 35 vs AC; 12 damage. Demon's Curse (wh reduced to hit points Close burst 1; enemies in the burst take 10 damage Restraining Breath (s andard encounter) Close blast 3; targets enemies; +3 vs Fortitude; 15 damage and th target is restrained (save ends). la Abys kills Stealth 27 St 29 ( 23 +22) Wis 26 (+22) ex Con 23 0) Int 19 (H8) Cha 13 (+15)
8 Evistro Devastators
Level 28 Minion Brute XP 3.250 eac diu m e enta hllmanoid ( emoll) Initiative +23 Senses Perception +22: darkvision HP 1: missed attack never damages a minion. AC 40: Fortitude 39, Reflex 40, Will 39 Resist 10 necrotic Speed CD Claws (standard: at wil l) +31 vs AC 13 damage CD Devastating Bhe (minor against bloodied targets ly; at-will +31 vs AC: 18 damage Carnage The evistro devastator gains a +2 bonus to melee attacks if it has one or more allies adjace nt to its target. This bonus stacks with combat advantage Alignmen Chaotic evil anguages Abyssal kills Stealth 28 Str 22 (+20 ell 29 (t23) WIs16 (+22) Con 26 (+2 2) Int 18) ChalG (+17) W h e n the demons attack, show th th
Demon Defenders" on page 29
players "View Adventure Book
One, then read: \ dozen demons arc.> spread acr ss rite cliff. Bc.>hind hem. raises it lI'eapons th owl of cha ll ge.
ba or
TACTICS The balor champion uses balor fury to attack as many adventurers as it ca reach. If pressed in melee, it uses fireburst step to teleport to more advantageous location. As the balor champion's hit points drop toward 0, it moves into position to catch as ma ny enemies as possible in its death burst. The mezzodemon shocktroop make trident attacks against ranged combatants targeting th balor champion. They flank whenever possible using re training breath when urrounded The evistro devastators swarm targets in groups of two or thre to maintain combat advantage and to best utilize their carnage power.
FEAruRI:S
HE
Illumination: Dim light from the glow of th
charred
walls Ceiling: 50 feet high
Cliff: This steep slope rises to height oflO feet. Scal creature ing the lope requires DC 19 Athletks check that drops from the c1ifI.,ide takes 2d 10 falling Jumuge. tches of fractured crystai scat Fractured Crystal: tered across the chamber vent an excess of ekmental creature enter power. These areas are difficult terrai ing a sq uare containing fractureJ ysta l takes 10 colJ an fire damage. Crystal Pillars: These enormous shards of crystal thru t up from the floor of the hamber. A crystal pillar provides cover but does not block line of Sight. It CiIl1 climbed with DC 28 Athletics check. hut it tilkes a DC 19 Acrobatics check (a minor action) to remain standing on th un even top of pillar of Treasure: These demons looted th minor treas ur th Soul fire Furnace (see Encounter F7 before fl eei ng th at area. Any searc of th chamber reveals fifteen aJa mantine bracelets (wor th 50,000 gp each) an 65 astral diamonds.
:J
Encounter Level 30 (111,500
Utarla, pi fiend captain (P)
ar devil spearfighters (W legion devil vanguards (L)
vVhen the demons activated the Soulflrc Furna e. th devils' hopes of stopping OrcllS's plots were dashed. A pit fiend captain named Utarla survived the conflagration an now seeks revenge When the adventurers enter this chamber, read:
Pdldtl!s t ~ . f shutlt'fl!u sLul bum whirl! hOI within Otis blackened cuwrn ... ScjllOdrcJtlI!fdevils l}(cupies tlie ch am ba. led by wear piJJkrul whose ("\'('s butll wJ ,,,id. ruBe. ~ D c m o n i1kr site shr cks MT lt m11s oj"Orcus1 You shulllLiejust asyour masters hal'eJa en h c J , r r c H l u ! ~
Pi Fiend Captain Level 30 Elite Soldier Leader) la e Immollal humanoid Idevil) XP 38.000 Initiative +24 Sens es Perception +26; darkvision Aura of Fear (Fear) aura 5; each enemy within the aura takes a -2 penalty to attac k roll Aura of Fire (Fire) aura 5; each enemy that enters or start s its turns in the aura takes 15 fire damage, HP 550; Bloodied 275 AC 46; Fortitude 43 Reflex 39. Will 41 Resist 30 fire, 15 poison Saving Throws +2 Speed 12, fly 12 (clumsy), teleport 10 Action Point s 1
CD Flame touched Mace (standard; at will) • Fire. We apo Reach 2; +37 vs, AC 3d8 damage (save ends)
10 fire damage. and ongoing 10 fire
'" Tail Sting (sta ndard at-will) • Polson Reach 2; +37 vs AC; 2d8 10 damag e, and the pit fiend makes a secondary attack against the same target Secondary Attack: +35 vs, Fortitude; the target takes ongoing 15 poison damage and is
weakened (save ends both) Pit Fiend Frenzy (standard; at·will) '" The pit fiend makes a Jlametouched mace attack and a tail stinS attack Point of Terr or (minor at will) • Fea Ranged 5; +35 vs Will; the target takes a -5 penalty to all defenses until the end of th pit fiend's next turn, Tactical Teleport (standard; recharge ::- I":-;: Tii Teleportatlon The pit fiend can teleport up to 2 allies within 10 squares of it. The targets appear in any unoccupied squares within 10 squares of the pit fien Alignment Evil Languages Supernal Skills Bluff +29. Insight +26. Intimida te +29. Religion +26 Dex 25 (+22) Wis 23 (+21) St 33 (+26) Con 27 (+23) Int 22 (+21) Cha 29 (+24) Equipme nt flame touched mace
Level 28 Brute Leader ar Devil Spearfighters XP 13.000 each L.n e immortal umanoid Idevll) Initiative +21 Senses Perception +19; darkvision HP 316; Bloodied 15 AC 40; Fortitude 40 Reflex 38, Will 36 Immune fire Speed 8, fly 8 (clumsy) (D Lo ngspear (standard at will ) • Weapon Reach 3; 31 vs. AC; 2d8 + 10 damage. Savage Spear standard; sable only while ielding lo ngspea r; echarge :· l, I I ) . Weapo Reach 3; +31 vs. AC 3d8 10 damage. and the target is knocked prone and takes ongoing 10 damage and is dazed (save ends both), esieged Foe (minor; at will Ranged Sight; automatic hit the target is marked; allies of the war devil gain a +2 bonus to attack rolls made against the marked target until the e nd of the enc ounter or the war devil marks a new target ev il ish Transposition (move; at will • el ortatlo Ranged 20 the war devil and an allied devil within range swap positions. Fiendish Tactics (minor recharge :': Ranged 10; affects up to two allied devils of the w ar devil's level or lower each target can take a move action or make a basic attack. Ali gnment Evil anguages Superna Skill ntimidat +23 Str 29 (+23) Dex 25 (+21) Wis 21 (+19) Con 26 (+22) In 17 (+17) Cha 18 (+18) Equipment trident 6 Legion Devil Vanguards L)
Level 28 Minion edium immortal humanoid (devil XP 3.250 each Initiative +11 Senses Perception +11; darkvision HP a missed attack never damages a minion AC 44; F ortitud e 40, Reflex 38. Will 38; see also squad defense Resist 15 Speed 7, teleport 3 CD Longsword (standard; at-will) Weapon +35 vs. AC; 12 damage, Squad Defense The legion devil vangua rd gains a +2 bonus to its defenses when adjacent t o at least one o ther legion devil Languages Supernal Ali gn me t vil Str 28 23) ex 25 (+21) Wlsl (+18) Con 22 0) Int 12 (+15) Cha 25 (+21) Equipment plate armor. heavy shield. longsword
This skill ca
be used to gain I success in the challenge. HdilJioll (DC 28 standard action) Th character d n w s on his or he knowledge of devilish traditions to inspire Utarla to trust the party. This skill ca be us d to gain 2 successes in the challenge. Special: All skill checks in this challenge become minor actions if they ar
made in the same round that th
character makes a melee attack against Uta ria.
Utarla fights to th best of he abilities during th chal lenge, an th adventurers must do likewise. Success: Th adventurers convince Utarla to order he forces to stand down Award full XP lor th ev ils as if they had been defeated in combat. Failure: Uutarla rebufls th overtures at diplomacy made by th adventurers. Sh orders he devils to fight to th death an won't assist the adventurers in E n c o u n t e r F6 Forgestorm Bridge on page 44
DEVELOPMENT H t h e adventurers convince Utarla to stand down, the pit
TACTICS Utarla, the pit fiend captain,lIses pitfiendfren zy to make double attacks while applying point of terror against nearby enemies. She stays in th thick of combat to maxi mize the erJixts of he auras. Th wa devil spcarfighters attack lightly armored tar gets, lIsing besie8ed foe to mark targets. They use fiendish tactics as orten as possible to grant additional attacks to legion devil allies Th legion devil vanguards split into groups of two each fighting alongside a wa devil. They Oank to main tain combat advantage an their squad defens e.
IMPRESSING UTARLA UtarIa's opening rant should tell the adventurers that th devil has information they need savvy party can cu th combat short negotiating a truce with th devils. Level: 29 (XP 5,000). (requires 4 successes before 3 failures). Primary Skills: Diplomacy, Intimidate, Insight, Religion. Diplomacy (DC 28 standard action): Th character Complexity:
attempts to convince Utarla that th party is opposed to Orcus an his demonic horde. This skill ca be used to gain successes in th challenge. Intimidat (DC 33, standard action): Th character hu bles Utarla with a display of sheer bravado. This skill ca be used to gain 1 success in th challenge. Insi8ht (DC 19 standard action) Th character gleans inSight into Utarla's failure to prevent the demons from activating the power of the Forge, inspiring th pit fiend to find common cause with the party s goals
fiend is interested to find ou whatever th advcnturers ca tell he about Orcus's plans as th devils do not yet have full understanding of what Orcus is doing at th Forge of Four Worlds. Th pit fiend's master is Asmodcus. who fears that Orcus's plans have something to do with th Heart of th Abyss. Utarla knows that th demons have: transported tons of black rock to the Soulfire Furnace. an sh provides an overview of that location (see Adventure Book One, page 12). Hthe adventurers hav no already done so, th should be able to deduce that es toring Time SllS is Orcus 's goal. H t h e adventurers tell Utarla that th ey mean to stop th demon prince th pit fiend offers an alliance of sorts. will escort th party to the forgestorm bridge (see th ncxt encounter), running interference against th forgcbofl1 guardians there while the adventurers make for th Soul fire Furnace
FEATURES OF THE AREA Illumination: Darkness Ceiling: 30 feet high.
Fractured Crystal: Patches of fractured crystal scat
tered across th chamber vent an excess of lemental power These areas are dimcult terrain creature enter ing square containing fractured crystal takes 10 fire an lightning damage. Crystal Pillars: These enormOllS shards of crystal thrust up from th Ooor of th chamber. A crystal pillar provides cover bu does not block line of sight. It ca be climbed with a DC 28 Athletics check, bu it takes DC 19 Acrobatics check (a minor action) to remain standing th top of pillar.
c: LIJ
:J
E n c o u n t e r Level
(77,000
SETUP 1 forge born stormstriker (S) forgeborn firelashers (F) Forgestorm hazard Deep in the heart of th
Forge of Four Worlds, a great bridge stretches across a storm chasm roiling with rawele mental energy. This dangerous crossi ng provides th only access to th Soulfire furnace. W h e n th
adven turers
{fuLf II r!!ll span (If fT)ttJI J
se
into this area, read:
1 l ! c ~ t ' a 8T('Y
stone twis!.) out inCo the
I'ortcx oflishlllhl8 midSI o( slartlt oj rtlW clemt:ntal chaas ir("l1nd bluewhilc.fln·rhar ./1 rich with the "Diu af hundred
helml ov.rr lite madslrom. I h c J o o ~ r a i l s oj thc [orwborrt rise in tlw pasSOJll'wu., behulJ, even as 1II0re appfar lIlIlh/? bricltlt' ahctlll. lit' d.:jcndt'rs ofdle For8t oJf-our Worlds hurricallCS. B
IItlm: inJar
a r ( ' ~ r
nnal a
~ $ a u h .
