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H1: ORCUS CONVERSION

H1: KEEP OF THE SHADOWFELL


Looking at the 4th Edition adventure series H1: Keep on the Shadowfell, H2:
Thunderspire Labyrinths, and H3: Pyramid of Shadows there is very little in the
plotline that really ties these adventures together into a full story.
When I read the Keep on the Shadowfell I had hoped that Wizards of the
Coast would tie this story together around a growing threat from the Demon Lord
Orcus (appearing in H1) trying to spread undeath from the new cool Shadowfell
plane defined in 4th Edition. Lot of expectation had been built up around demons,
demon lords and the Shadowfell in the Worlds and Monsters publication
previously. Sadly my hopes were not fulfilled when I read Thunderspire Labyrinth
and then later the Pyramid of Shadow.
I therefore decided to try to bridge this gap myself. I created a conversion
guide, doing some changes in the story, background and some of the encounters
and images, all in order to create an atmosphere foreboding the return of the
undead legions of Orcus.
H1: ORCUS CONVERSION

TABLE OF CONTENT Tactics ............................................................................................. 17


Features of the Area ................................................................... 18
Setup................................................................................................ 32
Reversing the Ritual ................................................................... 32
Farm Attacks .............................................................................. 19 Tactics ............................................................................................. 33
Table of Content .......................................................................... 2
Set Up.............................................................................................. 19 Treasure ......................................................................................... 33
Credits ............................................................................................. 4
Perception Check ......................................................................... 19 The Rod of Ruin .......................................................................... 33
Prologue .......................................................................................... 4
Tactics ............................................................................................. 19 Magic Items Appendix............................................................ 34
The Threat ...................................................................................... 5
Features of the Area ................................................................... 20 The Rod of Ruin .......................................................................... 34
Preparing for Adventure ........................................................... 8
Whats Next? ................................................................................ 20 House Rules Appendix ........................................................... 37
Hook: Missing Mentor 1 .............................................................. 8
Cult of Orcus .............................................................................. 22 Underwater Swimming ............................................................. 37
Hook: Missing Mentor 2 .............................................................. 8
Set Up.............................................................................................. 22 Drowning....................................................................................... 37
Hook: Ominous Signs.................................................................... 8
Tactics ............................................................................................. 22 XP Analysis ................................................................................. 38
Adventure Summary .................................................................. 9
Features of the Area ................................................................... 23 NPC Portraits ............................................................................. 39
The Cult of Orcus ........................................................................... 9
Slaver Encounter ...................................................................... 24 Players Handouts ..................................................................... 41
The Bloodreavers ............................................................................ 9
Setup................................................................................................ 24 Battle Maps ................................................................................. 47
Recent Developments................................................................ 9
Tactics ............................................................................................. 24 Monster Update ........................................................................ 51
Adapting Winterhaven.............................................................. 9
Features of the Area ................................................................... 25 On the Road: Kobold Brigands ............................................... 51
Q&A ................................................................................................... 9
Shadowfell Keep....................................................................... 27 A1: Kobold Ambush ................................................................... 52
Revelations ..................................................................................... 9
The Tombs ..................................................................................... 27 A2: Kobold Lair, Outside .......................................................... 52
Hook: Slave Rescue ..................................................................... 10
The Shadow Dreams .................................................................. 27 A3: Kobold Lair, Inside ............................................................. 53
Shadowfell Keep ....................................................................... 11
Area 8: Sir Keegans Tomb ................................................... 28 A4: Burial Site ............................................................................. 55
The Truth of the Keep ................................................................ 11
Keegans Duty .............................................................................. 28 Area 1: Goblin Guard Room ................................................... 56
The Missing Villagers .............................................................. 13
Area 11: Water Cave .............................................................. 28 Area 2: Torture Chamber......................................................... 57
Learning the Villagers Fate ...................................................... 13
Water Cave History ................................................................... 28 Area 3: Excavation Site ............................................................. 58
The Mystery of Old Sara ........................................................ 14
Tactics ............................................................................................. 28 Area 4: Chieftain's Lair ............................................................. 58
A3: Kobold Lair, Inside........................................................... 15
The Treasure ................................................................................. 29 Area 5: Crypt of Shadows ......................................................... 59
A4: Burial Site ............................................................................ 16
Area 14: Warchiefs Room ................................................... 30 Area 6: Hidden Armory............................................................ 60
The Mirror of Shadows .............................................................. 16
Negotiations .................................................................................. 30 Area 7: Skeletal Legion .............................................................. 60
Attack on Ninaran .................................................................... 17
Area 16: Chamber of statues ............................................... 31 Area 8 Sir Keegan's Tomb ....................................................... 61
Set Up.............................................................................................. 17
Area 18: Cathedral .................................................................. 31 Area 9: The Maze of Caves....................................................... 61

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Area 10: Kruthik Lair ............................................................... 61


Area 11: Water Cave ................................................................ 62
Interlude 3: The Dead Walk ................................................... 62
Area 12: Hobgoblin Guard Room ......................................... 63
Area 13: Hobgoblin Barracks ................................................. 64
Area 14: The Warchief's Council Room ............................. 65
Area 15: Corridors of the Cube .............................................. 66
Area 16: Chamber of Statues .................................................. 67
Area 17: Ghoul Warren ........................................................... 68
Area 18: Cathedral of Shadows ............................................. 69
Area 19: The Shadow Rift ....................................................... 70
DM's Roleplaying Advice ...................................................... 72
Overall Changes........................................................................... 72
6. Hidden Armory ...................................................................... 72
10. Kruthik Lair .......................................................................... 74
11. The Water Cave .................................................................. 75
13. Hobgoblin Barracks............................................................ 75
15. Corridors of the Cube ......................................................... 75
18. Cathedral of Shadow .......................................................... 75

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CREDITS whispered word that brought back memories of lost causes and
unpaid depts. Orcus focused his divine attention towards the
source, spanning his godlike awareness cross planes and
These are the contributors in the Wizards community dimensions.
who have helped with improvements, new ideas and Master of Undeath, Tear in the shroud of Death, listen to
concepts to this H1 Conversion Guide. the words of your humble servant, a maggot in your godlike corpse.
Blastin I have found out where the followers of Bahamut have hidden the
Helped with all spelling and grammer Rod of Ruin! The paladin of Bahamut I defiled and brought back
in your name knows of its hiding place, great Master.
GMforPowergamers
Ideas on adding blood scripts in Keep The Rod of Ruin Found! The Blood Lord clenched his fist
around the Wand of Orcus, blood dripping between his fingers.
Lineov This opened up new possibilities, the chessboard had suddenly
Rod of Ruin concordance and connection to Karavakos. shifted, and things were tilting in his favor again. As Lord of the
Update of Skill Challenges. Undead, Orcus had the everlasting patience of the dead, a trait
SgtPepper76 seldom seen among his demonic cohorts and enemies. But Orcus
Modified Poem of Melgold the Mad Poet knew that if he waited long enough in the darkness, secrets held in
Zinovia life would resurface in the afterlife. It was just a matter of time,
Original Poem idea of Melgold the Mad Poet and that time was now. With the Rod of Ruin resurfacing he could
send his pawns to collect it and complete the task once started but
Jacktannery
never finished turning the living world into a realm of undeath
Contributed DM's role-playing advice
and eternal darkness. His divine mind immediately identified the
hundreds of actions needed for setting the plan in motion, but first
he poured a fraction of his essence into the world of the living. His
aspect materialized in the crypt of his maggot, pulling darkness
and the chill of the grave with it. The priest screamed in terror as
PROLOGUE his eyes started to bleed at the sight of his true Lord. There were still
questions that needed answers and a dept of a soul to be paid

The Blood Lord sat on his throne of bones and blood-oozing


skulls, engulfed in darkness and the putrid stench of death and
misery. Cries of pain and anguish played in the background of
Orcus residence of Undeath. Nothing of this reached the dark lord.
His blood-hazed eyes were lost into the distance, his mind
stretching out to listen to the calls and prayers of his dark clergy
and followers. Like buzzing flies, their requests and calls for favors
left no impression on the Demon Price of Undeath his schemes of
power were on a level incomprehensible for his mortal followers.
But suddenly his eye twitched, a prayer no not a prayer a

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THE THREAT tribes, which were almost driven to extinction by Karavakos


undead and demon infested hordes. One tribe took refuge
as they lacked the power to destroy it. It disappeared and
was soon forgotten in the mists of time.
in the depths below Thunderspire Mountain, where they The Pyramid of Shadows is one of many magical
The Pyramid of Shadows: Realms, both wondrous founded the city of Saruun Khel and hid from Karavakos prisons created to confine powerful beings. The fey created
and dire, border the world. One such realm is the wrath. it to exist both in the natural world and in the Shadowfell, at
Shadowfell. Although not inherently evil, the Shadowfell is What had been a small kingdom ruled by Karavakos the same time in neither of them, thereby preventing
fraught with dangers, and the barrier between worlds can grew into a mighty nation to rival the great human empire Karavakos from ever returning. Just as a prism splits light
be thin. Sometimes the darkness breaks into the light. of Nerath that held sway over much of the land at this time. into its component colors, the pyramid split Karavakoss life
Nearly five hundred years ago, a mighty tiefling wizard With winters arrival, Karavakos called a halt to his force into free-willed splinters, each one containing a
named Karavakos made a fatal bargain. The twin threats of campaign of expansion. He returned to his palace with the fragment of his power. With his power spread among these
minotaurs of the wild and rebellion from within threatened eladrin princess, Vyrellis, who was to be his bride. Together, various splinters, Karavakos couldnt hope to break free
his iron grip over the lands of his petty kingdom. In he proclaimed, they would rule a new empire, and with from the prison. Enraged, he lashed out at the only person
desperation, Karavakos summoned a demon, a servant of springs dawning his armies would march into the Feywild, he could blame for his failureVyrellis, who he claimed
the mighty demon prince Orcus and asked for aid. The extending their rule across two worlds. tempted him into his ill-fated attack on the Feywild. He cut
demon whispered dark secrets to Karavakos, guiding him When spring came, the demon hordes marched Vyrelliss head from her shoulders and threw it into the
into building an unholy cult of the demon prince Orcus in through the thin border between worlds. In the Feywild, charnel pit at the heart of the pyramid.
his kingdom. In return the demon showed him a ritual and though, the demons met their match. Invincible on the But Vyrellis didnt die. Her life energy, too, was
an artifact that would create a gap between the worlds, battlefields of the natural world, the demons had no such splintered upon her arrival in the pyramid. Her splinters
connecting one of Orcuss unholy Shadowfell sites to the protection once they stepped into the Feywild. Fey spears are not animate, but have instead been imbued into
world. Karavakos, already a skilled magician, created the and arrows felled the hordes, putting an end to Karavakoss gemstones and an orb spread throughout the pyramid.
Rod of Ruin and the necessary ritual to bridge the gap to dreams of conquestand severing his demonic bargain. Vyrellis is now driven by a burning thirst for revenge
the Shadowfell. Skeletons, zombies, and demons flooded At the same time, the empire of Nerath had dispatched against Karavakos, matched only by her desire to reunite
through the rift into the light of day. A legion of abyssal legionnaires to eliminate the threat of the rift to the the fragments of her life force and escape the Pyramid of
warriors came to march under his command, and he Shadowfell. The empires soldiers destroyed the remaining Shadows.
stepped up his efforts to restore his tyranny over his domain undead, sealed the opening, and built a keep to watch over
and subjects. the location and contain the threat. This is the site known as Thunderspire Labyrinth: After Karavakos was
The hordes of demons came at what at the time the Keep on the Shadowfell. imprisoned decades of peace followed, and the village of
seemed to be a very reasonable price. They would fight on Karavakos nation died on that day, all his subjects Winterhaven arose within sight of the keep guarding the
Karavakos behalf and obey his orders. If he ever led them to killed and their souls brought back to the Abyss with the closed rift to the Shadowfell. Eventually, the great fort fell
defeat, however, they would abandon him and feed on his returning demons. The Seelie Court feared what the into ruins and its grand purpose was forgotten. Today, it is
dark soul for all eternity. All the souls of his subjects would demons would do with Karavakos soul and instead seen as a harmless tumble of stone and wood.
be damned to an eternity of pain in the depths of Abyss. imprisoned him in the Pyramid of Shadows, his eladrin But when one power falls another rises in its wake.
Only an error made by the wizard could result in the princess at his side. The fey gave the Rod of Ruin to the Soon after the fall of Karavakos, Saruun Khel became the
demons defeatno army in the world could defeat them on Nerath Empire as a reminder of mankinds folly and their center of an oppressive minotaur kingdom devoted to the
the field of battle. responsibility to secure that it never happened again. The demon lord Baphomet that subjugated neighboring lands.
Karavakos led his hordes on one conquest after emperor ordered the Rod of Ruin to be hidden for all time, This angered the Demon Prince of Undeath, who started to
another. His first target was the neighboring minotaur

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scheme in his kingdom of endless darkness. The border battling one another until only a few minotaurs remained in subjects the wizard Paldemar. Due to the machinations of
between worlds which Karavakos had used to open a gate the ruins of the once-great city. Some say that the madness a renegade mage, the fragile peace of Thunderspire
to Shadowfell was not the only place were the Shadowfell and violence that descended on Saruun Khel in its final Mountain is in jeopardy. Slavers now operate in the depths
touched the natural world. In the endless darkness under days were Baphomets vengeance against his people for of the mountain, and an even bigger danger once again
Thunderspire Mountain the Sea of Shadows lay hidden and daring to offer sacrifices to another power very few know threatens the lands of the Nentir Vale Paldemar had,
forgotten. Orcus plan started to take form. the real truth. through the whispering of the Blood Lord, learned about
At the pinnacle of Saruun Khels greatness the Over the following centuries, adventurers came to the Sea of Shadows, the Keep on the Shadowfell and the
minotaurs exploration took them to the vast caverns below explore the labyrinthine ruins of Saruun Khel, seeking Pyramid of Shadows. In addition to establishing a vibrant
Thunderspire Mountain. There they found crude, forsaken forgotten treasure. Few of them survived. About 25 years temple and cult of Orcus in Thunderspire, Paldemar has
altars. The minotaur priests divinations revealed that the ago, three wizardsHasifir, Niame, and Samazarcame to been gathering arcane power to use against the Mages of
deep caverns of Thunderspire were sacred to Torog in his the mountain. Accompanied by retainers, the wizards spent Saruun. At this point, he has a number of promising leads to
manifestation as the Patient One, a horrible creature of eyes long months in the ruins. Among the magic items they ultimate power. He has sent his loyal servant Kalarel, a
and mouths that waits in the darkness. The minotaurs recovered were several command amulets, which allowed priest of Orcus, to try to open the rift to Shadowfell in
agreed to honor him even though they were devoted to the them to control the bronze warders, minotaur constructs Winterhaven, but he is also in the process of completing an
demon lord Baphomet, little did they expect to have their built in the citys heyday. The wizards used the bronze infernal machine that, when activated, will give him control
prayers answered, but not by Torog, even though the warders to clear the upper level of the ruins, establishing a of all of the bronze warders within the mountain. Without
minotaurs thought it to be so. It was Orcus that answered stronghold therethe Seven-Pillared Hall, but they never their protectors, Paldemar believes he will be able to
them and bound the high priest to his will. learnt the real truth of their purpose, and they never went dispose of the Mages of Saruunhis first step in taking
as deep as to the Sea of Shadow. complete control of Thunderspire and then open the gates
Orcus convinced the high priest to start greater
of the Sea of Shadow to flood the surrounding lands in
excavations even further down below the labyrinth, where In the last two decades, the original founders formed
darkness and undeath.
the answers to his dreams of power lay. Deeper and deeper the Mages of Saruun, and established the Seven-Pillared
the minotaurs dug, until they finally reached the large Hall to provide them with safe access to the denizens of the His future plans, as the adventurers can learn should
cavern holding the Sea of Shadows. Guided by Orcus, the Underdark. The mages cleared an ancient subterranean they defeat him and search his personal chamber on the
minotaur high priest learned the ritual to create the Bronze highway carved by the minotaurs, allowing denizens of the third level of the tower, include an evil ritual that will
Warders. He formed them in his own likeness, never deep to trade with them and select other surface dwellers channel the arcane power of the captured mages into the
realizing that they were the foci for an even darker ritual in the black markets of the Hall. destruction of the Pyramid of Shadows and make him
that would open the floodgates to Shadowfell, spreading the immortal. This is, of course, a lie whispered to him by
Today, dwarves, duergar, drow, and more creatures
Sea of Shadow as a tidal wave over the Nentir Vale, with Orcus, who only wants him to destroy the Pyramid of
come to the Seven-Pillared Hall to trade gems, gold, rare
darkness, undeath and necrotic energies in its wake. Shadows to release Karavakos soul for which the Prince of
ores, and other goods. Under the watchful eyes of the
Undeath has been waiting for a very long time. An oath is
However, three centuries ago, when the ritual was hooded mages and their bronze servitors, an uneasy peace
an oath
almost completed, Baphomet learned of Orcus treachery. A endures in the Hall while perils lurk in the shadows of the
battle for the throne of Saruun Khel erupted into a vicious Labyrinth beyond.
civil war. The Baphomet loyal tribes faced the might of the Orcus schemes had yet again been thwarted, but the Keep on the Shadowfell: Time passes and empires
high priest of Orcus and his loyal subjects. The demon lord Blood Lord never sleeps, and his tendrils of undeath fall, and even Nerath wasnt immune to the ravages of time.
Baphomet infused his followers with mindless fury, touched the world, and so he came to learn what had The once-great human empire collapsed almost a century
allowing them to defeat the faction devoted to Torog. happened to the Rod of Ruin. He soon found a way to ago, and only memories of its glory remains. Deep within
When Orcus subjects were defeated, the survivors took to infiltrate the Mages of Saruun with one of his own loyal the ruins of the old keep, the magic seal crafted by the

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Nerath wizards continues to protect the rift, but time has After his control of the keep was solidified, Kalarel
begun to erode even this powerful magic. Moreover, the dispatched a hobgoblin named Irontooth to oversee a tribe
cult of Orcus has returned to the site with the Rod of Ruin, of kobolds operating out of a lair near Winterhaven.
intent on finishing what its ancient brethren started. Through his hobgoblin agent, Kalarel has ordered the
The cult seeks to reopen the rift to the Shadowfell. kobolds to harass and, if possible, eliminate anyone in the
However, the magic seal has so far frustrated the cults vicinity (such as adventurers) who might have the potential
intentions. Time, however, is on the side of the cult. to delay or thwart the priests plans.
Unless the cult is stopped, the seal will collapse and the Kalarel also installed an elf spy named Ninaran in
passage into the Shadowfell will be opened anew. If that Winterhaven. Through the reports of this individual,
happens, Winterhaven will face the threat alone. Leagues of Kalarel keeps an eye on the activities of Winterhavens
dangerous roads separate the village from its closest residents and knows when newcomers arrive.
neighbors, and the place has always stood as a point of light Kalarel is confident he will achieve his goal and soon
in the ever-growing darkness. reopen the rift to the Shadowfell.
Even so, Winterhaven wont stand long against endless Will anyone dare to prove him wrong?
swarms of ravaging undead and demons. The cult of Orcus
seeks to open the rift, establish a foothold, and launch
further atrocities against the world at large.
Paldermar has sent his loyal subject, a priest of Orcus
named Kalarel that heads the death cult. Paldemar
uncovered the truth about Shadowfell Keep a several years
ago, guided by Orcus, he found records dating back to the
time of the original opening of the rift. Since then, he has
been ceaselessly researching an evil ritual that he believes
will allow him to shatter the seal and once more open the
rift, but pressed by more urgent matters in Thunderspire
Labyrinth he has given the task of researching the vile rites
to Kalarel as well as the task of continuing to expand Orcus
influence in Winterhaven. After gaining control of the keep,
Kalarel placed agents in the surrounding areas.
Kalarel has established dominion over a tribe of goblins
that had set up a lair within the subterranean chambers
beneath the keep. These creatures, led by a goblin named
Balgron the Fat, guard the place ferociously, not completely
out of loyalty to Kalarel but due to their own thirst for
wealth and power.
Paldermar

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PREPARING FOR ADVENTURE HOOK: MISSING MENTOR 2


If the PCs manages to save Douven Stand in A4:
Burial Site he sends his pupils on a second quest to stop
Instead of all the players having the same hook and
the cult and find out any detailed information about its
knowing each other, I decided to split the party into two,
goals and the rift to the Shadowfell for the Academy of
bringing them together in the first encounter in Keep on
Magic.
the Shadowfell On the Road: Kobold Brigades. Each
party has its own hooks and purpose for coming to Quest XP (Major QL 3): 150 XP/player for stopping
Winterhaven. This allows not only for immediate action but the cult, as well as 250 gp if they can bring back any
also role-playing as the players learn about each other and information about the cults goals and the rift to the
why they are seeking Winterhaven. Shadowfell.
I did some small adjustments to the Missing Mentor
and Ominous Signs hooks. I took the party wizard as the
leader for the Missing Mentor hook, and the cleric or
HOOK: OMINOUS SIGNS
paladin as leader for the Ominous Signs hook. Marla of the Church of Bahamut contacts the PCs
(cleric or paladin) before the start of the adventure. She has
received dire news from the small shrine at the holy spring
HOOK: MISSING MENTOR 1 of Kalin. An evil artifact, only known as the Rod of Ruin,
that had been hidden for centuries by the Church of
The player character (wizard or similar) seeks news of
Bahamut has been stolen and the shrine defiled. No one
his or her mentor at the Academy of Magic, Douven Stand.
alive remembers the Rods purpose and if any records of
The man who trained him or her for a life of adventure
this existed, they are now lost.
bade his friends farewell three months ago and headed for
Winterhaven. Douven, an archeologist and explorer of old All of the monks guarding the Rod were killed and
ruins, always looking for forgotten lore, had found an brought back as vile zombies, save one. He survived and
ancient map that revealed the location of a dragons tomb witnessed a small group of death cultists steal the Rod and
not far from the village. He reasoned that if a dragon were then leave for Winterhaven. He heard a name being
buried there, it would be rich with archeological relics and mentioned, a name he thought was the name of the
maybe even its hoard. dangerous and twisted high priest of the cult - Kalarel.
Marla suspects that this Kalarel has set up a secret cult in
The mentor should have returned some time ago, and
the area and is conducting unholy ceremonies, and fears
his continuing absence bodes ill. The Academys Council
what he might do with the Rod. She asks the PCs to travel
fears the worst and decides to send out the player character
to Winterhaven, determine if there is any death cult activity
with some loyal henchmen to find out what happened to
in the area and, if so, to stamp it out and bring back the Rod
his or her mentor.
of Ruin.
Quest XP (Major QL 6): 250 XP/player for discovering
Quest XP (Major QL9): 400 XP/player for destroying
Douvens fate.
the cult, as well as 250 gp for destroying the cult, stop their
plan and bring back the Rod of Ruin.

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ADVENTURE SUMMARY the old Kings Road and outskirt farms. He then routes them
to the hobgoblin Warchief that secures the continuous
ADAPTING WINTERHAVEN
transfer of them to Thunderspire Mountain and the
Bloodreavers there.
THE CULT OF ORCUS Q&A
I really liked the idea of Bairwin running the Cult of Q: What do you know about a cult of Orcus?
Shar within Winterhaven, introduced in the H1: Realms
Conversion. Get it at: RECENT DEVELOPMENTS At this point, most people are dismissive of such an
idea, laughing it off. Characters can make a DC 13
http://www.wizards.com/download.asp?filename=155_Sha Streetwise check to learn any or all of the following points
dowfell_FR.pdf A Skull of Orcus named Kalarel has infiltrated the of information related to the cult:
I wanted to use it but for Orcus instead, and it is a quite nearby town of Winterhaven. His cult operates out of the The town has no underground caverns or hidden
easy conversion. I decided to change the encounter with town, which helps supply Kalarel and his followers, who are places of which its citizens are aware.
more undead, rather than shadows. hard at work in Shadowfell Keep preparing to open the rift
There arent any new or suspicious folks in town. The
to Shadowfell.
I also wanted to have some ways for the characters to newest person is Bairwin, and he arrived several years ago.
learn about Bairwins activities in the town, so I reworked Bairwin is Kalarels underling and the leader of the
The gates are shut at night, and the only people who
the Tavern Thugs into a Skill Challenge The Mystery of cultists located in Winterhaven. Bairwin operates the cult
leave through them are returning to their homes outside
Old Sara, as well as an encounter outside of Winterhaven out of a basement in his shop. Bairwin arrived several years
town. Farmers, like Eilian the Old, and trappers, like
Farm Attacks where the characters find evidence of the ago at the same time as Kalarel, and he has covertly
Ninaran, leave shortly after dark.
abductions happening. supplied Kalarel with the tools and provisions necessary to
excavate Shadowfell Keep. He has also begun recruiting Most people are more concerned about the kobolds
others to his cause. attacking travelers and townspeople than they are about a
THE BLOODREAVERS Bairwin, feeling safe in his cover as shopkeeper in
subversive cult.

Winterhaven, has started to perform vile rituals in the If there were a cult, most folks believe it would be
As I have tried to tie together Keep on the Shadowfell
name of Orcus in the basement of his shop. The ritual outside of townoff in the dragon burial site southwest of
more tightly with Thunderspire Labyrinth, it was natural
involves human sacrifices to Orcus and the creation of self- town or the old, ruined keep to the northeast. Even so,
that Kalarel was accompanied with Hobgoblins of the
loathing undead creatures from the remains. Bairwin has people find that highly doubtful.
Bloodreavers tribe. They have been given the task not only
to protect Kalarel (Area 12 to 14), but also to secure a sent some of his ruffians and thugs, disguised as merchants
steady supply of slaves to their brethren in Thunderspire and guards, to the remote farms to kidnap suitable victims
Mountain thereby securing Paldemars position and for the rituals.
influence. Their Leader Traak is in charge of their Recently the previous shop keeper Old Sara happened REVELATIONS
operation from the Keep. to pass by the shop one morning and heard screams from
Another change I made was to turn Irontooth into a the cellar. She went in and discovered the basement and its
If the PCs discover that Bairwin is leading the cult in
hobgoblin Bloodreaver, rather than a mere goblin, thereby vile purpose. Before she could get out and warn the city
Winterhaven they are likely to confront him directly or
making him more threatening, which helped prepare the guards, Bairwin captured and killed her. He has tried to
turn to Lord Padraig. If the PCs go to Bairwins shop, he
PCs for the tough A3 encounter (Kobold Lair). Irontooth cover his tracks, but some talented adventurers might find
greets them pleasantly. When the PCs begin asking probing
has taken command of the kobolds, kidnapping slaves from the truth about old Saras disappearance.

