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(LVL 27-30) E3 Prince of Undeath
(LVL 27-30) E3 Prince of Undeath
CREDITS lNTRODUCT10N .J
the lIoid on scaled will8s. spearin8 alowinB lifeJorce out oj the nil' E'P1C DEST1'N Y HOOK
tant to the tumult raging around it. On Sllcvailhan , the port maRie cirde suddeilly Ijahts /11"'\
Ceilings: The boarding level and support level each have portell (Ollllrelioll hus been mude.
ceilings that are 20 feet high, The extraction level ceiling Is If the adventurers use the portal (or fly to the top of the
60 feet high. extraction tower). see Encounter HI: Boarding Level on
Level Access: ReconAgured stairs provide access between page 50 of Adventure Book Two.
the three levels of the superstructure.
EXTRACTION TOWER 3. EXTRACTION LEVEL
MAP KEy Adventurers reach this level by climbing. flying. or falling
down the shaft on level 2. The restored primordial Time
The extraction tower has three main levels: the boarding sus is here. as is the Heart of the Abyss.
level. the support level. and the extraction level. Being so close to the Heart is a dangerous proposition.
but even more dangerous is the restored primordial of
1. BOARDING LEVEL dissolution.
Adventurers can reach this level most easily by walking See Encounter H3: Extraction Level on page 54 of
through the magic circle portal on the port side of She Adventure Book Two.
vaithan when they get close enough to thc Abyssal Nadir.
A hatch in the ceiling of the boarding level also provides
entry. but anyone approaching through the tumult must COND1Tl0NS UTS1DE
travel through 100 feet of lethal conditions that exist
around the tower (SCI' the sidebar).
T'HE TO\vER
See Encounter HI: Boarding Level on page 50 of Orcus r&onflgured his largest chao~ \hlp Into a protective
Adventure Book Two. tower for good reason. The edge of Ih COSOlo~ would be
an unstable, dangerous region v n without a shard of pure
2. SUPPORT LEVEL evil protruding from it like an Infected splinter. Together,
Adventurers reach this level via stairs down from level 1. the Heart and the elemental storm make the r >glon around
The crew Orcus left behind to aid Timesus resides here. the tower deadly to mortal and god alike. The tow r keeps
under the command of a deathpriest necromancer. the malign influence beyond Its walls. forming a small area
Two life boats hang from this level. They provide a of protection at the heart of (he d vastatlng !>torm.
method to escape the tower and travel up the swirling Creatures outside the tower rapidly dlslntegrat·; their
vortex of the Abyss to Orcus's fortress ofEveriost. bodies corrupt so quickly thaI they crumble to dust Model
See Encounter H2: Support Level on page 52 of this effect by subtracting 1 d4 healing urges each round
Adventure Book Two. from characters outside the tower. Unanended objects
erode to nothing in 3d6 rounds.
The tower rises 100 feet (rom the Abyssal Nadir. while
the corruption zone reaches 200 feet; creatures attempting
to reach the boarding level without using the permanent
magiC circle must travel 100 feet through the lone.
The Haven Queen's citadel nestles among jagged moun First, for their brilliant deduction, consider rewarding
tains in the Shadowfell, in a realm called Lethema. Her the adventurers with sulricient experience pOints to reach
mighty stronghold consists of a maze of reaching towers 30th level. and thereby allow them to gain their 30th·level
and graceful bridges cut from stone and ice. Above all, epic desti.ny power. It is only fitting that they have access to
a maelstrom of stars spin, each bright pinpoint the life their entire suite of abilities when they confront Orcus in
{()fce ofa recently deceased mortal. From this spirit the final battle,
storm, a grim procession descends through the gates, Second, provide them with a way to reach the throne
slImmoned to learn their final fates. room courtyard. The Simplest way to do that is to have the
lurking Vecna provide a version of the message described
CITADEL OF on page 55 of Adventure Book Two. Presage the delivery of
the permanent teleportation sigil sequence with some
THE RAVEN QUEEN thing along these lines:
Most creatures visit the Raven Queen as formless souls
at the conclusion of their lives. However, the adventur - You've sel'lIlhrOllvh layers ofdislractioll/a rhl' llt!u!'t (!(Orcu.s's
ers have a more urgent need. They learn that Orcus has mo!il IIII,II kepI secref, while lilt' flods fh clIISv/I'I?S ~ It and wonr/er,
a shard of evil , and has moved to attack the citadel of the You trul." art> heroes ofthe !l8e. Pmlaps you CUll do some 800d
Raven Queen. yer. if),ol1 are ,prjck erlOuoh."
Normally, visitors have two options to reach the Raven
Queell's realm: either through the Temple ofTemples, COURTYARD ARRIVAL
ZVOll1arana, or through the winter-shrouded woods
If the adventurers use the sequence of sigils provided by
and lip the steep-sided slopes of the mountain chain to
the image of the one·eyed old man, they find that, indeed,
Letherna.
it is keyed to a permanent teleportation circle that pro
However, while still in the extraction tower at
vides direct access to a very large chamber right outside
the Abyssal Nadir, the adventurers receive a specific
the Raven Queen's throne room.
sequence of sigils that correspond to a permanent tele
To enter the throne room, the adventurers must first
portation circle inside Death's palace.
deal with the demonic forces Orcus left to protect the area.