The setup this encounter assumes that th adventurers uccessfully completed the skill challenge in Encounter F5: Deal with th Devils on page 42 an that Utarla an he surviving devils ar with them Uta ria's forces keep the forgeborn behind th adventurers occupied while th party advances on the defenders guarding the forgestorm bridge (as described in "Setup " above). "Do what you have come to accomplish mortals," Uta ria shouts, "we shall keep th rearguard occupied." The devils stay behind to guard the adventurers' backs Neither they nor the forge born rearguard play any further part in th encounter, though you should periodically describe how on of th forgebo rn rearguard or on of Uta rIa's devils falls to th heavy fighting going on at the mouth of the forgestorm bridge lfthe adventurers failed th skill challenge and defeated the devils they must deal with th larger force of forgeborn. This increases th level of th encounter and th XP to Encounter Lev 32 (138,000 XP). Place th fol lowing creatures in the passageway behind the party
F o r g e b o r n S t o r m s t r i k e r (S)
Level 31 Controller (Leader)
la immortal mn kal h e a ~ t XP 23.000 Initiative +21 Senses Perception +28; dark vision, blindsight 10 Defenders of th Forge (Cold, Fire, Healing. lightning) aura 5; each immortal ally that starts Its turn within th aura regains 20 hit points, while each enemy that starts its turn within the aura takes 15 cold, fire, and lightning damage. HP 281; Bloodied 140; see also fury of the forye AC 45; Forti tude 43, Reflex 41. Will 41 Immune charm, fear, sleep; Resist 15 cold, 15 fire, 15 lightning Speed 8, teleport
CD Touch
Chaos (stand ard; at-will
Psychk
Reach 2: +35 vs. Will 4d 10 psychic damage, and th target is azed unti th en th stormstriker's next turn. Arc Lightni ng (standard; at-will) Lightning Ranged 20; +35 vs. Reflex; 3d 10 lightning damage plus ongoing 10 lightning damage (save ends), the target is dazed until th end of its next turn, and th stormstriker makes a second ary attack against two new targets within 5 squares of the initial target. Secondary Attack: +35 vs. Fortitude; 2d8 10 lightning damage and ongoing 10 lightning damage (save ends). Fu ry of th Forge (when reduced to 0 hit points) Cold, Fire, Ligh tning Close burst 3; +33 vs. Reflex; 4d1 0 cold fire, and lightning damage. Miss: Half damage. - i ~ oldfire Orb standard; recharge ; ' - : l [fi old, Fire 10 cold and fire Burst 5 within 10; +33 vs. Fortitude; 3d damage, and crystalline growths ma ke th area of the burst dif ficult terrain until th end ofthe encounter Languages (understands Abyssal, Alignment UnalJgned Primordial, and Supernal) Str 30 +25) Dex 22 (+21) Wl 27 (+2 Con 25 +22) Int 27 (+ 23 Cha 23 (+21
forgeborn stormstriker forgeborn furies Whether th
adventurers fight alone or in conjunction with Utarla and th devils, th forgestorm hazard acti vates when th first adventurer steps onto the bridge. It attacks once per round on its count in the initiative, tar geting one of the adventurers on th bridge.
Level
Forgeborn Firelashers Medii,," im orta Kal beast
Artillery
XP 11.000 ea
Initiative +23 Senses Perception +22; darkvision HP 200; Bloodied 100 AC 42; Fortitude 40. Reflex 41. Will 40; see also fury of the forse Immune charm. fear. sleep; Resist 1 fire] Speed 8. fly (clumsy) tV OOi rkfire Sluh (s tandard; at-w ill) FI Reach 2; +33 vs AC; 3d8 + 10 fire damage. and the target is dazed until the beginning of its next turn_ Flam Pulse (s tanda rd; at-will) Are an ge 10; +31 vs_ Refle x; 3d8 + 10 fire damage_ Defensive FIOIre (Immediate reaction, when th fire las her Is hit by melee attack; at will) Charm Reach 2; +31 vs_ Reflex; the target is dazed until the end of it next turn. A target already dazed is also weakened until the end of Its next turn_ Lash of Fire (standard; r e c h a r g e ~ . ! ! Fire, Psychic Ranged 10; +31 vs. Reflex; 4d8 +10 fire and psychic damage. and fire damage (s av ends Oing the target takes Fury of the Forge (when reduced to 0 hit points) Cold, Fire, lightning Close burst 3; +31 vs_ Reflex; 4dl0 9 cold. fire. and lightning damage_ Miss: Half dam ge LanguOiges (understands Abyssal. Alignment Unaligned Primordial, and Supernal) Str 21 (+19) Oex 29 (+23) Wls 26 (+22) Con 26(+22) Int 23 (+20) Cha 18 (+18)
:r
TACTICS forgehorn stormstriker attempts to remian behind
Th
th
firelashcrs making arc lifJhtnins an
while its deJenders
ders an Th
coldJire orb attacks
oJthrJorfJl' aura heals its allies an
hin
lee
adventurers rushing into
forgeborn firelashers make lash oJJir attacks ranged combatant each time that power
against
recharges. hitting closer foes with flame pulse_
AREA
FEATURES I l l u m i n a t i o n : Bright light. Bridge: This uneven span is built
no visible mortar
crystal-flecked stone held
means
support. Th
vast chunks
no edge or railing_
bridge ha
Creatures knocked o f f t h e bridge ar
allowed
throw to catch themselves, as normal. Those saving throws ar
swept up into th
Forgestorm: Th ing the walls of th
falls into th at on
feet beyond.
grab
creature that starts its turn
round.
10 cold, fire.
fly or teleport to flee th
nd lightning
forgestorm bu
their movement within makes it impossible to
rope or any other item dropped from above.
ture attempting to fly or teleport to th
bridge
is dazed (save ends)
Creatures ca speed
creature that
rOiling storm is swept up circling th
in the forgestorm takes 3d10
th
cylinder whos
bridge in all directions, obscur
cavern
volution pe
damage an
forgestorm.
storm swirls in
surface is 20 feet from th
saving
ho fail their
forgestorm must make
check or miss th
target.
crea
creature trapped in
successful DC 28 Acrobatics
Forgestorm HMdrd
Level 29 Blaster XI' I
1)1)t
ra8in8 storm oj elemental enerBY swirls around the bridne_ Hazard: As th adventurers advance acros th bridge. the forgestorm lashes out. Perception
No check is required to note the threat of th forgestorm_ Initiative + 22 Trigger The forgestorm rolls initiative when any creature (excluding forgeborn) steps onto the bridge_
cz:
a3
:; cz:
II
UJ
a:
Attack Standard Action Targets: On creature on th bridge. excluding forgeborn Attack: 32 vs. Reflex Hit: cold, fire, an d lightning damage, and th target is knocked prone_ Secondary Attack: Close burst centered on the initial target; targets all creatures in th burst except th initial target; +3 vs_ Fortitude Hit: 1 0 cold, fire, and lightning damage. th target takes ongoing' 0 cold, fire, an lightning damage (save ends). and the target is p u s h e d ' square Countermeasures
A character can mak e a DC 28 Arcana check each round as a minor action to gain advance warning of th forgestorm's next attack. If a character making a successful check is targeted by th storm's primary attack, he or she takes half damage. and th storm does not make its secondary attack A character targeted by th forgestorm's secondary attack can make a DC 28 Acrobatics check as an immediate interrupt to lessen its effects. With a successful check, th character takes half damage if th secondary attack hits and no damage if it misses.
.. \0
E n c o u n t e r Level
(124,250
SFTlIP T i m e s us ('I')
shards
blackstar decimators (D) blackstar battle pawns (8)
th Forge of Four Worlds, th adventur er find that Timesus ha already heen restored an ha departed for th Heart of th Abyss. However, the Black Star has left behind two fragments of his restored form, along a eildre ofbbckstar host to defend th ildventurcrs. [11 th
heart
W h e n th
adventurers enter this area, read:
lfIultiluyeTl'tl (rlVCnl wraps around thl.'core q,frhe j:or8e o.ffour \ ' o r l d ~ . \'ust poals of raw arcane and clemen/a puwer seethe ill mkanirfun. Storms vficc andfire erupt ro consume each ot/wr, while tl COIlSlam flu;;r C ! f l i 8 J l l n i n l J j l t l s h e . . ~ in their tlepths.A pIal r.,rm ofsltlnt'jl111lfS () j'o!ct allo\'l' Ih(' larlll' central pool. \top lltt' rlll!ftlrlll,11 pulsilW maBic drcll' Is surrounded by piles ofhlork ~ l t J ~ 1 lIm1 the charml borli6 of do:cns ofdemons. Addllional chunks orblack mck un st11'lwtI ncross tlte chamber. On dTC I.oWt'T tit-rs stunt! empty racks thar OIlCI' must 11(1\'e hcld (OImtless \ l ' e a p o n ~ IInJ other itellls.l\ red crystal duls on rill Ji.lrrlll'st 'wr seems unaffected by wllaft'I'cr transpired 'tl'rc. When
player character a p p r o a c h e s t h e c e n t r a l
essence pool s h o w t h e players "View
furnace" on page
th
Soulfire
Adventure Book One, then
read:
olb/orkfire spreads across ,Itt' SUrfllCf' of the ( c l l l m [ pool, till' WOlllul shakilljl as tilt' pI//'$ ofblack s[a8 bCBill to coul/'>cf'. n,·o lI'f'dl./'Vlurrs rhtJrom tht' rt'llImml.s of the stone. hl:' srltnr fiflll', tht' smal/t'r chullks I!f rock rl$e Q$II'l'Il,j1clrin8 with I ' u / ~ l '
Irre.
..