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questions, demonstrating that they know of his If played right, lawful PCs will learn the hard way that you be the force I need to put an end to this and bring my
involvement, he flees, darting into the backroom where a they will need hard evidence before making accusations subjects back if they are still alive?
secret door leads down to an underground chamber. against someone in a lawful society. Bairwin has no relics in Lord Padraig and his Captain Rond Kelfem are
Characters following him trigger the encounter on the next his shop; convinced that the missing villagers have been taken to the
page. keep to be used by the remaining cultists in vile rituals. He
Searching the shop reveals nothing (the secret door to the
If characters turn to Padraig for action, he demands cellar is magically hidden; Douven did show the mirror beseeches them to follow the slavers and rescue the
evidence. If the characters bring Agrid from the A4: Burial when stocking up supplies in his store; Agrid has no actual captives. They must be saved before it is too late!
Site encounter, they have little evidence for Bairwins proof to verify his claim that Bairwin sent him to do the Quest XP: 200 XP/Player (major quest), and Lord
involvement in the capture of Douven Staul. In fact, Lord dirty work. Padraig provides a reward of 500 gp if the captives are
Padraig instead listens to Bairwins claims and asks the rescued and returned safely to Winterhaven.
characters to find the real source of the evil in Winterhaven
and leave Bairwin alone. If the characters manage to present evidence, such as a
successful skill challenge in the Mystery of Old Sara, or
providing the thugs from the Farm Attacks encounter, he
LORE OF THE CULT OF ORCUS
BAIRWINS CLAIM says he will not take action against a member of the town A character that makes a Religion check can identify
certain features of this encounters creatures and is aware of
without just cause. In the event the PCs present proof, then
Douven showed the mirror to Bairwin, who sent the following information:
Padraig asks the PCs to help apprehend Bairwin (see Cult
word about the relic to a collector of fine arts in Fallcrest.
of Orcus encounter). DC 15: The cult of Orcus is widespread among corrupt
A month ago an old companion from Bairwins and despicable humans, with more significant following
If the PCs successfully put an end to the cult activities
adventuring days, Agrid, showed up and said he had fallen among humanoids than most demon princes can boast. His
in Winterhaven Lord Padraig trusts them enough to ask
on hard times and needed work. temples are usually hidden, and his worshipers form secret
them to help rescue the missing villagers he fears have been
Bairwin had no work for Agrid but had just received taken to the keep for some sinister and evil purpose. societies living in otherwise normal communities.
word from the collector in Fallcrest who was interested in Present the PCs with the Slave Rescue hook. This is actually DC 20: Orcus demands living sacrifices as a part of his
the mirror. He paid Agrid for delivering the message to a hook into the next adventure Thunderspire Labyrinth, rituals. It is common for followers of Orcus to carry black,
Douven that he had an interested buyer for the mirror, which the players cannot solve at the keep. They can, skull-topped scepters and often wear skull masks and black
prepared to pay more than 500 gp for it. however, find the clues at the keep as to what has happened robes with hoods or goat-horned headdresses and silver
Bairwin says that Agrid must have fallen to the to the missing villagers. robes.
temptation to take the money himself. He must have DC 25: Clerics of Orcus are in charge of promoting
wanted to find more relics from Douven, and probably kill
him and escape with all the valuables to Fallcrest were he HOOK: SLAVE RESCUE necromancy, pain, torture, undeath, and the destruction of
all that is good. They pray for spells at midnight. Their
would try to sell it. The kobolds, lead by Irontooth, have captured twenty colors are red and black, although bone white is often used
Bairwin asks Lord Padraig why he should believe villagers from Winterhaven. Lord Padraig has come to as decoration.
some claims from a stranger such as Agrid and a group understand that these disappearances seem to have a
adventurer instead of a loyal villager who have brought a lot connection to the Cult of Orcus he has recently learned
of trade and taxes to Winterhaven over the last 10 years. have been active in his village. He begs the adventurers to
get involved. You have already done a great service for
Winterhaven and the people of Nentir Vale, he says. Can

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SHADOWFELL KEEP Skeletons, ghouls, and stranger, fouler creatures once


crawled through the opening into the light of day. By But twisted whispers echo through the halls,
destroying the undead and sealing the rift, the Nerath And ghostly blood runs 'long the walls,
Once the characters have exhausted their options in Empire thought that was the end of the story. Now, Im not None can face those cursed remains,
so sure. Fear like water in their veins.
town and have figured out the danger that Kalarel and his
cohorts represent, they will likely head toward the keep. Take a look at this poem I found in the Collection of
A Blood Lord follower from a cursed line,
However, the characters might learn a little bit more of the Lyrics from Melgold The Mad Poet of Almhurst Now threatens to awake the unholy shrine,
story through the efforts of Valthrun, an NPC.
Dark power craves as men do thirst,
In shadowed keep of tumbled stone, Confining spells to be reversed.
THE TRUTH OF THE KEEP A peril lurks, for years unknown,
The Kinslayer's spirit guards it yet, Storm clouds gather with the demon's approach,
When Valthrun learns of the suspicious activities in 'Gainst a newfound vile threat. And the living dead will soon encroach,
Shadowfell Keep and around Winterhaven, he grows The forces of good will never survive,
alarmed and tells the characters that he must consult the The Kinslayer once was proud and strong, For the Prince of the Undeath will soon arrive.
historical texts locked away on the second and third story of Until the Blood Lord came along.
his tower. If the PCs allow him a few hours to search the
tomes, he can reveal to them the secret of Shadowfell
Keepa secret that has remained guarded for centuries.
The following text, which Valthrun communicates to the The forces of good will never survive,
PCs, replaces Valthruns information from the Questions
Answered section in the original adventure: for the Prince of the Undeath will soon arrive
My books and scrolls tell me that the ruined keep was
built by the old empire, Nerath, as I suspected. The Nerath The thing of evil sent dark dreams, This poem sent me digging deeper into the fall of this
Empire was attacked by hordes of undead and demons at Nightmares wrought of tortured screams, Kinslayer and this is what I found: Within two short
the time, over three hundred years ago, released onto the The vowed defender's mind did bend,
decades after the collapse of the Nareth Empire, Shadowfell
earth by the mighty wizard Karavakos from a rift to the And with his blade he did rend.
Keep was abandoned and left to fall apart and decay. It
Shadowfell. Finally, in a great battle, the empire of was on a grisly night about eighty years ago that the lord
Awakened to the awful truth,
Neraths legionnaires managed to eliminate the threat of and commander of the keep garrison, Sir Jerold Keegan,
Shattered bones of men and youth,
the rift to the Shadowfell. The empires soldiers destroyed put into motion the events that led to the keeps downfall.
His wife and children, pride and joy,
the remaining undead, sealed the opening, and built a keep
Mistaken for demons he was forced to destroy. Perhaps the Shadow Rifts malign influence is too
to watch over the location and contain the threat. This is
strong to resist. Maybe Sir Keegan was a crazed lunatic
the site known as the Keep on the Shadowfell. The Kinslayer fled to meet death alone, driven by demons we may never understand. Whatever the
The Shadowfell is a place of darkness and shadows, For wicked deeds he must now atone, case, at the stroke of midnight on that fateful day, Sir
but not all of it is evil, but this rift apparently connects to an And so the fallen paladin must wait, Keegan began to systematically slaughter every resident of
unholy sanctuary of Orcus, the demon lord of the undead. For heroes to arrive and reverse his fate. the keep, forever cursing the place. The author of the

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historical treatises speculates that he suffered paranoid


delusions, for Keegan went on a rampage through the keep.
His own wife and children were first to fall to his blade,
then his trusted advisors, and finally many of the soldiers
under his command. Sir Keegan was too skilled for any one
soldier to defeat, yet eventually the garrison managed to
respond with an organized defense. Although many brave
soldiers died, they managed to inflict him a grievous wound
that drove the mad knight to flee into the keeps crypts were
they finally managed to dispatch him.
The keep became notorious for a time, as one of the
last bastions of the fallen empire. There was no one to order
it back into service. So it was abandoned, feared for a time,
and eventually, more or less forgotten. An earthquake a
few years later collapsed the upper towers and walls, and
turned the place into a ruin of tumbled stone.
Rumors persist of great treasures buried beneath the
keep, yet few have dared explore the passages over the year.
Sir Keegans ghost is said to roam the corridors beneath the
ruins, wailing in grief over the tragedy of his life. The
people of Winterhaven avoid the place, and the mere
mention of Shadowfell Keep is considered bad luck by
many of the farmers and villagers.
Whatever activity is occurring at the keep, it can only
mean ill for Winterhaven and those of nearby lands.
Please, will you do what you can to help?

(The poem can be found in the Players Handouts


Section)

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THE MISSING VILLAGERS INTIMIDATE CHECK INTIMIDATE CHECK


Success 0 to +2 The kobolds deliver them to the keep Success We are the Bloodreavers! The mightiest
and we pay them. We keep the humans in the cells until the tribe in the Thunderspire Labyrinth. We have become very
There are 21 villagers missing in Winterhaven. Two of
Bloodreavers comes and collects them. Sometimes we have rich by selling this human rabble into slavery in the
them, Old Sara and a vagabond named Evrion (who none
some fun with them. He he Please dont hurt me that is Underdark. Weaklings they are, but they fetch a good price
has realized is missing) was captured by Bairwins thugs and
all I know! in the Seven-Pillared Hall!
has been sacrificed to Orcus on his bloody altar and turned
to animated skeletons (see Cult of Orcus encounter). Success +3 or more The Bloodreavers is a tribe of A successful interrogation of the hobgoblin Warchief
Hobgoblins up in Thunderspire Mountains fierce Traak provides the last piece of clues.
A family of four living in one of the outskirt farms was
warriors hurt goblins if we do not do as told. I do not
recently captured by the kobolds and sold to the
know what they want the human slaves for.
Bloodreavers. They were held hostage for a short while at
If the PCs questions Balgron the Fat or the Hobgoblin
INTIMIDATE CHECK
the keep (in Area 2), but have recently been shipped to the
Torturer (Area 2) they might learn more with a successful Success: The Bloodreavers have an agreement with
Bloodreaver slaver camp close to the keep, together with 2
merchants that were captured as well. (see the Slaver Inimidate check. the great Master No I do not know his name. I only know
Encounter). that our skilled Warlord Krand struck a bargain with him.
We were sent to accompany and protect his disciple
Three have been sacrificed on the altar in Area 18. INTIMIDATE CHECK Kalarel. In return he provides us with fresh slaves.
The remaining twelve have all been shipped off by the
Success 0 to +2 We just delivered four new slaves to
Bloodreavers to be sold in the Thunderspire Labyrinth.
the Bloodreavers. They came and picked them up only
yesterday, but it serves you no good, they are already on the
LEARNING THE VILLAGERS FATE way to Thunderspire Mountains to meet the same fate as
the other twelve. You came too late, ha, ha!
The goblins in the first level of the keep have been
Success +3 to +4 The Bloodreavers have a camp
acting as the middle men between the kobolds and the
not far from here. The human rabble might still be there.
Bloodreaver hobgoblins. They have held the slaves captive
They talked about staying longer to get some fat
in their dungeon (Area 2) until the Bloodreavers have
merchants as well. Yes I can tell you how to get to the
arrived to convey the shipment to the Thunderspire
camp.
Labyrinth.
Success +5 or more: The Bloodreavers are a gang
By interrogating the goblins the PCs can learn the
of thieves and slavers, not necessarily in that order, that
following with a successful Intimidate check (Will Defense
includes goblinoids and some humans. Most of them are
+10 for hostile, unless the PCs promise not to kill the
fierce warriors and they have their base in the
goblin in question which gives a +5 modifier for
Thunderspire Mountains.
unfriendly).
If the PCs question the Bloodreaver hobgoblins on
the second level of the keep they gain even more
information about the Bloodreaver tribe.

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THE MYSTERY OF OLD SARA It is common for followers of Orcus to carry black,
skull-topped scepters and they often wear skull masks and
Insight (DC 12): PC remembers that Bairwing said
that he had not seen old Sara on the day of her
Encounter Level 1 (200 XP) black robes with hoods, or goat-horned headdresses and disappearance.
silver robes. Dungeoneering (DC 12): A PC notices the Bairwins
When the PCs arrive in Winterhaven they might start 1st Diplomacy (DC 12): Talking to some villagers, PCs shop seems to have undergone some recent changes. The
looking for clues as to whether or not there is a death cult in learn that Old Sara and her husband used to own the store house foundation has been strengthened with supporting
the city. In this skill challenge one or more adventurers were Bairwin now resides. It used to be an old pottery but pillars, suggesting that the foundation needed reinforced. It
attempt to find out the truth of the situation. Sara sold the store to Bairwin when her husband died could be an indication of a cellar being added to the
several years ago. Old Sara always passed by the store on structure.
This challenge can stretch out over time in between the
her morning and evening walks to the market. Otherwise
PCs exploration of the kobold lair (A3), burial site (A4), or
she never left her home, which makes her disappearance
even the keep itself. Success: If the adventurers gain 6 successes before
even stranger.
Setup: To find clues about the secret Orcus cult in the attaining 3 failures, they find proof that Bairwin is most
2nd Diplomacy (DC 12): When speaking to Thair likely to be blamed for the disappearance of Old Sara. They
basement of Bairwins store, the PCs must unravel some of
Coalstriker PCs learn that this gruff dwarf is in poor humor can either go to Lord Padraig or Captain Kelfem with the
the clues in Winterhaven.
over the success of Bairwins shop. He openly complains information, and have them arrest Bairwin, or they can
Level: This is a 1st-level challenge. about the Grand Shoppes overnight success. confront Bairwin themselves. If they choose the latter then
Complexity: 2 (requires 6 successes before 3 failures). He explains that Bairwin arrived in town with a wagon they proceed to the Cult of Orcus encounter.
Primary Skills: Diplomacy, Insight, Dungeoneering, full of junk a few years ago and has since managed to build Successfully completing this skill challenge earns the
Religion, Streetwise. a shop that seems constantly to acquire more merchandise adventurers a major quest reward (200 XP).
and expensive items despite having few customers.
1st Streetwise (DC 19): PCs learn that an old woman Failure: If the adventurers attain 3 failures before
called Old Sara has disappeared from her small home in 3rd Diplomacy (DC 12): Characters who question gaining 8 successes, further skill checks will give them no
Winterhaven. No one seems to know what has happened to Thair further learn that Bairwin was at first a frequent more information about the mystery. Bairwin also learns
her. customer of Thairs. Bairwin often purchased metal goods about them asking questions about the disappearance of old
Religion (DC 19): A PC remembers some facts about like shovels, spades, and wheelbarrows. Thair assumes that Sara. He sees the risk and reports it to Kalarel, who then
the cults of Orcus. The cult of Orcus is widespread among he managed to somehow sell these items at a great profit to orders Bairwin to dispose of any evidence that might lead
corrupt and despicable humans, with more significant others in the areaperhaps dwarves in the nearby hills. back to the Keep and Kalarels plans.
following among humanoids than most demon prices can Whatever the case, the dwarf smith is bitter over Bairwins
When the characters search the cellars of Bairwins
boast. His temples are usually hidden, and his worshipers shops growth.
shop they find no proof of his involvement in the Cult of
form secret societies living in otherwise normal 2nd Streetwise (DC 12): PCs learn from Delphina Orcus or the disappearance of old Sara.
communities. A few of his temples are terrible strongholds Moongem at the market that she saw old Sara entering
If this happens you as a DM should consider running
full of undead, where wicked lords commit atrocities and Bairwins shop that fatal day she disappeared, as she usually
the Farm Attack encounter to give the PCs a chance to
wage wars in the demon prices name. did on her morning walk. Like to see that Bairwin took
learn about the cult of Orcus.
Orcus demands living sacrifices as a part of his rituals. care of her old store, as she used to say, but then she never
Blood and skulls are an important part of the imagery used came over to the market.
in his worship. Idols and altars are often surrounded by or
built upon tall piles of skulls.

2012-11-24 14
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A3: KOBOLD LAIR, INSIDE Saa (Greetings) Ghaal (Mighty) Irontooth,


We have received your chaatoor (human) tuuvotos
(slaves). Good work brother. Lhevk-ruh (Skilled Warlord)
I changed Irontooth to a hobgoblin instead of a goblin Krand is proud of your work.
and made him one of the Bloodreavers. I portrayed him as Shava (Sword Brother) Traak
a dangerous killer, to help the players understand that this
was going to be a tough fight.
You might as a DM consider not changing the goblin
My additions to this encounter are the Players words in the message making it a little more cryptic and the
Handouts I have created. You will find them in the end of comprehend language ritual not a 100% translation. You
this Conversion Guide. can find the letter in the Players Handouts in the end.
I have also added one small note from Ninaran, which
the characters can find in one of Irontooths pockets with a
successful DC 15 Perception check. The note has been
written with coal on a piece of clothing, not larger than 4
inches. The note reads:
They are coming! Prepare!
Ninaran who has been following the players action in
Winterhaven, followed the PCs out of Winterhaven and
alerted the kobolds of the immediate threat by shooting an
arrow to a kobold lookout, with the warning tied to the
arrow. A character that later meets Ninaran and succeeds
on a DC 19 Perception and a DC 12 Insight check notices
the missing fabric in Ninarans clothing and draws the right
conclusion that it matches the size and color of the note.
There is also a note from the Hobgoblin Warchief of
the Bloodreavers Tribe at the Keep. However this note is
written in goblinoid, which the PCs probably do not
understand. However, in the Cult of Orcus encounter
there is a ritual book with the Comprehend Languages
ritual that might help the players decipher it. The letter
reads:

2012-11-24 15
H1: ORCUS CONVERSION

A4: BURIAL SITE that crate. I dont know why. It was Bairwin who told me
where to find that fool, Douven.
When a PC looks at his reflection in the mirror, read:
The silver mirror is tarnished and when you look into
it you find your reflection grayish and misty. Suddenly you
In the original adventure, the dragon burial site was Once the gnome has offered his information, he tries to see your face but it is like a dark corrupted version, glaring
indirectly related to Kalarels machinations. However, in cajole the PCs into letting him go, pointing out that he out at you with white skin and eyes shining with malice.
this adaptation, the dragon burial site supplies evidence of didnt kill Douven, and the PCs would be cruel to kill him.
Shadowfell Keeps background (see Background). However,
Once Douven is freed, he also offers an important bit of
Kalarel's apparition has been replaced, see the Monster Mirror of Shadows Level 1
information to the PCs:
Update Guide. The perverted shadow form of yourself breaks down your will
An adult dragon is buried at the site, which a character Cursed Item 550 gp
can identify with a DC 12 Nature check. A PC succeeding When I set out to dig, I had thought this was the
Attack: +5 vs. Will; Loose one healing surge, range 5
at a DC 19 check also determines that the bones are those burial site of some old dragon. However, the skeleton of the squares
of a shadow dragon, and that the site is more than 200 dragon is intermingled with other remains and skeletons
Ongoing Effect: Carrying the cursed item gives a -2
years old. They also discover numerous other bones, human from many lesser creatures, many of them looks to be
penalty to Will defense if the person has looked into the
and others that are strange, twisted and demonically demonic in origin. It seems as if this is the site of some old
mirror and seen his or her reflection.
warped. The dragon burial site is the spot where a large battle, rather than a burial site. I can only wonder were
battle between Karavakos hordes and the Nerath Empire, these demons came from and what could have been worth
trying to close the rift to Shadowfell, occurred. fighting over in this remote place. However, there are not only drawbacks with the Mirror
of Shadows. A character in possession of the Mirror gets +2
The gnome Agrid is one of Bairwins hirelings, but he on their Arcana checks to reverse the ritual in Area 19:
knows nothing of the cult activities or what goes on in the
keep. Unlike many of Kalarels other servants, Agrid is not THE MIRROR OF SHADOWS The Shadow Rift. Some players might even start using it as
a gaze attack versus their opponents successfully.
devoted to Orcus or Kalarels cause. Bairwin hired him to The mirror that was found at the burial site is a relic
capture Douven and take over the excavation when used by Karavakos during the Ritual of Opening. It is an
Douven returned to Winterhaven with relics from the old ancient mirror of tarnished silver. It is magical and worth
war. Bairwin did not want to have undue attention brought 550 gp on the open market, but much more
to Winterhaven, as would have been the result if Douven for someone who wants to use it to open a rift
were allowed to communicate his findings to the world. to Shadowfell.
When faced with the prospect of death, Agrid offers
what information he knows. When bloodied or when only
one ally remains, the gnome surrenders and offers the
character information in exchange for his life. If the PCs
accept, the gnome says:
Bairwin the shopkeeper is my employer! He wanted to
ensure that none of these relics found at the site leaked out
of here. He especially asked for that mirror over there in

2012-11-24 16
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ATTACK ON NINARAN PCs.


Ninaran tries to back away to be able to shoot at the 5 Shadow Hounds, Lesser (H)
Medium shadow magical beast
Level 3 Skirmisher
XP 150
Encounter Level 4 (925 XP) HP 44; Bloodied 22 Initiative +5
AC 16; Fortitude 17; Reflex 15; Will 14 Perception +6
Ninaran, Elf Archer (N) Level 4 Artillery
Speed 7, teleport 7 Darkvision
SET UP Medium fey humanoid (elf)
HP 44; Bloodied 22
XP 175
Initiative +7
Vulnerable 5 radiant
This encounter is triggered if the PCs realize Ninaran is AC 17; Fortitude 14; Reflex 18; Will 15 Perception +12
TRAITS
the traitor that warned Irontooth of their approach (see A3 Shadow Ambush
Speed 7 Low-Light Vision
Kobold Lair) and choose to confront her at Wraftons Inn. If the shadow hound has combat advantage against its target, it
TRAITS
deals an extra 1d6 damage on a successful melee attack.
As soon as Ninaran senses that the characters are after Group Awarness * Aura 5
STANDARD ACTIONS
her she summons her shadow wolves. They appear in the Non-elf allies in the aura gain a +1 racial bonus to Perception
m Bite * At-Will
squares next to her. checks.
Attack: Melee 1 (one creature); +8 vs. AC
This encounter includes the following creatures: Archers Mobility
Hit: 1d8 + 6 damage.
5 lesser shadow hounds (H) If Ninaran moves at least 4 squares from its original position,
MINOR ACTIONS
she gains a +2 bonus to ranged attacks until the start of its next
Ninaran, elf archer (N) turn. C Baying (fear) * Recharge 5 6
Wild Step Attack: Close burst 3 (creatures in burst); +6 vs. Will
When the PCs attacks Ninaran, read: An elf ignores difficult terrain when it shifts. Effect: Target takes a -2 penalty to all defenses until the end of
STANDARD ACTIONS the shadow hounds next turn.
Ninaran leaps to her feet and in a single motion has Special: Deafened creatures are immune.
m Longsword (weapon) * At-Will
her longbow in her hand. Lord Orcus, Dark Master Skills Endurance +7, Stealth +7
protect me, she shouts while putting an arrow to the Attack: Melee 1 (one creature); +9 vs. AC
Str 17 (+4) Dex 13 (+2) Wis 11 (+1)
string. Suddenly the room grows darker and wisps of Hit: 1d8 + 5 damage.
Con 12 (+2) Int 6 (-1) Cha 14 (+3)
shadow dance around Ninaran. From nowhere five r Longbow (weapon) * At-Will
Alignment unaligned Languages
shadowy black dogs appear, growling menacingly at you. Attack: Ranged 20/40 (one creature); +11 vs. AC
Hit: 2d8 + 3 damage.
Place the characters where they want to be in the
TRAITS
room, but at least 2 squares between them and Ninaran.
Elven Accuracy * Encounter
Effect: An elf can reroll an attack roll. It must use the second roll,
TACTICS even if its lower.
Skills Nature +12, Stealth +12
When the characters attack Ninaran let every one roll
Str 13 (+3) Dex 20 (+7) Wis 16 (+5)
initiative. On the shadow hounds initiative they teleport Con 14 (+4) Int 12 (+3) Cha 11 (+2)
into the room from the Shadowfell and attack the PCs,
Alignment evil Languages Common, Draconic, Elven
trying to position themselves at the characters flanks. The
Equipment leather armor, longsword, longbow, quiver of 30
hounds keep movingout of melee range when possible. arrows

2012-11-24 17
H1: ORCUS CONVERSION

their movement 1d2x5 feet later if they fail. Those who fail
by 5 or more fall prone and take 1d6 points of damage at
the end of that movement. The DC of other Acrobatics
checks increases by 5. Creatures gain a +1 bonus on melee
attack rolls against foes lower than them.
Rug: A character adjacent to the carpet can use a
standard action to make a DC 13 Strength check to pull the
carpet up. Any creatures in squares occupied by the carpet
must succeed at a DC 20 Acrobatics check or be knocked
prone.
Bar: This countertop has a solid front and can provide
cover to a standing character or superior cover to a prone
character. The bar is difficult terrain.
Treasure: If the characters capture or kill Ninaran, the
PCs also discover the treasure described in The Dead Walk
encounter. If the characters confront Ninaran before the
graveyard encounter occurs, then they discover Kalarels
FEATURES OF THE AREA letter (described in The Dead Walk encounter) on her
bookshelf. A copy of the letter is in the Players Handouts
Illumination: Bright light. section. In this case, the graveyard encounter does not
Chairs: Chairs do not limit or restrict movement occur, and the characters inadvertently save the lives of ten
through a square. of Winterhavens citizens.
Tables: A table is tall enough that a Small creature can
move under it and gain cover from doing so. It costs 2
squares of movement to hop up on a table. A character can
use a standard action to tip over a table, which can then
grant cover for a standing creature or superior cover for a
prone creature.
Hearth: A low-burning fire provides warmth to the
room. The fireplace is built into the wall and does not affect
movement.
Stairs: The steep staircase leading from the dining
room to the rooms upstairs descends 10 feet, but the ceiling
remains level. Going up or down the stairs is considered
difficult terrain. Creatures running or charging down steep
stairs must succeed on a DC 13 Acrobatics check, ending

2012-11-24 18
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FARM ATTACKS address any members of the group, the human mercenary
grunts and tells them to mind their own business.
Encounter Level 1 (500 XP)
Unless the PCs attack the men, read:
SET UP The leader of the group, a scarred man in chainmail,
standing at the back challenges you.
The player characters are returning to Winterhaven
from either the A3 Kobold Lair or the A4 Burial Site, or Youre the right doers, aint you? he asks. Well it
they have gone to investigate the disappearing people in the aint going to help you. If you try anything I will cut this
remote farmsteads, maybe failing in the skill challenge little girl to pieces, wont I sweety?
around the The Mystery of Old Sara. The girl recoils and tries to wriggle free, but the ruffian
When they are passing by some of the farmsteads allow is too strong. You hear her manage a stutter, Please save
the party a DC 12 Perception check to notice that me, they have mom and dad in the bedroom.
something is wrong. If they succeed they hear a muffled At this point, give the PCs another opportunity to act or
scream from inside the house and that the front door seems ask questions.
to be broken in. The intruders inside have had scouts that
noticed the party and now try to prevent the farmers from
attracting help. When the party approaches they try to bar PERCEPTION CHECK
the doors from entry, and do not answer any questions,
DC 19 The leader of the group has a small necklace
hoping the party will tire and move on. A DC 15 Strength
with a small silver symbol of a skull with rams horns.
check is needed to break open any of the doors.
This encounter includes the following creatures:
When the PCs rise to the defense of the farm girl (D)
TACTICS
4 human thugs (T) The human thugs stand guard at the door. However, at
either physically or verballythe human mercenary keeps
2 human ruffians (R) the signal from their leader, they attack the characters.
his sword to the girls throat and threatens to kill her (with a
1 human mercenary (H) coup the grace), while, urging his allies, Take care of The human mercenary focuses on the farm girl and
them. The father (F) and mother (M) are locked in a trys to use her life for negotiations, but he turns his
Once the players break into the house, read: bedroom. The key to the door is in the mercenarys pocket attention on the PCs if he is attacked. Although the
or it can be opened with a DC 10 Thievery check or DC 14 mercenaries are working in the service of Bairwin and the
A low fire still burns in the hearth of the small
Strength check to break open. If the PCs do not come to the cult of Orcus, they are practical opponents and flee if a fight
farmstead. A group of tough-looking humans is barricaded
farm girls aid and instead leaves, then the human appears lost.
inside the house holding a young beautiful farm girl
mercenary makes sure he sees them leaving before they
hostage. Four men are in the main room and two are
take the family on a wagon towards the Keep on the
visible in the back room.
Shadowfell. Two days later they try to return in disguises to
At this point, everyone rolls initiative and gets the Winterhaven with the girl tied and gagged in a merchant
opportunity to act. Place miniatures of the human gang wagon, delivering her for sacrifice at the altar of Orcus in
according to the positions on the tactical map. If the PCs the cellar of Bairwins shop.