Once the adventurers have traveled far enough up the
See Encounter Ll: Throne Room Courtyard on page
throat of the Abyss (a trip requiring at least 8 hours), tele
56 of Adventure Book Two.
portation once again becomes an option. They can use a
Planar Portal ritual (or the Staff of Portals, Audaviator, if
they obtained it in adventure E2: Kinadom of the Ghouls) to DEATH'S THRONE ROOM
transfer directly to the palace. When the adventurers make it out of the throne room court
The portal leads to a courtyard outside the Raven yard, they can enter the throne room and discover what has
Queen's throne room. become ofOrcus, the shard, and the Raven Queen.
See Encounter L2: Throne Room on page 58 of
EARLY ACCESS? Adventure Book Two.
During the course of this adventure, the player charac
ters might determine that Orcus's ingenuity has relegated DYING WHILE DEATH
them to always playing a game of catch-up. Instead of fol·
lowing a trail of clues, they might decide, based on what
Is WOUNDED
By the time the adventurers rush to the Raven Queen's aid,
they already know of Orcus's ultimate goal, to break off
she is already staked to the floor of her throne room by the
the adventure in midstream and merely make for the
shard of evil. Although she is not yet destroyed . her power to
Raven Queen's palace to guard her. Should you let them?
judge sOllls and send them to their final destinations fails.
The answer is yes. Ifyou don't, it will seem as though
The consequences of this have yet to propagate. Within
you are railroading the game. The only downside is that
Letherna, Raise Dead and similar rituals work normally
the adventurers will miss some treasure and will likely
however, each time a creature is raised to life, a dread
fail to achieve 30th level (and their capstone epic power).
wraith (see Monster Manual, page 267) appears in a square
If the adventurers remain determined to stop the
adjacent to the raised creature. The dread wraith is utterly
chase into the Abyss in favor of heading to the Raven
intent on pulling that life back into death, and to that end
Queen's citadel, there are a few things you can do to
gains a +5 bonus to all attack rolls against the raised player
make their choice a valid and rewarding one.
character.
Achree Spawn Level 26 Minion Brute
ABYSSAL SI:RVITORS Medium elemental beaSlla Udlic . demonl XP ] ,250
The demons that plague the natural world arc those Initiative +22 Senses Perception +20; blindsight 10
creatures intelligent enough to navigate the hazardous HP 1; a missed attack never damages a minion; see also jaws ofdeath
gateways between planes or those summoned by others AC 38: Fortitude 36, Reflex 38, Will 36
Resist 20 Fire
for evil intent. \Vithin the Abyss, uncounted demons of all
Speed 4, swim 10
descriptions dwell , and most arc unknown in the natural
CD Bite (standard: at-will)
world. The lowest of these are the abyssal servitors Reach 2; +29 vs. AC; 16 damage. Miss: 8 damage.
unintelligent creatures that serve the demons as deadly <E- Jaws of Death (when reduced to 0 hit points)
guardians and savage b easts of burden. Close burst 1: the achree spawn makes a bite attack against ali
Achree are piranha-like demonic creatures that pull enemies in the burst.
the mselves along on land clumsily but can flash through Alignment Chaotic evil Languages - (understands Abyssal)
Athree Level 27 SI<irmisher tage for their deadly bite attacks. They stay in the thick of
L.lr c elementa l bedst Ii] 'uulie. demon I XI' 11.000 combat to maximize the effect of their jaws ofdeath.
space, the achree makes a bite attack. Once after a successful Skills Athletics +23, Acrobatics +24
bite attack, the achree can end its movement within reach of the Str 22 (+18) Dex 25 (+19) Wis 25 (+1 9)
same target and make a vicious rend attack against the target. Con 28(+21 ) Int2(+8) Cha 20 (+17)
Close burst 1; the achree makes a bite attack against ali enemies
in the burst. GULARI TACTICS
Alignment Chaotic evil Languages - (understands Abyssal)
A gulari alternates bite and slam attacks against a Single
Str 23 (+19) Dex 29 (+12) Wis 26 (+21)
target until it hits with both , then abandons the prone and
Con 26(+21) Int 2(+9) Cha20(+18)
da zed foe in favor of new prey. It stays in motion in the
hope that a foe 's movement triggers its sltiftina assault.
ACHREE TACTICS
The voracious achree stays in constant motion as it uses
relentl ess aUack to target as many foes as it can. When
bJ'oodied, it forgoes the opportunity attacks provoked by
that power to target the closest foe with a bite attack, make
a vicious rend against a grabbed foe, then discard the target
for another.
Gularl Whe lp Leve l 15 Minion Soldier III
Gularis serve their demon masters as guards, mounts, ex:
MI',h,1I 11 1,1,' 1111' 111,.1 Ill' ,"l (1l"lIlIlII) XI' \.7',0 LLJ
and pack animals.