TACTICS shard of Times us makes
focused aravity attack against the closest adventurer each round, hoping to gain combat advantage ror amok raae It saves meteor slam until it ca force a target into an esse nce pool. Th blackstar battlepawns focus da attacks on adven turers attempting to bypass combat to get to th teleport circle. Whenever on of th battlepawns falls, others within squares utilize blackstar ricochet to attack nearby enemies.
blackstar decimators avoid melee combat if they can, targeting meteor bolt attacks against adventurers at the edge of the fray an those attempting to get to the teleport circle. Th decimators save blackstar fall for use when they ca catch two or more adventurers in the burst. Th
Shards of Timesus (T)
Level
Elite Brute
XP 38.000 each e elemental imimate Initi ative +13 Sen ses Perce ption +11; darkvision, truesig ht Blackstar Gravity aura 3; each enemy within the aura at the sta rt of the shard's turn is pulled 1 squares. HP 670; Bloodied 335 AC 41; Fortitude 44 Reflex 41, Will 41 Resist 10 fire Saving Throws +1 Speed 8, fly 8 (clumsy) Action Points (!) Blac kstar Slam (standard; at-will) Reach 1; + vs. AC; 4d8 10 damage. Amok Rage (standard; at will) The shard of Timesus makes blackstar slam attacks against two different targets. Force <. Meteor Slam (standard; recharge :.; If) Close blast 5; +31 vs Reflex; 5d10 + 9 force damage, and the target is pushed 4 squares and knocked prone Force ::r Focused Gravity (minor; 1 round; at·will) Ranged Sight; +31 vs. Fortitude; 2d8 + 10 force damage, and the target is knocked prone. Starquake (when reduced to 0 hit points) Close burst 3; targets enemies; 31 vs. Reflex; 1d8 + 10 damage Alignm en Evil Languages Primordia Dex 17 (+13) Wis 24 (+12) Str 30 (+15) Con 1S (+11) In t 8 (+14) Cha 18 (+19) ld
Blackstar BattIepawns (8)
Level 28 Minion
XP 3.150 cilch Initiative +11 Sen ses Perce ption +18; dark vision HP 1; a missed attac k never damages a minion. AC 41; Fortitude 41. Reflex 41 Will 38 Resist 10 fire Speed 7 (!) Claw (standard; at will) +31 vs AC; 15 damage (crit 20 damage). (!) Black star Ricochet (immediate reaction, when a blackstar battle pawn within 5 squares is reduced to 0 hit points; at-will) The blackstar battl e pawn shifts 3 squares and collides with an enemy; +19 vs Fortitude; 10 damage. Alignment Evil Languages Str 16 (+11) Dex 14 (+11) Wis 18(+18) Con 18 (+18) Int 3 (+10) Cha (+10) M ~ d l u m
lemcntill.lnimdle
Blackstar Oecimators (0 ium e1eml!nta l.lII imdl
Level 30 Artillery XP 19.000 eilc
Initiative +24 Senses Perception +27; darkvision HP 210; Bloodied 105 AC 42; Fortitude 42, Reflex 44 Will 42 Resist 20 fire Speed 5, fly 8 (clumsy) CD Slam (stand rd; at-will) +37 vs AC 2d 10 damage and ongoing 10 damage (save ends). Meteor Bolt (standard; at-will) Ranged 10; +35 vs Reflex; 3d 10 damage and th target takes a -2 penalty to saving throws and ongoing 10 damage (save ends both) Blacksta r Fal (standard; encou nter The blackstar decimator can fly 8 squares and enter an enemy's space; + 35 vs Fortitude 4d1 9 damage, and the target is pushed 2 squares and knocked prone. Miss The target is pushed square. If the target ca nnot be pushed, the bla ckstar decima tor ends its move in an unoccupied square adjacent to the target. Secondary Attack: When it lands the blackstar decimator attacks: close burst 3 targets enemies; + 33 vs Reflex; 2d8 + 10 damage, and th target is pushed 1 square and knocked prone. The burst area becomes difficult terrain Alignment Evil Languages Primord ial Str 18 ( 19) ex 28 (+24) Wi 24 (+22) Con 24 ( 22) Int 8 (+14) ha (+ 13)
fLEEING THE FORGE With the other chaos hips already departed from th
Forge, th tdeportation circle on th floating platform has established a link to the closest working portal th star board ag ic circle aboard Shevaithan 1t akes DC 31 Arcana check to activate th portal, bu rc an feedback deals 2dlO damage to th character making th check. However, that arcane feedback also bestows th knowl edge of Times us' wbereabouts
In ),ollr mimI. Ihe rUrpl) f! oj lire n: lored primordilll burns like black fire. The demon prine!"?' chaos ~ h [ p s I1rt.' already descend inn with Til11csu into rhl? ,\ byssa adir Ihe deepe part '!flhis tlllrk realm, tlIld hOI1l!' to the c,} stnl shard kll 11'11 ItS till' leart of 'lIt' \b.l: Th
adventurers can attempt to fight their way to th
circle
cross over without defeating these final guardians However if either of th shards of Times us urvi ve, it fol lows the adve nturers through the portal to fight to th dt'ath boar th chaos ship. an
FEATURES OF THE AREA I l l u m i n a t i o n ; Bright light from th
essence pools.
Ceiling; Th rocky roof of th chambe is 20 feet abov th high es t tier; 60 feet above th central pool. Cliffs: These steep slopes rise to a h ight of20 ee t. Scaling th cliffrequires DC 20 Athletics ec k. crea ture that drops from th cliffs ta es 2d 0 falling damage Essence Pools: Raw elemental and arcane energy power th Soulfire Furnace. There ar four small pools and one la ge, central pool. creature that begins it tu adjacent to an esse nce pool or on th floating platform 2dlO
an
lightning damage.
nter pool or begins its turn there takes 4d \0 co ld fire, nd lightning damage.
ture that
D e m o n Bodies an
Forgeborn Remains: Th
rged with transporting th remains of Times li an th forgeborn wh fought them all perished whenlhe Soulfire Furnace was activated Areas contain ng bodies demons
ar
dimcult terrain
Weapon Racks: The armories on th
lower tiers once held magic items an treasur es dating back to th Dawn War. Th energy that restored Timesus destroye all items on thes racks ed Dais: A raised platform of magically resonant red
crystal hold an protects th most valuable tr ea ur es of th Forge of Four Worlds. Treasure: On th racks of th red dais th e dventur er find th last relics of th wa betwee th gods an th primordia s-five level 30 magic items on potion oflife, th ee potions of recovery, six amulets forged of crystallized elemental essence (worth 50,000 gp each), «m platinum astral diamonds rings (2 50 gp each) an
E n c o u n t e r Level
(74,250
fathomal blights (8) fathomal scream (S) fathomal clasp (C) fathomal gnaw (G)
Demonic monstrosities that few ever see prowl th Abys sal depths. Fathomals number among the most t rrible of these horrors Embodied annihilation, fathomals we born from th corrupted remains of defeated primordial s. The adventurers plunge to th bottom of th Illultiv rs directly into a region where fathomals swarm. Th size of th chaos ship attracts hunting pack of fathom ls just prior to arriving at th Abyssal Nadir
As th chaos ship plunges deeper, read: f I \ ( ~ wnfls oft II' churning vortex hal'£' narrowed. Once miles dis tant t/te)' 1l0W press close. perhaps hundreds affect m l ' a Ine r ~ ' J J L ~ h lin"t rhal lyJuses I'wr)'lhin8 has be,'lutl 10 owly puls na unlike OIll£' massiv heurtbeat. W h e n th
fathomals appear, read:
Horror r!fll rj/efrom tl1l' dlUrnirW II'n115. Demonic strands of .rant/l muscle reach lor the Sillp Several arc hrlfllllll sized laI'II'l' 11 tecth horns alld cale On appears insubslull 1I10llleill to Ilal,llIIdJ1ic:ker hetween niyhtrnllrc 11It>IlIL'III "notlll.' appear to be cascade oJtwiltilll1 huir shorn last is serflem composed of corruption wilh from tl Iliont (III I1p[1aIIi "/J hand like head Fathomal Gnaw (G)
Level 28 Lurker
nt l b st mon) el XP 13 00 Initiative +3 Senses Perception +26; truesight 6 Self-Inflicted Wounds (Psychic) aura 1; each enemy that starts its turn within th aura takes 10 psychic damage and 10 poison damage HP 205; Bloodied 102 AC 42; Fortitude 38 Reflex 41. Will 38 Immune fear: Resist insubstantial; 25 fire. 25 force 25 lightning Speed teleport 12 Q) Lash (standard; at-w ill) Po lson Psychic Reach 2; +33 vs. AC; 4d 10 poison and psychic damage. and the target is slowed (save ends) Blink an Strike tandard recharge Polson, Ps ychic (! The fathomal gnaw teleports up to 6 squares and makes an attack. Reach 2 +31 vs. Reflex; 5d10 + 9 poison and psychic damage. and the target is immobilized (save ends). Then the fathomal gnaw teleports up to 12 squares. Alignment Evil La nguages Skill Stealth Str 29 (+ 23 Dex 36 (+27) Wi 24(+21) Con 31 (+24) Int 24 (+21) Ch 30(+24) .,.
5 Fath omal Blight s (8)
Leve 28 Minion
ium element beaST demon) XP 3.250 eac Initiative 15 Senses Perception 20; darkvision Demonic Aura aura 1: each allied demon that starts its turn within th aura gains a 2 power bonus to attack rolls and damage rolls until the en of its turn. HP 1; a missed attack never damages a minion AC 42; Fortitu de 38. Reflex 42. Wil 40 Immune fear: Resist 25 cold 25 fire. 25 thunder Speed fly CD Abyssal Touc (s tanda at will) Psychic 33 vs. AC; 10 psychic da mage. a nd th target is stunned (save ends).
Psychic eath Burst (when reduced t o 0 hit points The fathomal explodes in a scream of psychic annihilati on Close burst 10; targets enemies +31 vs. Reflex 16 psychic damage Miss: Half damage. lignment Evil
St 10 14) Con 14 6)
Langu ages Dex 13 (+16) Int 22 (+20)
Fathomal Clasp (C)
12 (+15) Cha 18 (+18)
Wl
Level 29 Elite Brute
Hu e e em nr al be st (demo XP 00 Initiative +1 Senses Perception +26; truesight 6 Grip of Chaos (Psychic) aura 5 each enemy that starts its turn within the aura takes 20 psychic damage HP 660; Bloodied 33 AC 41; Fortitude 43 Reflex 37. Will 40 Immune fear Resi st 25 fire. 25 lightning. 25 thunder Saving Throws +2 Speed fly 10 Action Points 1 CD Sl am st ndard at·wlll) Reach 3; +32 vs AC; 4dlO + 9 damage. and the target is grabbed. A target trying to escape th e grab takes a 4 penalty to the check A fathomal clasp can grab only on creature at a time and only creatures that are Large or smaller .,. rab an Hurl (standard; at-will) The fathomal clasp can make a slam attack If th slam attack hits, it makes an ally missile attack. If the slam atta ck misses. or if th ally missile atta ck would provoke an opportunity attack. the fathomal's instead makes a second slam attack .,. Filch Foe (Immedtate reaction, when an enem y moves adjacent to th e fathoma clasp while no creature is grabbed; recharge ·: The fathomal clasp makes a slam attack. Ally Missile (standard; at·will. while th fathomal clasp has a crea ture grabbed) The fathomal clasp hurls the grabbed creat ure at anothe r foe Ranged 20 +30 vs. Reflex: 3dlO + 9 damage to the target and th hurled foe. and the target is pushed 2 squares (the hurled foe falls prone in the target's vacated square). The fathomal clasp can throw th grabbed creature at any open space in range if it has no other targets. Psychic <: Cry of Anarchy (standard: encounter) Close burst 10; targets enemies; 29 vs Will 4d + 10 psychi damage. ongoing 10 psychic da mage (save ends) and the target is dazed until the en of the fathomal c1asp's next tur St 41 (+29)
Languages De x 20 (+19
Wi 35 (+26)
Con 30(+24)
Int5(+11)
Cha 16 (+17
Alignment Evil
Fathomal
Level 29 (S) e e ement,li bedst (demon) P 15.000 Initiative +22 Senses Perception +18; truesight 6 Darkest Memory (Psychic) aura 1; each creature within the aura taking ongoing psychic damage takes 5 extra psychic damage. HP 165 Bloodied 131 AC 43; Fortitude 41, Reflex 40 Will 40 Immune fear; Resist insubstantial; 15 acid. 15 force, 15 necrotic Speed fly 10, phasing CD Dreadful Touch (standard; at will) Psychic Reach 1; +33 vs. Will; 1d10 10 damage (crit 6d10 30), and ongoing 10 psychic damag (save ends) <. Nightmare re dg (standard; at will) sychic 10 psychic Close burst 10; targets enemies; +31 vs Will; 1d damage and the target slides 3 squares, takes ongoing 10 psy chic damage, and is immobilized (save end both). When the target fails a saving throw, it slides 3 squares. Mote of Drea (standard; encounte r) sychic. Fear. Zone Area burs within 10; th fathomal scream fashions a phantas mal mote of churning mist. Any creature that enters or begins its turn in th zone takes 15 psychic damage The mote blocks line of Sight. It remains in place until th end of the encounter. Alignment Evil Languages - tr Dex 16 (+11) (+13) Wls 18 ( 18) Con 15 (+11) Int 5 (+11) Cha 16 (+22)
TACTICS The fathomal clasp begins its turn with a cry of anarchy. Its wide aura allows it to affect several adventurers while using its reach to slam an grab fo es at will.
fathomal scream's aura increases th amount of ongoing sychic damage the adventurers must ea with. It ses it ni8htmare dred8e to slide fo es ar un Th fathomal g naw appear s suddenly before it fo es. la es. then teleports away leaVing potenti ll slowed foe behind. Th fathomal blights aid their demonic allies, granting them power bonuses to their attack rolls and damage rolls with thei aura. (Since power bonuses don't stack, only one blight ca affect a given demonic ally at a time.)