2012-11-24 19
H1: ORCUS CONVERSION

FEATURES OF THE AREA 4 Human Thugs (T)


Medium natural humanoid (human)
Level 1 Minion Skirmisher
XP 25
Skills Streetwise +7
Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
Illumination: Dim light. HP 1; a missed attack never damages a minion Initiative +0 Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Beds: These are fastened to the ground and flush with AC 14; Fortitude 13; Reflex 11; Will 11 Perception +0 Alignment evil Languages Common
the wall. They are difficult terrain. Speed 6 Equipment chainmail, longsword, crossbow with 20 bolts
Chairs: Chairs do not limit or restrict movement TRAITS
through a square. Mob Rule 2 Human Ruffians (R) Level 2 Skirmisher
A human thug gains a +2 power bonus to all defenses while at Medium natural humanoid (human) XP 125
Tables: A table is tall enough that a Small creature can
least two other human thugs are within 5 squares of it.
move under it and gain cover from doing so. It costs 2 HP 37; Bloodied 18 Initiative +6
STANDARD ACTIONS
squares of movement to hop up on a table. A character can AC 16; Fortitude 12; Reflex 14; Will 12 Perception +1
m Club (weapon) * At-Will Speed 6
use a standard action to tip over a table, which can then
grant cover for a standing creature or superior cover for a Attack: Melee 1 (one creature); +6 vs. AC TRAITS
prone creature. Hit: 4 damage. Combat Advantage
Str 14 (+2) Dex 10 (+0) Wis 10 (+0) The human ruffian deals an extra 1d6 damage on melee and
Hearth: A low-burning fire provides warmth to the
Con 12 (+1) Int 9 (-1) Cha 11 (+0) ranged attacks against any target it has combat advantage
room. The fireplace is built into the wall and does not affect
Alignment evil Languages Common against.
movement.
Equipment club STANDARD ACTIONS
Wardrobes: These provide cover for someone m Mace (weapon) * At-Will
adjacent to it. These also count as difficult terrain.
Human Mercenary (M) Level 3 Soldier Attack: Melee 1 (one creature); +7 vs. AC
Wolverine Rug: A character adjacent to the carpet Medium natural humanoid (human) XP 150 Hit: 1d8 + 5 damage, and the ruffian can shift 1 square.
can use a standard action to make a DC 12 Strength check R Dagger (weapon) * At-Will
HP 47; Bloodied 23 Initiative +5
to pull the carpet up. Any creatures in squares occupied by Attack: Ranged 10 (one creature); +7 vs. AC
AC 18; Fortitude 16; Reflex 15; Will 14 Perception +6
the carpet must succeed at a DC 19 Acrobatics check or be Speed 5 Hit: 1d4 + 5 damage, and the ruffian can shift 1 square.
knocked prone. STANDARD ACTIONS M Dazing Strike (weapon) * Recharge when the attack misses
Treasure: The human gang has 5 gp and 83 sp among m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +7 vs. AC
them regardless of how many the PCs defeat. Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 5 damage, and the target is dazed until the end of the
Hit: 1d8 + 6 damage, the target is marked until the end of the ruffians next turn (save ends).
human mercenarys next turn. Effect: The ruffian can shift 1 square.
WHATS NEXT? M Press the Advantage (weapon) * Recharge 5 6 Skills Stealth +9, Streetwise +7, Thievery +9
When the fight concludes, the player characters have Requirement: Longsword Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
the opportunity to talk to the terrorized farm girl, Ilina, and Attack: Melee 1 (one creature); +8 vs. AC Con 13 (+2) Int 10 (+1) Cha 12 (+2)
let her parents out of the locked bedroom. Hit: 1d8 + 9 damage, and the target is pushed 1 square and Alignment evil Languages Common
dazed (save ends). Equipment leather armor, mace, 4 daggers
Ilina tells the characters what the ruffian told her
before they came and rescued her and her family. They R Longbow (weapon) * At-Will
said my parents were going to be sold as slaves, but for me Attack: Ranged 15/30 (one creature); +7 vs. AC
they had other plans. I was going to be sacrificed they said, Hit: 1d8 + 4 damage.

2012-11-24 20
H1: ORCUS CONVERSION

but first they wanted to have some fun. I am lucky to be


alive. If you hadnt passed by and heard my screams, we
would have been lost.
The family thanks them for what they have done, but they
are poor and can not give them any money in return.
If the players take some of the thugs alive for
questioning and succeed on an opposed Intimidate versus
Will check they surrender and offer the characters
information in exchange for their life. If the PCs accept,
they say:
Kalarel is the mastermind! We supply him with goods
and food up in the old keep in the mountains. My contact in
the town is Bairwin the shopkeeper; he is secretly running a
cult of Orcus in the basement of his shop. He sent us out to
gather virgin girls or boys for his ritual to the Blood Lord.
Once the thugs have offered their information, they try
to cajole the PCs into letting them go, and the PCs would be
cruel to kill them. If the PCs insist on bringing them back to
town as evidence of the cult activity, they look for every
opportunity to escape.

Bairwin Leader of Orcus cult in Winterhaven

2012-11-24 21
H1: ORCUS CONVERSION

CULT OF ORCUS tide of undeath, and even the gods will perish at your feet O
Lord of Blood. We will show no mercy; as suffering and
The orcus cultists move through the pews when
necessary, striking at the PCs flanks and then using shadow
Encounter Level 3 (700 XP) torment are the fuel that will empower your ascent, O shift and a move action to retreat out of reach.
Great Master Bairwin remains in the back, blinding the PCs with
nights veil so the skeleton warriors can gain combat
SET UP advantage and attempt to keep them in place with their
Whether the characters confront Bairwin directly or TACTICS long swords. Bairwin and his followers are utterly devoted
attempt to apprehend him on behalf of Lord Padraig, the The creatures occupying this room attempt to engage to Orcus and to Kalarels plan, and they gladly fight to the
shopkeeper flees into the backroom at the first sign of the PCs near the entrance where the carpet begins. The death.
danger. Characters following him find a secret door ajar in skeleton warriors, clad in dark robes, attempt to block the
the shops backroom. The door opens into a narrow main corridor, forcing any PCs to move through the pews if
stairway that spirals downward into darkness. they want to reach Bairwin.
Bairwin purposefully leaves the door ajar, hoping to
lure the characters after him so he can confront them with
Bairwin, Cult Leader (B) Level 3 Controller
his allies. Two skeleton warriors stand vigilantly near the 2 Skeleton Warriors (W) Level 3 Soldier
Medium natural humanoid XP 150
entrance to the underground shrine. Two cultists stand near Medium natural animate (undead) XP 150
HP 47; Bloodied 24 Initiative +2
the altar with Bairwin behind them, ready for the attack. HP 45; Bloodied 23 Initiative +6
AC 16; Fortitude 14; Reflex 14; Will 17 Perception +3
AC 18; Fortitude 15; Reflex 16; Will 15 Perception +3
Speed 6 Low-Light Vision
Speed 5 Darkvision
This encounter includes the following creatures: STANDARD ACTIONS
Immune disease, poison; Resist 10 necrotic;
2 orcus cultists (C) m Quarterstaff (weapon) * At-Will
Vulnerable 5 radiant
2 skeleton warriors (W) Attack: Melee 1(one creature); +8 vs. AC TRAITS
Bairwin, cult leader (B) Hit: 1d6 + 7 damage. Speed of the Dead
R Nights Veil (necrotic) * At-Will When making an opportunity attack, the skeleton warrior gains
Attack: Ranged 10/20 (one creature); +6 vs. Fortitude a +2 bonus to the attack roll and deals an extra 1d6 damage.
When the characters enter the area, read:
Hit: 2d8 + 5 necrotic damage, and the target is blinded (save STANDARD ACTIONS
Shadows dance in the room, the only light comes from ends). m Longsword (weapon) * At-Will
a few candles lining the walls, burning with flickering, C Darkness Unleashed (necrotic) * Encounter Attack: Melee 1 (one creature); +8 vs. AC
orange flames. The smell of death and decay meets you. Attack: Close burst 2 (creatures in burst); +6 vs. Fortitude Hit: 1d8 + 6 damage, and the target is marked until the end of
Three rows of pews lead up to an altar. A long, black carpet Hit: 1d4 + 5 necrotic damage, and the target is pushed 2 square the skeletons next turn.
with silver embroideries of skulls, bones and vile pictures of and blinded until the end of Bairwins next turn. Skills Nature +8, Religion +7
the demon prince of undeath, leads up to the front. Several Skills Nature +8, Religion +7 Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
dark-clad figures stand around the room, poised for action. Str 13 (+2) Dex 12 (+2) Wis 14 (+3) Con 13 (+2) Int 3 (-3) Cha 3 (-3)
You see Bairwin in front of the altar calling out to his Con 15 (+3) Int 12 (+2) Cha 18 (+5) Alignment unaligned Languages
Master, We promise our souls to you Lord Orcus, we eat of Alignment evil Languages Common Equipment chainmail, longsword, light shield
your flesh and drink of your blood, and through You we Equipment leather armor, quarterstaff
will gain life everlasting. We will overwhelm the world in a

2012-11-24 22
H1: ORCUS CONVERSION

2 Orcus Cultists (C) Level 2 Skirmisher However, a PC making a DC 13 Perception check might
Medium natural humanoid, human XP 125 notice a seam along the wall.
HP 38; Bloodied 19 Initiative +6 Secret Room: This room contains a set of shelves
AC 16; Fortitude 14; Reflex 15; Will 12 Perception +1 along the west wall and a small chest that sits along the
Speed 6 Low-Light Vision south side of the room (see Treasure below).
TRAITS
The shelves contain a dozen identical volumes of
Combat Advantage
devotions to Orcus. Many of the books are more mundane,
The orcus cultist deals an extra 1d6 damage on melee and including treatises on history that detail the Blood Lords
ranged attacks against any target it has combat advantage
exploits. Several of the tomes, although not actual ritual
against.
books, describe rituals of unbinding. A few books describe
STANDARD ACTIONS
the history of the Thunder Peaks, and PCs who take the
m Short Sword (weapon) * At-Will
time to peruse the books might (with a DC 13 Perception
Attack: Melee 1(one creature); +7 vs. AC check) notice a book that speaks about the Keep on the
Hit: 1d6 + 6 damage. Shadowfell and the ancient rift it was created to guard (See
M Shadows Wrath (necrotic, weapon) * Recharge 5 6 The Rise and Fall of the Nareth Empire in the Player
Attack: Melee 1 (one creature); +5 vs. Fortitude Handouts section).
Hit: 1d6 + 4 necrotic damage and ongoing 5 necrotic damage
These books are part of Kalarels library, which he has
(save ends).
carpet grants followers of Orcus (Bairwin and his cohorts) a already studied thoroughly. He has left them in Bairwins
MINOR ACTIONS
+1 bonus to all defenses. A character can make a DC 21 keeping now that his ritual is on the verge of completion.
Shadow Shift * At-Will Arcana check to notice that enemies on the carpet are The shelf does contain one ritual book, which a
Effect: The orcus cultist shifts 1 square as a minor action. benefiting from this object. If the object is removed from character making the Perception check noted above can
Skills Stealth +9 the shrine, it loses its magical properties. identify. The ritual book contains comprehend languages.
Str 12 (+2) Dex 16 (+4) Wis 10 (+1)
Pews: These pews are constructed of a dark wood. Also, on the top of the shelves is a correspondence
Con 14 (+3) Int 12 (+2) Cha 9 (+0)
They are difficult terrain. Also, a character might note with between Kalarel and Bairwin. See the Players Handouts for
Alignment evil Languages Common
a DC 13 Intelligence check that the pews occupying the a player copy. It reads as follows:
Equipment black robe, short sword
room appear capable of accommodating a much larger
group than the creatures currently occupying the room. A
FEATURES OF THE AREA PC who notes this might realize that the cult has other
followers within the towns environs. Although this
Your latest shipment of supplies should meet the keeps
needs until the ritual is finished, which should be any day
Illumination: Dim light; candles burn with orange adventure does not call out any other cult members, you now. I will send word if we require anything else. Rest
flames throughout the room. Although Bairwin and the should feel free to include moreperhaps members of the assured that you will be rewarded for your actions on
servants are human, the blessing of Orcus has granted them cult seek revenge on the PCs for their actions by attacking behalf of Orcus once the rift to Shadowfell and his dark
low-light vision. Unless the PCs provide light, the enemies them while they sleep in Wraftons. kingdom is opened.
in this room have concealment against characters without
Secret Door: The southeastern corner of the room Kalarel
low-light vision.
consists of brick and mortar, like the rest of the shrine.
Carpet: This carpet is patterned with the grotesque
display of Orcus, and it is a sacred object of the shrine. The Treasure: The chest contains 200 sp and 100 gp.

2012-11-24 23
H1: ORCUS CONVERSION

SLAVER ENCOUNTER PERCEPTION CHECK The archer appears atop the great rock, firing down into the
fracas. When the subcommander hits a PC, all the other
DC 13: You hear what sounds like soft weeping hobgoblins attack that target. Once two or fewer hobgoblins
Encounter Level 3 (750 XP)
through the forest on your right and notice bent branches remain standing, they retreat, calling out insults and
indicating someone has recently passed that way from here. swearing revenge from the Bloodreavers. If the PCs are
SETUP DC 21: At the same time, you think youre being defeated, they awake in chains.
watched.
A group of hobgoblins belonging to the Bloodreavers in
Thunderspire Mountains are camped a short distance from 2 Hobgoblin Soldiers (S) Level 3 Soldier
Shadowfell Keep. They use this outcropping as a place to If the PCs do not succeed on the DC 13 Perception Medium natural humanoid (goblin) XP 150
stay and keep slaves they buy until they are ready to return check, the hobgoblins attack with surprise when the softest HP 47; Bloodied 24 Initiative +7
to the Bloodreavers. This trip, the pickings have been slim, target (generally a wizard or warlock) looks most AC 20; Fortitude 18; Reflex 16; Will 16 Perception +3
and the slavers have stayed longer than they prefer. They vulnerable. With success on the DC 13 check but not the Speed 5 Low-Light Vision
were pleased to buy some captives from kobolds near 21 check, the slavers attack with surprise only after the PCs TRAITS
Winterhaven (which explains the kobolds riches) but are get a chance to arrange their formation or when one Phalanx Soldier
still not satisfied with their take. They are about to break character steps into the woods. With a Perception check of The hobgoblin soldier gains a +2 bonus to AC while at least one
camp to take the few remaining slaves back to the 21 or greater, the PCs detect the hobgoblin soldiers (S) and hobgoblin ally is adjacent to it.
Thunderspire Labyrinth. STANDARD ACTIONS
Allow the players to place their miniatures on the m Flail (weapon) * At-Will
southeast end of the road on the tactical map. Attack: Melee 1 (one creature); +8 vs. AC
there is no surprise round. Roll initiative when the
Run this encounter after the PCs have picked up clues hobgoblins attack or when the PCs detect the slavers. The
Hit: 1d10 + 5 damage, the target is marked and slowed until the
in the Keep that the captured farmers from Winterhaven end of the hobgoblin soldiers next turn.
woods provide cover but do not hinder movement.
are not kept at the Keep, but are to be shipped to the M Formation Strike (weapon) * At-Will
Tunderspire Mountains. Requirement: Flail
This encounter includes the following creatures. When combat begins, read: Attack: Melee 1 (one creature); +5 vs. AC
Low grunts in a growling tongue escalate to shouts Hit: 1d10 + 5 damage, and the hobgoblin soldier shifts 1 square
1 hobgoblin subcommander (C) provided it ends in a space adjacent to another hobgoblin.
when your attackers big, brutish goblins are sure
4 hobgoblin grunts (M) TRIGGERED ACTIONS
theyve been seen.
2 hobgoblin soldiers (S) Hobgoblin Resilience * Encounter
1 hobgoblin archer (A) Trigger: When the hobgoblin warcaster suffers an effect that a
TACTICS save can end.
Effect (Immediate Reaction): The hobgoblin warcaster makes a
As the PCs enter the area, read: Each hobgoblin stays beside at least one other during saving throw against the triggering effect.
this fight, especially the two soldiers. The soldiers and the Skills Athletics +10, History +8
The overgrown path meanders through the forest,
subcommander trigger opportunity attacks if able to benefit Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
revealing a stone promontory abutting the road.
from phalanx soldier against the attack. Once combat Con 15 (+3) Int 11 (+1) Cha 10 (+1)
begins, the soldiers move into battle with the
Alignment evil Languages Common, Goblin
subcommander while the grunts move to provide flanks. Equipment scale armor, heavy shield, flail

2012-11-24 24
H1: ORCUS CONVERSION

4 Hobgoblin Grunts (M) Level 3 Minion Soldier Hobgoblin Archer (A) Level 3 Artillery
Medium natural humanoid (goblin) XP 38 Medium natural humanoid (goblin) XP 150
HP 1; a missed attack never damages a minion Initiative +4 HP 39; Bloodied 20 Initiative +7
AC 17; Fortitude 15; Reflex 13; Will 12 Perception +1 AC 17; Fortitude 13; Reflex 15; Will 13 Perception +8
Speed 6 Low-Light Vision Speed 6 Low-Light Vision
TRAITS STANDARD ACTIONS
Phalanx Soldier m Longsword (weapon) * At-Will
The hobgoblin grunt gains a +2 bonus to AC while at least one Attack: Melee 1 (one creature); +8 vs. AC
hobgoblin ally is adjacent to it. Hit: 1d8 + 4 damage.
STANDARD ACTIONS r Longbow (weapon) * At-Will
m Longsword (weapon) * At-Will Attack: Ranged 20/40 (one creature); +10 vs. AC
Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 5 damage, and the hobgoblin archer grants an ally
Hit: 6 damage. within 5 squares of it a +2 bonus to its next ranged attack roll
TRIGGERED ACTIONS against the same target.
Hobgoblin Resilience * Encounter TRIGGERED ACTIONS
Trigger: When the hobgoblin grunt suffers an effect that a save Hobgoblin Resilience * Encounter
can end. Trigger: When the hobgoblin archer suffers an effect that a save
Effect (Immediate Reaction): The hobgoblin grunt makes a saving can end.
throw against the triggering effect. Effect (Immediate Reaction): The hobgoblin archer makes a saving
Skills Athletics +6, History +2 throw against the triggering effect.
Str 18 (+5) Dex 14 (+3) Wis 13 (+2) Skills Athletics +5, History +6
Con 15 (+3) Int 10 (+1) Cha 9 (+0) Str 14 (+3) Dex 19 (+5) Wis 14 (+3)
Alignment evil Languages Common, Goblin Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment leather armor, light shield, longsword Alignment evil Languages Common, Goblin
Equipment leather armor, longsword, longbow, arrows (30)

Hobgoblin Subcommander (C) Level 3 Soldier (Leader)


FEATURES OF THE AREA Treasure: If the PCs defeat the hobgoblin slavers, they
Medium natural humanoid XP 150
HP 47; Bloodied 23 Initiative +6
Illumination: Bright light, or if the PCs are traveling find the weapons noted in each hobgoblin stat block, as well
AC 19; Fortitude 19, Reflex 16, Will 17 Perception +5
by night, dim light. PCs approaching the area with light as a potion of healing, 33 gp, and 20 sp.
Speed 5 Low-light vision
sources cannot use Stealth. Clues: Examination of the hideout reveals two TRAITS
Trees: The trees in this area are difficult terrain and merchants and their two surviving guards and a family of Lead from the Front
provide normal cover. four, chained. There is no indication that any other slavers When the hobgoblin hits an enemy with a melee attack, the
were stationed here. They are relieved to have an escort hobgoblins allies gain a +2 bonus to attack rolls and damage
Cliffs: The cliffs in this area are difficult terrain and
back to Winterhaven; otherwise, they are able to return to rolls against that enemy until the end of the hobgoblins next
can provide cover when target is behind the cliffs.
the town on their own. turn.

2012-11-24 25
H1: ORCUS CONVERSION

STANDARD ACTIONS
m Spear (weapon) * At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d8 + 6 damage.
Effect: The hobgoblin marks the target until the end of the
hobgoblins next turn.
MINOR ACTIONS
C Tactical Deployment * Recharge 5 6
Effect: Close burst 5 (allies in the burst). Each target can shift up
to 3 suares.
TRIGGERED ACTIONS
Hobgoblin Resilience * Encounter
Trigger: The hobgoblin is subject to an effect that a save can end.
Effect (Immediate Reaction): The hobgoblin can make a saving
throw against the triggering effect.
Skills Athletics +10, Intimidate +6, Stealth +8
Str 19 (+5) Dex 14 (+3) Wis 15 (+3)
Con 15 (+3) Int 12 (+2) Cha 10 (+1)
Alignment evil Languages Common, Goblin
Equipment scale armor, heavy shield, spear

2012-11-24 26
H1: ORCUS CONVERSION

SHADOWFELL KEEP O Master, I hear the steps of your cloven hooves


echoing through the shadows. I will do as you have told
Read the following text when the PCs wake up. Start
with one paragraph and then add a new paragraph every
me. time they take an extended rest at the keep (even if they go
back to Winterhaven in between, as this adds a sense of
THE TOMBS Who are all these faces that try to stop me. Are they
shadowy memories from another life? Master, urgency to the players):
The PCs will find old writings in blood on the walls enlighten me.
when they enter Area 1. The writings then continue into the
Blood and shadows. Blood for shadows. (1) You wake up with a scream of terror, drenched in
Tomb areas (5 and 7). These are the remains of Sir Keegans
Area 8: sweat. You have had dreams, bad dreams, nightmares of
rampage through the Keep. Sir Keegan wrote on the walls
shadows and blood. You were walking in endless dark
with his fingers and hands, drenched in blood from the The door. I must find the door. So much blood. Cant corridors, surrounded by whispering voices from the
soldiers he had killed. see. Shadows everywhere
shadows, beckoning you onwards.
The PCs can find the following dark red scripts on the No they have tricked me Master. They have locked me (2) Lost in the darkness you finally came to an end of
walls of the different areas: in. Release thy servant the labyrinth, a large empty room with a huge door at the
Area 1: No master. Please no. I do not want to see. Do not show other end. You could hear voices from the other side of the
The Whispering in my head will it ever end? me. Dont abandon me Master. I want to be in your door. Some sounded familiar, beckoning you to open the
Traitors! They are all traitors to the Blood Lord!! shadow door.
Blood. All the Blood. It is all for thee my Lord! What have I done? NO (3) You walked into the room. It was raining, droplets
Bahamut forgive me. This is the end. falling from the shadows above, tears gathering on the
The little girl, who was she? Her blood tasted like
dusty floor, forming pools of water pouring towards the
copper, but O so sweet. Master, who was she?
door, feeding it.
Area 5: THE SHADOW DREAMS (4) You looked at your hands and saw that they were
The Shadows are whispering to me. They tell me covered in blood. It was dripping blood from the shadows.
The weakening of the Seal binding the rift to the
secrets. They tell me to do things horrible things. Blood soaking the slippery floor beneath your shoes,
Shadowfell has started to affect the villagers in
There are shadows in my head and blood on my hands. Winterhaven. The PCs will experience its effect first hand trailing towards the door and the door answered.
Who am I? When will it end? when they approach the keep. When the PCs take an (5) The door opened in silence. It opened into shadows,
Get away from me. I do not want to see! NOO! extended rest close to the keep or inside the keep, they will like a pool of darkness staring at you. The voices grew
have very bad dreams. This results in them reducing their louder in your head. Feed us, feed us. Only your blood will
Sweet blood thou are my river and master
daily amount of healing surges by one (to a minimum of 2 quench our thirst, they said, and you screamed in terror.
The horned one is calling in my dreams, showing me healing surges), for every extended rest they take, as a result
things. Things that I have to do. He is my Master, he is (6) Shadowy arms were reaching out for you from the
of them being exhausted when they wake up.
my Lord. portal. You saw faces in the rift, faces of dead friends
If the PCs leave the keep and return to Winterhaven begging you to release them. Begging you to make the final
Area 7: and take an extended rest there, their maximum daily sacrifice.
The door. I must open the door. He will be waiting for amount of healing surges are restored to normal. Returning
(7) You took your knife and exposed your wrists to the
me on the other side to the keep starts the process again, counting down from
door of shadows. I do this for you, you cried, but no tears
the maximum again.

2012-11-24 27
H1: ORCUS CONVERSION

came. The knife opened your wrist, blood trailing a river


over the floor and into the shadows.
AREA 11: WATER CAVE Kalarel was trying to open a rift to the Shadowfell to
unleash undeath and darkness over the living world, they
(8) Thank you. Come be with us. Join with us and the realized the full magnitude of what the dark priest was
Blood Lord, they whispered and you followed them into the Some changes are needed for this encounter to fit into undertaking. There would be no place for the living in the
Shadows. the overall story. The background story as well as the land of Orcus, human or hobgoblin alike. But before the
treasures in the cave need slight modification. There is a two hobgoblins could bring back the truth to Taak and the
(9) The horned one welcomed you as you screamed in Bloodreavers, they were caught by Kalarels dark servants.
terror twist to the story that may be used to the PCs advantage
when facing the hobgoblins on the second level of the keep. Kalarel ordered his undead servants to drown them in the
I have also placed the treasures at the bottom of the pool. cistern, fill their pockets with stone and let them sink to the
bottom.