Initiative +19 Senses Perception +19; truesight 6 I
Laamishas are guardian servitors, trained to protect III
HP 1; a missed attack never damages a minion
AC 40; Fortitude 37, Reflex 35, Will 35 important demons or their prisoners. Z
Speed 8, climb 8 (spider climb); see also shiftin8 assault
o
CD Bite (sta ndard; at-will) + Poison ENCOUNTER GROUPS :E
+31 vs. AC; 10 pOison damage, and the target is knocked prone. Though abyssal servitors are sometimes found operat 3
UJ
4- Shifting Assault (immediate reaction, when an enemy adjacen t to
the gulari w help shifts; at-will)
ing independently, they are seldom far from their demon z
masters.
The gulari makes a bite attack against the triggering creature.
Alignme.nt Chaotic evil Languages - (understands Abyssal) Level 25 Encounter (38,500 XP)
Str20 {+17) Dex25 (+19) Wls 25 (+19)
+ 1 achree (level 27 skirmisher)
Con 28 (+21) Int 2 (+8) Cha 16 (+15)
+ 6 achree spawn (level 26 minion brute)
+ 1 aspect of demogorgon (level 25 elite controller,
GULARl WHELP TACTICS Monster Manual 2, page 44)
Gulari whelps fight as a mob, hoping to catch shifting foes
in a barrage of extra attacks. Level 27 Encounter (55,000 XP)
+ 4 gulari (level 25 soldier)
Laamisha Level 17 Soldier + 8 gulari whelps (level 25 minion soldier)
I.,H 'l' .. 1""ll'III,.I Ill','" (d"1I10111 XI' 11,000 + 1 immolith seeker (level 28 controller, Adventure Book
Initiative +24 Senses Perception +26; dark vision Two page 18)
HP 246; Bloodied 123
AC 43; Fortitude 39, Reflex 40, Will 39 Level 27 Encounter (55,000 XP)
Speed 6, climb 6 + 2 laamishas (level 27 soldier)
CD Bite (standard; at·will) + Poison + 1 balor (level 27 elite brute. Monster Manual. page 52)
Reach 2; +34 vs. AC; 3d8 + 9 damage, and the laamisha makes a + 1 solamith hunter (level :W artillery, Adventure Book Two
secondary attack against the same target. Secondary Attack: + 3 2
page 52)
vs. Fortitude; ongoing 15 poison damage, and the target is immo
bilized until the end of the laamisha's next turn.
CD Claw (standard; at·will)
Reach 2; +34 vs. AC; 3d10 + 9 damage, and the target is slowed
until the end of the laamisha's next turn.
4- Tentacle Lash (standard; recharge i:':Il!JJ) Poison +
Reach 3; +32 vs. Fortitude; 5d10 + 9 damage, and the target is
weakened (save ends). A target already weakened takes ongoing
15 poison damage (save ends).
Alignment Chaotic evil Languages - (understands Abyssal)
LAAMlSHA TACTICS
A laamisha fights without thought to its own safety as it
defends the creatures it guards. It makes bite and claw
attacks to hinder a foe's movement, then follows up with
repeated tentacle lash attacks until the target is dead.
FATHOMAL GNAW
until its blink and strike power recharges to attack again.
Fathomal Gnaw Level 28 Lurker DC 35: Fathomals are corrupted motes of chaos that
L.Jr t" d"rnellia l ~)('a~1 (dl' 1110nl XI' 1!.OOO hungers forever for the destruction of all other things.
Initiative +31 Senses Perception +26; truesight 6 They live in the deepest portions of the Abyssal void.
Self-Inflicted Wounds (Psychic) aura 1; each enemy that starts DC 40: FathomaJs first emerged from the body of a
its turn within the aura takes 10 psychic damage and 10
defeated, dying primordial that fell into the Abyss .
poison damage.
HP 205; Bloodied 102
AC 42; Fortitude 38, Reflex 41, Will 38 ENCOllNTER GROllPS
Immune fear; Resist insubstantial; 25 fire, 25 force, 25 lightning Fathomals hunt in groups made up of others of their own
Speed teleport 12 kind , as well as alongSide powerful demons.
CD Lash (standard; at·wlll) • Polson, Psychic
Reach 2; +33 vs. AC; 4d8 + 10 poison and psychic damage. and
Level 28 Encounter (XP 74,250)
the target is slowed (save ends)
+ Blink and Strike (standard; recharge I::;] :;::J ~!I) • Polson, Psychic • 5 fathomal blights (level 28 minion)
The fathomal gnaw teleports up to 6 squares and makes an • 1 fiithomal scream (level 29 controller)
attack. Reach 2; +31 vs. Reflex; 5dl0 + 9 poison and psychic + 1 fathomal clasp (level 29 elite brute)
damage, and the target is immobilized (save ends). Then the fath + 1 fathomal gnaw (level 28 lurker)
omal gnaw teleports up to 12 squares.
Alignment Evil Languages
Level 29 Encounter (XP 80,500)
Skills Stealth +32
CONCORDANCE
Starting score S
A shard of the Heart ~r the I\byss is concentrated corruption.