FEATURES OF
AREA
Illumination: Bright light.
Anarch Spheres: Always temperamental anarch
spheres resonate with nearby connict This tendenc was harn essed to create a secondary defens for Shevaithan, Any creature without th elemental origin engaged in is combat within 3 squares of mounted anarch ph
subject to a ranged attack at the beginning of its turn: +32 vs. AC 2d damage, an the target takes ongoing 5 damage an is slowed (save ends both). Magic Circles: Currently none of th circles glow Crates: Th crates on the deck ar filled with black rock an ar difficult terrain
E n c o u n t e r Level 29 ( 8 2 , 0 0 0
Srrup fathomal scream (F) fathomal gnaw (G) corrup tio n shard (C) corruption storm hazard lSI he Extraction Tower is
temporary structure. It will soon
los its battle agai st th po t he ea rt am collapse into th Abyss. .: us left behind skeleton crew of power· fill servitors to tend th ite in case th greater portion of th restored Timeslis manages to break of second shard from th Abyssal Heart befor either it or th ntir tower is destroyed. Th hoarding level of th tower contains p e n n a · nellt m ag ic circle that is eye as portal to on of th inscrihed magic circles on Shevailhan. It lights up when Shevailhan moves to within 1,000 feet of th tower's apex, indicating that portal connection ha been made. At th same time, th circle aboard the chaos ship also glows. Adventurers arrive on th hoarding evel that is ra idly disintegrating around them On of th portholes ha recently shattered. allowing
churning corruption storm
illto th to er. The storm sweeps across the boarding level creating danger for d em ns, undead, and adventurers alike. Th only thing apparently immune to th effects few of which hav th corruption storm ar fathomals n lip residence in this level of th tower. ta Orclls's servitors have closed of th level nd they remain on th support level even if combat breaks ou he e. Unless th adventurers manage to give away th ei presence, th demons an undead in the support level liev th sOllnds of conflict above ar merely th sounds of th co rmption storm growing more fierce.
W h e n adventurers arrive on the boarding level read:
This wick chLlJ1lber rcscmhl", the l I l i . t l - I ~ \ ' d deck oj (J larnt! 511111n9 \'C$sel, colliplt'ce with port/loll!!;. H a w ~ v e r . Ollf! oj the portlloles is smashed, (mil ct111vlilsillfl J t ) 1 ~ ! f U 1 ! S raw lorruptioll 5Wl'e:'PS inct! the chamhe:'r. \Vlrl'n'lll(' (om/plion touches. dIe:' wood hriefl), fluctulIl('s. slrirel'!'. Ilml ~ c ~ n r s 10 Inke Orlll random 1lUe:' beJore:' slowly rrtumill/l 10 ilsJimlll·r cOlIsiSlt'11C) Grrul iroll r!nu!lle doors s!{lnd doscli opposite the maRie circle. Perception Check
DC 28: .'\ wide Iraldl In the uill1l8 is !lobe. I dosed from lire inside.
Level 31 Blaster
Corruption Storm (S) H.J1il'cl
XP 27 00
Churnin8 tendrils of corruption lash across Ihe deck. into somethil18fou/.
chal181118
whatever they louch
Hazard: A swirling mass of multicolored energy fills Single square but its tendrils reach into every square within squares of the central mass Perception No Perception check is necessary The effects of corruption storm are obvious Initiative +2 Attack No Action Close burst 3 Effect: Each round on its turn the corruption storm sends out a burst of elemental energy. Target: All creatures in th burst. Fathomals are immune to the storm's effects. Attack: +35 vs. Will Hit: Roll 1 d6 Target is randomly affected by the burst of energy the storm releases 1: 2d8 10 psychic damage, and the target tel ports squares 2-3: 2d8 10 psychic damag and the target is dazed (save ends). 4-5: 3d 10 psychic damage, and the target is pulled 2 squares and is immobilized (save ends). 4d 10 psychic damage, and the target is pushed 3 squares and stunned (s ave ends).
TACTICS The creatures inhabiting th anything that enters th
diately, hoping to gain
boarding level regard
area as food They attack imme
fresh meal. They won't fight to th death, bu if they are winning they will follow th adven severely injured. the turers to the next lev of th tower. fathomals attempt to flee th tower.
Fathomal Gnaw '(' (' cl1I(, II I<1 beast (dernon)
Le vel 28 Lurker XI'
Initiative +31 Senses Perception +26; truesight Self-Inflicted Wounds (Psychic) aura 1; each enemy that starts its turn within th aura takes ongoing 10 psychic dama ge an ongo ing 10 pOison damage. HP 205: Bloodied 102 AC 42; Fortitude 38, Reflex 41, Will 38 Immune fear; Resist insubstantial; 25 fire, 25 force, 25 lightning Speed teleport 12 CD lash (s tandard; at-will) Polson, Psychic Reach 2; +33 vs. AC; 4d 10 pOison and psychic damage, a nd the target is slowed (save ends) Blink an Strike standard recharge :: :{ i) Poison, Psychic The fathomal gnaw teleports up to 6 squa res and makes an attack. Reach 2; +31 vs Reflex; 5dl0 + 9 poison and psychic damage, and the t arget is immobilized (save ends). Then t he fathomal gnaw tele ports up to 12 squares. Alignm en (v ag es Skills St lth +32 Str 29 Dex 36 (+27) Wls 24 (+21) Con 31 +24) Int 24 (+21) Ch 30 (+24)
Fathomal Scream (F la
.. 1,ll'l1Iental
Initiative 22
b e i l ~ t
Level 29 Controller
(dpmon)
XI'
Senses Perception 18; tr ue sight 6
Darkest Memory (Psychic) aura 1; each creature within th
aura taking ongoing psychic damage takes 5 extra psychic damage. HI' 265; Bloodied 132 AC 43; Fortitude 41, Reflex 40 Will 40 Immune fear; Resist insubstantial; 25 acid. 25 force, 25 necrotic Speed fly 10, phasing l Touch (standard; at-will) Psychic CD Drea Reach 2; +33 vs. Will; 2dl0 + 10 damage (crit 6d10 + 30), and ongoing 10 psychic damage (save ends). igh tm ar Psyc ic redge (s ta nda rd; at-w ill) 10 psychic Close burst 10; targets enemies; +31 vs Will; 2d damage, and the t arget slides 3 squares, takes ongoin 10 psy chic damage, and is immobilized (save ends both). When the target fails a save, it slides 3 squares. Psychic, Fear, Zone re d (standard; encounter) - i ~ Mote of Area burst 3 within 20; the fathomal scream fashions a phantas mal mote of churning mist. Any creature that enters or begins its turn in the zone takes 15 psychic damage The mote blocks line of Sight. remains in place until the end of the encounter. ag s - Ali gn ment Evil la Dex 26 ( 22) St +-23 is 18 +18) Con 25 ( 21) Int (+-11) Cha 26 (+ 22)
Corrupt on Shard C) 2 Ar ille XP 17.nOO Mt' iurn "' .. mental rn.. ral l1 Initiative +21 Senses Perception +17, darkvision Corruption Corona aura 2; each enemy that ends its turn within the aura takes 20 damage an is slowed HP 219; Bloodied 10 AC 44 Fortitude 43, Reflex 43, Will 45 Immune disease, poison, radiant: Resist 20 cold, 20 force, 20 light ning, 20 thunder Speed 6, fly 6 (hover) CD Corruption Flare (standard; at-will) +37 vs Reflex; 2dl0 + 12 damage Corruption Bolt (standard; at will) Ranged 20; +37 vs. Will; 3dl0 12 damage, and th target is blinded until th en of the corruption shard's next turn Nauseous Form (minor; recharge :·: Close burst 3; targets enemies; +35 vs Fortitude; the targ et is daze d (save ends) Seed of Corruption (when the corruption shard drops to 0 hit points; encounter) Close burst 2; +35 vs Will; 2d 0 + 12 damage, and the target takes ongoing 15 damage and is blinded (save ends both). Lang uage s Abyssal Alignment Chaot ic evil St 19 (+20) Dex 20 (+21) Wis 13 17) Con 21 (+21) Int 7 14) Cha 24 23)
FEATURES
AREA
Illumination; Bright light. Broken Porthole: Th
area visibly swirls with ch otic energy, as the corruption storm rages in through the broken porthole See the hazard for details on the effects of the corruption storm. Magic Circle: Th permanent magiC circle inscribed on the floor of this chamber forms teleportation connec tion with the adventurers' chaos ship Ceiling Hatch: hatch in the ceiling opc ns onto the roof of the tower is barred from the inside, but ca eaSily be opened as minor action Double Doors: These iron doors ar locked (D Thievery check to unlock the doors) They are also barred from the other side (D 28 Strength check to break) open. A staircase beyond the doors leads down to the support level of the tower (see Encounter H2 Support Level on page 52),
t:: <:
E n c o u n t e r Level 30 (99,000
TACTICS
SETUP solamith hunters (S)
deathpriest necro mancer (D) dread wraith assassin (W
skeleton crew Orcus left behind to tend the extrac tion site resides on this level th tower. he demons and undead. under the command of th deathpriest ecro mancer, ke ep tabs on the portion of th restored Timesus that labors at th bottom of th tower's central shaft. Timesus sllcceeds in breaking of another piece of th Abyssal Heart, the deathpriest is under orders to take th shard to Everlost. using one of the two lif boats on this evel of the tower Irthe adventurers mak it past th locked double doors in a stealthy mann th ey find that the chamber initially appears to be empty (note th placement ofOrcus's se vitors in the side chambers nd lifeboats). However, th adventurers make any noise while on th stairs the creatures begin the encounter in the main chamber eac adjacent to the door through which it came to investigate th unexpected noise Th
W h e n adventurers first se
th
chamber, read:
litis wide chamber SOIllCWlrot resembles the
mid,Ill! ,Icck oj laral' slltlin8 vessel complet£ wi/it pordlOles tltrou qh wlridl Ihe fury oI till' . byssa Nl.ldir can he seen. square shaJI Opt'1IS in the cenrer oJ tIle floor. JroppillJI dowll illlo darkness. Sounds like acksmith in JrcII:Y oJllamnw ritlJj echo up JTOm below Four oors lead out oj Ihe clwmbcr Oil tlll! Jar side of til£! chamber. all anarch SJlh('re is.fiued illto a cradle lIr. W h e n th
adventurers first glimpse this area's
guardians, read: Solamith Hunters: i\ corpu ent demon lI'i, 111' 11
oJlI'ailllln,
death priest necromancer knows that Timesus has already brok off a sh ard of th Heart an that Orcus has taken it. He recognizes th adventu rers as a potent for ce. perhaps Fate's soldiers i ntent on stopping Orcus's plans He knows that he must stop th adventurers here. or di in the trying Th deathpreist uses vision of death to keep enemies off balance while confronting other enemies. He invokes word ofOrcus as often as he can. The solamith hunters emerge through the doors, spending an ex tra move action to squeeze into the main chamber. They prefer to keep their distanc , using soulfire against available targets Th dread wraith assassin attempts to flank using shadow alide or phaSing to maneuver into position [fit takes radiant damag it angrily attacks the source of that damage above all other targets. Th
d e c o m p o ~ i 1 I 8 f o c l ! 5
(I
bu qill8
tears ![f chunks of itselfand
hurls them roward you. Deathpriest Necromancer:
priest of Orals inconls
Ioul prayers as he prepares to allack Dread Wraith Assassin: larae wrai h, enllu!fcd ill cor ruption attdIire. 81ides toward you.