AREA 8: SIR KEEGANS TOMB WATER CAVE HISTORY


The dead bodies in the water beckoned to something in
the Underdark something vile crawled forth from the
When Shadowfell Keep was first built, the pool inside depths. A morass of hunger without shape or mind, the
this small cave served as the castle cistern. On a normal day form had only an insatiable appetite and quietly waited for
Once my players found the Shadowfell Keep I realized
several keep residents, mostly cooks and servants, visited more creatures to feed upon.
it was going to be hard to get them to go back to
Winterhaven for Interlude Three: The Dead Walk. the cave regularly. When other goblins and hobgoblins came to fetch
Therefore I used Sir Keegan to warn them about the The passage leading to the pool was open until the water they were quickly overcome by the amorphous
undead attack fateful day when two children wandered into the area and creature. After several more goblins and hobgoblins died
drowned when they stepped off the edge into water that trying to remove this pestilence from the water, Kalarel
was too deep for them to wade in. After their bodies were prohibited any of his followers from entering the area. Not
KEEGANS DUTY discovered and removed from the pool, the area was sealed because he cared about their lives, but what he feared they
off to prevent further accidents. might discover. Kalarel now made it clear that any one
Q: WHAT CAN WE DO TO HELP YOU? entering the Cathedral of Shadows would face death, as any
Subsequently, after Sir Keegan went mad and engaged intrusion would risk his delicate work. What that delicate
I am past redemption. But perhaps I can grant you aid. I
in his killing spree, the keep was abandoned and the cistern work was, no one dared to ask
cannot leave this crypt, but Aecris can. Perhaps this elegant
stagnated. Over the decades since that time, creatures have
weapon, unlike me, can be redeemed. I give it to you that you might
used the cave as a source of water.
purge Shadowfell Keep of those who work to open the rift. Seek
Bahamuts boon at the altars outside and perhaps he too will grant A few months ago, the Warlord Krand of the TACTICS
you aid. Bloodreavers started to realize that something was not right
As in the Keep on the Shadowfell, except there is no
in the Thunderspire Labyrinth. In order to understand what
But I will also have to warn you. You are facing a terrible foe island. Most of the pool is only knee deep water, but in the
was ongoing he sent a letter to his Warchief Taak to find
that is turning the dead against the living. As we speak actions center is an underwater chute, roughly 15 ft. wide and
out what Kalarel really was up to. Warchief Taak was
have been taken that will plague the streets of Winterhaven with going down 50 ft. to the bottom of the well.
foraging and did not receive the letter. Instead his loyal
undead. Children will have to face their dead loved ones in battle The Blue Slime lays hidden in the chute completely
bodyguard Garek read it and decided to find out himself.
unless you rush to their aid. You will find no love or mercy from submerged. The treasures are all residing on the bottom of
He and another hobgoblin went against Kalarels strict
the Prince of Undeath. the well.
orders and entered the Cathedral of Shadow to try to learn
what the priest was up to. When they understood that

2012-11-24 28
H1: ORCUS CONVERSION

If an opponent is dazed and weakened by the stench Potion of Healing: As a standard action, drink this
pulse the Blue Slime tries to grab it and pull it underwater, potion and spend a healing surge. Instead of the hit points
down the chute. you would normally regain, you regain 10 hit points.
Shield of Protection: As a standard action, once per
encounter, this large shield (value 680 gp) provides you and
an adjacent ally with resist 5 to all damage until the end of
your next turn.
Message Cylinder: Within this wooden tube are two
sheets of vellum.
One sheet contains a map (see Players Handouts) that
shows the map from the entrance of Thunderspire
Mountains and the Labyrinth inside, in relation to the
location of Shadowfell Keep.
The second vellum sheet holds a letter written in
goblinoid, which reads as follows if translated (see Players
Handouts):

Saa (Greetings), Shava (Sword Brother) Traak.


Strange things are happening in the Labyrinth and the
Seven-Pillared Hall. I am starting to question what our
oath-brothers are doing. Find out the real purpose of what
this high priest Kalarel is doing in the Keep.
Lhevk-ruh (Skilled Warlord) Krand
of the Bloodreavers

If this letter, along with bodyguard Gareks shield is


THE TREASURE brought to Warchief Taak (which is the only hobgoblin
who can read) the PCs have a chance to negotiate peace
Treasure: A pile of leavings from the slimes past with the hobgoblins and learn more secrets about the keep
victims, plus the skeleton and remnant of the possessions of and Kalarel (see Area 14).
Warchief Taaks bodyguard, is gathered on the bottom of
the pool. The pool is 50 ft deep. See the House Rules for
underwater swimming in the Appendix. This loot includes
157 sp, 33 gp, a potion of healing, a shield of protection,
and a waterproof wooden message cylinder.

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H1: ORCUS CONVERSION

AREA 14: WARCHIEFS ROOM Intimidate (DC 22): Taak does not listen to weaklings, so
the PCs have to show him that they are fierce enough to be
TRAITS
Lead from the Front
Encounter Level 5 (1,002 XP) worthy of his time. When Ta'ak hits an enemy with a melee attack, the hobgoblins
Religion (DC 15): Convince Taak that the evil plans of allies gain a +2 bonus to attack rolls and damage rolls against
that enemy until the end of the hobgoblin warchief's next turn.
As I have changed Irontooths background into Kalarel, a high priest of Orcus will harm the hobgoblins as
Warlord Tactics
belonging to the hobgoblin Bloodreavers Tribe, the well as anything not undead. Showing Taak evidence of
Kalarels intentions by showing him the book about The Tra'ak and his allies deal an extra 1d6 damage against enemies
hobgoblin Warchief, which I named Taak, is an easier that Tra'ak flanks.
challenge than Irontooth, 200 XP versus 300 XP. I decided Rise and Fall of the Nareth Empire gives the PCs a +2
STANDARD ACTIONS
to increase the challenge of the Warchiefs Council Room bonus on the check.
m Spear (weapon) * At-Will
to encounter level 5. I changed Taak the Warchief to an Arcana (DC 15): Convince Taak that there is a real
Attack: Melee 1 (one creature); +10 vs. AC
elite opponent worth 400 XP. threat of a rift forming into the Shadowfell, pouring
Hit: 2d8 + 4 damage.
darkness and undeath over into the world. Players showing
Effect: Ta'ak marks the target until the end of the hobgoblin
the Mirror of Shadow can use it to give proof that Kalarel is
NEGOTIATIONS initiating a ritual to open a rift to the Shadowfell, gaining a
warchiefs next turn.
MINOR ACTIONS
If the players found the remains of Taaks bodyguard +2 bonus on the check.
C Commander's Strike * At-Will 1/round
Garek at the bottom of the water cave (Area 11) they have Insight (DC 15): Grant insights to Taak showing him Effect: Close burst 5 (one ally in the burst). The ally makes a
proof that Kalarel had the guards killed. how Kalarel has been using the hobgoblins for his own melee basic attack as a free action.
In this skill challenge, one or more adventurers attempt means, while the planning for their deaths in the end. C Tactical Deployment * Recharge 5 6
to convince Taak that Kalarel has betrayed them and that Success: If the adventurers gain 8 successes before Effect: Close burst 5 (allies in the burst). Each target can shift up
they should let them through or even help them against the attaining 3 failures, they convince Taak about Kalarels to 3 squares.
priest. betrayal. Taak takes his Bloodreavers and leaves the keep, TRIGGERED ACTIONS
heading back to Tunderspire Mountains. Successfully Hobgoblin Resilience * Encounter
Setup: The lead negotiator (the PC with the highest
Diplomacy) initiates the negotiations with Taak, but other completing this skill challenge earns the adventurers the Trigger: The hobgoblin is subject to an effect that a save can end.
players may be needed to convince him that there is a real full encounter reward (1002 XP). Effect (Immediate Reaction): The hobgoblin can make a saving
threat from Kalarel and his machinations. Failure: If the adventurers attain 3 failures before throw against the triggering effect.

Level: This is a 5th-level challenge. gaining 4 successes, Taak is not convinced and remains Skills Athletics +12, Intimidate +7, Stealth +9
faithful to Kalarel. He attacks the party and tries to kill Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Complexity: 3 (requires 8 successes before 3 failures). them. Con 16 (+5) Int 12 (+4) Cha 10 (+2)
Primary Skills: Diplomacy, Arcana, Religion. Alignment evil Languages Common, Goblin
1 Diplomacy (DC 22): Convince Taak that he should be
st Equipment scale armor, heavy shield, spear
Level 5 Elite
listening to what they are saying.
Taak Hobgoblin Warchief (G) Soldier (Leader)
2nd Diplomacy (DC 15): Convince Taak that Kalarel was Medium natural humanoid XP 400
behind the death of his bodyguard Garek. If they show the HP 128; Bloodied 64 Initiative +6
letter from the Water Cave, they get a +2 bonus on the AC 21; Fortitude 21, Reflex 18, Will 19 Perception +5
check. If they also show Gareks shield they get another +2 Speed 5 Low-light vision
bonus on the check. Saving Throws +2; Action Points 1

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H1: ORCUS CONVERSION

AREA 16: CHAMBER OF STATUES AREA 18: CATHEDRAL


This room presented no challenge to my players when I have made some changes to the description of the
I played it, as they easily got past the warrior statue and room to make the experience more dark and evil. I mean
avoided the dragon statues. this is Orcus we are talking about, right?
In order for this room to be a challenge, the reach of
the warrior statue need to be extended so that there is no
When the adventurers enter the cathedral from
easy way to get past it (see map below).
the western edge of the map, read:
Look at the Monster Update Guide for the new damage
The room is shrouded in shadows. The only light
statistics for the traps as well, which will make the room
emanates from four blue-green crystal columns, sculpted
more dangerous as well.
into screaming skulls and bones piled into pillars. A dais
along the eastern wall holds a large altar bin filled with
blood. Three naked human bodies hang upside-down from
the roof, their wrists and throats slit. You can still hear
their moaning, even though they ought to be dead. Some
unholy power seems to keep them alive, allowing their
blood to continue to drip into the altar bin below. A leering
statue of a ram faced demon stands behind the altar
holding a skull capped wand.
Crimson streams of dark coagulated blood trail across
the floor from the altar bin and terminate at a grate
covering a hole in the middle of the floor of this shadowy
cathedral. A mosaic of a grotesque demon head surrounds
the grate. A human in dark robes stands in front of the
altar, knife raised high, slicing at the bodies, singing the
praises of the demon lord Orcus! A tattoo of a rams skull
covers the mans face. O Great Master, Lord of Blood, we
promise our souls to You Lord Orcus, we eat of your flesh
and drink of your blood, and through You we will gain life
everlasting. Receive this offering of blood and shadow, and
bless us with your darkness!

The 3 bodies are beyond salvation and die as soon as


they are taken away from the altar that is sustaining them.

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H1: ORCUS CONVERSION

AREA 19: THE SHADOW RIFT Master of Decay, Bane of Life, we thrive in your shadow.
Deliver unto us eternal unlife and fill the world with blood
The PCs must unravel the ceremony and perform
specific procedures to reverse the effects of the
and shadows, O thou Lord of Misery! uncompleted ritual.
SETUP Complexity

I have made some small changes to the description in REVERSING THE RITUAL 3 (8 successes before 3 failures)
this room as well. The final encounter in H1 Keep on the Shadowfell Primary Skills
As the adventurers arrive in this chamber, read: provides a straight-up battle to defeat the villainous Kalarel Arcana, Heal, Religion
Darkness and dripping blood surround you as you and close the rift to the Shadowfell. That approach works
Secondary Skills
climb down the slippery chains of the demon pit. You fine, but we know that some characters might want to use
descend into a twisted nightmare. Crimson streams of other methods for saving the world. The following skill Endurance
blood spill from above and form a pool in the center of the challenge is designed for just such characters. I have Success
chamber. You land in its middle, ankle deep in coagulated updated it to reflect the Errata in DMG for skill challenges.
If the adventurers gain 8 successes before attaining 3
blood, with the smell of copper and decay in your nostrils. The adventurers burst into the chamber where Kalarel failures, they reverse the progress of the ritual and close
A yawning, black portal of shadows dominates the works to complete the ritual that will open the rift to the Shadow Rift. Kalarels ritual book is consumed in a
northern wall of the chamber. Something strains against Orcuss temple within the Shadowfell. As the battle plays burst of black fire.
out, Kalarel abandons his ritual book on the altar and
the darkness within, wisps of shadow forming hands and Failure
teleports into the evil magic circle that stands before the
faces, reaching out, straining against it as if it were a thin
partially opened Shadow Rift. While defeating Kalarel will If the adventurers attain 3 failures before gaining 8
film keeping back vicious clawed beasts within. A set of
disrupt the ritual and allow the rift to close, an enterprising successes, the magical energy of the Shadow Rift
blazing runes has been inscribed on the floor before the
adventurer or two with skill and daring might decide to stabilizes. Necrotic energy surges through Kalarels ritual
portal. Echoing whispers from a hundred dim voices can be
reverse the process by using the ritual itself. If this happens, book and the altar to strike all of the characters
heard from the portal, chanting for you, beckoning you to
use the following skill challenge as part of the overall attempting this skill challenge. Each of these characters
open the rift.
combat encounter taking place in Area 19. loses one healing surge. A character with no healing
Opposite the portal, a massive statue of Orcus stands. surges remaining takes damage equal to his or her level.
It points toward the shadow portal with a skull-capped
When the player tries to reverse the ritual, read: The ritual isnt complete, but the partially opened rift
wand, as if ordering it to rupture.
remains as such until either the adventurers defeat
To the east, a series of steps lead to a platform where a You study the rite for a few moments, and then you
Kalarel, or Kalarel defeats the adventurers and
small pit is flanked by two smaller statues of Orcus. A begin to unravel its magic.
completes the ritual as he originally planned.
shadowy form with two piercing eyes of fire and undeath
Retrying
stares at you and fills your hearts with fear. Closing the Portal Level 6
Yes, and with a cumulative +2 bonus on all checks as the
To the west another set of steps ascends to an altar of Skill Challenge XP 750
PCs gets more familiar with the region.
bone flanked by wide pillars. A human clad in heavy armor One or more adventurers attempt to reverse the partially
and carrying a skull-capped rod stands behind an altar Arcana DC 15 (free action, 1/round, 1 success, 4
completed ritual in order to close the Shadow Rift. This
filled with books and scrolls, two skeletons guarding him. maximum successes) A failed check also causes the
challenge takes place while the PCs battle Kalarel and his
His eyes are closed, and a book rests open before him. He energy of the ritual to attack the character who
undead servants.
chants a low, droning prayer. O Prince of the Undead, attempted the check: +9 vs. Will; 1d8 + 6 necrotic

2012-11-24 32
H1: ORCUS CONVERSION

damage. be picked up by another unknowing host, which can be


You can recall knowledge of magical effects and rituals and turned into a convenient tool to achieve the Rods goals.
determine the next step in reversing the effects of Kalarels
ritual.
TREASURE
Heal DC 23 (minor action, 1/round, 1 success, 2
In the original adventure, Kalarels rod of ruin is simply
THE ROD OF RUIN
maximum successes) If the check succeeds, the
an object that channels his evil power, not an item of As you reach out and grasp the Rod of Ruin a
character can spend 1 healing surge as a free action to
treasure. It functions as an ordinary staff in the hands of any flash appears before your eyes and you feel as
gain one success
other creature. though you are pulled away through time and space
You send positive life energy from your own body into the to an age long forgotten.
I wanted to change this and make it into an evil artifact
necrotic ritual in order to help disrupt it. The brightness clears and you find yourself
that the players might feel tempted to use, but at a price
Religion DC 15 (free action, 1/round, 1 success, 4 they might find too steep. At the same time I wanted it to be standing atop a precipice of a mountain, in full
maximum successes) A failed check also causes the reflecting Orcus and maybe trick the PCs into keeping it battle gear, the rod in your hand. You are
energy of the ritual to attack the character who instead of handing it over to the Church of Bahamut for commanding legions of demons and the undead as
attempted the check: +9 vs. Fortitude; 1d8 + 6 necrotic safe keeping. they march upon your enemies. Into the feywild
damage. they go, and you suddenly feel a slip of your power
You can find the details of the Rod of Ruin in the Magic
as one by one the army falls to the arrows of the fey.
You speak prayers and religious incantations to weaken the Items Appendix.
You feel each successful hit as suddenly you begin
power of Orcus in place to hold open the Shadow Rift.
Among the notes and books Kalarel has gathered that to bleed from the mouth, choking on your own
Endurance DC 15 (immediate interrupt, when an details the rituals for unbinding the Nareth seal and fluids and finally fall, the rod slipping from your
adjacent ally takes damage from a failed Arcana or opening the rift to the Shadowfell, the PCs can find a letter grasp and tumbling into the chasm.
Religion check made as part of this skill challenge, no to Kalarel from Paldemar in the Thunderspire Labyrinth You awake lying in a pool of sweat back on the
success) If the Endurance check succeeds, the character (see Players Handouts section). floor of shadowfell keep, the rod in your hand. You
making the check takes the damage instead of the The letter reads as follows: hear a whisper of a promise of power if only you will
triggering ally. keep it safe. The final words you hear before being
You step in front of the necrotic flow from the portal to allow the able to get up is seek Karavakos.
Greetings Kalarel,
necrotic energies to flow through you, damaging you instead of
your ally. I am happy to hear that our plan is progressing so well
in Winterhaven. I approve of your suggested changes of the
ritual of Unbinding I gave you. I think you are on the right
TACTICS track. The Nareth wizards seal will soon be broken and our
If and when the Thing in the Portal pulls Kalarel into Dark Lords hordes will yet again walk the lands of the
the Shadowfell rift, the Rod of Ruin is dropped on the living. Keep an eye on the Bloodreavers, they have started
ground by Kalarels outstretched hand, as if he had been to ask questions. If you need anything further just ask.
burnt by it. The evil artifact (see Treasure) has left its Your Master
wielder and now rolls up in front of the nearest PC ready to

2012-11-24 33
H1: ORCUS CONVERSION

MAGIC ITEMS APPENDIX and moaning can be heard from the skull.
Weapon: The Rod of Ruin is a +1 Morningstar with the
ROLEPLAYING THE ROD OF RUIN
The Rod of Ruin serves as a channel for the imprisoned
following properties and powers
Karakvakos in the Pyramid of Shadow to reach out to the
THE ROD OF RUIN Enhancement: Attack rolls and damage rolls
Critical: +1d6 necrotic damage
living world. He can communicate with its owner through
telepathic whispers and suggestions that only the wielder
Nearly two hundred years ago, a mighty tiefling wizard Property: Any power that uses necrotic energy does +2 can hear. It is accompanied by an uneasy feeling of ice
named Karavakos made a fatal bargain. The twin threats of on any damage rolls. pouring from the wielders hands and into the body and
minotaurs of the wild and rebellion from within threatened
Property: When using a healing surge on yourself, you heart of the owner. Sometimes Karavakos can transfer
his iron grip over the lands of his petty kingdom. In
gain -2 hit points on the healing surge. visions of places in a dream-like state to the user, replaying
desperation, Karavakos summoned a demon, a servant of
Property: You can speak and understand the Abyssal events from the past. All are in an effort to guide the owner
the mighty demon prince Orcus and asked for aid. The
language and read the Barazhad script. into achieving the goals of the Rod. Karavakos never reveals
demon whispered dark secrets to Karavakos, guiding him
Power (Encounter Necrotic): Standard Action. Make his true identity, instead pretending to be the Rod of Ruin
into building an unholy cult of the demon prince Orcus in
a ranged basic attack versus Fortitude with the weapon speaking to the PCs.
his kingdom. In return the demon showed him a ritual and
an artifact that would create a gap between the worlds, against a target within 5 squares of you. All damage dealt
by this attack is necrotic damage and the target is
connecting one of Orcuss unholy Shadowfell sites to the
weakened (save ends).
CONCORDANCE
world. Karavakos, already a skilled magician, created the
Rod of Ruin and the necessary ritual to bridge the gap to Power (Daily Necrotic): Free Action. Use this power Starting Score 5
the Shadowfell. Skeletons, zombies, and demons flooded when you hit with the weapon. Deal ongoing 5 necrotic
through the rift into the light of day. A legion of abyssal damage (save ends). Owner gains a level +1d10
warriors came to march under his command, and he Owner can cast at least one divine spell +2
stepped up his efforts to restore his tyranny over his domain The Rod of Ruin is appropriate for characters in the Owner creates undead creatures +1
and subjects.
heroic tier and upward to the middle paragon tier. (per occasion)
Owner receives a vision from the Rod of Ruin +1
The Rod of Ruin Heroic Level GOALS OF THE ROD OF RUIN Owner visits the Shadowfell +2
This evil artifact was created by the wizard Karavakos under Open a rift to the Shadowfell were Orcus undead Owner fights a battle without using the Rod of Ruin -2
influence of the Demon Lord Orcus Prince of the Undead. The hordes can enter the world of the living. Owner refuses to search for Karavakos or to enter -2
dark rod bears a resemblance to the much-feared Wand of
Spread worship of Orcus across the world. the Pyramid of Shadows
Orcus. A black skull crowns the rod and black tendrils of
necrotic energy and shadows play across the weapon like a dark Release Karavakos from the Pyramid of Shadow.
promise of decay and death. Old sages whispers in fear that the Be wielded by a powerful living vessel, preferably a Pleased (1620)
purpose of the rod was not as a weapon, but as a tool to open a powerful wielder of arcane magic who can perform the In shadow and undeath we shall thrive.
rift to the Shadowfell, to bring darkness and undeath to the ritual to open a rift to the Shadowfell. The Rod of Ruin (Karavakos) is pleased with its host
world of the living.
for now. It concentrates on advancing Orcus designs on the
Omen: The skull on the Rod of Ruin leaks black tendrils world, confident that it has found an effective vehicle for its
of shadow and is icy cold to the touch. Faint whispers

2012-11-24 34
H1: ORCUS CONVERSION

ultimate goal of being released from the Pyramid of Property: You take a -2 penalty to Heal and At this point, the Rod of Ruin (Karavakos) is at war with
Shadows. Endurance checks. its possessor, and it wants to punish its host before moving
Property: The Rod of Ruin acts as a +2 Morningstar on Power (Encounter Arcane, Implement, on to a more acceptable wielder.
attack and damage rolls. It provides +2d6 necrotic damage Necrotic): Standard Action. You can fire a beam of necrotic Property: You take a -4 penalty to Heal and
on critical hits. energy from the Rod. Make a ranged basic attack versus Endurance checks.
Property: The Rods item bonus to Arcana, Religion or Fortitude with the weapon against a target within 5 squares
History checks related to Orcus and the Shadowfell of you. A hit deals 2d6 + 5 necrotic damage and ongoing 5
increases to +4. necrotic damage (save ends). BREAK SHADOWFELL SEAL
Property: You take a -4 penalty to Heal and You break the seal of a closed portal to the Shadowfell,
Endurance checks. Normal (511) allowing passage through the portal once again.
Power (Daily Divine, Fear, Implement): Standard I can feel the power of the Abyss.
Action. The rod of ruin causes uncontrollable terror to grip When the wielder first picks up the Rod of Ruin, the Level: 6 Component Cost: 1000 gp
one enemy, causing him to instantly recoil. (Ranged 10). Rod (Karavakos) is communicative, trying to set the terms
The attack is made with Wisdom vs. Will. A hit causes the Category: Binding Market Price: 360 gp
of the relationship and explain what activities the Rod
target to move its speed + your Charisma modifier away favors or abhors. It also tries to trick the user into keeping Time: 10 Days Key Skill: Arcana
from you. The fleeing target avoids unsafe squares and the rod, in order to turn the wielder into a tool of Duration: Permanent
difficult terrain if it can. This movement provokes Karavakos.
opportunity attacks.
You break the seal that has severed the magical
Ritual: The rod of ruin shares the knowledge of the
Unsatisfied (14) connections that bind one place to the Shadowfell by way of
break shadowfell seal ritual with the wielder. A modified
Orcus is whispering things to me. Horrible things. a portal. The completion of this ritual successfully opens
version of the break portal seal ritual that only works on
and activates a portal that has been sealed by magic.
sealed portals to the Shadowfell. It has much longer casting The Rod of Ruin (Karavakos) believes that the wilder is
Creatures, objects, or energy can freely pass through the
time and component cost, but is not as complex as the level unlikely to satisfy its ambitions, so its actively seeks a better
portal again. The portal becomes visible and tangible again.
8 ritual break portal seal. wielder. But its evil enough to toy with the current host
first, even in dangerous situations. At the completion of this ritual, make an Arcana check.
A sealed portal to the Shadowfell can be sealed again with a
Satisfied (1215) Property: You take a -2 penalty to Heal and
seal portal ritual (Dungeon Magazine #160), but the
Endurance checks.
The Blood Lord will reward the faithful with undeath. creature performing the ritual to seal the portal must make
Property: The healing surge penalty is increased to a - an Arcana check that equals or exceeds the results of the
The Rod of Ruin (Karavakos) is satisfied enough with its
4 penalty. Arcana check you made when performing this ritual. You
wielder, but its still looking for a better one. Its content to
serve its wielder, but it occasionally sends a vision to trick Special: You take a -2 penalty to attack rolls and can seal a portal you have opened by performing this ritual
the possessor into a course of action that might release him damage rolls. This applies whether you are using or even on it again.
from the Pyramid of Shadow. holding the Rod.
Property: The Rods item bonus to Arcana, Religion or
History checks related to Orcus and the Shadowfell Angered (0 or lower)
increases to +2. Release me! You are not worthy of the Dark Lords blessing!

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H1: ORCUS CONVERSION

Property: The healing surge penalty is increased to a -


6 penalty (with a minimum of 1 hit point).
Special: Once per day at any time, the Rod of Ruin can
induce a horrifying vision in your mind. The Rod makes a
special attack against your Will defense, rolling 1d20 +
your level. If this attack hits, you are blinded and stunned
(save ends).