Owne r gains a level +1 dl 0
Wondrous Item Priceless
Owner worships Orcus +2
Property: Every round a creature other than a demon touches
or holds the naked crystal, it must make a saving throw. On Owner kills a Raven Queen worshiper +2
an unsuccessful saving throw it loses 1 d4 healing surges Owner kills a good and/or innocent humanoid +2
and is dominated (save ends, -2 penalty to saving throws). Owner animates or creates an undead (max l/day) +1
While dominated, the creature takes on demonic features Owner or ally destroys an undead creature -1
such as wings, horns, scales, burning eyes, claws, mandibles, Owner doesn't give the Wand to Orcus (max l/day) -1
or similar features. On its turn, it attacks its closest former
ally. It continues to do so each turn until it saves against the
domination. If the creature fails three saving throws, it is PLEASED 06-20)
permanently corrupted, and becomes a demonic version of "Orcus is near! Let the world scream in terror once more!"
its former self. The 'Vand believes its return to arcus is nigh.
Power (Daily): Standard Action. In conjunction with the
proper ritual, the shard has the ability to kill a god and The Wand's enhancement bonus increases to + 7.
transfer some amount of that god's power and influence Critical: + 7 d6 damage
into another creature. The time required and the amount Property: This weapon deals ongoing 15 damage (save ends)
of power transferred is highly variable. When the process to creatures that are not undead.
is complete, the god dies, and the shard makes a saving Property: You take a -5 penalty to Diplomacy checks_
throw; on a failed saving throw, the shard disintegrates. Property: At the start of your turn, any creature killed by
checks.
NORMAL (5-111
"Willyou do the will ofOrcus, or willyou stiffer
my wrath?"
The Wand tries to gauge its new wielder's
devotion to Orcus.
UNSATISFIED 0-4)
.
SHADOWFELL ENVOY
Level 27 Encounter (XP 58,600)
Within the tower orthe Red Hold, the adventurers must .. 1 death titan (level 25 elite brute, Monster Manual,
evade the patrols and servallts ofOrcus.ln the Forge of page 120)
Four ,,,ro rlds, the adventnrers find themselves caught up .. 4 death giants (level 22 brute, Monster Manual,
in a battle between the demons that have claimed the page 120)
Forge, the devils assaulting it, and the forgeborn that have
.. 4 sorrowsworn soul rippers (level 25 skirmisher,
dc.fc ndecl the site since the dawn of time. Monster Manual, page 242)
Usc these random encounters as noted in the descrip
tions of the Hed Hold and the Forge of Four Worlds
A death titan and its entourage have journeyed from the
(Adventure Book One, pages 8 and 12), or ifyou want to
Shadow fell to the Red Hold to support Orcus in his plots
expand the encounters while the adventurers travel on against the Raven Queen. Craving battle with mortal
board Shevaithan or while they explore the Abyssal Nadir. foes, the death titan makes repeated soul devourer attacks
If the adventurers have not reached 27th level before
against the strongest-looking melee combatants. Both it
beginning this adventure, consider adding a few lower
and the death giants expend their soul shards early to give
level encounters to bolster their experience before they
them an edge over the PCs' superior level. The sorrows
enter the Red Hold .
worn soulripper bodyg uards stay between any foes and
Some of these encounters are suitable only to the Red
their titan master.
Hold or the Forge of Four Worlds, but most can be used in
any location in this adventure.
BLOOD FEUD
Level 29 Encounter (XP 76,500)
Monster Manual. 2, page 44) .. 2 mezzodemon watchguards (level 27 soldier, page 26)
Orcus's archenemy Demogorgon knows that the Demon themselves worthy ofOrcus's favor. After finding the dead
Prince is away from the Red Hold and Everlost. A group of guardians at the Death Gate (see Location I), this group
commandos has made its way into Orcus's sanctum in an enters the Red Hold with the intent of slaying the intrud
attempt to destroy the throne in the Great Hall (see Loca ers and winning a place in the Demon Prince's court.
tion 8). The thunderblast cyclones spread out to create an Alternatively, these demons are among those who have
area of elemental fury with their attacks, while the aspect seized the Forge of Four Worlds, and who now search for
of Demogorgon lays into foes with its double melee attacks the devils that have infiltrated the Forge.
~
These beholders make up specialized patrols within the This pack offorgeborn defenders lies in wait for the o
Red Hold, taking on intruders with defenses or powers adventurers, attacking with surprise if they can. They Cl
Z
that specifically target Orcus's demon servants. Alterna attempt to hem the party in, the darkslayers fOCUSing
<
:%:
tively, the arcane energy that surges within the Forge of on melee strikers and defenders while the chaos skulks
Four Worlds opens a temporary gate to the Far Realm that take out controllers and ranged combatants. To increase
transports these mad creatures into the path of the adven the level of this encounter, add a forgesong trap (level 28
turers. The eyes of chaos fight with no strategy or thought warder; see Encounter F2: Forgeborn Assault on page
to their own survival. 36) to the area .