Solamith Hunters (S) la
ementa humanoid dpmon
level Artillery XP 9,000 each
Initiative +14 Senses Perception +13 HP 108; Bloodied 10 Regeneration 10 (ifth solamith takes cold damage, regeneration doesn't function on Its neKt turn) AC 41; Fortitude 41, Reflex 41, Will 41 Resist 10 fire, 10 force. 10 thunder Speed 8 Fire C£> Claw (standard; at will) Reach 1; +37 vs. AC; ld 10 fire damage. Soulfire (standard; will) Fire, Necrotic at -itThe solamith chooses one ofthe following attacks. taking damage as it hurls parts of itself at enemies The solamith cannot reduce itself to 0 hit points in this fashion. Area burst 1 within 10 +33 vs. RefleK; 3d8 + 10 fire and necrotic damage. The solamith takes 8 damage Area burst 1 within 10; +33 vs. Reflex; 4d8 10 fire and necrotic damage. The solamith takes 16 damage. Area b urst 3 within 10; +33 vs. Reflex; 5d10 + 9 fire and necrotic damage The solamith takes 31 damage Soul fire Re tort (Immediate reaction, when the solamith takes damage from a mele e attack: rec harges when first bloodied) Fi re, Necroti Close blast 3; +33 vs. Reflex; ld 10 fire and necrotic damage, and the target is pushed 2 squares. languages Abyssal Alignment Chaotic evil St 26 (+ 23) Dex 19 (+14) Wls 26 (+13) Con 22 (+21) Int 12 (+16) Cha 10(+15
Level Elite Controller Deathpriest Necromancer (0 Medium nalurdl humanoid human XP 38,000 Initiative +16 Sense s Perception +19 Aura of Decay (Necrotic) aura 5; living enemies within the aura take a -2 penalty to all defenses, HP 532; Bloodied 266 AC 44; Fortitude 42, Reflex 41, Will 44 Resist 25 necrotic Saving Throws +2 Speed 5 Acti Points 1 Necrotic, Weapon
Level 31 Lurker
shadow humanoid (Undead) XP 13.000 Initiat ive +28 Sens es Perception +21; darkvlsion Shroud of Night aura 5; bright light in the aura is reduced to dim light, and dim light becomes darkness. HP 206; Bloodied 103; see also death strike Regeneration 20 (if the dread wraith lord takes radiant damage, regeneration is negated until the end of the wraith's next turn) AC 45; Fortitude 41, Reflex 43, Will 43 Immune disease, fear, pOison; Resist 30 necrotic, insubstantial; Vulnerabl e 20 r adiant (see also re8eneration above) eed fly 10 hover); phasi g; see also shadow 81ide
FEATURES
AREA
Illumination: Bright light.
Anarch Sphere: Any creature without the elemental
origin engaged in combat within squares fa mounted anarch sphere is subject to ranged attack at the heginning damage. an the target of its turn +32 vs. AC 2d takes ongoing 5 damage and is dazed (save ends both). If this anarch sphere is removed from its cradle or destroyed, the entire Extraction Tower collapses twenty rounds later, subjecting all creatures in the tower to the undiluted conditions of the Abyssal Nadir. Lifeboats: Th two chambers opposite the anarch sphere ar actually detachable lifeboats. When on is acti vated, it breaks away from the Extraction Tower an rises with ever increaSing velOCity up out of the whirling throat of th Abyssal Nadir, higher and higher until it eventually reaches Everlost. Thi journey takes 10 hours. About hours into this journey, the craft rises highenough out of the Abyss's thro at that long distance teleportation becomes possible once again. A lifeboat is activated in two steps First, pull lever near the door that seals the pod away from the rest of th structure Next, place limb in the center of miniature magiC circle beneath the Single porthole an make a suc cessful DC 25 Arcana check. This launches th lifeboat. Double Doors: These iron doors are locked (DC 33 Thievery check to unlock the doors). A staircase beyond the doors leads up to the b oard ing level of the tower (see Encounter Boarding Level on page 50). Shaft: The shaft is smooth wood an descends 210 feet to th Extraction Level. Th sound of constant hammering rings up from the da rkne ss below.
Encounter Level
(154,500
SETUP Timesus ('1') blackstar battlepawn s (R) Orcus distracted th
Raven Queen's attention through various ploys. He recov red th primordial named Time sus from a region of the Shadowfdl called Death's Rea . transferrillg the li kept his direct involvement hidden primordial in pieces (as its elemental nature mad such transfer feasihle) through Sigil an on to Doresain the Ghoul King.l inally. Timcsus was restored to full power in the Forge of Four Worlds. From there, Timesu was trans port down to the Ahyssal Nadir to the ver Heart of the Abyss itself Here. This is where Orcus's ultimate plan succeeded. Time sus harvested shard from the Heart an presented it to Orcus. Now th mon Prince is on hi wa to th Rav realm to us the shard against Death. Qu But '1'imesus remains, still subordinate to the will of th Demon Prin e, an still hammering at th Heart of th Ahyss with its llJ1iqu ly sistant body. With ea hard Ti sus breaks ofT. another ity fac s potential destruc tion at th hands ofOrcus. [rth adventurers drop down from level of the tow r, they find Timesus situated as shown on the tactical map. Th blackstar battlepawns appear in th cond round of combat. W h e n th adventurers enter this chamber, show the Adventure players "View Times us on page 30 Book One, an read:
mass;vc creature hammers at blazina rcd crystal in rhe noor. Fllrspliltill8 crashes result, each so loud rhe ai in tlle chamber st'ems to ripple. rhe crystal is 11 In ass oj searle! spikes Ihat pulse with hlood like liJ)ht. lh liallt ' O T l 1 J p l . ~ cI'crythil1H It .ouches The (rcaturt' IUllnll1('rinR ti Ihc crystal is ni,qhtmtJrc '!f ebony slime. Its hody ripplcs lI'ithJb-surc$ and crack!'. TI10uIIII l I e a d k ~ s , the crcature heJS Ihree anru, c.wlt'nclin8 in It ciendH'c1 !'pikc,Jfist. I!:. IOIl'(!r boclX is It coil of cmshcd slone. Every timr the (rea/urc STrikes thl' Cl'),stal.it s h u d c 1 ( ' r ~ as if Oil the l'cr8l' of drIOlll1/illll' lIow(!l'Cr, the beasl holds onto lIS cohe sioll, and moment liller, s/rih's a811111. Perception C h e c k
chunks o[blark stone cOllstand),JallJralll all)' sf::c. Some ofrhe /hl' erell/ure Ihoul/h ill1(,I'(,T SCt'ms to lurRl!r chunks rhat break awuy llpprar to spol1tUl1t'ously unimall' fmo l'u8uclr wolflike shu pes composed OfJUSl'cJ dust and n'ck DC 25: Dust und
Timesus. th Blaclc Star (T) Level 32 Solo Brute Hu e elemcntal animate (undead) XI' 3S,OOO Initiative +25 Senses Perception +29; darkvision, truesight 10 Blackstar Gravity aura 5; each enemy that starts its turn within the aura slides 2 squares. HP 1,432; Bloodied 716; se also storquoke novo AC 44; Fortitude 45, Refle 44 Will 43 Resist 20 fire, 20 force, 20 lightning; Vulnerable 10 radiant Saving Throws +5 Speed 8, fly (clumsy) Action Points CD Blackstar Slam (s an dard; at Will) 11 damage, and ongoin 10 damage Reach 3; +35 vs AC; 4d (save ends). Amok Rage standard at will)
Timesus makes a b/oclcstor s/om attack against three different targets. life Eclipse (i mmediate reaction, when Tlmesus Is da aged by an attack; rech rges when first bloodied) Close burst 6; targets enemies; +32 vs. Fortitude; 7d8 + 11 damage, and th target is weakened (save ends). Meteoric Shockwave (standard; recharge Force !:=.J Close burst 3; 32 vs. Fortitude; 5d12 + 12 force damage and th target is pushed 4 squa res and knocked prone. If th target hits wall or other unmovable object as a result of th push, the target stops in th last unoccupied square and takes an additional 3d10 12 force damage from impacting against th wall or unmovable object. Psychic lndq ak (standard recharge - i ~ [IT) Area burst 3 within 20; targets enemies; 32 vs. Will; 6d + 8 psychic damage, and th target is dazed (save ends). Dust of Days At th en of each of Times us's tu rns 1d + 2 bits of Timesus violently break away an animate as blackstar battlepawns. Each blackstar battlepawn begins in any empty square up to 10 squares from Timesus Languages Prim dial Alignment Evil (+26) Dex 8 (+25) Wl 26 (+ 24) StT 31 Int9(+15) Cha22(+22) Con 28(+25)
Blackstar Battlepawns (B) Level 28 Minion M,'dlum elelllent.l ,1nil1lollc XP 3.250 each Senses Perception +18; darkvision Initiative +21 HP 1; a missed attack never damages a minion AC 42; Fortitude 42, Reflex 41, Will 38 Resist 20 fire Speed
CD Claw (standard; at-will) +31 vs. AC; 15 damage (crit 20 damage). CD Blackstar Ricoch (Im mediate reaction. wh en a blacksta battle· pawn ithin 5 squares is reduce to 0 hit points; at will) The blackstar battlepawn shifts 3 squares and collides with an enemy; +29 vs. Fortitude; 10 damage. Languages Alignment Evil Dex 24 (+21) St 26 (+22) Wis 18 (+18) Int 3 (+10) Co 18 18) Cha 3 ( 10)
FEATURES OF THE Illumination: Bright light.
Heart of th
TACTICS Timesus continues to hammer away at the Heart of the Abyss until attacked. Its first (automatic) response is life eclipse. Once attacked, Timesus ceases its attempt to violently extract another shard an answers it new foes with mete oric shockwave. Anytime Timesus pushes or slides someone with an attack, it pushes toward wall or the Heart of the Abyss. whichever is closer. Both the Heart an th walls ar dangerous things to be adjacent to for those that ar not primordials of dissolution. Timesus uses life eclipse one more time (after being first bloodied), but mostly uses amok raBe on foes except when it ca recharge meteoric shockwave or mindquake. It spends both action points, one alier th next, if it senses it has foe on th ropes an it ca drop it with another couple of attacks. At the en of each of its turns of combat, Timesus sheds human-sized fragments of rock, which animate as Id blackstar battlepawns. IfTimesus is red iced to hit points, it says (in Primordial): You haw pr cnl
th lib eration
scco nd
IlIIrd; tli fi
alrl.'ad on its \Va) to clhcma It l!s tin t' pi ce FlIl t' QU t.'t.' I1I11iL/ di e. l.'a rt. Th Ra\' Newly spawned blackstar battlepawns take the ini tiative of blacks ta battlepawns already present in the combat.