MOVING ON
Orcus punishes the living.
The Rod of Ruin (Karavakos) tries to kill the wielder by
calling on the power of undeath from its Lord. The
character is infested with Mummy Rot.
Disease: The Rod makes a special attack against your
Fortitude defense, rolling 1d20 + your level. If this attack
hits, you contracts mummy rot (Improve DC 15+2/3 of PC
Level; Maintain DC 10 + 2/3 of PC level, Worsen DC 9 +
2/3 of PC level).
For more information on Mummy Rot, see DMG p.49

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HOUSE RULES APPENDIX underwater swim speed is 1/6 of your normal speed
(minimum of speed 1).
HOUSE RULE: DROWNING OR
SUFFOCATING
When holding your breath underwater and only taking
When holding your breath and only taking minor
UNDERWATER SWIMMING minor actions, you can do it for 30 rounds before
checking for drowning (DMG p.159). If you take less actions, you can do it for 30 rounds before checking for
When I wanted to add the treasures at the bottom of than 5 standard or move action this time is reduced suffocation (DMG p.159). If you take less than 5
the pool instead of on an island in the pool (why should the to 15 rounds, any more standard or move actions rounds of standard or move actions this time is
blue slime take all the victims to the island rather than pull reduces it to 10 rounds. reduced to 15 rounds, any more rounds of standard or
them down underwater to consume them undisturbed?), I move actions reduces it to 10 rounds.
Heavy armor increases the downward speed by 2.
realized that 4th Edition was very vague with rules related to At the end of the time period, the character must
diving. Not only that, they were also quite unrealistic. succeed on a DC 20 Endurance check. Success buys
Example: If you take a double move action to swim at of Example: With these changes the above example turns into the character another round. Then the check is
your normal Speed 6, you can swim for 30 rounds (which is no the following distance for diving underwater: repeated at DC 25, then at DC 30, and so on.
problem in calm waters and with athletics as a class skill) 6 (speed) / 3 (dive speed) x 10 (holding breath and When a character fails the check, he loses one healing
underwater, before having to roll for drowning. What does that taking move action) x 5 ft x (75% + 25% x 0,5) = 87 ft surge and must continue to make checks. A character
mean in reality? Well a character with Athletic +5 at first level, This means swimming to a depth of 43 ft and then back to the without healing surges who fails a check takes damage
could swim a distance under water in calm waters (DC 10) of: surface, or through an 87 ft submerged tunnel with no major equal to his healing surge value.
2 (double move) x 6 (speed) x 0.5 (swim speed) x 30 problem. A more realistic scenario, that fits better into my Area In strenuous situations, such as combat, going without
(holding breath) x 5 ft x (75% + 25% [likelihood of failing 11: Water Cave scenario. air is much harder. A character holding his breath
swim check] x 0,5 [swim speed for failed swim check]) = during underwater combat, for example, must make a
788 ft DC 20 Endurance check at the end of his turn in a
This means almost to a depth of 400 ft and then back without DROWNING round where he takes damage.
any major problem!!!! You dive at a speed of 3 mph or 4.7km/h. How dangerous is it to start drowning in 4th Edition? You regain all healing surges lost to suffocation when
Something is wrong here. Most people would be uncomfortable Not very dangerous at all. you gain access to air again and can take a short rest.
with swimming down 20 or 30 ft under water. However, lost hit points are not recovered.
Example: Even if you miss all your Endurance checks the A character with 0 or fewer hit points goes unconscious
HOUSE RULE: UNDERWATER pre-generated Dwarf Fighter in the Keep on the Shadowfell would and keeps taking damage as described above until he
last through dies or is rescued.
SWIMMING
12 + 31/1 or 37/2 = 43 or 30
A creature that does not have a natural Swim speed has
extra rounds (depending on if he is 1st or 2nd level) before Example: With this small change the pre-generated Dwarf
several restrictions when being fully submerged under
going unconscious. Actually quite a strange rule as it is way to high Fighter in the Keep on the Shadowfell would last through
water:
as well as the fact that the number of rounds will decrease as you 12 + 31/7 or 37/9 = 16
The creature can only take one standard or move increase levels.
action plus a minor action. extra rounds regardless if he is 1st or 2nd level before going
unconscious. This is still quite a long time, but better than the
You can swim underwater at 1/3 of your normal speed
official rules.
(minimum of speed 1). Fail by 4 or less your

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XP ANALYSIS
out during the adventure with 10%, i.e. multiply the
I have made a small analysis of the XP in the main Encounter XP with 0.90. This will keep the balance in the
adventure and the changes introduced in this conversion. adventure.
For the PCs to remain at the proper level after completing
For detailed XP breakdown, see below.
H1, I would suggest you as a DM to reduce the XP handed

Main Adventure Encounters Level XP Progression Conversion Encounters New XP New Progression
On the Road: Kobold Brigands 1 475 95 1st 428 86 1st
A1: Kobold Ambush 2 625 220 563 198
The Mystery of Old Sara 1 200 180 234
A2: Kobold Lair, Outside 1 575 335 518 338
A3: Kobold Lair, Inside 6 1 250 585 1 125 563
A4: Burial Site 2 674 720 607 684
Attack on Ninaran 4 925 833 851
Farm Attacks 1 500 450 941
Cult of Orcus 3 700 630 1 067 2nd
1. Goblin Guardroom 2 675 855 608 1 188
2. Torture Chamber 2 625 980 563 1 301
3. Excavation Site 2 625 1 105 2nd 563 1 414
4. Chieftains Lair 4 875 1 280 788 1 571
5. Crypt of Shadows 3 880 1 456 792 1 730
6. Hidden Armory 1 500 1 556 450 1 820
7. Skeletal Legion 1 500 1 656 450 1 910
8. Sir Keegans Tomb 4 875 1 831 788 2 067
9. The Maze of Caves 2 625 1 956 563 2 180
10. Kruthik Lair 5 1 036 2 163 932 2 366 3rd
11. The Water Cave 3 750 2 313 3rd 675 2 501
Interlude: The Dead Walk 4 775 2 468 Interlude Removed -4 -775 0 2 501
Slaver Encounter 3 750 675 2 636
12. Hobgoblin Guard Room 4 965 2 661 869 2 810
13. Hobgoblin Barracks 3 790 2 819 711 2 952
14. Warchief's Council Room 3 802 2 979 14. Warchief's Council Room 5 200 902 3 133
15. Corridors of the Cube 3 750 3 129 675 3 268
16. Camber of Statues 2 650 3 259 585 3 385
17. Ghoul Warren 5 1 031 3 466 928 3 570
18. Cathedral of Shadow 4 975 3 661 878 3 746
19. The Shadow Rift 6 1 350 3 931 4th 1 215 3 989 4th
Hook: Omnious Sign 9 2 000 4 331 1 800 4 349

21 653 2 500 -10% 21 744

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NPC PORTRAITS

Rond Kelfem Captain of Winterhaven Regulars Douven Staul

Ernest Padraig Lord of Winterhaven

Salvana Wrafton Valthrun the Prescient Eilian the Old


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Thair Coalstriker Sister Linora Priestess at the Bairwin Shopkeeper


Temple of Avandra

Ninaran Elf Ranger Kalarel - Scion of Orcus

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PLAYERS HANDOUTS

Irontooths Letter in the kobold lair Bairwins Letter in the basement of his shop Ninarans warning to Irontooth

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(Translated) Letter from Traak to Irontooth (Translated) Letter from Krand to Traak in the Water Cave

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Map of the
Nentir Vale

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Letter from Kalarel to Ninaran


Letter from Paldemar to Kalarel

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Valthruns
Poem of Melgold
The Mad Poet of
Almhurst

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BATTLE MAPS

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MONSTER UPDATE 5 Kobold Tunneler (M)


Small natural humanoid (reptile)
Level 1 Minion Skirmisher
XP 25
M Dirty Tactics (weapon) * Encounter
Attack: Melee 1 (one creature); +5 vs. Reflex
HP 1; a missed attack never damages a minion Initiative +5 Hit: 2d6 + 7 damage, and the target is immobilized until the end
ON THE ROAD: KOBOLD AC 15; Fortitude 12; Reflex 14; Will 12
Speed 6
Perception +1
Darkvision
of the kobold's next turn.
Miss: Half damage, and the target is slowed until the end of the
BRIGANDS STANDARD ACTIONS kobold's next turn.

Kobold Slinger (S) Level 1 Artillery m Javelin (weapon) * At-Will MINOR ACTIONS
Shifty
Small natural humanoid (reptile) XP 100 Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 damage. Effect: The kobold shifts 1 square.
HP 24; Bloodied 12 Initiative +3
TRIGGERED ACTIONS
AC 13; Fortitude 12; Reflex 14; Will 12 Perception +1 r Javelin (weapon) * At-Will
Speed 6 Darkvision Dragonshield Tactics * At-Will
Attack: Ranged 10/20 (one creature); +6 vs. AC
STANDARD ACTIONS Hit: 4 damage. Trigger: An enemy adjacent to the kobold shifts or an enemy
moves to a square adjacent to the kobold.
m Dagger (weapon) * At-Will MINOR ACTIONS
Effect (Immediate Reaction): The kobold shifts 1 square.
Attack: Melee 1 (one creature); +8 vs. AC Shifty * At-Will
Skills Acrobatics +8, Stealth +7, Thievery +7
Hit: 1d4 + 3 damage. Effect: The kobold shifts 1 square. Str 14 (+3) Dex 13 (+2) Wis 12 (+2)
r Sling (weapon) * At-Will TRIGGERED ACTIONS Con 12 (+2) Int 9 (+0) Cha 10 (+1)
Attack: Ranged 10/20 (one creature); +8 vs. AC Narrow Escape * Encounter Alignment evil Languages Common, Draconic
Hit: 1d6 + 5 damage. Trigger: A close or an area attack hits or misses the kobold. Equipment scale armor, light shield, short sword
R Special Shot (weapon) * At-Will (3/encounter) Effect (Immediate Interrupt): The kobold shifts up to 3 squares.
Attack: Ranged 10/20 (one creature); +8 vs. AC Skills Stealth +8, Thievery +8
Hit: 1d6 + 5 damage plus one of the following effects (roll a d6): Str 8 (1) Dex 16 (+3) Wis 12 (+1)
1 2 Stinkpot: The target takes a -2 penalty to attack rolls (save Con 12 (+1) Int 9 (1) Cha 10 (+0)
ends). Alignment evil Languages Common, Draconic
3 4 Firepot (fire): The target takes ongoing 2 fire damage (save Equipment leather armor, 3 javelins
ends).
5 6 Gluepot: The target is immobilized (save ends). 2 Kobold Dragonshields (D) Level 2 Soldier
MINOR ACTIONS Small natural humanoid (reptile) XP 125
Shifty * At-Will HP 36; Bloodied 18 Initiative +4
Effect: The kobold shifts 1 square. AC 18; Fortitude 14; Reflex 13; Will 13 Perception +2
Skills Stealth +8 Speed 5 Darkvision
Str 9 (1) Dex 17 (+3) Wis 12 (+1) STANDARD ACTIONS
Con 12 (+1) Int 9 (1) Cha 10 (+0) m Short Sword (weapon) * At-Will
Alignment evil Languages Common, Draconic Attack: Melee 1 (one creature); +7 vs. AC
Equipment leather armor, dagger, sling, 20 sling bullets, 3 Hit: 1d6 + 6 damage.
rounds of special shot Effect: The kobold marks the target until the end of the kobolds
next turn.

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A1: KOBOLD AMBUSH Attack: Melee 1 (one creature); +5 vs. Reflex


Hit: 2d6 + 7 damage, and the target is immobilized until the end
C Incite Faith * Encounter
Effect: Close burst 10; kobold allies in the burst gain 5 temporary
Kobold Quickblade (K) Level 1 Skirmisher of the kobold's next turn. hit points and can shift 1 square.
Small natural humanoid (reptile) XP 100 Miss: Half damage, and the target is slowed until the end of the
kobold's next turn. Shifty * At-Will
HP 29; Bloodied 14 Initiative +5
MINOR ACTIONS Effect: The kobold shifts 1 square.
AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1
Speed 6 Darkvision Shifty Skills Stealth +9, Thievery +9
STANDARD ACTIONS Effect: The kobold shifts 1 square. Str 9 (+0) Dex 16 (+4) Wis 17 (+4)
Con 12 (+2) Int 9 (+0) Cha 12 (+2)
m Short Sword (weapon) * At-Will TRIGGERED ACTIONS
Dragonshield Tactics * At-Will Alignment evil Languages Common, Draconic
Attack: Melee 1 (one creature); +6 vs. AC
Equipment bone mask, hide armor, spear
Hit: 1d6 + 3 damage. The attack deals 2 extra damage per Trigger: An enemy adjacent to the kobold shifts or an enemy
square the kobold has shifted since the start of its turn. moves to a square adjacent to the kobold.
MOVE ACTIONS Effect (Immediate Reaction): The kobold shifts 1 square.
Fleet Feet * At-Will Skills Acrobatics +8, Stealth +7, Thievery +7
Str 14 (+3) Dex 13 (+2) Wis 12 (+2)
A2: KOBOLD LAIR, OUTSIDE
Effect: The kobold shifts up to 3 squares.
Con 12 (+2) Int 9 (+0) Cha 10 (+1) 10 Kobold Tunneler (M) Level 1 Minion Skirmisher
MINOR ACTIONS
Alignment evil Languages Common, Draconic Small natural humanoid (reptile) XP 25
Shifty * At-Will
Equipment scale armor, light shield, short sword HP 1; a missed attack never damages a minion Initiative +5
Effect: The kobold shifts 1 square as a minor action.
AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1
Skills Athletics +4, Stealth +8, Thievery +8 Speed 6 Darkvision
Kobold Wyrmpriest (W) Level 3 Artillery (Leader)
Str 8 (1) Dex 17 (+3) Wis 13 (+1)
Small natural humanoid (reptile) XP 150 STANDARD ACTIONS
Con 13 (+1) Int 9 (1) Cha 10 (+0)
HP 36; Bloodied 18 Initiative +4 m Javelin (weapon) * At-Will
Alignment evil Languages Common, Draconic
AC 17; Fortitude 13; Reflex 15; Will 15 Perception +4 Attack: Melee 1 (one creature); +6 vs. AC
Equipment leather armor, light shield, short sword
Speed 6 Darkvision Hit: 4 damage.
STANDARD ACTIONS r Javelin (weapon) * At-Will
3 Kobold Dragonshields (D) Level 2 Soldier
m Spear (weapon) * At-Will Attack: Ranged 10/20 (one creature); +6 vs. AC
Small natural humanoid (reptile) XP 125
Attack: Melee 1 (one creature); +8 vs. AC Hit: 4 damage.
HP 36; Bloodied 18 Initiative +4
Hit: 1d8 + 6 damage. MINOR ACTIONS
AC 18; Fortitude 14; Reflex 13; Will 13 Perception +2
Speed 5 Darkvision R Energy Orb (acid) * At-Will Shifty * At-Will
STANDARD ACTIONS Attack: Ranged 10 (one creature); +8 vs. Reflex Effect: The kobold shifts 1 square.
m Short Sword (weapon) * At-Will Hit: 1d10 + 5 acid damage. TRIGGERED ACTIONS
Attack: Melee 1 (one creature); +7 vs. AC C Dragon Breath (acid) * Encounter Narrow Escape * Encounter
Hit: 1d6 + 6 damage. Attack: Close blast 3 (creatures in blast); +8 vs. Fortitude Trigger: A close or an area attack hits or misses the kobold.
Effect: The kobold marks the target until the end of the kobolds Hit: 1d10 + 5 acid damage. Effect (Immediate Interrupt): The kobold shifts up to 3 squares.
next turn. Miss: Half damage. Skills Stealth +8, Thievery +8
M Dirty Tactics (weapon) * Encounter MINOR ACTIONS Str 8 (1) Dex 16 (+3) Wis 12 (+1)

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Con 12 (+1) Int 9 (1) Cha 10 (+0) next turn. 1 2 Stinkpot: The target takes a -2 penalty to attack rolls (save
Alignment evil Languages Common, Draconic M Dirty Tactics (weapon) * Encounter ends).
Equipment leather armor, 3 javelins Attack: Melee 1 (one creature); +5 vs. Reflex 3 4 Firepot (fire): The target takes ongoing 2 fire damage (save
ends).
Hit: 2d6 + 7 damage, and the target is immobilized until the end
of the kobold's next turn. 5 6 Gluepot: The target is immobilized (save ends).
Kobold Quickblade (K) Level 1 Skirmisher
Small natural humanoid (reptile) XP 100 Miss: Half damage, and the target is slowed until the end of the MINOR ACTIONS
kobold's next turn. Shifty * At-Will
HP 29; Bloodied 14 Initiative +5
MINOR ACTIONS Effect: The kobold shifts 1 square.
AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1
Shifty
Speed 6 Darkvision Skills Stealth +8
STANDARD ACTIONS Effect: The kobold shifts 1 square. Str 9 (1) Dex 17 (+3) Wis 12 (+1)
TRIGGERED ACTIONS Con 12 (+1) Int 9 (1) Cha 10 (+0)
m Short Sword (weapon) * At-Will
Dragonshield Tactics * At-Will Alignment evil Languages Common, Draconic
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d6 + 3 damage. The attack deals 2 extra damage per Trigger: An enemy adjacent to the kobold shifts or an enemy Equipment leather armor, dagger, sling, 20 sling bullets, 3
square the kobold has shifted since the start of its turn. moves to a square adjacent to the kobold. rounds of special shot
MOVE ACTIONS Effect (Immediate Reaction): The kobold shifts 1 square.
Skills Acrobatics +8, Stealth +7, Thievery +7
Fleet Feet * At-Will
Str 14 (+3) Dex 13 (+2) Wis 12 (+2)
Effect: The kobold shifts up to 3 squares.
MINOR ACTIONS
Con 12 (+2) Int 9 (+0) Cha 10 (+1) A3: KOBOLD LAIR, INSIDE
Alignment evil Languages Common, Draconic
Shifty * At-Will 10 Kobold Tunneler (M) Level 1 Minion Skirmisher
Equipment scale armor, light shield, short sword
Small natural humanoid (reptile) XP 25
Effect: The kobold shifts 1 square as a minor action.
HP 1; a missed attack never damages a minion Initiative +5
Skills Athletics +4, Stealth +8, Thievery +8
Kobold Slinger (S) Level 1 Artillery AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1
Str 8 (1) Dex 17 (+3) Wis 13 (+1)
Small natural humanoid (reptile) XP 100 Speed 6 Darkvision
Con 13 (+1) Int 9 (1) Cha 10 (+0)
HP 24; Bloodied 12 Initiative +3 STANDARD ACTIONS
Alignment evil Languages Common, Draconic
AC 13; Fortitude 12; Reflex 14; Will 12 Perception +1 m Javelin (weapon) * At-Will
Equipment leather armor, light shield, short sword
Speed 6 Darkvision Attack: Melee 1 (one creature); +6 vs. AC
STANDARD ACTIONS Hit: 4 damage.
Kobold Dragonshield (D) Level 2 Soldier m Dagger (weapon) * At-Will r Javelin (weapon) * At-Will
Small natural humanoid (reptile) XP 125
Attack: Melee 1 (one creature); +8 vs. AC Attack: Ranged 10/20 (one creature); +6 vs. AC
HP 36; Bloodied 18 Initiative +4 Hit: 1d4 + 3 damage.
AC 18; Fortitude 14; Reflex 13; Will 13 Perception +2 Hit: 4 damage.
r Sling (weapon) * At-Will MINOR ACTIONS
Speed 5 Darkvision
STANDARD ACTIONS Attack: Ranged 10/20 (one creature); +8 vs. AC Shifty * At-Will
Hit: 1d6 + 5 damage. Effect: The kobold shifts 1 square.
m Short Sword (weapon) * At-Will
R Special Shot (weapon) * At-Will (3/encounter) TRIGGERED ACTIONS
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d6 + 6 damage. Attack: Ranged 10/20 (one creature); +8 vs. AC Narrow Escape * Encounter
Effect: The kobold marks the target until the end of the kobolds Hit: 1d6 + 5 damage plus one of the following effects (roll a d6):

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Trigger: A close or an area attack hits or misses the kobold. m Short Sword (weapon) * At-Will Hit: 1d10 + 5 acid damage.
Effect (Immediate Interrupt): The kobold shifts up to 3 squares. Attack: Melee 1 (one creature); +7 vs. AC C Dragon Breath (acid) * Encounter
Skills Stealth +8, Thievery +8 Hit: 1d6 + 6 damage. Attack: Close blast 3 (creatures in blast); +8 vs. Fortitude
Str 8 (1) Dex 16 (+3) Wis 12 (+1) Effect: The kobold marks the target until the end of the kobolds Hit: 1d10 + 5 acid damage.
Con 12 (+1) Int 9 (1) Cha 10 (+0) next turn. Miss: Half damage.
Alignment evil Languages Common, Draconic M Dirty Tactics (weapon) * Encounter MINOR ACTIONS
Equipment leather armor, 3 javelins
Attack: Melee 1 (one creature); +5 vs. Reflex C Incite Faith * Encounter
Hit: 2d6 + 7 damage, and the target is immobilized until the end Effect: Close burst 10; kobold allies in the burst gain 5 temporary
3 Kobold Quickblades (K) Level 1 Skirmisher of the kobold's next turn. hit points and can shift 1 square.
Small natural humanoid (reptile) XP 100 Miss: Half damage, and the target is slowed until the end of the Shifty * At-Will
HP 29; Bloodied 14 Initiative +5 kobold's next turn.
Effect: The kobold shifts 1 square.
AC 15; Fortitude 12; Reflex 14; Will 12 Perception +1 MINOR ACTIONS
Skills Stealth +9, Thievery +9
Speed 6 Darkvision Shifty
Str 9 (+0) Dex 16 (+4) Wis 17 (+4)
STANDARD ACTIONS Effect: The kobold shifts 1 square.
Con 12 (+2) Int 9 (+0) Cha 12 (+2)
TRIGGERED ACTIONS
m Short Sword (weapon) * At-Will Alignment evil Languages Common, Draconic
Attack: Melee 1 (one creature); +6 vs. AC Dragonshield Tactics * At-Will
Equipment bone mask, hide armor, spear
Hit: 1d6 + 3 damage. The attack deals 2 extra damage per Trigger: An enemy adjacent to the kobold shifts or an enemy
square the kobold has shifted since the start of its turn. moves to a square adjacent to the kobold.
MOVE ACTIONS Effect (Immediate Reaction): The kobold shifts 1 square. Irontooth Level 3 Elite Brute
Skills Acrobatics +8, Stealth +7, Thievery +7 Small natural humanoid (goblin) XP 300
Fleet Feet * At-Will
Str 14 (+3) Dex 13 (+2) Wis 12 (+2) HP 106; Bloodied 53 Initiative +2
Effect: The kobold shifts up to 3 squares. AC 16; Fortitude 16; Reflex 14; Will 15 Perception +4
Con 12 (+2) Int 9 (+0) Cha 10 (+1)
MINOR ACTIONS Speed 6 Low-Light Vision
Alignment evil Languages Common, Draconic
Shifty * At-Will Saving Throws +2; Action Points 1
Equipment scale armor, light shield, short sword
Effect: The kobold shifts 1 square as a minor action. STANDARD ACTIONS
Skills Athletics +4, Stealth +8, Thievery +8 m Battleaxe (weapon) * At-Will
Kobold Wyrmpriest (W) Level 3 Artillery (Leader)
Str 8 (1) Dex 17 (+3) Wis 13 (+1) Attack: Melee 1 (one creature); +8 vs. AC
Small natural humanoid (reptile) XP 150
Con 13 (+1) Int 9 (1) Cha 10 (+0) Hit: 1d8 + 6 damage.
HP 36; Bloodied 18 Initiative +4
Alignment evil Languages Common, Draconic TRIGGERED ACTIONS
AC 17; Fortitude 13; Reflex 15; Will 15 Perception +4
Equipment leather armor, light shield, short sword
Speed 6 Darkvision M Dual Axe (weapon) * At-Will
STANDARD ACTIONS Trigger: When Irontooth doesn't move on his turn.
2 Kobold Dragonshields (D) Level 2 Soldier m Spear (weapon) * At-Will Effect (Standard): Make a battleaxe attack against two adjacent
Small natural humanoid (reptile) XP 125 creatures.
Attack: Melee 1 (one creature); +8 vs. AC
HP 36; Bloodied 18 Initiative +4
Hit: 1d8 + 6 damage. Goblin Tactics * At-Will
AC 18; Fortitude 14; Reflex 13; Will 13 Perception +2 Trigger: When missed by a melee attack.
Speed 5 Darkvision R Energy Orb (acid) * At-Will
Effect (Immediate Reaction): Irontooth can shift 1 square.
STANDARD ACTIONS Attack: Ranged 10 (one creature); +8 vs. Reflex

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Blood Crazed (healing) HP 1; a missed attack never damages a minion Initiative +1 an attack or until the end of its next turn.
Trigger: First time Irontooth gets bloodied. AC 15; Fortitude 13; Reflex 11; Will 11 Perception +1 TRIGGERED ACTIONS
Effect: Irontooth makes +1d10 extra damage on his attacks and Speed 6 Fade Away (illusion) * Encounter
loses the ability to use goblin tactics. He must attack the nearest TRAITS Trigger: The gnome takes damage.
foe, charging when possible. At the end of each of his turns, he Mob Rule Effect (Immediate Reaction): The gnome becomes invisible until it
heals 5 hp.
The human rabble gains a +2 power bonus to all defenses while hits or misses with an attack or until the end of its next turn.
Str 18 (+5) Dex 14 (+3) Wis 16 (+4) at least two other human rabble are within 5 squares of it. Skills Bluff +7, Stealth +9, Thievery +9
Con 13 (+2) Int 8 (+0) Cha 12 (+2) STANDARD ACTIONS Str 8 (+0) Dex 17 (+4) Wis 12 (+2)
Alignment evil Languages Common, Goblin, Draconic m Club (weapon) * At-Will Con 16 (+4) Int 14 (+3) Cha 13 (+2)
Equipment chain armor, battleaxe
Attack: Melee 1 (one creature); +7 vs. AC Alignment unaligned Languages Common, Elven
Hit: 5 damage. Equipment leather armor, war pick, crossbow, 20 crossbow
Str 14 (+3) Dex 10 (+1) Wis 10 (+1) bolts
A4: BURIAL SITE Con 12 (+2) Int 9 (+0) Cha 11 (+1)
Alignment any Languages Common Halfling Slinger (H) Level 1 Artillery
Encounter Level 1 (599 XP)
Equipment club Small natural humanoid XP 100
HP 22; Bloodied 11 Initiative +4
Please note that this conversion guide is based on the Agrid, Gnome Skulk (S) Level 2 Lurker AC 15; Fortitude 12; Reflex 15; Will 13 Perception +5
original H1 adventure were Kalarels spectral apparition Speed 6
Small fey humanoid XP 125
plays no part, and is instead replaced with a halfling slinger. TRAITS
HP 34; Bloodied 17 Initiative +8
Nimble Reaction
AC 16; Fortitude 14; Reflex 14; Will 12 Perception +2
Speed 5 Low-Light Vision The halfling gains a +2 bonus to AC against opportunity attacks.
2 Guard Drakes (D) Level 2 Brute
STANDARD ACTIONS
Small natural beast (reptile) XP 125 TRAITS
HP 48; Bloodied 24 Initiative +3 Reactive Stealth m Dagger (weapon) * At-Will
AC 15; Fortitude 15; Reflex 13; Will 12 Perception +7 If a gnome has cover or concealment when it rolls initiative, it Attack: Melee 1 (one creature); +6 vs. AC
Speed 6 can make a Stealth check to become hidden. Hit: 1d4 + 4 damage.
STANDARD ACTIONS STANDARD ACTIONS r Sling (weapon) * At-Will
m Bite * At-Will m War Pick (weapon) * At-Will Attack: Ranged 10/20 (one creature); +8 vs. AC
Attack: Melee 1 (one creature); +7 vs. AC Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 5 damage, or 2d6+5 damage if the halfing has
Hit: 1d10 + 3 damage, or 1d10 + 9 damage while the drake is Hit: 1d8 + 6 damage, or 2d8 + 6 damage if the gnome was combat advantage against the target.
within 2 squares of an ally. invisible to the target when it attacked. R Stone Rain (weapon) * Recharge 5 6
Str 16 (+4) Dex 15 (+3) Wis 12 (+2) R Hand Crossbow (weapon) * At-Will Effect: The halfling slinger makes three sling attacks, each with a
Con 18 (+5) Int 3 (3) Cha 12 (+2) Attack: Ranged 10/20 (one creature); +7 vs. AC -2 penalty to the attack roll.
Alignment unaligned Languages Hit: 1d6 + 6 damage, or 2d6 + 6 damage if the gnome was TRIGGERED ACTIONS
invisible to the target when it attacked. Second Chance * Encounter
4 Human Rabble (R) Level 2 Minion Vanish from Sight (illusion) * At-Will Trigger: When hit by an attack.
Medium natural humanoid (human) XP 31 Effect: The gnome becomes invisible until it hits or misses with Effect (Immediate Interrupt): The halfling slinger forces the