These servants of the vampire lord Birik (see Location 3) In the Forge of Four Worlds, the adventurers stumble
patrol the Red Hold on a mission for their master. Alter upon a battle just beginning between forgeborn defend
natively, an adventuring party that attempted to infiltrate ers and a pair of demon and devil captains. The pit fiend
the Forge of Four ''''odds centuries ago were laid low by and the balor each assume that the party is in league with
forgcborn defenders, then raised as undead by the latent the other, but there is a 50 percent chance each round
energy of the Forge. The death knight focuses its wrath on that one of their attacks targets the opposite captain rather
a paladin or cleric, while its slaughter Wight allies flank than the adventurers. The forgeborn focus their attacks
with groups of two or three rot harbinger reavers. on the adventurers, though they catch the devil and the
demon with their close or area attacks if they can.
CROSSFIRE
Level 30 Encounter (XP 98,000) ABVSSAL ATTACK
+ 4 forgeborn flrelashers (level 28 artillery, Level 29 Encounter (XP 76,250)
Adventure Book One, page 22) • 2 achree (level 27 skirmisher, Adventure Book One,
+ 2 forgeborn stormstrikers (level 31 controller, page 18)
Adventure Book One, page 23) + 5 achree spawn (level 26 minion brute,
Adventure Book One, page 18)
A pair of wandering forgeborn assault teams trap the • 1 fathomal clasp (level 29 elite brute,
adventurers between them in the Forge of Four Worlds. Adventure Book One, page 20)
Two of the firelashers and one stormstriker approach from
+ 1 fathomal gnaw (level 28 lurker, Adventure Book One,
one direction, while the others approach from the other
page 21)
side of the adventurers in the following round. The two
groups attempt to limit the movement of their enemies.
In the deadly depths of the Abyssal Nadir, foul creatures
The stormstrikers create difficult terrain with coldfire
emerge from the elemental storm to assault the adventur
orb as the firelashers let their defensive powers daze and
ers before they reach the extraction tower.
weaken melee combatants. The forgeborn assault teams
fight to the death.
Encounter Level 27 (64,500 XP) \Vltat miahr /t,n'e once been LJ human woman stands atop
the slemcostle behiJld the witI'd, herflt'sh split and darkened,
SEnlP rt'veolinllllcmonic scales beneath. %e wears a LaUert'd hal,
lmd mlldlless dallces In ht'r eyes. The creature bdlincl the wheel
1 abyssal rotfiend (H)
screams, ~Repel tilL' boardersl Til Orcus's rrenne, scrub rll(!se
3 nycademon repellers (N)
l\IormsJrom my dripl"
10 abyssal horde ghouls «;)
Abyssal Rotfiend (R) level 26 Controller
The chaos ship called Shevail.han hovers within the Abyssal l ar e e lementa l hu manoid (demon, undead) XP 9.000
void. deeper than most mortals ever go. but not yet so deep Initiative +20 Senses Perception +20; truesight 20
that teleportation and portal travel is impossible. The ship Abyssal Fields aura 5; each enemy within the aura cannot teleport.
is moored just beyond the bounds of the White Kingdom. HP 245; Bloodied 121
where it was recently loaded with the last of the crates con AC 40; Fortitude 3S, Reflex 36, Will 40
tailling the in -stasis pieces of the primordial Timesus. As Immune fear; Resist 20 fire, 10 necrotic, 20 variable (3/encounter)
Speed 6, fly 6 (hover)
the adventure begins. the ship is waiting for the arrival of
CD Skullsplitter (standard; at-will) + Psychic
Doresain, king of the ghouls. The ship's captain doesn't yet Reach 2; +2S vs. Reflex; 3dS + S psychic damage, or 2dS + S psy
know that Doresain was destroyed (either by the adven chic damage against a bloodied target.
turers or some other agency of good, as described in E2: ::rConjure Abscess (standard; at-will) + Psychic
Kinfldom of the Ghouls). Ranged 10; +29 vs. Fortitude; 2dS + S psychic damage, and ifthe
One of three ships that make up Orcus's fl eet, Shevai target moves more than 2 squares on its turn, it takes 2dS extra
than remained behind when the other two chaos ships damage (save ends). If the abyssal rotfiend is bloodied, the target
takes the damage for moving 1 or more squares_
plunged deeper into the Abyss, filled to bursting with
-i~ Floating Despair (standard; encounter) + Psychic, Zone
the pieces ofTimesus the Black Star. The Shevaithan con Area burst 2 within 10; the burst creates a zone of dark miasma
tains a few crates of the black stone , but these are just that lasts until the end ofthe abyssal rotfiend's next turn. Any
morsels compared to the tons of rock already transported enemy that starts its turn within the zone takes 10 psychic
downward. damage and grants combat advantage to the rot fiend until the
Shevaithan's crew, however. remains active, waiting end of its next turn. Sustain Minor: The zone persists, and the
for the arrival ofDoresain. When the adventurers arrive, rotfiend can move it 5 squares.