Abyss: Th
Heart orthe Abyss is mani
fest Evil, likely th Single fossil remnant of demolished universe overcome by some unspeakable apocalypse. Its mere existence spawned the AbJlss an all demons. Stand ing next to it is not healthy. creature that begins its turn in square adjacent to th Heart is subject to an attack: 35 vs Fortitude: 2d 12 damage, an th target is da d (save ends) creature who ends its turn in square adjacent to the Heart makes saving throw 011 an unsuccessful saving throw, it loses Id healing surges an is t10lllillated (save ends). vVhile dominated. the creature takes 011 demonic features such as wings, horns. scales. burning eyes. claws. mandibles. or similar features. On its turn. it attacks its closest ally. It continues to do so each turn until it saves against the domination. Timesus an members of its blackstar host (such as th battlepawns) ar immune to this effect. Walls: Literal chaos whirls around th Extraction Tower's exterior chaos infused with th corruption of th Heart of the Abyss. Under such extreme conditions. real ity is less than certain. This is most noticeable along the four simple boundaries of this level, which are no long walls but scribbling, meandering line. ndeed. closer examination reveals that th walls shiver an pulse. in an out revealing brief glimpses of th Abyssal Nadir beyond. Large or smaller creatures who begin t ir tu adja cent to a wall must succeed on a saving throw. or find themselves suddenly standing outside th walls. in the Abyssal Nadir (see th "Conditions Outside th Tower" Adventure Book One). In addition sidebar on page] to an methods th player characters can come up with. standing adjacent to th outside wall at th beginning of turn gives th same chance to transfer inside Also. adventurers who ca teleport with line orsight can do so through porthole.
A MES AGE following 1m!
us' defeat. th Oldv ntur r r ceiv message conv yed through an artifact Ihey arry ( p r e ~ bly on as!>o lat d with Vecna. though ilny artifact will Clo) A grainy. distorted image of an old man with 0111 eye appears projected from the artifact. II says only. "All thl a dlstractionl On:us al1arks Death in lelh r n a r Til figure is replaced by sequence of sigils DC 28 Arcana wa
check recognizes them as sigHs associated with perma nent teleportaUo drde_ In this case cirde In th Raven Queen's palac
:::>
Encounter Level
(121,500
ET solamith hunter (S)
blackstar knight-commanders (K) nycademon repeller (N goristo ripper (G)
10 abyssal madness ghouls (A) Th
sequ nc
of sigils provided by th
or an avatar
th
same allows
image ofVecna
Planar Portal ritual to
link to a perm nt tdeportation circle in the court ar outside tht' Haven (Lueen thron room In addition th sigils provide the adventurers with one-time benefit passing th
ug
th
portal also provides th
benefits of an
extt'nded rest.
W h e n th
adventurers arrive in the courtyard, read:
above il is wand courtyard, scream '"Il'lk(' cye/olle. Twu rtiflt'rrin8110ol, lainted wilh blood sirelch Ie.! e i " u ~ r side. Ruhhlefmmlllarble stalues mars the courtyard floor. MOrt, tJwn I' do::cn (Tcatmes, undead an dellloJl5. cavort about IIle wid!! space.feedillll on the corpses oImoro! und ~ t l r r u w 5 w o r n rJwt tllY umnovina everywhere. ,\ mudstront of s
o u l ~ ~ l I ' l r l s
Solamith H u n t e r (5)
Level 30 Artillery
ar e lemental humanoid (demon) XP 19,000 Initiative +24 Sense s Perception +23 HP 208; Bloodied 10 Regeneration 20 (ifthe solamith takes cold damage, regeneration doesn 't function on its next turn) AC 42 Fortit ude 41, Reflex 42, Will 41 Resist 20 fire, 20 force. 20 thunder Speed 8
Level 27 Soldier Blackstar Knight-Commanders (K) Medlulll emental animate XP 11,000 each Initiative +22 Senses Perception +21; darkvision HP 246; Bloodied 123 AC 43; Fortitude 39 Reflex 38, Will 39 Resist 15 fire; Vulnerable 10 radiant Speed 7 il Greatsworo (s tandard; at-will) Weapon +34 vs AC 3d10 damage and the target is marked until the end of the blackstar knight commander's next turn Weapon eathsword (standard recharge [:. Requires greatsword; +34 vs. AC 4d1 0 + 9 damage and if the target is marked by the blackstar knight commander it takes ongoing 10 damage (save ends) Soldier s Du ty (when reduced to hit oints) The blackstar knight commander explodes dose burst 2; targets enemies; +32 vs ReAex; 2d10 + 9 damage; marked targets take an additional 2d10 + 9 damage Te eportatlon No sca pe (mov at will) The blackstar knight-commander can tele port 10 squares as long as it ends in a square adjacent to an enemy marked by the black star knight commander Ali gnment Evil Lilllg ages Primordial Str 26 (+21 Dex 24 (+10) Wi 26 (+21) Con 22 (+ 9) Int 12 14) Cha 11 (+13) Equipment greats word Goristro Ripper (G) Hu elemental humal10id (demon)
Level
Elite Brute
XP 22.000 Initiative +14 Sense s Perception +21; darkvision HP 610; Bloodied 305; see also ra8in8frenzy AC 39 Fortitu de 42, Reflex 38, Will 39 Resist 20 variable (2/encounter) Saving Throws +2 Speed 8 Action Points 1
10 Abyssal Madness Ghouls (A
Level 30 Minion
XP 4,750 each edium eleme ta l huma oid (undead) In itiative 22 Senses Perception +19; darkvision Unending Hunger aura 1; each enemy that starts its turn within th aura takes 10 damage. HP 1; a missed attack never damages a minion. AC 44; Fortitude 41, Reflex 42, Will 39 Immune disease, poison; Resist 20 necrotic Speed 8, climb 4 Necrotic CD Claws (standard at·w ill) +35 vs AC; 16 necrotic damage, and the target is immobilized (save ends) Maddening Shriek (when th dnes ghoul drops to hit points)
Necrotic Close burst 1; 33 vs. ReAex; 11 necrotic damage, and th target is dazed (save ends). Alignment Chaotic evil Languages Ab yssal, Com mon Skills Stea lth 15 Str 11 20) Oex 14 11) Wis 18 (+19) Int 14 (+17) Cha 16 (+18) Con 11 (+11)
TACTICS If any creature not pledged to Orclls enters the courtyard,
th demons and undead stop feasting on the corpses and attack. They have been ordered to keep the adventurers from reaching the throne room beyond.
FEATURES
AREA
Illumination: Dim light. Magic Circle: This serves as a permanent magiC circle
and can be used as the endpoint of Planar Portal rituals for those who know the sequence ofsigils.
Repeller (N
Level
Sk misher
humanoid (demnn) XP ,00 Initiative +13 Senses Perception +19 HP 250: Bloodied 125 AC 41; Fortitude 4 0, Refle 40 Will 37 Resist 10 variable (2/encounter) Speed 6, Ay 6 (hover) CD icked Axe (standard; at·wlll +32 vs. AC; 3d damage, and ongoing 5 damage (save ends) Wic ke Edges standard at ill) The ny ca de mo makes two wicked axe attacks. Repelling Fli ht (s dard; recharge I!J) The nycademon Aies up to 6 squares. This Right does not provoke opportunity attacks. During th Right, the nycademon can make up to three attacks, each at a different target. +31 vs AC; 1d damage, and ongoing 5 damage (save ends). Com ba Advantage The nycademon deals an extra 2d 8 damage against any target it has combat advanta e a ainst. Lang uages Abyssal, Common lignment Chaotic evil kJlls ntimldat +23 Perce ption 19 Oex 26 21) tr 25 +20) Wl 13 (+14) Can 26 (+21 ) Int (+ 12) Ch 21 (+18) Equipment greataxe
Reflecting Pools: The pools are 3 feet deep and
stained with the blood. Creatures who start their turns in pool take 10 necrotic damage. Double Doors, Northern: These doors lead to the Hav Queen's throne room. They are not locked-characters could burst into the next chambe and trigger the next encounter, but the demons and undead in this chamber foUow and add their strength to the battle if the adventur rs do so.
UJ
ex:
J:
" :J
uJ
Encounter
Level
(116,500
SITUP Orcus (0 he Raven Queen (R dread wraith assassins (W 10 abyssal madness ghouls (A)
From the courtyard, the adventurers can enter this cham be through the unlocked doubl doors (from inside, there appears to be no ceiling in the throne room, but from the olltside a norma stone roof prevents aerial access). Here the adventurers finally face the ultimate author of the plot against the Raven Queen. This encounter is divided into three parts. Each part provides wave of monsters and other hazards as the adventurers fight their way to the throne an the Raven Queen's side Place all of the creature s in the chamber. In the first battle, only these creatures partiCipate: 3 dread wraith assassins an 10 abyssal ma dness ghouls. The throne room Jeatures three encounters that buil toward the climax: battle with Orcus's servants. two skill challenges, an the final battle against Orcus W h e n the adventurers enter the chamber, show th players "View ofDeath's Throne" on page 31 Adventure Book One, nd read: l W ) $ $ I h l ~ I'ast dlllmber.la'1Jt! bra;:iers hurn with bluewhirc jlre:. Relwcctl 1111.'01, allhr ((II' C!f a widr set ofstulrs. is CI smashed rltronc. Beforl' Ihe Iltron,' slands Orcus. Del1lOl1 Princl.' oj lite
",'edd. reaalwoman with TOI'(!I1 hair lies unmovina at Orcus sJeet. Icr cy('sllJld lips are black anelgloss)'. her skin pale. flashill8 Ted shard oj aysLul pkrcesl1l'r chest anelfixes her to floor. /\ lille of sih'ery rariiallce (oIInl.'cl5 the shard to Orcus. The room IIppears 10 be orrll 10 tht' sky, in which swirls storm oIli/Jhl tlll' soals oJthe dl'ad wait/ny their tum Jar jlllllJlllenr. 1n obelisk. abolll 20/eet Itlnh. srands intlte cfnler oJthe chamber. Others Like it stalld in recesses in each oJlhe room's/our rornt'Ts Si8ils mrved on tlwfloor surround each oJlhe obc/ish. bsen'ation platJonJ15, ~ u p r o r t e d by pfllars. line Ihe walls. SC'I" eral wraiths and nhouls stuncl 011 rhe plaiform5. watchilll] theIr l(lrd absorb Ihl' life LlI1J power o.fVeath. Religion Check
islble 1111l1J!(estation oj rhe hl' lilJl! radiance is rl shard suck nfl the power oIthe Ral'en ueen amI bequeutltirlH divinit)' and Dell lit P(lWl'T to Orcus. DC 35 In only millules. the process will be comple/e, and Orms wllIllUl'e 'subsulIJcd the pOIVa oJthe ROl'lm Queen. DC 33
Level 31 Lurker
Dread Wraith Assassin Lar e sh adow hUlllanoid (u
Initiative +28
ad
XP 13.000 eac
Senses Percep tion +21; da rk visio
Shmud of Night aura 5 bright light in the aura is reduced to dim
light. and dim light becomes darkness. HP 206; Bloodied 103; se also death strike Regeneration 20 (if th dread wraith lord takes radiant damage, regeneration is negated until the en of the wraith's next turn AC 45; Fortitude 41, Reflex 43, Will 43 Immune disease. fear, poison; Resist 30 necrotic, insubstantial; Vulnerable 20 radiant (see also reBeneration above) Speed fly 10 (hover); phasin see also shadow B'ide
Any humanoid killed by a dread wraith assassin rises as a free-willed dread wraith at th start of its creator's next turn, appearing in the space where it died (or in the nearest unoc cupied space). Raising the slain cre atur e (using th Raise Dead ritual) does not destroy the spawned wraith. Langua ges Common Alignment Chaotic evil Skills Stealth +29 Dex 28 (+24) St 24 (+22) Wis 12 (+16) Con 20(+20) Int 14(+17) Cha 28 (+24)
W h e n Orcus sees th adventurers, read: The Demon Prillce oj the Undead roars with surprLsl'. lIe 5C'Tellnt.s (in Abyssal). ~ H o w ? Ncirhrr marCo nor RoJ should "al'e been ablr to Icarn my plullS ull/if irwus much too lutc! No matter. Noll' that the trallSJer is llIosttv complele you pose no tllreal 10 mr Indred.your souls shull he theJlr.or to be JmlYl'd by Orms. GoJ oJDen/ltl"
RUNNING
BATTLE
The moment the adventurers arrive, Orcus orders his ser vants to attack. Note that Orcus doesn t ente r the battle until the adventurers get past the apathy obelisks (se Encounter L3: Throne Room Skill Challenge on page 60)_ The suggested way to approach this encounter and the linked encounters that follow (Encounters L3 an L4 is as follows. Run Encounter L2 first. adding the allu ring obelisks from Encounter L3 as the adventurers get close to them Segue into the two skill challenges in Encounter L3 as appropriate, adding the battle from Encounter L4 as the adventurers work to save the Raven Queen.