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attacker to reroll the attack and take the new result. swarm cannot be pulled, pushed, or slid by melee or ranged Skills Stealth +12, Thievery +12
Skills Acrobatics +9, Stealth +9, Thievery +11 attacks. It can squeeze through any opening that is large enough Str 14 (+3) Dex 18 (+5) Wis 13 (+2)
Str 12 (+1) Dex 18 (+4) Wis 11 (+0) for at least one of the creatures it comprises. Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Con 10 (+0) Int 10 (+0) Cha 14 (+2) STANDARD ACTIONS
Alignment evil Languages Common, Goblin
Alignment any Languages Common, one other m Swarm of Teeth * At-Will Equipment leather armor, short sword, crossbow, crossbow
Equipment leather armor, dagger, sling, sling bullets (20) Attack: Melee 1 (one creature); +7 vs. AC bolts (20)
Hit: 1d10 + 4 damage, or 1d10 + 8 if the swarm moved at least
2 squares during its turn. 2 Goblin Warriors (W) Level 1 Skirmisher
Effect: The swarm can shift 1 square. Small natural humanoid XP 100
Str 12 (+2) Dex 17 (+4) Wis 10 (+1) HP 30; Bloodied 15 Initiative +5
Con 12 (+2) Int 2 (3) Cha 9 (+0) AC 15; Fortitude 13; Reflex 14; Will 13 Perception +2
Alignment unaligned Languages Speed 6 Low-Light Vision
TRAITS
2 Goblin Sharpshooters (G) Level 2 Artillery Great Position
Small natural humanoid XP 125 If, on its turn, the goblin ends its move at least 4 squares away
HP 31; Bloodied 16 Initiative +5 from its starting point, it deals 1d6 extra damage on its ranged
attacks until the start of its next turn.
AC 16; Fortitude 12; Reflex 14; Will 11 Perception +2
STANDARD ACTIONS
Speed 6 Low-Light Vision
TRAITS m Spear (weapon) * At-Will
Sniper Attack: Melee 1 (one creature); +6 vs. AC
When a goblin sharpshooter makes a ranged attack from hiding Hit: 1d8 + 4 damage.
AREA 1: GOBLIN GUARD ROOM and misses, it is still considered to be hiding. R Javelin (weapon) * At-Will
Combat Advantage Attack: Ranged 10/20 (one creature); +6 vs. AC
Rat Swarm (R) Level 2 Skirmisher The goblin sharpshooter deals an extra 1d6 damage against any Hit: 1d6 + 4 damage.
Medium natural beast (swarm) XP 125 target it has combat advantage against.
HP 36; Bloodied 18 Initiative +6 R Mobile Ranged Attack (weapon) * At-Will
STANDARD ACTIONS
AC 16; Fortitude 14; Reflex 16; Will 12 Perception +6 Effect: The goblin moves up to half its speed. At any point during
m Short Sword (weapon) * At-Will
Speed 6, climb 2 Low-Light Vision that movement, it makes one javelin attack without provoking
Attack: Melee 1 (one creature); +7 vs. AC opportunity attacks.
Resist half damage from melee and ranged attacks;
Hit: 1d6 + 4 damage. TRIGGERED ACTIONS
Vulnerable 5 to close and area attacks
TRAITS r Hand Crossbow (weapon) * At-Will Goblin Tactics At-Will
Attack: Ranged 10/20 (one creature); +9 vs. AC Trigger: The goblin is missed by a melee attack.
Swarm Attack * Aura 1
Hit: 1d8 + 5 damage. Effect (Immediate Reaction): The goblin shifts 1 square.
Any enemy that ends its turn in the aura takes 5 damage, and
the swarm can slide it 1 square as a free action.
TRIGGERED ACTIONS Skills Stealth +8, Thievery +8
Goblin Tactics * At-Will Str 13 (+1) Dex 17 (+3) Wis 14 (+2)
Swarm
Trigger: When missed by a melee attack. Con 14 (+2) Int 8 (1) Cha 8 (1)
The swarm can occupy the same space as another creature, and
an enemy can enter its space, which is difficult terrain. The Effect (Immediate Reaction): The goblin shifts 1 square. Alignment evil Languages Common, Goblin
Equipment leather armor, spear, 5 javelins

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Combat Advantage Attack: Ranged 10/20 (one creature); +6 vs. AC


The goblin sharpshooter deals an extra 1d6 damage against any Hit: 1d6 + 4 damage.

AREA 2: TORTURE CHAMBER target it has combat advantage against.


STANDARD ACTIONS
R Mobile Ranged Attack (weapon) * At-Will
Effect: The goblin moves up to half its speed. At any point during
I have added Splug as a companion character if your m Short Sword (weapon) * At-Will that movement, it makes one javelin attack without provoking
adventurers chooses to take him with them and treat him Attack: Melee 1 (one creature); +7 vs. AC opportunity attacks.
fair. For rules on companion characters, see DMG2 pages Hit: 1d6 + 4 damage. TRIGGERED ACTIONS
27-33. Goblin Tactics At-Will
r Hand Crossbow (weapon) * At-Will
Attack: Ranged 10/20 (one creature); +9 vs. AC Trigger: The goblin is missed by a melee attack.
Hobgoblin Torturer (T) Level 3 Brute Hit: 1d8 + 5 damage. Effect (Immediate Reaction): The goblin shifts 1 square.
Medium natural humanoid (goblin) XP 150 TRIGGERED ACTIONS Skills Stealth +8, Thievery +8
HP 56; Bloodied 28 Initiative +2 Goblin Tactics * At-Will Str 13 (+1) Dex 17 (+3) Wis 14 (+2)
AC 16; Fortitude 16; Reflex 14; Will 14 Perception +3 Trigger: When missed by a melee attack. Con 14 (+2) Int 8 (1) Cha 8 (1)
Speed 6 Low-Light Vision Effect (Immediate Reaction): The goblin shifts 1 square. Alignment evil Languages Common, Goblin
STANDARD ACTIONS Skills Stealth +12, Thievery +12 Equipment leather armor, spear, 5 javelins
m Hot Poker (fire, weapon) * At-Will Str 14 (+3) Dex 18 (+5) Wis 13 (+2)
Attack: Melee 1 (one creature); +8 vs. AC Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Hit: 2d8 + 4 fire damage plus ongoing 2 fire damage (save ends). Alignment evil Languages Common, Goblin
MINOR ACTIONS Equipment leather armor, short sword, crossbow, crossbow
bolts (20)
Bloodcut Armor (magic item) * Daily
Effect: Gain resist all 10 until the end of the hobgoblin's next
turn. Goblin Warrior (W) Level 1 Skirmisher
Str 19 (+5) Dex 14 (+3) Wis 14 (+3) Small natural humanoid XP 100
Con 16 (+4) Int 8 (+0) Cha 10 (+1) HP 30; Bloodied 15 Initiative +5
Alignment evil Languages Common, Goblin AC 15; Fortitude 13; Reflex 14; Will 13 Perception +2
Equipment iron poker, hide armor Speed 6 Low-Light Vision
TRAITS
Great Position
3 Goblin Sharpshooters (G) Level 2 Artillery
If, on its turn, the goblin ends its move at least 4 squares away
Small natural humanoid XP 125
from its starting point, it deals 1d6 extra damage on its ranged
HP 31; Bloodied 16 Initiative +5 attacks until the start of its next turn.
AC 16; Fortitude 12; Reflex 14; Will 11 Perception +2 STANDARD ACTIONS
Speed 6 Low-Light Vision
m Spear (weapon) * At-Will
TRAITS
Sniper Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d8 + 4 damage.
When a goblin sharpshooter makes a ranged attack from hiding
and misses, it is still considered to be hiding. R Javelin (weapon) * At-Will

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Splug, Goblin Prisoner (G) Level 1 Striker HP 48; Bloodied 24 Initiative +3 Str 14 (+3) Dex 18 (+5) Wis 13 (+2)
Small natural humanoid XP 100 AC 15; Fortitude 15; Reflex 13; Will 12 Perception +7 Con 13 (+2) Int 8 (+0) Cha 8 (+0)
HP 26; Bloodied 13; Healing Surges 7 Initiative +5 Speed 6 Alignment evil Languages Common, Goblin
AC 16; Fortitude 13; Reflex 15; Will 13 Perception +1 STANDARD ACTIONS Equipment leather armor, short sword, crossbow, crossbow
Speed 6 Low-Light Vision m Bite * At-Will bolts (20)
TRAITS Attack: Melee 1 (one creature); +7 vs. AC
Combat Advantage Hit: 1d10 + 3 damage, or 1d10 + 9 damage while the drake is
Splug deals 1d6 extra damage when he hits a target he has within 2 squares of an ally.
combat advantage against. Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
STANDARD ACTIONS Con 18 (+5) Int 3 (3) Cha 12 (+2)
m Short sword (weapon) * At-Will Alignment unaligned Languages
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d6 + 3 damage. 3 Goblin Sharpshooters (G) Level 2 Artillery
R Dagger (weapon) * At-Will Small natural humanoid XP 125
Attack: Ranged 10/20 (one creature); +8 vs. AC HP 31; Bloodied 16 Initiative +5
Hit: 1d4 + 3 damage. AC 16; Fortitude 12; Reflex 14; Will 11 Perception +2
Cringe * At-Will Speed 6 Low-Light Vision
TRAITS
Effect: Splug shrinks away from combat, gaining a +2 bonus to
his defenses until the start of his next turn. An adjacent ally can Sniper
make a melee basic attack as a free action in his stead. When a goblin sharpshooter makes a ranged attack from hiding
TRIGGERED ACTIONS and misses, it is still considered to be hiding.
Goblin Tactics At-Will Combat Advantage
Trigger: The goblin is missed by a melee attack. The goblin sharpshooter deals an extra 1d6 damage against any
Effect (Immediate Reaction): The goblin shifts 1 square. target it has combat advantage against.
Skills Stealth +8, Thievery +8 STANDARD ACTIONS
Str 13 (+1) Dex 17 (+3) Wis 12 (+1) m Short Sword (weapon) * At-Will
Con 14 (+2) Int 10 (+0) Cha 15 (+2) Attack: Melee 1 (one creature); +7 vs. AC
Alignment unaligned Languages Common, Goblin Hit: 1d6 + 4 damage.
Equipment leather armor, short sword, 2 daggers r Hand Crossbow (weapon) * At-Will
Attack: Ranged 10/20 (one creature); +9 vs. AC
Hit: 1d8 + 5 damage. AREA 4: CHIEFTAIN'S LAIR
TRIGGERED ACTIONS
8 Goblin Cutters (C) Level 1 Minion Skirmisher
Goblin Tactics * At-Will
Small natural humanoid XP 25
AREA 3: EXCAVATION SITE Trigger: When missed by a melee attack.
HP 1; a missed attack never damages a minion Initiative +5
Effect (Immediate Reaction): The goblin shifts 1 square.
2 Guard Drakes (D) Level 2 Brute AC 16; Fortitude 12; Reflex 14; Will 11 Perception +1
Skills Stealth +12, Thievery +12
Small natural beast (reptile) XP 125 Speed 6 Low-Light Vision

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STANDARD ACTIONS TRIGGERED ACTIONS Effect (Immediate Reaction): Balgron can shift 1 square.
m Short Sword (weapon) * At-Will Goblin Tactics At-Will Skills Acrobatics +11, Stealth +13, Thievery +13
Attack: Melee 1 (one creature); +5 vs. AC Trigger: The goblin is missed by a melee attack. Str 16 (+5) Dex 18 (+6) Wis 12 (+3)
Hit: 4 damage, or 5 damage if the goblin has combat advantage Effect (Immediate Reaction): The goblin shifts 1 square. Con 16 (+5) Int 9 (+1) Cha 14 (+4)
against the target. Skills Stealth +8, Thievery +8 Alignment evil Languages Common, Goblin
TRIGGERED ACTIONS Str 13 (+1) Dex 17 (+3) Wis 14 (+2) Equipment leather armor, club, crossbow with 20 bolts, keys to
Goblin Tactics * At-Will Con 14 (+2) Int 8 (1) Cha 8 (1) locked chest and doors

Trigger: The goblin is missed by an attack. Alignment evil Languages Common, Goblin
Effect (Immediate Reaction): The goblin shifts 1 square. Equipment leather armor, spear, 5 javelins

Skills Stealth +5, Thievery +5


Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Balgron the Fat (B) Level 4 Lurker
Con 13 (+1) Int 8 (1) Cha 8 (1) Small natural humanoid XP 175
Alignment evil Languages Common, Goblin HP 46; Bloodied 23 Initiative +10
Equipment leather armor, short sword AC 17; Fortitude 16; Reflex 17; Will 15 Perception +3
Speed 6 Low-Light Vision
TRAITS
5 Goblin Warriors (W) Level 1 Skirmisher
Combat Advantage
Small natural humanoid XP 100
Balgrons deals an extra 2d6 damage against targets he has
HP 30; Bloodied 15 Initiative +5
combat advantage against.
AC 15; Fortitude 13; Reflex 14; Will 13 Perception +2
Speed 6 Low-Light Vision STANDARD ACTIONS
TRAITS m Club (weapon) * At-Will
Great Position Attack: Melee 1 (one creature); +9 vs. AC
If, on its turn, the goblin ends its move at least 4 squares away Hit: 2d6 + 3 damage, and the target is slowed and takes a -2
from its starting point, it deals 1d6 extra damage on its ranged penalty on opportunity attacks until the end of Balgrons next
attacks until the start of its next turn. turn.
STANDARD ACTIONS r Crossbow (weapon) * At-Will
m Spear (weapon) * At-Will Attack: Ranged 15/30 (one creature); +9 vs. AC
Attack: Melee 1 (one creature); +6 vs. AC Hit: 2d8 + 3 damage.
Hit: 1d8 + 4 damage. MOVE ACTIONS
R Javelin (weapon) * At-Will Goblin Shuffle * Recharge 5 6
Effect: Balgron shifts a number of squares equal to half his speed,
AREA 5: CRYPT OF SHADOWS
Attack: Ranged 10/20 (one creature); +6 vs. AC
Hit: 1d6 + 4 damage. and up to two allies within Balgrons line of sight shift a number 10 Zombie Rotters (R) Level 3 Minion Brute
of squares equal to half their speed as a free action. Medium natural animate (undead) XP 38
R Mobile Ranged Attack (weapon) * At-Will
TRIGGERED ACTIONS HP 1; a missed attack never damage a minion Initiative -2
Effect: The goblin moves up to half its speed. At any point during
Goblin Tactics * At-Will AC 15; Fortitude 16, Reflex 13, Will 13 Perception +1
that movement, it makes one javelin attack without provoking
Trigger: Balgron is missed by a melee attack. Speed 4 Darkvision
opportunity attacks.

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Immune disease, poison


STANDARD ACTIONS
Effect (No Action): Roll a d20. On a 15 or higher, the zombie is
instead recuded to 1 hit point.
AREA 7: SKELETAL LEGION
m Slam * At-Will Str 16 (+4) Dex 8 (+0) Wis 8 (+0) Skeleton Warrior Level 3 Soldier
Attack: Melee 1 (one creature); +8 vs. AC Con 13 (+2) Int 1 (4) Cha 3 (3) Medium natural animate (undead) XP 150
Hit: 7 damage. Alignment unaligned Languages HP 45; Bloodied 23 Initiative +6
TRIGGERED ACTIONS AC 18; Fortitude 15; Reflex 16; Will 15 Perception +3
Deathless Hunger * Encounter Speed 5 Darkvision

Trigger: The zombie is reduced to 0 hit points, but not by a AREA 6: HIDDEN ARMORY Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
critical hit.
Effect (No Action): Roll a d20. On a 15 or higher, the zombie is 4 Zombies (Z) Level 2 Brute TRAITS
instead reduced to 1 hit point. Medium natural animate (undead) XP 125 Speed of the Dead
Str 17 (+4) Dex 7 (-1) Wis 8 (+0) HP 43; Bloodied 21 Initiative 1 When making an opportunity attack, the skeleton warrior gains
Con 14 (+3) Int 1 (-4) Cha 3 (-3) AC 14; Fortitude 15; Reflex 12; Will 12 Perception +0 a +2 bonus to the attack roll and deals an extra 1d6 damage.
Alignment unaligned Languages Speed 4 Darkvision STANDARD ACTIONS
Immune disease, poison m Longsword (weapon) * At-Will
TRAITS Attack: Melee 1 (one creature); +8 vs. AC
4 Zombies (Z) Level 2 Brute Zombie Weakness Hit: 1d8 + 6 damage, and the target is marked until the end of
Medium natural animate (undead) XP 125
A critical hit automatically reduces the zombie to 0 hit points. the skeleton warrior's next turn.
HP 43; Bloodied 21 Initiative 1
STANDARD ACTIONS Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
AC 14; Fortitude 15; Reflex 12; Will 12 Perception +0
m Slam * At-Will Con 13 (+2) Int 3 (3) Cha 3 (3)
Speed 4 Darkvision
Attack: Melee 1 (one creature); +7 vs. AC Alignment unaligned Languages
Immune disease, poison
Hit: 1d12 + 4 damage, or 1d12 + 9 against a grabbed target. Equipment chainmail, longsword, light shield
TRAITS
Zombie Weakness M Zombie Grab * At-Will
A critical hit automatically reduces the zombie to 0 hit points.
8+ Decrepit Skeletons (S) Level 1 Minion Skirmisher
Attack: Melee 1 (one creature); +4 vs. Reflex
Medium natural animate (undead) XP 25
STANDARD ACTIONS Hit: The zombie grabs the target (escape DC 12) if it does not
have a creature grabbed. HP 1; a missed attack never damages a minion Initiative +3
m Slam * At-Will
TRIGGERED ACTIONS AC 16; Fortitude 13; Reflex 14; Will 13 Perception +2
Attack: Melee 1 (one creature); +7 vs. AC Speed 6 Darkvision
Hit: 1d12 + 4 damage, or 1d12 + 9 against a grabbed target. Deathless Hunger * Encounter
Immune disease, poison; Resist 10 necrotic;
M Zombie Grab * At-Will Trigger: The zombie is reduced to 0 hit points, but not by a Vulnerable 5 radiant
critical hit.
Attack: Melee 1 (one creature); +4 vs. Reflex STANDARD ACTIONS
Effect (No Action): Roll a d20. On a 15 or higher, the zombie is
Hit: The zombie grabs the target (escape DC 12) if it does not instead reduced to 1 hit point. m Longsword (weapon) * At-Will
have a creature grabbed. Effect: The skeleton can shift 1 square before the attack.
Str 16 (+4) Dex 8 (+0) Wis 8 (+0)
TRIGGERED ACTIONS Attack: Melee 1 (one creature); +6 vs. AC
Con 13 (+2) Int 1 (4) Cha 3 (3)
Deathless Hunger * Encounter Hit: 4 damage.
Alignment unaligned Languages
Trigger: The zombie is reduced to 0 hit points, but not by a r Shortbow (weapon) * At-Will
critical hit.
Effect: The skeleton can shift 1 square before the attack.

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Attack: Ranged 15/30 (one creature); +6 vs. AC Effect: Sir Keegan makes two longsword attacks. Speed 4, climb 4 Blindsight 10
Hit: 3 damage. C Necromantic Burst (necrotic) * At-Will while bloodied Immune blinded, gaze effects; Resist 5 acid
Str 15 (+2) Dex 17 (+3) Wis 14 (+2) Saving Throws +2; Action Points 1
Requirements: Usable while bloodied.
Con 13 (+1) Int 3 (4) Cha 3 (4) TRAITS
Attack: Close burst 3 (creatures in burst); +7 vs. Fortitude
Alignment unaligned Languages Ooze
Hit: 2d6 + 8 necrotic damage.
Equipment longsword, shortbow, 20 arrows TRIGGERED ACTIONS While squeezing, the ooze moves at full speed rather than half
speed, it doesn't take the -5 penalty to attack rolls, and it doesn't
M Sudden Attack * At-Will grant combat advantage for squeezing.
Trigger: When an enemy hits Sir Keegan with a melee attack. STANDARD ACTIONS
Effect (Immediate Reaction): Sir Keegan makes a longsword attack m Slam (acid) * At-Will
against the enemy.
Attack: Melee 1 (one creature); +8 vs. AC
Skills Diplomacy +7, Insight +9
Hit: 2d6 + 1 damage, and ongoing 5 acid damage (save ends).
Str 16 (+5) Dex 16 (+5) Wis 14 (+4)
MOVE ACTIONS
Con 17 (+5) Int 10 (+2) Cha 10 (+2)
Flowing Form * At-Will
Alignment good Languages Common, Draconic
Equipment plate armor, longsword (Aecris) Effect: The ochre jelly shifts up to 4 squares.
TRIGGERED ACTIONS
Split * Encounter

AREA 9: THE MAZE OF CAVES Trigger: The ochre jelly becomes bloodied.
Effect (No Action): The jelly splits into two creatures, each with hit
AREA 8 SIR KEEGAN'S TOMB 13 Giant Rats (R) Level 1 Minion Brute points equal to one-half its current hit points. Effects on the
Small natural beast XP 25 original ochre jelly do not apply to the second one.
Sir Keegan (K) Level 4 Solo Brute
HP 1; a missed attack never damages a minion Initiative +1 Str 13 (+2) Dex 8 (+0) Wis 12 (+2)
Medium natural animate (undead) XP 875
AC 13; Fortitude 13; Reflex 11; Will 9 Perception +5 Con 11 (+1) Int 1 (4) Cha 1 (4)
HP 268; Bloodied 134 Initiative +5
Speed 6, climb 3 Low-Light Vision Alignment unaligned Languages
AC 18; Fortitude 16; Reflex 16; Will 15 Perception +9
STANDARD ACTIONS
Speed 6 Darkvision
Immune poison; Resist 10 necrotic; m Bite * At-Will
Vulnerable 5 radiant
Saving Throws +5; Action Points 2
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 5 damage. AREA 10: KRUTHIK LAIR
TRAITS Str 14 (+2) Dex 15 (+2) Wis 10 (+0) 6 Kruthik Hatchlings (H) Level 2 Minion Brute
Strength Drain * Aura 1 Con 18 (+4) Int 2 (4) Cha 6 (2) Small natural beast (reptile) XP 31
A bloodied enemy is weakened while within the aura.. Alignment unaligned Languages HP 1; a missed attack never damages a minion Initiative +3
STANDARD ACTIONS AC 15; Fortitude 13; Reflex 14; Will 11 Perception +0
m Longsword "Aecris" (necrotic, weapon) * At-Will Ochre Jelly Level 3 Elite Brute Speed 8, burrow 2 (tunneling), climb 8 Low-Light Vision,
Large natural beast (blind, ooze) XP 300 Tremorsense 10
Attack: Melee 1 (one creature); +9 vs. AC
HP 102; Bloodied 51 Initiative +0 TRAITS
Hit: 2d10 + 4 damage plus 5 necrotic damage.
AC 15; Fortitude 16; Reflex 14; Will 14 Perception +2 Gnashing Horde * Aura 1
M Double Attack * At-Will

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Any enemy that ends its turn within the aura takes 2 damage. m Claw * At-Will Bloodied Eruption
STANDARD ACTIONS Attack: Melee 1 (one creature); +9 vs. AC Trigger: When slime is reduced to 0 hit points.
m Claw * At-Will Hit: 2d10 + 4 damage. Effect (Immediate Reaction): Blue Slime uses slime eruption
regardless if the power has been used in the round.
Attack: Melee 1 (one creature); +7 vs. AC R Toxic Spikes (poison) * Recharge 5 6
Hit: 6 damage. Str 13 (+2) Dex 8 (+0) Wis 12 (+2)
Attack: Ranged 5 (one or two creatures); +9 vs. AC Con 11 (+1) Int 1 (4) Cha 1 (4)
Str 13 (+2) Dex 16 (+4) Wis 10 (+1) Hit: 1d8 + 6 damage, and the target is slowed and takes ongoing
Con 13 (+2) Int 4 (2) Cha 6 (1) Alignment unaligned Languages
5 poison damage (save ends both).
Alignment unaligned Languages Str 17 (+5) Dex 18 (+6) Wis 12 (+3)
Con 17 (+5) Int 4 (1) Cha 8 (+1)
3 Kruthik Young (Y) Level 2 Brute Alignment unaligned Languages
Small natural beast (reptile) XP 125
HP 43; Bloodied 22 Initiative +4
AC 15; Fortitude 13; Reflex 14; Will 11
Speed 8, burrow 2 (tunneling), climb 8
Perception +1
Low-Light Vision,
AREA 11: WATER CAVE
Tremorsense 10 Blue Slime Level 3 Solo Brute
TRAITS Large natural beast (ooze) XP 750
Gnashing Horde * Aura 1 HP 204; Bloodied 102 Initiative +0
Any enemy that ends its turn within the aura takes 2 damage. AC 16; Fortitude 13; Reflex 15; Will 12 Perception +7
STANDARD ACTIONS Speed 5, swim 5 Blindsight 10,
Immune charm, fear; Resist 5 acid Tremorsense 10
m Claw * At-Will
Saving Throws +5; Action Points 2
Attack: Melee 1 (one creature); +7 vs. AC
STANDARD ACTIONS
Hit: 2d8 + 3 damage.
m Slam (acid) * At-Will
Str 15 (+3) Dex 16 (+4) Wis 10 (+1)
Con 13 (+2) Int 4 (2) Cha 6 (1) Attack: Melee 2 (one creature); +8 vs. AC
Alignment unaligned Languages
Hit: 1d6 + 6 damage, plus ongoing 5 acid damage (save ends). INTERLUDE 3: THE DEAD WALK
M Double Attack * At-Will 12 Decrepit Skeletons (S) Level 1 Minion Skirmisher
Kruthik Adult Level 4 Brute Effect: Make two slam attacks. Medium natural animate (undead) XP 25
Medium natural beast (reptile) XP 175 C Stench Pulse * Recharge 5 6 HP 1; a missed attack never damages a minion Initiative +3
HP 67; Bloodied 34 Initiative +6 Attack: Close burst 4 (creatures in burst); +6 vs. Will AC 16; Fortitude 13; Reflex 14; Will 13 Perception +2
AC 17; Fortitude 14; Reflex 15; Will 13 Perception +4 Hit: Targets are dazed and weakened (save ends). Speed 6 Darkvision
Speed 6, burrow 3 (tunneling), climb 6 Low-Light Vision, MINOR ACTIONS Immune disease, poison; Resist 10 necrotic;
Tremorsense 10 Vulnerable 5 radiant
C Slime Eruption (acid) * At-Will 1/round
TRAITS STANDARD ACTIONS
Attack: Close burst 3 (creatures in burst); +6 vs. Reflex
Gnashing Horde * Aura 1 m Longsword (weapon) * At-Will
Hit: 1d8 + 6 acid damage.
Any enemy that ends its turn within the aura takes 2 damage. Miss: Half damage. Effect: The skeleton can shift 1 square before the attack.
STANDARD ACTIONS TRIGGERED ACTIONS Attack: Melee 1 (one creature); +6 vs. AC