Alignment Chaotic evil Languages Abyssal, Common
they find a full complement ready to resist their boarding
Str 26 (+21) Dex 25 (+20) Wis 25 (+20)
attempt. Con 29 (+21) Int 20 (+lS) Cha 32 (+24)
The captain ofShevaithan, an abyssal rotfiend named
Xur, spends most of her time at the wheel on top of the
3 Nycademon Repellers (N) Level 27 Sldrmisher
sterncastle_
La r e .,)emental humanoid (demo n) XP 11.000 each
Audaviator (or a Planar Portal scroll) provides transport Initiative +23 Senses Perception +19
to the magic circle on Sh evaithan closest to the sterncastle. HP 250; Bloodied 115
AC 41; Fortitude 40, Reflex 40, Will 37
When the adventurers arrive in the magic circle Resist 20 variable (21encounter)
closest to the sterncastle, show the players "View of Speed 6, fly 6 (hover)
Shevaithan" on page 26 of Adventure Book One, and
CD Wicked Axe (standard; at-will)
+32 vs. AC; 3dS + 7 damage, and ongOing 5 damage (save ends).
read: + Wicked Edges (standard; at-will)
The nycademon makes two wicked axe attacks_
,\ ship hl1llHS suspcnlit'd in c."e of 11 mrtex_ The swirlin.g walls of + rx.
Repelling Flight (standard: recharge 'Ill )
Ihe I'ortexJIUCIUlltc IJnd ",rill,c, but scem miles awuJ_lt's /.IS if The nycademon flies up to 6 squares. This flight does not provoke
you hll\'(,' <'Iltered uJimnel mmposed ojred douds and terruln opportunity attacks. During the flight, the nycademon can make
cau8111 in all inescapable downward spira/. up to three attacks, each at a different target. +32 vs. AC; ldS +
7 damage, and ongoing 5 damage (save ends).
The ~hip Itall85 Utrrll(lI'in!J, untouched, ill the cenlmJ I'oid.
Combat Advantage
Two laT!Jl' cll'mons ripplill8 with muscles, thick rendons. The nycademon deals an extra 2dS damage against any target it
and prominent lC(lrlll.'ry I\'inas arc perched on the upper stern has combat advantage against.
co511e ~r I hI' ship, while a third is perc/led on the rail inJ:l near Alignment Chaotic evil languages Abyssal, Common
rhe ship's bow. Skills Intimidate +23, Perception +19
[maciari'd llUmanoid5 sluifJlt' around Ihe deck. SOI1lt' polL~h Str 25 (+20) Dex 26 (+21) Wls 13 (+14)
inn thef1oorboarcls. (I/IU'r5 nHwill,q crates, while afel\' stand idle. Con 26 (+21) Int S (+12) Cha 21 (+lS)
Equipment greataxe
10 Abyssal Horde Ghouls (G)
Medium ek'mf'ntJI humanoid (undeild)
Level 26 Minion
XP 1.2S0 each
FEATURES OF THE AR A
Initiative +20 Senses Perception +17; darkvision Illumination: Bright light.
Unending Hunger aura 1; each enemy that starts its turn within the Anarch Spheres: Always temperamental. ul1arch
aura takes 5 damage. spheres resonate with nearby conflie!. This tendency was
HP 1; a missed attack never damages a minion .
harnessed to create a secondary defense for ShevaithatJ.
AC 40; Fortitude 38, Reflex 39, Will 36
Immune disease, poison; Resist 15 necrotic
Any creature without the elemental origin engageo in z
Speed 8, climb 4 combat within 3 squares of an active anarch sphere is sub
<D Claws (standard; at-will) .. Necrotic ject to a ranged attack at the beginning of its turn: +32
+31 vs. AC; 14 necrotic damage, and the target is immobilized vs. AC; 2d8 + 5 damage, and the target ta,kes ongoing 5
(save ends). damage and is slowed (save ends both).
o
Alignment Chaotic evil Languages Abyssal, Common Magic Circles: These te leportation circles are keyed
Skills Stealth +25
to specific locations and only active when they get within
Str 21 (+ 18) Dex 24(+20) Wls18 (+17)
Con 22 (+1 9) Int 14 (+15) Cha 16 (+16)
range . Currently, only the sterncastle circle glows with a:
active energy. See Adventure Book One, page 7 for adoi
~
tiona I details . Z
TACTICS Hatches: Opening any of the three hatches triggers ::J
Captain Xur, the abyssal rotfiend, unleashesj7oalin8 Encounter S2: Ship Second Wave on page 6 . o
despair, moving it around the battlefield to cover as many Crates: The crates on the deck are fill ed with black Z
of the adventurers as possible. rock a nd are difficult terrain.
The nycademons swoop down and use repellin8j7i8hl Treasure: The upper portion of the sterncastle con
against as many as three diffe rent targets at a time. They ta ins 6,250 pp hidden amid the nesting_
resort to wicked ed8es when they can't fly, or when they Document: Captain Xur carries a leather document
want to deal more damage to a single target. case. Inside is a letter written in Abyssal that demands that
The abyssal horde ghouls swarm in from all sides, the captain wait for the arrival ofDoresain , King of the
hoping to overwhelm the adventurers. If they can immobi Ghouls. Once Doresain is aboard, Xur is to follow the other
lize a few of the m in the process, even better. two chaos ships to the Forge of Four Worlds, where Time
sus's restoration is underway. The document is Signed, "In
the name of the Prince of Un death, Castellan Harthoon."