10 Abyssal Madness Ghouls Level Minion Medium e l ( ' m c n t ~ 1 humanoid {undeadl xr 4.750 each Initiative +22 Senses Perception 19; darkvision Unending Hunger aura 1; each enemy that starts its turn within th aura takes 10 damage HP 1; missed attack never damages minion. AC 44; Fortitude 41, Reflex 42, Will 39 Immune disease, poison; Resist 20 necrotic Speed 8, climb CD Claws (standard; at·will) Necrotic 35 vs. AC: 16 necrotic damage, and the target is immobilized (save ends). Maddening Shriek (when th madness ghoul drops to 0 hit points) Necrotic Close burst 1; 33 vs. Reflex; 12 necrotic da mage, and the target is dazed (save ends). Alignment Chaotic evi Languages Abyssal, Common Skills Stealth +25 St 21 20) Dex 24(+22) Wls 18 ( 19) Con 22 21) Int 14(+17) Cha 16 ( 18)
TACTICS Orcus, initially surprised that his secret has been discov· ered before he has finished draining the Raven Queen's life and divinit y, rallies quickly. He orders his servants to ea with the adventurers while he continues the process of absorbing the Raven Queen's power
Th abyssalmadncss ghouls swarm th adventurers. attempting to gain flanks an deal damage as the), fall to the intruders. Th dread wraith assassins glide Ollt of th shadows to attack with dread blade strikes. They work to set up flanks with the abyssal madness ghouls to make the most of their combat advantage benefit. Th abyssal ghouls and the dread wraith assassins fight to the death for the greater glory ofOrcus. the Demon Prince of Un death.
FEATURES Illumination: Bright light. Th
AREA
hraziers hurn eternally with blue black spirit fires that ar cold an harmless. They, an th glowing souls in th sky above. fully illumi nate this area. Note that the dread wraith assassins reduce the light to di light du to their shroud of night auras when they draw near. Raven Queen: Th senseless body of th Raven C ~ u e ar of th Abyss. is staked to th floor by shard of th Ceiling: To someone inside the chamher. there is no fe ceiling; however, once creature flies mo than up, th discover that they have left th building an that a roof has appeared below them D a i s an T h r o n e : Stairs (difficult terrain) lead to throne of carved bone (DC 35 Religion chec to identify them as the dead god Nerull's bon es). Observation Platforms: These vat areas ar 10 feet above th floor. Pillars hold the plat· forms up. Creatures ca move under th platform on th lower level. The stairs to each platform ar difficult terrain Obelisks: Th five obelisks ar 20 ee t tall. Se Encounter L3: Throne Room Skill Chal lenge on page 60
E n c o u n t e r Level 32 ( 1 5 2 , 0 0 0 skill challenges available to
The adventurers have tw
them in th
throne room
involves th
obelisks that
Raven Queen
th
fill
th
he first
chamber, as Orcus ha
defense to protect hi
turned them into
Alluring Obeli5ks Tr ap
as he finishes
with the Raven Queen. In order to reach Orcl/S, th turers must disable th
ca
proceed d e e p e r into th
Th
th
magic
obelisks so that they
throne room
second skill challenge involves the shard
Heart
Abyss that ha
th
is draining her life an save th
shard an
th
Raven Queen and
pierced th
divinity into Orcus. To remove the
Raven Queen, the adventurers m u s t
sllccessfully complete
skill challenge
these skill challenges ar
Each
adven
described, in turn, on
this encounter spread.
LISKS
CHALLENG
Th
fIvc obelisks-one in th center
on
in
to create
the chamber. and
corner-hav e been commandeered by Orcus
ac
defensive shield to protect the Demon Prince as
works to complete the destruction Necrotic energy now infuses th
OrCllS an
the Raven Q u e e n
obelisks, energy keyed to
designed to hinder, trap, or even destroy an
would be rescuers come to save th
(X
as uudea /h
skill challenge Th
successes before 3 failures).
trap loses potency with each
t h i s C h a l l e n g e : Arcana, Athletics.
Religion, Thievery.
standard action): The characters uses
Arcana (DC arcan
knowledge to begin to disrupt th
flow
magic
through the obelisk.
Athletics (DC 21 standard action): The characters uses strength an
physical power to damage th
effort also resu Its in
acter takes
backlash
obelisk. This
necrotic energy; th
char
necrotic damage.
ReliBion (DC 35, standard action): Th knowledge
religious ceremonies an
character uses hi
or her personal
faith to disrupt the necrotic energy flOWing through th obelisk.
Thievery (DC skill an
standard action): The character uses
specialized tools to disable th
imbued within the obelisk
successes before
magiC flOWing through th
failures, this necrotic
obelisk is disrupted and this
the trap is disabled
magical trap
trap. Any characters that were immobilized by th
ohe
Iisk re no longer affected by that condition. Further, the remaining obelisks in the necrotic web have th they deal on
obelisk that is disabled
Skills U s e d
obelisk earn
character or characters adjacent to an
From this pOint on this obelisk no longer functions as
Special: Each obelisk must be defeated using a sepa ra
Success: I th
portion
19.000) (reqUires
Ranged 4 Opportunity Action Target: One creature Attack: 35 vs. Fortitude Hit: 5d 9 necrotic damage, and the target is pulled to an open square adjacent to the obelisk. While the target is adjacent to the obelisk, it is immobilized and at the start of the target's turn it takes 20 necrotic damage. The only way to end the immobilization is by disabling the trap using the skill challenge described on this page Miss: Half damage and immobilized (save ends).
an
squares
I'u/srs w th dark (,lIer8Y. srriklntj out at yo
Complexity:
Trap: Anytime a living creature ente rs a squ are within 4 squares of an obelisk, it is attacked by arcus's trap. Perception No check is required to s ee t he obelisks. Additional Skill: Arcana • DC 35 The charac ter recognizes th obelisks form some sort of necrotic trap. Trigger When a living creature moves into a squar e within squares of an obelisk, the obelisk attacks. Special: arcus is immune to this trap, but can use the obelisks to teleport from on to another as part of his move action. When he teleports. he is not immobilized.
• See the skill challe nge for details
obelisk. read:
Level:
Five 20fool-lall obelisks arc positioned around rhe throne room. Glowir18 runes surround each one.
Countermeasure5
Raven Queen.
As soon as an adventurer moves within
The obelisk sudden wlrll l'ndrils as co
X1'1 9. 00
Attack
ALLURING
SKIL
lurker
level
damage
hi reduc d by 1d10. For example if on
obelisk trap is defeated, then the remaining four obe
lisks deal
necrotic damage instead
10
5dlO
necrotic damage.
Failure: l f t h e characters ge in
to disable on
failures while attempt
the ob lisk traps, th
necrotic energy
flOWing through that obelisk is released in a Single rush power. Close burst 3;
33 vs. Fortitude; 3dlO + 9 necrotic
damage. In addition any charact rs that were adjacent
to th
obelisk when
it
explodes is randomly teleported to
empty square adjacent to an Th
still active obelisk traps.
obelisk that exploded is no longer considered to be an
active trap for th
rest of this adventure.
REMOVlNG
SHARD
SKILL CHALLENGE Sf,lmtcr of raw, solldifled evil punClurr Ihe Hnllell Quem's dust tlI1Ll pills he to tlrej100r oItlll! IlImn" room. TIll! Raven
Th
Level: 30 (XP 57,000) Complexity: 3 (requires 8 successes before 3 failures). Primary Skills: Arcana, Athletics, Endurance, Heal, Nature, Religion. Arcana (DC 28 standard actio action): n): Th fabric of magic is altered in the presence of the shard in lethal an corrupt ing ways Incanting a basic magical formula helps calm the roil of disrupted essen essence. ce. This skill ca be used to gain 2 successes in this challenge. Heal (DC 33, standard action action): ): Th sha rd deals a severe shock to the divine physiology of the Raven Queen. To keep he alive as the characters work to free the shard, all possible healing lore must be brought to bear. This skill ca be used to gain 3 successes in this challenge Nature (DC 19, standard action): Th shard is not part of this reality, an its presence warps th Shadowfell. By concentrating on the proper cycle oflife an death, the influence of the shard is lessened that milch more. This skUI ca be used to gain success in this challenge. Reli8ion (DC 28 standard action): Th perquisites of god hood are being transfe rred in a slow slow but steady fashio from Death to Orcus. Intoni ng special prayers sacred to the Raven Queen helps nullify this connection an bolster the failing God of Death. This skill ca be used to gain 2 successes in this challenge. Endurance (DC 19, standard actio action): n): Touching the shard is difficult to do without suf fering searing pain. A success allows th charac ter to resist this effect long long enough to make an Athletics check (see below). Th use of this skill skill does n't cou nt as a success or fail ur toward the completion of the challenge. but a success opens up th use of th Athletics skill. Athletics (DC 28 standard action, after8ainina after 8ainina a success with an Endurance check): The shard doesn't want to be removed. A success muscles the shard partially out of the Raven Rave n Queen This skill can be used to gain 2 successes in this chal lenge. but ca only be employed by a character that first succeeds at an Endurance check.