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Hit: 4 damage. Medium fey humanoid (elf) XP 175 Speed 5 Low-Light Vision
r Shortbow (weapon) * At-Will HP 44; Bloodied 22 Initiative +7 TRAITS
Effect: The skeleton can shift 1 square before the attack. AC 17; Fortitude 14; Reflex 18; Will 15 Perception +12 Phalanx Soldier
Attack: Ranged 15/30 (one creature); +6 vs. AC Speed 7 Low-Light Vision The hobgoblin soldier gains a +2 bonus to AC while at least one
Hit: 3 damage. TRAITS hobgoblin ally is adjacent to it.
Str 15 (+2) Dex 17 (+3) Wis 14 (+2) Archers Mobility STANDARD ACTIONS
Con 13 (+1) Int 3 (4) Cha 3 (4) If Ninaran moves at least 4 squares from her original position, m Flail (weapon) * At-Will
she gains a +2 bonus to ranged attacks until the start of her next Attack: Melee 1 (one creature); +8 vs. AC
Alignment unaligned Languages
turn. Hit: 1d10 + 5 damage, the target is marked and slowed until the
Equipment longsword, shortbow, 20 arrows
Wild Step end of the hobgoblin soldiers next turn.
Ninaran ignores difficult terrain when she shifts. M Formation Strike (weapon) * At-Will
2 Gravehounds (G) Level 3 Brute STANDARD ACTIONS Requirement: Flail
Medium natural animate (undead) XP 150
m Longsword * At-Will Attack: Melee 1 (one creature); +8 vs. AC
HP 54; Bloodied 27 Initiative +2
Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d10 + 5 damage, and the hobgoblin soldier shifts 1 square
AC 15; Fortitude 17; Reflex 13; Will 13 Perception +1 provided it ends in a space adjacent to another hobgoblin.
Hit: 1d8 + 5 damage.
Speed 8 Darkvision TRIGGERED ACTIONS
Immune disease, poison; Resist 10 necrotic r Longbow * At-Will
Hobgoblin Resilience * Encounter
TRAITS Attack: Ranged 20/40 (one creature); +11 vs. AC
Hit: 1d10 + 7 damage. Trigger: The hobgoblin is subject to an effect that a save can end.
Zombie Weakness
FREE ACTIONS Effect (Immediate Reaction): The hobgoblin can make a saving
A critical hit automatically reduces the zombie to 0 hit points. throw against the triggering effect.
STANDARD ACTIONS Elven Accuracy * Encounter
Skills Athletics +10, History +8
m Bite (necrotic) * At-Will Effect: An elf can reroll an attack roll. It must use the second roll, Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
even if its lower. Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d6 + 5 damage, and the target takes ongoing 5 necrotic Skills Nature +12, Stealth +12
Alignment evil Languages Common, Goblin
damage (save ends) and is knocked prone if it is Medium size or Str 13 (+3) Dex 20 (+7) Wis 16 (+5)
Equipment scale armor, heavy shield, flail
smaller. Con 14 (+4) Int 12 (+3) Cha 11 (+2)
TRIGGERED ACTIONS Alignment evil Languages Common, Draconic, Elven
Equipment leather armor, longsword, longbow, 30 arrows 5 Hobgoblin Grunts (G) Level 3 Minion Soldier
M Death Jaws * Encounter
Medium natural humanoid (goblin) XP 38
Trigger: When reduced to 0 hit points.
HP 1; a missed attack never damages a minion Initiative +4
Effect (Immediate Reaction): The gravehound makes a bite attack
AC 17; Fortitude 15; Reflex 13; Will 12 Perception +1
against a target within its reach. Roll a d20. On a 15 or higher,
the gravehound is instead reduced to 1 hit point.
AREA 12: HOBGOBLIN GUARD Speed 6 Low-Light Vision

Str 16 (+4) Dex 13 (+2) Wis 10 (+1) ROOM TRAITS


Phalanx Soldier
Con 14 (+3) Int 1 (4) Cha 3 (3)
4 Hobgoblin Soldiers (S) Level 3 Soldier The hobgoblin grunt gains a +2 bonus to AC while at least one
Alignment unaligned Languages Medium natural humanoid (goblin) XP 150 hobgoblin ally is adjacent to it.
HP 47; Bloodied 24 Initiative +7 STANDARD ACTIONS
Ninaran, Elf Archer Level 4 Artillery AC 20; Fortitude 18; Reflex 16; Will 16 Perception +3 m Longsword (weapon) * At-Will

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Attack: Melee 1 (one creature); +8 vs. AC Str 14 (+4) Dex 12 (+3) Wis 10 (+2) within 5 squares of it a +2 bonus to its next ranged attack roll
Hit: 6 damage. Con 12 (+3) Int 1 (-3) Cha 8 (-1) against the same target.
TRIGGERED ACTIONS Alignment unaligned Languages TRIGGERED ACTIONS
Hobgoblin Resilience * Encounter Hobgoblin Resilience * Encounter
Trigger: The hobgoblin is subject to an effect that a save can end. Trigger: The hobgoblin is subject to an effect that a save can end.
Effect (Immediate Reaction): The hobgoblin can make a saving Effect (Immediate Reaction): The hobgoblin can make a saving
throw against the triggering effect. throw against the triggering effect.
Skills Athletics +6, History +2 Skills Athletics +5, History +6
Str 18 (+5) Dex 14 (+3) Wis 13 (+2) Str 14 (+3) Dex 19 (+5) Wis 14 (+3)
Con 15 (+3) Int 10 (+1) Cha 9 (+0) Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Alignment evil Languages Common, Goblin Alignment evil Languages Common, Goblin
Equipment leather armor, light shield, longsword Equipment leather armor, longsword, longbow, arrows (30)

Deathjump Spider Level 4 Skirmisher 5 Hobgoblin Grunts (G) Level 3 Minion Soldier
Medium natural beast (spider) XP 175 Medium natural humanoid (goblin) XP 38
HP 52; Bloodied 26 Initiative +5 HP 1; a missed attack never damages a minion Initiative +4
AC 18; Fortitude 17; Reflex 16; Will 15 Perception +7 AC 17; Fortitude 15; Reflex 13; Will 12 Perception +1
Speed 6, climb 6 (spider climb) Tremorsense 5 Speed 6 Low-Light Vision
Resist 5 poison TRAITS
TRAITS Phalanx Soldier
Web Walk The hobgoblin grunt gains a +2 bonus to AC while at least one
The spider ignores difficult terrain composed of webs. hobgoblin ally is adjacent to it.
STANDARD ACTIONS
AREA 13: HOBGOBLIN BARRACKS
STANDARD ACTIONS
m Longsword (weapon) * At-Will
m Bite (poison) * At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Attack: Melee 1 (one creature); +9 vs. AC Hobgoblin Archers (A) Level 3 Artillery
Hit: 6 damage.
Hit: 1d6 + 3 damage, and the target takes ongoing 5 poison Medium natural humanoid (goblin) XP 150
damage (save ends). TRIGGERED ACTIONS
HP 39; Bloodied 20 Initiative +7
Hobgoblin Resilience * Encounter
M Death from Above * Recharge 4 5 6 AC 17; Fortitude 13; Reflex 15; Will 13 Perception +8
Speed 6 Low-Light Vision Trigger: The hobgoblin is subject to an effect that a save can end.
Effect: The spider jumps up to 6 squares. This movement does
Effect (Immediate Reaction): The hobgoblin can make a saving
not provoke opportunity attacks. After the jump, the spider uses STANDARD ACTIONS
throw against the triggering effect.
bite, knocking the target prone on a hit. m Longsword (weapon) * At-Will
MOVE ACTIONS Skills Athletics +6, History +2
Attack: Melee 1 (one creature); +8 vs. AC
Str 18 (+5) Dex 14 (+3) Wis 13 (+2)
Prodigious Leap * Encounter Hit: 1d8 + 4 damage.
Con 15 (+3) Int 10 (+1) Cha 9 (+0)
Effect: The spider jumps up to 10 squares. This movement does r Longbow (weapon) * At-Will
Alignment evil Languages Common, Goblin
not provoke opportunity attacks. Attack: Ranged 20/40 (one creature); +10 vs. AC Equipment leather armor, light shield, longsword
Skills Athletics +9, Stealth +9 Hit: 1d10 + 5 damage, and the hobgoblin archer grants an ally

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2 Hobgoblin Soldiers (S) Level 3 Soldier Attack: Melee 1(one creature); +8 vs. AC TRAITS
Medium natural humanoid (goblin) XP 150 Hit: 1d8 + 4 damage. Phalanx Soldier
HP 47; Bloodied 24 Initiative +7 M Shock Staff (ligtning, weapon) * Recharge 4 5 6 The hobgoblin grunt gains a +2 bonus to AC while at least one
AC 20; Fortitude 18; Reflex 16; Will 16 Perception +3 Requirement: Quarterstaff hobgoblin ally is adjacent to it.
Speed 5 Low-Light Vision Attack: Melee 1 (one creature); +8 vs. AC STANDARD ACTIONS
TRAITS Hit: 2d10 + 2 lightning damage, and the target is dazed until the m Longsword (weapon) * At-Will
Phalanx Soldier end of the hobgoblins next turn. Attack: Melee 1 (one creature); +8 vs. AC
The hobgoblin soldier gains a +2 bonus to AC while at least one R Force Lure (force) * Recharge 5 6 Hit: 6 damage.
hobgoblin ally is adjacent to it. Attack: Ranged 5 (one creature); +6 vs. Fortitude TRIGGERED ACTIONS
STANDARD ACTIONS Hit: 2d6 + 6 force damage, and the target slides 3 squares. Hobgoblin Resilience * Encounter
m Flail (weapon) * At-Will C Force Pulse (force) * Recharge 6 Trigger: The hobgoblin is subject to an effect that a save can end.
Attack: Melee 1 (one creature); +8 vs. AC Attack: Close blast 5 (creatures in the blast); +6 vs. Reflex Effect (Immediate Reaction): The hobgoblin can make a saving
Hit: 1d10 + 5 damage, the target is marked and slowed until the Hit: 2d8 + 4 force damage, and the target is pushed 1 square throw against the triggering effect.
end of the hobgoblin soldiers next turn. and knocked prone. Skills Athletics +6, History +2
M Formation Strike (weapon) * At-Will Miss: Half damage, and the target is neither pushed nor knocked Str 18 (+5) Dex 14 (+3) Wis 13 (+2)
Requirement: Flail prone. Con 15 (+3) Int 10 (+1) Cha 9 (+0)
Attack: Melee 1 (one creature); +8 vs. AC TRIGGERED ACTIONS Alignment evil Languages Common, Goblin
Hit: 1d10 + 5 damage, and the hobgoblin soldier shifts 1 square Hobgoblin Resilience * Encounter Equipment leather armor, light shield, longsword
provided it ends in a space adjacent to another hobgoblin. Trigger: The hobgoblin is subject to an effect that a save can end.
TRIGGERED ACTIONS Effect (Immediate Reaction): The hobgoblin can make a saving 3 Hobgoblin Soldiers (S) Level 3 Soldier
Hobgoblin Resilience * Encounter throw against the triggering effect.
Medium natural humanoid (goblin) XP 150
Trigger: The hobgoblin is subject to an effect that a save can end. Skills Arcana +10, Athletics +4, History +12
HP 47; Bloodied 24 Initiative +7
Effect (Immediate Reaction): The hobgoblin can make a saving Str 13 (+2) Dex 14 (+3) Wis 16 (+4)
AC 20; Fortitude 18; Reflex 16; Will 16 Perception +3
throw against the triggering effect. Con 14 (+3) Int 19 (+5) Cha 13 (+2)
Speed 5 Low-Light Vision
Skills Athletics +10, History +8 Alignment evil Languages Common, Goblin TRAITS
Str 19 (+5) Dex 14 (+3) Wis 14 (+3) Equipment robes, quarterstaff
Phalanx Soldier
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
The hobgoblin soldier gains a +2 bonus to AC while at least one
Alignment evil Languages Common, Goblin hobgoblin ally is adjacent to it.
Equipment scale armor, heavy shield, flail
AREA 14: THE WARCHIEF'S STANDARD ACTIONS
m Flail (weapon) * At-Will
Hobgoblin Warcaster (W) Level 3 Controller (Leader) COUNCIL ROOM Attack: Melee 1 (one creature); +8 vs. AC
Medium natural humanoid (goblin) XP 150 Hit: 1d10 + 5 damage, the target is marked and slowed until the
4 Hobgoblin Grunts (G) Level 3 Minion Soldier end of the hobgoblin soldiers next turn.
HP 46; Bloodied 23 Initiative +5
Medium natural humanoid (goblin) XP 38
AC 17; Fortitude 13; Reflex 15; Will 14 Perception +4 M Formation Strike (weapon) * At-Will
Speed 6 Low-Light Vision HP 1; a missed attack never damages a minion Initiative +4
Requirement: Flail
AC 17; Fortitude 15; Reflex 13; Will 12 Perception +1
STANDARD ACTIONS Attack: Melee 1 (one creature); +8 vs. AC
Speed 6 Low-Light Vision
m Quarterstaff (weapon) * At-Will Hit: 1d10 + 5 damage, and the hobgoblin soldier shifts 1 square

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provided it ends in a space adjacent to another hobgoblin. C Tactical Deployment * Recharge 5 6 it, automatically being hit with engulf.
TRIGGERED ACTIONS Effect: Close burst 5 (allies in the burst). Each target can shift up STANDARD ACTIONS
Hobgoblin Resilience * Encounter to 3 squares. m Slam (acid) * At-Will
Trigger: The hobgoblin is subject to an effect that a save can end. TRIGGERED ACTIONS Attack: Melee 1 (one creature); +8 vs. Fortitude
Effect (Immediate Reaction): The hobgoblin can make a saving Hobgoblin Resilience * Encounter Hit: 2d6 + 9 acid damage, and the target is immobilized (save
throw against the triggering effect. Trigger: The hobgoblin is subject to an effect that a save can end. ends).
Skills Athletics +10, History +8 Effect (Immediate Reaction): The hobgoblin can make a saving M Engulf (acid) * At-Will
Str 19 (+5) Dex 14 (+3) Wis 14 (+3) throw against the triggering effect. Requirement: The cube must have no more than two creatures
Con 15 (+3) Int 11 (+1) Cha 10 (+1) Skills Athletics +12, Intimidate +7, Stealth +9 grabbed.
Alignment evil Languages Common, Goblin Str 20 (+7) Dex 14 (+4) Wis 16 (+5) Attack: Melee 1 (one or two creatures); +8 vs. Reflex
Equipment scale armor, heavy shield, flail Con 16 (+5) Int 12 (+4) Cha 10 (+2) Hit: The cube grabs the target (escape DC 15) and pulls the
Alignment evil Languages Common, Goblin target into its space. Until the grab ends, the target takes
Equipment scale armor, heavy shield, spear ongoing 10 acid damage and is dazed. When the cube moves, it
Level 5 Elite
pulls with it any creature grabbed by it, and the creature
Taak Hobgoblin Warchief (G) Soldier (Leader) remains grabbed and within the cube's space. This movement
Medium natural humanoid XP 400 does not provoke an opportunity attack from the grabbed
HP 128; Bloodied 64 Initiative +6 creature.
AC 21; Fortitude 21, Reflex 18, Will 19 Perception +5 Str 14 (+4) Dex 14 (+4) Wis 13 (+3)
Speed 5 Low-light vision Con 18 (+6) Int 1 (3) Cha 1 (3)
Saving Throws +2; Action Points 1 Alignment unaligned Languages
TRAITS
Lead from the Front
AREA 15: CORRIDORS OF THE
When Ta'ak hits an enemy with a melee attack, the hobgoblins CUBE 2 Corruption Corpses (C)
Medium natural animate (undead)
Level 4 Artillery
XP 175
allies gain a +2 bonus to attack rolls and damage rolls against
that enemy until the end of the hobgoblin warchief's next turn. Gelatinous Cube (G) Level 5 Elite Brute HP 46; Bloodied 23 Initiative +3
Large natural beast (ooze) XP 400 AC 17; Fortitude 16; Reflex 14; Will 14 Perception +3
Warlord Tactics
HP 156; Bloodied 78 Initiative +4 Speed 4 Darkvision
Tra'ak and his allies deal an extra 1d6 damage against enemies
AC 17; Fortitude 18; Reflex 16; Will 15 Perception +3 Immune disease, poison; Resist 5 necrotic
that Tra'ak flanks.
STANDARD ACTIONS Speed 3, climb 3 Blind, blindsight 5 TRAITS
Immune blinded, gaze effects; Resist 5 acid Regeneration
m Spear (weapon) * At-Will
Saving Throws +2; Action Points 1 The corruption corpse regains 5 hit points whenever it starts its
Attack: Melee 1 (one creature); +10 vs. AC
TRAITS turn and has at least 1 hit point. When the corruption corpse
Hit: 2d8 + 4 damage. takes radiant damage, its regeneration does not function on its
Ooze
Effect: Ta'ak marks the target until the end of the hobgoblin next turn.
warchiefs next turn. While squeezing, the ooze moves at full speed rather than half
speed, it doesn't take the -5 penalty to attack rolls, and it doesn't Grave Stench * Aura 1
MINOR ACTIONS
grant combat advantage for squeezing. Living enemies in the aura take a -5 penalty to attack rolls.
C Commander's Strike * At-Will 1/round
Translucent STANDARD ACTIONS
Effect: Close burst 5 (one ally in the burst). The ally makes a
The cube is invisible until seen (Perception DC 25) or until it m Slam * At-Will
melee basic attack as a free action.
attacks. A creature that fails to notice the cube might walk into

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Attack: Melee 1 (one creature); +9 vs. AC * DC 14: The character realizes that the statue is articulated. When a creature moves within 5 squares of either dragon
Hit: 1d8 + 5 damage. * DC 21: The character notices a well-hidden access panel on statue, the statue rolls initiative.
R Mote of Corruption (necrotic) * At-Will the statues dais. Attack
Attack: Ranged 10 (one creature); +9 vs. Reflex Initiative +7 Standard Action Close blast 5
Hit: 2d6 + 5 necrotic damage, and the target is weakened (save Trigger Targets: All creatures in the blast
ends). When a creature moves within 4 squares of the giant warrior Attack: +6 vs. Reflex
TRIGGERED ACTIONS statue or when another trap in the room activates, the statue Hit: 1d6 + 5 force damage, and the target is pushed 3 squares.
C Death Burst (necrotic) rolls initiative. Countermeasures
Trigger: When reduced to 0 hit points. Attack * A character can make a DC 15 Athletics check to climb onto
Attack: Close burst 1 (creatures in burst); +9 vs. Fortitude Standard Action Close burst 5 a dragon statue. A statue cannot attack a character that has
Hit: 2d6 + 5 necrotic damage. Targets: All non-Evil creatures in the burst climbed onto it.
Attack: +9 vs. AC * A statue stops attacking if it reduced to 0 hit points. Each
Str 16 (+5) Dex 13 (+3) Wis 12 (+3)
Hit: 1d8 + 5 damage, and the target is knocked prone. statue has the following statistics: AC 15, Fortitude 10, Reflex
Con 16 (+5) Int 4 (1) Cha 3 (2)
Countermeasures 5, hp 40, resist 5 to all damage.
Alignment unaligned Languages
* A character adjacent to the statue can disable its trap by
* A character can make a DC 15 Athletics check to climb onto
disfiguring or altering some of the arcane symbols carved
the statue. The statue cannot attack a character that has
into the statue. Disabling a dragon statue requires a total of 4
climbed onto it.
successful DC 13 Arcana or Thievery checks.
* The statue stops attacking if it reduced to 0 hit points. The
statue has the following statistics: AC 12, Fortitude 10, Reflex
5, hp 50, resist 5 to all damage. Whirlpool Trap Level 4 Obstacle
* A character adjacent to the statue can access a secret panel to Trap XP 175
disable the trap. Disabling the trap requires a total of 4 The four cherub statues tip their vases downward and release a deluge
successful DC 14 Thievery checks. of water. At the same time, transparent walls shimmer into existence,
cutting off all avenues of escape.
Trap: Two indestructible walls of arcane energy appear (as
2 Dragon Statues Level 3 Blaster
shown on the map), trapping creatures in the 4-squareby- 6-
Trap XP 150
square hallway with the cherub statues, which begin pouring
Magical energy spews from the mouths of these dragon statues. water into the hall. At the start of the traps third turn, when the
AREA 16: CHAMBER OF STATUES Trap: Each round on its initiative, a dragon statue unleashes a water is 5 feet deep, a whirlpool forms and batters all creatures
blast of force that pushes creatures away from it. trapped in the hall.
Giant Warrior Statue Level 4 Blaster Perception Perception
Trap XP 175
* DC 13: The character sees arcane symbols carved into the * DC 14: The vases are inscribed with arcane symbols.
This 20-foot-tall, articulated sword-wielding statue swings its weapon
dragon statue. Initiative +2
in a deadly arc.
Arcana Trigger
Trap: Each round on its initiative, the statue swings its sword,
attacking all non-Evil creatures in a close burst 4. (For purposes * DC 21: The character realizes that the arcane symbols on the When a creature moves into the 4-square-by-4-square area
of counting squares, the statue occupies the 2 x 2 area in the dragon statues allow it to breathe blasts of force. between the statues, the arcane walls appear and the trap rolls
middle of the dais.) Initiative +3 initiative. At the start of the traps third turn and each turn
Perception Trigger thereafter, the whirlpool attacks on its turn.

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Attack Hit: The zombie grabs the target (escape DC 12) if it does not
Standard Action have a creature grabbed.
12 Zombie Rotters (R) Level 3 Minion Brute
Targets: All creatures trapped between the arcane walls. TRIGGERED ACTIONS
Medium natural animate (undead) XP 38
Effect: 1d8 + 5 damage, the target slides adjacent to a random Deathless Hunger * Encounter
HP 1; a missed attack never damage a minion Initiative -2
cherub statue, and the target is slowed and takes a -5 penalty to Trigger: The zombie is reduced to 0 hit points, but not by a
AC 15; Fortitude 16, Reflex 13, Will 13 Perception +1
attack rolls and skill checks until the end of the traps next turn. critical hit.
Speed 4 Darkvision
Countermeasures Effect (No Action): Roll a d20. On a 15 or higher, the zombie is
Immune disease, poison
* If all four cherub vases are destroyed, the arcane walls instead reduced to 1 hit point.
STANDARD ACTIONS
disappear and the statues stop pouring water. Each vase has Str 16 (+4) Dex 8 (+0) Wis 8 (+0)
m Slam * At-Will
the following statistics: AC 20, other defenses 15, hp 10. Con 13 (+2) Int 1 (4) Cha 3 (3)
Attack: Melee 1 (one creature); +8 vs. AC
Alignment unaligned Languages
Hit: 7 damage.
TRIGGERED ACTIONS
AREA 17: GHOUL WARREN Deathless Hunger * Encounter Kalarel's Clay Scout (S)
Small natural animate (construct, homunculus)
Level 2 Lurker
XP 125
Trigger: The zombie is reduced to 0 hit points, but not by a
Ghoul (G) Level 5 Soldier critical hit. HP 31; Bloodied 16 Initiative +7
Medium natural humanoid (undead) XP 200 Effect (No Action): Roll a d20. On a 15 or higher, the zombie is AC 16; Fortitude 13; Reflex 14; Will 15 Perception +6
HP 63; Bloodied 31 Initiative +8 instead reduced to 1 hit point. Speed 6, fly 3 (clumsy) Darkvision
AC 21; Fortitude 17, Reflex 19, Will 16 Perception +2 Str 17 (+4) Dex 7 (-1) Wis 8 (+0) Immune disease, poison
Speed 8, climb 4 Darkvision Con 14 (+3) Int 1 (-4) Cha 3 (-3) TRAITS
Immune disease, poison; Resist 10 necrotic Alignment unaligned Languages Guard Object
TRAITS The clay scout gains a +4 bonus to attack rolls against targets
Weakened Paralysis adjacent to or carrying its guarded object.
2 Zombies (Z) Level 2 Brute
Whenever the ghoul takes radiant damage, one creature Limited Invisibility (illusion)
immobilized or stunned by the ghoul can make a saving throw Medium natural animate (undead) XP 125
The clay scout is invisible to dazed creatures.
against one of those effects. HP 43; Bloodied 21 Initiative 1
STANDARD ACTIONS
STANDARD ACTIONS AC 14; Fortitude 15; Reflex 12; Will 12 Perception +0
Speed 4 Darkvision m Bite (poison) * At-Will
m Claw * At-Will
Immune disease, poison Attack: Melee 1 (one creature); +7 vs. AC
Attack: Melee 1 (one creature); +10 vs. AC
TRAITS Hit: 1d8 + 5 damage, and the homunculus makes a secondary
Hit: 2d6 + 6 damage, and the target is immobilized (save ends). attack against the same target.
Zombie Weakness
m Ghoulish Bite * At-Will Secondary Attack: +5 vs. Fortitude
A critical hit automatically reduces the zombie to 0 hit points.
Attack: Melee 1 (one immobilized, restrained, stunned, or Hit: The target is slowed (save ends).
STANDARD ACTIONS
unconscious creature); +10 vs. AC
R Mind Touch (psychic) * At-Will
Hit: 4d6 + 6 damage, and the target is stunned (save ends). m Slam * At-Will
Attack: Ranged 10 (one creature); +5 vs. Reflex
Skills Stealth +11 Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d6 + 4 psychic damage, and the target is dazed (save ends).
Str 14 (+4) Dex 19 (+6) Wis 11 (+2) Hit: 1d12 + 4 damage, or 1d12 + 9 against a grabbed target.
TRIGGERED ACTIONS
Con 15 (+4) Int 10 (+2) Cha 12 (+3) M Zombie Grab * At-Will
Redirect * At-Will
Alignment chaotic evil Languages Common Attack: Melee 1 (one creature); +4 vs. Reflex