Encounter Level 28 (66,500 XP) 7- X: Hatch A: 1 larva warlord, 2 horde ghouls
9 - 10: Hatch R; 1 hlackstar knight-commander
SETUP 11-12: Hatch C; 3 abyssa I horde ghouls
If the creature rolled has already appeared, then ld4
1 larva warlord
abyssal horde ghouls emerge instead. When all of the
1 blackstar knight-commander
creatures have appeared, stop rolling for the hatches.
1 nycademon repeller
The larva warlord plunges into the thick of combat,
10 abyssal horde ghouls
making as many enemies as possible suffer from its tactical
feedback aura. It uses punishilla beetle on a bloodied enemy
Following the initial encounter, the crew bclowdecks, led
that has just been healed. The other creatures fight to sup'
by the first mate, s\<varm topside frolll the three hatches
port the warlord (or the captain, if she is still active). They
(marked "1\," "13," alld "C"). This attack is triggered if the
fight to the death .
advcnturers open one of the hatches to the lower decks, even
if the initial battle rages on, or after they take a short rest.
The space beneath the deck is composed of two large DIV£LOPMENT
spaces separated by a wall pierced by a wide opening that \Vhen Captain Xur is defeated, an arcane failsafe activates
can bc closed to make two holds. For all practical pur to protect the ship from theft. Mystic bindings immediately
poses, when the walJ is open, the space is contiguous. spring into existence, mooring the chaos ship in place. The
ship cannot be moved until those bindings are removed.
When anyone of the deck hatches is opened, read: vVhen this occurs, the magiC circle in the bowsprit (the
front of the ship) glows, showing that a new portal connec·
llC1tc/1('S Clround the deck hanR open, Cllld delllonic ilIltl undrad tion has been made. This circle now connects to a circle in
creatures boil ow, r('at~\' to repd an) intruders. the Red Hold. the citadel of Ore us. The adventurers can
see the darkly glowing ropes of arcane energy that wrap
TACTICS around the ship. They twist and merge into four distinct
ropes that disappear illto the void of the Abyss.
Each round, rollld12 to determine which creatures
emerge and from which hatch.
1-2: Hatch A; 3 abyssal horde ghouls 10 Abyssal Horde Ghouls Level 26 Minion
Medium elememai hUl1hlnoid (undead) XI"' 2,150 eat h
3- 4: Hatch B; 1 nycademon repelJer Initiative +20 Senses Perception +17; darkvision
.') 6 : Hatch f:: 1 blackstar knight-commander Unending Hunger aura 1; each enemy that starts its turn within the
aura takes 5 damage.
Blackstar Knight-Commander Level 27 Soldier HP 1; a missed attack never damages a minion.
Medium eleme ntal Jnima te XI"' 11.000 AC 40; Fortitude 38, Reflex 39, Will 36
Initiative +22 Senses Perception +11; darkvision Immune disease, poison; Resist 15 necrotic
HP 246; Bloodied 123 Speed 8, climb 4
AC 43 ; Fortitude 39 Reflex 38, Will 39 CD Claws (standard: at-will) • Necrotic
Resist 15 fire; Vulnerable 10 radiant +31 vs. AC; 14 necrotic damage, and the target is immobilized
Speed 7 (save ends).
CD Greatsword (standard; at·will) • Weapon Alignment Chaotic evil Languages Abyssal, Common
+34 vs. AC; 3d10 + 9 damage, and the target is marked until the Skills Ste alth +25
end ofthe blacks tar knight·commander's next turn. Str 21 (+18) Dex 24 (+20) Wls 18(+17)
+ Deathsword (standard; recharge ':.: IJI) . Weapon Con 22 (+19) Int 14(+15) Cha 16 (+16)
Requires greatsword; + 34 vs. AC; 4d1 0 + 9 damage, and if the
target is marked by the blackstar knight·commander it takes
ongoing 10 damage (save ends).
<~ Soldier's Duty (when reduced to 0 hit points) FALL1NG lNTI THE AHYS
The blackstar knight-commander explodes; close burst 2; targets jfhose who fall into the AbY5s fall forever through the voiq
enemies; +32 vs. Reflex; 2d10 + 9 damage; marked targets take unless they are saved or can save themselves, SInce long'
an additional 2d10 + 9 damage. bnge teleportation doesn't work in the. lower portions of
No Escape (move; at-will) • Teleportation
'the Abyss, rescues involving such effects must occur within
The blackstar knight·commander can teleport 10 squares as long
as it ends in a square adjacent to an enemy marked by the black· "the flrst 5 rounds of a fall to be effective, Falling creatures
star knight·commander. are attacked by flying demons on a regular basis. It's pos
Alignment Evil Languages Primordial sible such attackers could be clutched and forced to wing
Str 26 (+21) Dex 24 (+20) Wis 26 (+21) the droppl"d Victim upward. possibly requiring a skill chal
Con 22 (+19) Int 12 (+14) Cha 11 (+13) lenge to succeed.