InSight. ght. Perception Secondary Skills: InSi Insi8/tr (DC 25 minor action): Th Raven Queen m.jght seem senseless an on the verge death. hut he mind watches all th at goes on If on keeps ber name at th fore front of their mind while attempting to pull out th shard, he presence aids th effort. Succeeding on this check provides no success in this challenge. but grants th character a +2 bonus to subse quent skill Athletics an Religion checks made during this challenge. Perception (DC 28 minor action): The shard stinks of cor ruption. but handling it just so will allow whoever tries to do so to keep the corruption at hay, au he less likely to accidentally worsen th wound. Succeeding on this check provides no success in th challenge. but grants th character a +2 bonus to su sequent Endurance and Heal checks made during this challenge Success: If the adventurers ar 8 successes, they manage to remove the shard without killing th Raven Queen. When the shard pulls free. Orcus takes 100 damage. Unless Orcus gets his hand on thc shard again during this encounter. his plan for seizing neath's power fails. Once th shard is removed. the Raven Queen docsn't revive until the encounter ends See "Conclusion" on page 63 for additional details. Failure: lfthe adventurers get 3 failures, th Raven Queen dies. He power is transferred Orcu s. It takes time for hi to digest his ne divinity. bu in th short term he is fully healed an gains a +10 bonus to damage rolls. a +2 bonus to all defenses. an additional hit points. See "Conclusion" on page 63 for additional details.
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E n c o u n t e r Level 32 ( 1 5 2 , 0 0 0
SrnJP Orcus (0) Raven Queen (R)
Th
demonic skeleton defilades Orcus stays out of th
fight until th adventurers mana ge to get past th obelisk trap or once th ey begin to try to remove th shard from th Rav ueen (se Encounter L3). Conversely, he joins the battl as soon as th adven· hirers attack him. When Orcus prepares to enter the fray fray,, read:
Level 34 Solo Brute (Leader) Orcus Empowered (0) XP 195,000 G.lr an uan eleml'ntal hUlllilnoid (dcmon) Senses Perception +19; darkvision Initiative +13 Aura of Death (Necrotic) aura 10; each enemy that enters th aura or starts its turn there takes 10 necrotic damage (10 necrotic damage while arcus is bloodied). Th Dead Rise aura 6; enemies (including flying ones) treat the area within th aura as difficult terrain, an any dead creature within th aura at th start of arcus's turn (except those killed by th Wand of arcus) rises as an abyssal madness ghoul to fight at arcus
command
HP 1,515; Bloodied 761
AC 48 Fortitude 51, Reflex 46 Will 49 Immune disease poison, necrotic; Resist 10 acid, 10 cold, 10 radiant Saving Throws +5
Speed 6, fly 10 (clumsy), teleport
Action Points
Dl'IIILJn PrineI' rr,lelte's In10
pouch hiln8in.9Jrom Itis beir tJrIIl pulls 1 I I u l / l l ! r u l l ~ r slltllcthhlJlJrOtll it. \ Vith wave oJ II is IImal, he ~ W r r 4 ' r s the hondful before hl,", The small objects c1at /c'r l l c r o ~ ~ the stonl!jloor. lInd YOII see that Ihc), arc 5111all bones. mettlmoTphosls oTphosls takes place. lhi! /:10m's COIllt' to rcs!, a srrun8e mettlm Fadt bone immec/inlriy /Vows into a human sized skeleton, complcle with sword and ~ h j e l d . n l l ~ skeletoJls lttl'/! (I demonic cas/(' to rhe ~ t T U ( t u r c {if their bones, aI/jaBBed and slll/l1tb l h l ~
lI1i5s/IClpen.
Place Pla ce the keletons within squares ofOrcus. These demonic skeletons serve as defenders for th might Orclls, wading forward to attack the adventurers. As th skeletons advance, Orcus personally nters th battl e. He starts out advancing on th adventurers closest to the fallen Raven Queen Read:
CD Wand of Orcus (standard; at-will)
Necrotic, Weapon 11 damage plus 1 d l l necrotic
Reach 4; +3 vs. AC; 3 d l l damage, and th target is weakened (save ends); see also mast of undeath. Sweeping Blow (standard; at-will)
Necrotic, Weapon Close blast 4; +36 vs AC; l d l l 11 damage plus 1 d l l necrotic damage, and th target is pushed 1 squares an knocked prone; se also master of undeath.
Touch of Death (standard; recharge Necrotic Reach 4; 34 vs Fortitude; th target is reduced to 0 hit points (resistance or immunity to necrotic damage does no apply). Miss The target takes necrotic damage equal to its bloodied value Tail Lash (immedIate reaction, when an enemy moves or shifts into square adjacent to arcus; at-will) +37 vs. AC; ld 11 damage, an th target is stunned until th en of arcus's next turn an is knocked prone Necrotic Burst (standard; recharge
I . ~ )
Healing, Necrotic
Close burst 10; +3 vs Fortitude; ld11 + 11 necrotic damage, all undead in the burst regain 10 hit points
an
dose to m)' 80al. and soc/hood is within my wasp, Orcus TOem. "I will nat be hindered by the likes of.vou. Not ever o8Qinl" am
Level
10 Demonic Skeleton Defilades
Minion
XP M"diul1Il,It:II1CIlI,ll hlllll.Uloid (un de.,.!) Senses Perception +11; darkvision Initiative +15 HP 1; a missed attack never a minion. AC 46; Fortitude 41 Reflex 43. Will 41 Immune disease, poison; Resist 10 necrotic
.750 cach
Demon Blade (standard; at will)
+37 vs. AC; 15 poison an marked until th en (save ends). Speed of th
slowed
Dead
Whenever an adjacent enemy performs any action, th
skeleton makes an immediate demon blade attack and deals an extra 1 d8 damage on a hit Alignment Chaotic evi
Languages Abyssal
Str 15 (+11)
De
17 (+13)
Con 13 (+11)
ln 13 (+16)
Wi
14 (+11)
Ch
13 (+16)
Languages Abyssal, Common
Skills Arcana +19, History +19, Intimidate +31, Religion +19 Str 35 (+19) Dex 11 (+13) Wi 15 (+14) 33 (+18)
In 15 (+14)
Ch
30 (+17)
TACTICS
the target is
of the skeleton's next turn an
command Alignment Chaotic evil
Equipment Wand of arcus
Poison, Necrotic
necrotic damage, an
At th start of arcus's turn, any creature killed by th Wand of arcus that is still dead rises as a dread wraith under arcus 's
Co
Speed
CD
Master of Undeath
Orcus readi readies es an action to use his touch oj death attack (at
reach 4) when moves es within 4 squares of creature mov hi He uses us es touch oj death again as soon as it recharges He doesn't have to main beside th Raven Queen, but if the adventurers gain 4 or more successes in th RemOVing th Shard skill chaJlenge, he turns his attention to thos continuing to try to remov the shard. Orcus normally would not fight to the bitter nd How ever, he has spent ma centuries seeing this particular plan to unseat th Raven Queen through to fruition. The Demon Princ of Un death takes more chances with his
own safety, an lingers to fight on if things still seem touch an go all th way to th end. He won't even reserve an action point for escape-he'll use both offensively, in hopes of bringing down the pes. However, ifit becomes clear that the adventurers will succeed in their task to thwart Orcus, the Demon Prince recognizes that discretion is th bettcr part of valor. He flies up ou of the throne room, and then down into th courtyard beyond, trying to make for the magic circle inscribed there. Ifhe ca reach it it,, he triggers a pre-cast ritual which opens a temporary portal between th circle an his fortress Everl Everlost. ost. Other allies ofOrcus in the chamber are not concerned about attempting to remove the shard from the Raven Queen They focus their attention on adventurers wh threaten Orcus.
CONCLUSION Hthe adventurers ar
victorious, Orcus and his allies are slain or chased away, and the shard is successfully removed from the Raven Queen. When the Raven Queen revives, she addresses th adventurers:
ou·ve ove yo rse 'es ate's tr mp Ons. I ce Ill war ds oj lit e utu re res uld s. nd yOll ull ou r Ii upp intl CYl' ut afi· \\' imm rt Il so 1i 1s o.{cvery lI (m nnd d" IlItI Orc r.J"ll l' l'(' II yo ,ll. 'w eS c.lS wel th W(/TS (if rull amI fh im rrllal efor /tim pr ti fi l' pa.ll' d. cu$ pl.ann wh co l1 lmled so lsJor enr enr 8Y ul ll ccIIlinltltll1 SO U/ S ' III line/ nd ll l10thilWl cs lLli er. 1\11 uLl ould t!(o ml 1Ind ud llnd wirll an ar of lI'!'Il by Il r/wu sr.l 1(1 flmu and /!!J Jay. 1I'/I()St' St' st' rdt oTS 1I'/I() LlIl)' st an/l nil th mutn.'i th 80 s. rc wa uld !tIl V!' er har> be min /l so il' ,li l/ in '!Jll) .1"-111 rhup s. Bur .1"Alltl Ja Iltat th rnu/th' se 111 pr 'c l1c 'd Is (' Tnull
w C 1 f
HERO'S REWARD The Raven Queen ca offer th adventurers treasure of incredible value, beginning with a level 30 magic item of each character's choice, as well as a chest containing 160 astral diamonds.
n E ~ T ' R !
WAND
Is s.tv d. Orcus is :The Raven Qu troyeel. and the I. dyentur Is oncluded unless th 'adventur rs ar up for one final challenge as 30th lev heroes In full pass sslan of their epic dest ny powers. They can pledge to destroy th Wand {Orcus In order to make sure the Demon Prince of the Undead can never return again. Destroying the Wand requires an eJCtraordinary effort www an can take what ver form you desire. Check dndln ider.com for om suggestions,
] f the adventurers ar interested. they might also daim the Shard of Evil an the Wand ofOrcus. course. these ar both items evi evil. l. Adventurer ar best served destroying them (especially th \"'and.lest Orcus one day return), hut it might be that they ca find a short llse for them as the seek th immortality each of their epic destinies promise. After the initial thrill of victory. the adventurers should relish their accomplishments. TheY ve saved th world from dark age under Orcus. The time ha come ft)r the adventurers to wrap up their careers. to seek the immortality their epic destillies promise. The achievement of their destinies could playoff events that occurred during their play in th epic tier. For instance. gods might well invite characters who have the demigod epic destiny to join their court. Archmagcs might look back on all the incredible places they've advcn tured and decide to choose one as their sanctum sanctorul1l. The adventurer are. now among th Illost powerful mortal creatures in existence. They will be counted as heroes now an forever. FAILURE adventure, th player characters th were distr acted, killed of ofr. r. or corrupted fail early enough, perhaps they ca roll up new characters an attempt the final few encounters to stop Or us's ultimate victory in the Raven Queen's throne room. However, iffailure comes at th adventure s end. then Orcus succeeds in his ghastly plan. Th Haven Queen is killed, an in your campaign Orcus grabs control of th power and kingdom of Death. As promised, this ushers ill a terrible em. nathcr than sending souls to their final fate. Orcus hoards them as animate undead in an army of ever-swelling numbers. allowed to continue, the number of undead soon outnumber the living, and Orcus moves forward with this vast force to become the most powerf ul divine being in the l1 l11u 1ult ltiv iver erse se Opportunities for roleplaying within this new, darker campaign ar extensive, an potentials for redemption would be abundant. should you wish it. Somewhere during th
WHAT IF adv ntUfer succeed. It Is possible that they kill Orcus 1n th process. If Orcus Is slain, It is local to your Glmpalgn-the cos If th
1110logy of th
D& world does no change The greater story of th world or D&D a publi sh d In ou b ok an online articles will continue to assum thal Orcus remains an active threat. However. in your ow campaign. Orcu .. ·s death creates an vacuum in th Abyss Even gods are likely to Incr dlble take note. especially Vema. wh has desired to discover th last few secrets the Demon Prince kept from him. For you Orcus's death offers many possibilities for your D& campaign-who shall rise to claim th throne ofOrcu
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