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Trigger: When targeted by a melee or ranged attack. AC 19; Fortitude 17; Reflex 14; Will 15 Perception +3 m Greataxe (weapon) * At-Will
Effect (Immediate Interrupt): The clay scout makes an attack Speed 6
Attack: Melee 1 (one creature); +9 vs. AC
against the attacker: +5 vs. Will; the triggering attack targets a TRAITS
Hit: 1d12 + 8 damage (crit 1d12+20).
creature adjacent to the clay scout instead (as chosen by the clay Blessing of Orcus * Aura 10
scout). R Handaxe (weapon) * At-Will
Allies in the area gain death attack.
Skills Stealth +8 Attack: Ranged 5/10 (one creature); +9 vs. AC
Closer to Orcus Hit: 2d6 + 5 damage.
Str 10 (+1) Dex 15 (+3) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 16 (+4) While bloodied, the Orcus underpriest gains a +2 bonus to TRIGGERED ACTIONS
melee attack rolls and a +3 bonus to melee damage rolls.
Alignment unaligned Languages M Battle Fury * Encounter
STANDARD ACTIONS
Trigger: When first bloodied.
m Mace (weapon) * At-Will
Effect (Free): The cult berserker makes a greataxe attack with a +4
AREA 18: CATHEDRAL OF Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d6 + 6 damage.
bonus to the attack roll and deals an extra 1d6 damage on a hit.
Skills Athletics +9, Endurance +9
SHADOWS r Shadow Curse * At-Will Str 17 (+5) Dex 12 (+3) Wis 11 (+2)
Attack: Ranged 5 (one creature); +8 vs. Fortitude Con 16 (+5) Int 10 (+2) Cha 12 (+3)
5 Vampire Spawn Fleshrippers Level 5 Minion Soldier
Hit: 2d8 + 4 necrotic damage, and the target has a -2 AC until Alignment any Languages Common
Medium natural humanoid (undead) XP 50
the end of the Orcus underpriest's next turn. Equipment hide armor, greataxe, handaxe x2
HP 1; a missed attack never damages a minion Initiative +7
AC 21; Fortitude 17; Reflex 18; Will 17 Perception +9 Infuse with Shadow (healing) * Recharge 5 6
Speed 7, climb 4 (spider climb) Darkvision Effect: Target ally within 5 squares gains a +5 bonus to attack Dark Creeper Level 4 Skirmisher
Immune disease, poison; Resist 5 necrotic rolls until the end of its next turn. In addition, the target heals Small shadow humanoid XP 175
10 hp. HP 54; Bloodied 27 Initiative +8
TRAITS
TRIGGERED ACTIONS AC 18; Fortitude 15; Reflex 17; Will 15 Perception +4
Destroyed by Sunlight
Death Attack Speed 6 Darkvision
Whenever the vampire starts its turn in direct sunlight, it can
take only a single move action during its turn. If it ends that turn Trigger: When reduced to 0 hp. TRAITS
in direct sunlight, it turns to ash and is destroyed. Effect (Free): Before he dies, the Orcus underpriest can make a Combat Advantage
STANDARD ACTIONS basic melee or ranged attack against a target within reach. The dark creeper deals an extra 1d6 damage on melee and
Skills Religion +8 ranged attacks against any target it has combat advantage
m Claw (necrotic) * At-Will
Str 17 (+5) Dex 14 (+4) Wis 12 (+3) against.
Attack: Melee 1 (one creature); +10 vs. AC
Con 16 (+5) Int 11 (+2) Cha 17 (+5) STANDARD ACTIONS
Hit: 6 necrotic damage (8 necrotic damage against a bloodied
Alignment evil Languages Common, Goblin m Dagger (weapon) * At-Will
target).
Str 17 (+5) Dex 16 (+5) Wis 14 (+4) Attack: Melee 1 (one creature); +9 vs. AC
Con 14 (+4) Int 9 (+1) Cha 12 (+3) 2 Orcus Berserkers (B) Level 4 Brute Hit: 2d4 + 7 damage.
Alignment evil Languages Common Medium natural humanoid XP 175 R Dagger (weapon) * At-Will
HP 66; Bloodied 33 Initiative +3
Attack: Ranged 5/10 (one creature); +9 vs. AC
AC 16; Fortitude 16; Reflex 14; Will 14 Perception +2
Orcus Underpriest (U) Level 5 Controller Hit: 2d4 + 7 damage.
Speed 7
Medium natural humanoid (human) XP 200 MOVE ACTIONS
STANDARD ACTIONS
HP 64; Bloodied 32 Initiative +4 Dark Step * At-Will

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Effect: The dark creeper moves up to 4 squares, gains a +4 bonus Speed 5 the portal can be reversed. However, neither the portal nor
to AC against opportunity attacks, and gains combat advantage Saving Throws +2; Action Points 2 the Thing inside it can be damaged in any way.
against any target that it ends its move adjacent to. STANDARD ACTIONS * DC 21: The character knows that the portal leads to a place of
TRIGGERED ACTIONS m Rod of Ruin (weapon) * At-Will unspeakable evil in the Shadowfell. Any living creature that
C Killing Dark passes through the portal dies instantly.
Attack: Melee 1 (one creature); +13 vs. AC
Trigger: When reduced to 0 hit points. Perception
Hit: 2d6 + 5 damage plus ongoing 5 necrotic damage (save
Effect: Close burst 1 (targets enemies); each target is blinded ends). * DC 14: Although the whispers are mostly unintelligible, the
(save ends). When slain, a dark creeper explodes in a spout of character hears the portal whisper the name Kalarel.
r Decaying Ray (necrotic) * At-Will
darkness. Initiative +3
Skills Stealth +11, Thievery +11 Attack: Ranged 10 (one creature); +11 vs. Fortitude
Trigger
Str 11 (+2) Dex 18 (+6) Wis 14 (+4) Hit: 2d6 + 5 necrotic damage, and the target is weakened (save
The trap rolls initiative at the start of the encounter. On its turn,
ends).
Con 14 (+4) Int 13 (+3) Cha 13 (+3) it makes a whispering lure attack and a grasping claws attack.
Alignment unaligned Languages Common C Unlife to Life (healing) * Encounter Whispering Lure (Attack)
Equipment black garments, dagger x5 Effect: Close burst 5; undead allies heal 5 hp and can shift 3 as Minor Action Ranged 20
an immediate action. Targets: One creature in range
MINOR ACTIONS Attack: +7 vs. Will
M Touch of Ruin (necrotic) * At-Will 1/round Hit: The target is pulled 5 squares toward the mouth of the
Attack: Melee 1 (one creature); +11 vs. Fortitude portal, stopping when it enters a square within reach of the
Effect: Target gains only half the value of healing done to it until Things grasping claws.
the end of Kalarel's next turn. Grasping Claws (Attack)
R Call of the Grave (necrotic) * Recharge 4 5 6 1/round Standard Action Melee 5
Attack: Ranged 5 (one creature taking ongoing necrotic damage); Targets: One creature
+11 vs. Fortitude Attack: +9 vs. AC
Hit: The target is immobilized until the end of Kalarel's next Hit: 1d10 + 7 damage, and the target slides 1 square. Kalarel
turn. regains 5 hit points if he is standing in the evil magic circle in
front of the portal.
Skills Religion +12
Str 21 (+9) Dex 12 (+5) Wis 21 (+9) Countermeasures
Con 21 (+9) Int 10 (+4) Cha 12 (+5) * Characters can close the portal with a successful skill
Alignment evil Languages Common, Draconic, Goblin challenge.

The Thing in the Portal Level 4 Lurker 8 Skeleton Sentinels (S) Level 3 Minion Skirmisher
Hazard XP 175 Medium natural animate (undead) XP 63

AREA 19: THE SHADOW RIFT Claws of black shadow erupt from a dark, whispering portal. HP 1; a missed attack never damages a minion
AC 17; Fortitude 15; Reflex 16; Will 15
Initiative +8
Perception +3
Trap: The trap uses evil whispers to draw enemies toward it,
Kalarel, Scion of Orcus Level 8 Elite Controller whereupon it attacks with its grasping claws. Speed 6 Darkvision
Medium natural humanoid (human) XP 700 Immune disease, poison; Resist 5 necrotic
Arcana or Religion
HP 186; Bloodied 93 Initiative +5 STANDARD ACTIONS
* DC 14: The character deduces that the ritual used to open
AC 22; Fortitude 21; Reflex 19; Will 21 Perception +9

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m Longsword (weapon) * At-Will Effect: Ranged 10 (one allied minion is destroyed). The minion
regains 1 hit point and stands as a free action.
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 6 damage, and the skeleton sentinel can shift 1 square Skills Arcana +10, Religion +10
before or after making the attack. Str 10 (+2) Dex 14 (+4) Wis 9 (+1)
Con 14 (+4) Int 16 (+5) Cha 18 (+6)
r Shortbow (weapon) * At-Will
Alignment evil Languages Common
Attack: Ranged 15/30 (one creature); +8 vs. AC
Hit: 6 damage, and the target is slowed until the end of the
skeleton sentinels next turn.
Str 15 (+5) Dex 17 (+6) Wis 14 (+5)
Con 13 (+4) Int 3 (1) Cha 3 (1)
Alignment unaligned Languages
Equipment longsword, shortbow, 30 arrows

Shallowgrave Wight (W) Level 4 Controller


Medium natural humanoid (undead) XP 175
HP 54; Bloodied 27 Initiative +4
AC 18; Fortitude 15; Reflex 16; Will 17 Perception +1
Speed 6 Darkvision
Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant
STANDARD ACTIONS
m Claw (necrotic) * At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 1d6 necrotic damage, and the target loses a healing surge.
R Grave Bolt (necrotic) * At-Will
Attack: Ranged 20 (one creature); +7 vs. Reflex
Hit: 1d6 + 8 necrotic damage, and the target is immobilized
(save ends).
C Death Grimace (fear) * Recharge 5 6
Attack: Close blast 5 (creatures in blast); +7 vs. Will
Hit: the target moves its speed away from the shallowgrave
wight as a free action, and the target is considered weakened
whenever it makes an attack that includes the shallowgrave
wight as a target (save ends).
MINOR ACTIONS
R Reanimate (healing) * At-Will

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DM'S ROLEPLAYING ADVICE If you make the suggested changes your PCs will lose
out in 2,500 XP during this module. Happily, Myrhdraak
I AM THE GHOST KNIGHT OF THE KEEP OF THE
SHADOWFELL, ETERNAL GUARDIAN OF THE
has added 2,500 extra XP, so if you make these changes ANCIENT SECRET ARMORY! PREPARE THEE TO BE
Many people complains that 4th Edition is too combat centric you don't need to reduce the XP in H1 by 10% as suggested SLAIN!
and with too little focus on role-playing. Jacktannery is here by Myrhdraak in the "XP Analysis" appendix. Two dim lights like eyes start glowing red adjacent to
showing how he changed H1: Keep of the Shadowfell into a more you, and as your eyes adjust you see that they shine from
role-playing centric adventure, while still using the 4th Edition within an empty black helmet, which in turn floats atop a
rules. suit of black metal armor decorated with little white skulls
/Myrhdraak 6. HIDDEN ARMORY and crossbones symbols. The armor clutches a huge black
Remove the Zombies and make this a role-playing axe.
encounter. Instead of zombies, the adventurers encounter Actually I think there is supposed to be some sort of
OVERALL CHANGES Sir Davin, who was a guard that Sir Keegan had made riddle contest now. Theres hardly much point death is
Since Myrdraak has added many new excellent responsible to guard the armory as he hunted down and inevitable and you'll find that you won't achieve any of your
encounters to the H1+ series in his Prince of Undeath murdered his wife and children and the nanny in a rage goals in life anyway. I should probably have practised this
conversion, this allows GMs to remove some of the less (who then became the zombies in the previous encounter). speech better ...
good original combat encounters in the modules. The Sir Davin had stuck to his orders and refused to help the
There is an awkward heavy silence in the
reason this is a good idea is that the original modules women and the children when they had come seeking his
claustrophobic space.
contain too-many similar combat encounters that turn a protection, so he was cursed to become a armor ghost for
eternity. THOU MUST CONTEST ME IN A CHALLENGE OF
potentially good story into a grind. I've listed below the
INTELLECT, AFTER WHICH, THOU SHALT BE SLAIN!
suggestions for removing some of the original combat
Another pause. I cant really remember what was supposed
encounters. As the adventurers enter the Armory read: to happen if you win the riddle contest. Do you mind
You push through the immaterial wall, following the checking the notes on the desk there? The armor raises an
XP implications for changes: sound of the moaning. It is thick and hard to breath as you arm and points to the side with a black gauntlet, and
move through it and you see nothing but pitch blackness Brandish (whose eyes are beginning to adjust) makes out
Encounter Old XP New XP
even as you sense you have emerged into a pitch-black room the remains of an ancient table with a pile of dust atop it.
6. Hidden Armory 500 500 that smells small, old and damp. The moaning stops All around the tiny chamber are rusted weaponracks,
abruptly. spears and shields on walls, and rotten chests. If you cant
10. Kruthik Lair 1036 300 be bothered, I could just SLAY THEE now. I dont really
Erm, hello. Im Sir Davin. Are you here for the
11. The Water Cave 750 300 treasure? the voice is high-pitched, slightly camp and male. care either way.
It carries through the illusory wall to those waiting beyond,
13. Hobgoblin Barracks 790 200
and seems to be coming from somewhere very close. I The armor ghost's notes have crumbled into dust, and
18. Cathedral of Shadow 975 200 thought no-one would ever come. Waste of time this. the few fragments of parchment PCs are able to find are
Anyway, here goes the voice clears its throat. totally illegible. There is no treasure in the room (the
TOTAL 4051 1500
treasure is Sir Davin's armor). Sir Davin waits for the PCs to
tell him what the rules are (he can't recall).

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H1: ORCUS CONVERSION

win time slays you eventually anyway. I cant say I see can convince Sir Davin its been 300 years since he was last
much difference, but if thats what the notes say and if it in the world.
stops you arguing, Ill go with it.
Too difficult, perhaps? Sir Davin the ghost knight
Sir Davin is very chatty throughout. inquires, thoughtfully running a gauntleted finger down
the sharp blade of his black axe. Well, not to worry: it is the
best of three after all. You can pass on this one, and
Ive been bored out of my mind for well over a hundred
hopefully you will get the next. Or feel free to have a guess,
years, waiting for someone to come and be slain. And then,
though your situation is obviously hopeless. In any case you
after an eternity of empty nothingness, I get you. And as
must now ask me a riddle in return.
you probably noticed, the Commander and his family
havent exactly been riveting company.
Right, this is how it works. I ask you a riddle, and one If PCs get frustrated Sir Davin is more than happy to
of you asks one back to me. After three riddles each, we oblige with combat. He is a ghost armor that immidetly
count up the scores. If you lose, you all get slain. If you win, animates six nearby armor that joins him in the battle.
you can take the treasure but youll probably have a boring Throughout combat the riddle challenge continues. Sir
life and die much more painfully from infirmity due to old Davin follows the PCs everywhere.
age.
Armor Ghost (G) Level 3 Elite Soldier
Sir Davin makes up the first two riddles on the spot, Medium shadow humanoid XP 300
having forgotten the real ones. HP 92; Bloodied 46 Initiative +4
AC 19; Fortitude 16; Reflex 13; Will 15 Perception +8
Speed 8, fly 8 (clumsy) Darkvision
RIDDLE ONE! Sir Davin bellows, the words Immune disease, poison; Resist 5 cold
unexpectedly loud, as if they have been practiced for some Saving Throws +2; Action Points 1
time. A dungeon so dangerous that those who enter it TRAITS
never leave; a dragon so deadly that no hero can defeat it! Insubstantial
Name the most dangerous dungeon and most frightful The ghost takes only half damage from any damage source
dragon in all of the land! He stands still, awaiting your except those that deal force damage.
reply, certain you have no idea. STANDARD ACTIONS
m Greatsword (weapon; cold) * At-Will
If they invent rules, agree and run with it - probably
they will suggest a riddle contest best of three. There is no correct answer, but Sir Davin is thinking of Attack: +8 vs. AC
something like 'Tomb of Horrors' and 'Tiamat', which were Hit: 1d8 damage plus 6 cold damage.
the most powerful when Sir Davin started his eternal vigil. M Blade Sweep * At-Will
The ghost knight considers, and consents. Very well, PCs can answer anything and still be correct so long as they Effect: The armor ghost uses greatsword twice against two
that makes sense: if you lose I slay you with the axe; if you different targets within reach.

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H1: ORCUS CONVERSION

C Cold (cold) * Recharge 5 6 Alignment unaligned Languages But this is of course wrong.
Attack: Close burst 3; +6 vs. Reflex Equipment longsword, chainmail
Hit: 1d6 + 7 cold damage. Slightly discouraged, Sir Davin finally clicks his
MINOR ACTIONS Sir Davin the Ghost Knight looks impassively at you, skeletal digits and taps his black crystalline bone forehead.
Animate Armor * Recharge 5 6 1/round its red glowing eyes blinking beneath the black visor 'I have it! I remember the third and final riddle the most
The ghost armor animates one nearby armor into an animated perhaps in surprise, confusion or irritation its hard to difficult one of all. Aha! You will never get this one:'
armor that appears in any unoccupied square nearby. The tell. There is no need to be so rude. If the contest of intellect
animated armor immediately attacks on the same initiative irritates you than you could have said so politely. Yes, I
count as the ghost armor. think we are done. Now, if you all keep still this will be far 'A wondrous treasure,
TRIGGERED ACTIONS easier and quicker: prepare to be beheaded. Valued by all, sought by many.
Tactical Step * At-Will Found in both victory and defeat,
Trigger: When the ghost armor hits with an opportunity attack. Sir Davin considers all the PC riddles carefully and Yet never at the bottom of a treasure chest.
Effect (Free): The ghost armor shifts up to 3 squares.
always concludes that the answer must be 'Depression'. It marches before you like a herald,
Skills Insight +8 He's happy to be wrong; just glad he has someone to chat to.
Str 18 (+5) Dex 13 (+2) Wis 14 (+3) And lives long after you are gone.
Con 14 (+3) Int 8 (+0) Cha 10 (+1) Of what do I speak?'
Alignment evil Languages Common 'So! hopefully I am winning now. Round Two now
Equipment greatsword, plate armor what was it again...?' Sir Davin thinks hard, but has clearly
also forgotten the second riddle. 'Very well, this will have to If the PCs win (or kill Sir Davin) he evaporates leaving
do; at least it should be easy for you guys: what is the worst only his magic armor.
6 Animated Armors (A) Level 3 Minion Soldier
and most inappropriate name possible for a party of
Medium shadow animate (construct) XP 38
adventurers or a group of heroes the worst name in the
HP 1; a missed attack never damages a minion Initiative +4
entire universe!'
AC 19; Fortitude 16; Reflex 14; Will 15
Speed 6
Perception +3
Darkvision
10. KRUTHIK LAIR
Immune disease, poison PCs will probably suggest something silly and ask Sir Remove completely, instead turn this area into a secret
STANDARD ACTIONS Davin a second answer in return. When PCs correctly tunnel that leads out into the clearing outside (very hard to
m Longsword (weapon) * At-Will guesses the answer to his second riddle, Sir Davin just nods, find from outside). PCs crawling through here must avoid
depressed. the Kruthiks through a short and easy skill challenge. Make
Attack: Melee 1 (one creature); +8 vs. AC
the PCs roll dice and roll lots of dice behind a screen,
Hit: 6 damage.
emphasising the narrow constricting tunnels and loud
TRIGGERED ACTIONS 'Drats. I thought you might know that one. Well, the kruthik scratching noises, but none of this has any effect -
Parry * Encounter answer to your riddle is probably going to be abstract just creeps the PCs out, and they cant fail this. Give PCs
Trigger: When the animated armor is hit with a melee attack. again, so its unlikely to be what I was thinking of. I would 300XP for successfully finding the secret tunnel.
Effect (Immediate Interrupt): The ghost armor parries the attack an say that it is probably... DEPRESSION!'.Sir Davin
takes no damage. brandishes his black mailed fist and slams it into his other
Str 18 (+5) Dex 13 (+2) Wis 14 (+3) gauntlet then unexpectedly strides around the room,
Con 14 (+3) Int 3 (1) Cha 3 (3) strutting like a peacock.

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H1: ORCUS CONVERSION

11. THE WATER CAVE 18. CATHEDRAL OF SHADOW 'traps activate! Gears start grinding under the room.
You realise that you have all taken a few steps into the
Turn this encounter into a skill challenge. The slime This entire encounter is like a mini-ending before the chamber while Kalarel was doing his show-and-tell. A
becomes an evil presence which cannot be defeated ending, and can be completely removed. Instead, we can portcullis slams down behind you where the door was and
through combat alone. Pretend to be keeping track of rolls make some changes that (i) emphasise Kalarel as an evil traps you inside the room (its quite old and rusty so only
and keep rolling dice behind a screen but this has no effect; madman, (ii) foreshadow the main campaign plot and (iii) takes a DC15 STR check to lift it up). The large statue
instead try to creep the PCs out. Give PCs 300XP for add suspense. When the PCs trigger any trap in the starts to jerk into life and the runes on the dragon statues
discovering the history of this room. Chamber of Statues (encounter 16) an alarm rings begin glowing. Kalarels ghostly projection wiggles its
downstairs and Kalarel becomes aware of them. A ghostly fingers, as if playing with a stringed puppet, and throws his
projection of him appears in the statue room in front of the head back in glee. Ha ha ha ha ha ha ha ha ha! Mwa Ha
PCs (the same one as in the dragon burial site) and Ha ha ha ha ha ha. MWA HA HA HA HA HA HA HA
13. HOBGOBLIN BARRACKS challenges the PCs. HA!
Cut this encounter out completely. It just adds grind.
Instead place a couple of hobgoblins in here (worth 200XP) Kalarel Kalerel Kalarel The words echo through Kalarel's projection (immune to damage) watches as
and have them join in Encounter 12 in Round 2. Also the high-ceilinged chamber and something deep inside the the PCs deal with the traps, laughing hysterically the entire
Encounter 12 should be run in such a way as the PCs have large statue creaks and groans as gears shift. A shrill alarm time. When they finish, read out something along the lines
a clear option of 1) combat or b) bluffing their way to see is set off some distance to the south, and moments later a of the following:
Kalarel. If they choose to bluff they should get full XP and ghostly figure shimmers sinisterly into the centre of the
be directed straight to the statue room (called 'Audience room.
Room') and told to touch the main statue to call Kalarel. As you disrupt the magic of the third statue, the arcane
Ah, Ninaren about time I was You recognise
walls collapse and the water floods out, allowing everyone
Kalarels sprectral projection from the burial site. Damnit!
to rush past the trap and open the door in front even as the
not you AGAIN? First you steal the Mirror of Shadows
dragon statues swivel and prepare to shoot off another pair
from the excavation site, delaying my work; then you
15. CORRIDORS OF THE CUBE desecrated the Holy Shrine of Orcus under Winterhaven.
of force bolts at you. As you reach the door, a bolt in the
large statue's foot pops out and the entire thing starts to
Add a secret passage from the rear room of this Then you screwed up the operation with the kobolds, and
topple over. One of the arms falls off and crumbles to the
encounter that leads to the hidden room in the Ghoul then the fallcrest mercenaries, which was more serious as
ground.
Warren (17). This gives the PCs more options and my siphoning off of some of the slaves became more
potentially allows them to bypass the statue room noticeable. And now you have somehow got past the Behind you Kalarel's spectral projection remains in the
completely if they choose. If they go to the statue room first, Bloodreavers! Well, I admit that you are nothing if not room, looking extremely irritated. 'Impertinent morons!' he
the countdown to Kalarel's ritual means they will not have persistent. shakes his fist at you as you flee. 'I cannot allow you to
time to go back and check this area out, which is good as it disrupt this ritual I am so close now! If only you hadn't
But you meddling ends here! Kalarels insubstantial
does not add much to the plot. found that damned mirror It would be completed by now;
projection raises a dark-coloured rod crowned by a black
and if my slave supply had been just that little bit more
skull even in the desaturated projection you can make out
regular enough blood would have been collected to trigger it
leaking tendrils of red and black necrotic energy playing
early! DAMN YOU PESKY BASTARDS!'
around the rod.
His face, contorted by rage, all of a sudden goes slack.
Even through the washed-out image you can tell that he is

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unusually pale, the result of weeks spent underground module at the last minute to take into account the fact that woman with long black hair and white skin. She remains
doing gods-know what. Dark purple flesh under his eyes they have been so clever and followed all the clues. Tell floating there, at the edge of the room, saying nothing, just
speak of manic exhaustion. them you are counting the number of combat rounds that watching.
'You leave me no choice. The last of my loyal mortal take place between now and when/if you stop the ritual.
servants must give themselves up so that Orcus' You don't actually have to count the rounds - this just adds
If the PCs pray before the apparition of the Raven
munificence can come into the world behold the Fane of suspense.
Queen, she tells them the prophesy below. PCs hearing this
Orcus!'. When the PCs arrive in the Fane of Orcus they find are left in no doubt that the Rod of Ruin is extremely
that all Kalarel's servants have been sacrificed - probably important to the fate of the world. In addition she can grant
The spectral projection pans out and rises through the
they heard the moaning of the dying cultists during the PCs a holy boon of some sort. Additionally PCs examining
ceiling into a massive ceremonial room directly above
previous encounter with the ghouls. the cathedral can discover how to end the ritual without
Kalarel, lit by a blazing brazier. The walls are covered in
frescos depicting undead rising from the ground, the sun defeating Kalarel (see H1 conversion document page 32
vanishing from the sky, and Orcus smiting the Raven You run down the stairs and into a vast cathedral. The 'Reversing the Ritual'), which of course involves going
Queen and taking her crown. Tied to a blood-soaked alter, room is shrouded in shadows. The only light emanates downstairs.
a man sobs and struggles in vain to free himself as a dozen from four blue-green crystal columns, sculpted into
chanting cultists wearing red and black robes with ram's screaming skulls and bones piled into pillars. A dais along When the Rod of Ruin walks again,
skull tattoos covering their faces prepare to sacrifice him. the eastern wall holds a large altar bin, filled with blood. the Age of the Raven will commence.
Flanking the alter are a pair of obsidian pillars that are Twenty half-naked bodies hang upside down in the air, Soul torn apart will rejoin in Death,
covered in ghostly faces contorted in torment. their wrists and throats slashed as if by claws. They are Bloods Oath to cheat again.
Above all this, Kalarel's spectral apparition shimmers dressed in dark purple robes and one wears a horned-ram The Kings Eye will be found,
into being and sweeps the Rod of Ruin over the collected mask and is covered in tattoos. You can still hear their a Cauldron of Stone the Ravens mound.
cultists. One by one they freeze in the middle of their moaning, even though they ought to be dead. Some unholy When Deaths Call will be unheard,
chanting and their limbs start jerking. Blood gurgles up out power seems to keep them alive, allowing their blood to five will be chosen the Raven to serve.
of their mouths and from their nose and ears and eyes. As continue to drip into the altar bin below. A leering statue of The Rotting Legion in darkness waits,
they die twitchingly their blood flows in crimson streams a ram faced demon stands behind the altar holding a skull the Man with Secrets its Throne awaits.
across the floor and through a grate surrounding a hole in capped wand. The Spire of Souls the five must seek,
the floor of this shadowy cathedral, dripping down huge Crimson streams of dark coagulated blood trail across or souls fate will past Raven leak.
chains that pass through the grate and dangle below. the floor from the altar bin and terminate at a grate Nerulls Gate must sealed remain,
Kalarel's booming and high-pitched laugh fills the room. covering a hole in the middle of the floor of this shadowy or souls fall and the Shackled will be free again.
'MWA Ha Ha Ha Ha HA HA now everything is in place cathedral. A mosaic of a grotesque demon head surrounds The Raven Queen will end its flight,
and nothing can stop me. You will be too late!' The the grate. Large chains allow access into the central hole in Death turned into Blood Lords night.
projection blinks out. the floor. A strange dark light emanates through this hole The Age of Ravens will have its end,
and from it you hear the sound of sinister praying, building the Dead the earth to walk again.
in volume.
Now tell the PCs that you have started a countdown to
the success of Kalarel's ritual (whatever it does) but also As you examine the scene, something shimmers into Give the PCs 200 XP if they recognize the Raven
sacrificed all the cultists in the penultimate encounter in existence to your right, and the image of a raven appears Queen and/or examine the blood for a way to end the
the module. Make sure to imply that you have changed the and transforms into a severe but beautiful middle-aged ritual.

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