Larva Warlord Level 27 Elite Brute Nycademon Repeller Level 27 SI<irmlsher
Medium natura l rna Ic']l beast (undead) XP 12,000 I ar e elemenla l humanoid (demon) XP 11,000
Initiative +21 Senses Perception +17 Initiative +23 Senses Perception +19
Tactical Feedback (Psychic) aura 6; enemies within the aura take 10 HP 250; Bloodied 125
psychic damage when they shift. AC 41; Fortitude 40. Reflex 40, Will 37
HP 608; Bloodied 304 Resist 20 variable (2/encounter)
AC 39; Fortitude 39, Reflex 38, Will 37 Speed 6. fly 6 (hover)
Immune disease, poison; Resist 10 necrotic; takes half damage from CD Wicked Axe (standard; at-will)
melee and ranged attacks; Vulnerable 10 radiant, 10 against +32 vs. AC; 3d8 + 7 damage, and ongoing 5 damage (save ends).
close and area attacks + Wicked Edges (standard; at-will) .
Saving Throws +2 The nycademon makes two wicked axe attacks.
Speed 5; see also squeezin8 swarm + Repelling Flight (standard; recharge I:::] III )
Action Points 1 The nycademon flies up to 6 squares. This flight does not provoke
CD Mandible Blade (standard; at-will) ... Necrotic opportunity attacks. During the flight, the nycademon can make
+29 vs_ Fortitude; 3d1 0 + 10 necrotic damage. up to three attacks, each at a different target. +32 vs. AC; 1d8 +
+ Double Attack (standard; at-will) 7 damage, and ongoing 5 damage (save ends).
I
The larva war master makes two mandible blade attacks. Combat Advantage
Z
~ Punishing Beetle (immediate reaction, when a creature regains hit The nycademon deals an extra 2d8 damage against any target it :J
points; encounter) ... Poison has combat advantage against. o
Ranged 20; targets the triggering creature; +29 vs. Fortitude; Alignment Chaotic evil Languages Abyssal, Common U
5d10 + 14 poison damage. Miss: Half damage. Skills Intimidate +23, Perception +19 Z
Squeezing Swarm Str 25 (+20) Dex 26 (+21) Wis 13 (+14)
w
By altering its shape, a larva warlord can squeeze through small Con 26 (+21) Int 8 (+12) Cha 21 (+18)
openings as if it were a Tiny creature. Equipment greataxe
Alignment Evil Languages Common
huIL'i11,lJ llllllrrczlI ~Ioud1t's before a 30 fool hi}}" wall, 118'eul Bille Complexity: 2 (requires 6 successes before 3 failures).
t~(fmlllze SI'II\ Uhin Ir. ("Iv!>c b), a magic portal opl'ns a tunnel
Primary Skills: Athletics, Arcana , Religion.
throll,'.I1! rhl' 11'1.111, u willI.' flin'" of slrr) beyond /eLHIiIl}} dOWIL Athletics (DC 24, standard action): The character weak·
'1'\1'0 lrrho/tlcn; float before rill' IUllnel, tllelr ("elltral eyes 8'ealll;'1.'1 ens the wards of the Death Gate using brute force.
in )luLlr direction. Arcnna or Reli8ion (DC 29. standard action): The charac·
ter draws on knowledge of Ore us's foul magiC to sense the
If the adventurers do not attack immediately, read: operation of the gate and its wards.
'flu' B'nhrclt lurches forwfrrd, II Ihick Icalher cord around lIS Secondary Skills: Perception.
m'ck 5trllll[1 lI'ilh slwlls.jewelry, and weapom. "You slond at tile Perception (DC 24, standard action): The character
Bare o.fthe Red Hold. Slate your pctirlon. and qUickly." notices weaknesses in the Death Gate's defenses. This
Perception Check doesn't count as a success or railure in the challenge, but
DC 31: The 1/labrezus low!'r arms aTe se/lI'ilh dozens orblack instead provides a +2 bonus or -2 penalty to the next
hmcc/('ts, all pulsinn with a dull red Blow. Arcana or Religion check made in the challenge.
Allow the adventurers to make Blu ff or Diplomacy checks Glabrezu Gatewarder (G) Level 16 Elite Brute
if they want, but Orcus's guards see through any subter· Hu c elCflIcntill hUOl<Jnoltl (demoll) XP 18,000
fuge. If the adventllfers are truthful with the demon, the Initiative +17 Senses Perception +20: truesight 6
HP 580: Bloodied 290: see also arcane fury
glabrezu appreciates the position they nnd themselves in.
AC 38; Fortitude 38. Reflex 37, Will 36
In fact. he nnds it extremely amusing that the chaos ship is Resist 20 fire. 20 lightning, 20 thunder
bound in place. In his laughter, the demon reveals: "Yes, Saving Throws +2
the only way to free the bindings can be found within the Speed 8, fly 8
Red Hold, but to enter the place. you need to get past me Action Points 1
and the Death Gate." For some reason, the glabrezu nnds CD Pincer Claw (standard; at-will)
this to be even funnier, and his laughter increases. Reach 3: +29 vs. AC; 3d8 + 9 damage.
+ Double Attack (standard; at-will)
The glabrezu makes two pincer claw attacks. If both claws hit the
TACTICS same target, the target is grabbed if the glabrezu so chooses.
The glahrezu opens with blasphemous word. then tar· ~ Abyssal Bolt (minor; at-will)
gets the strongest-looking melee combatants with double Ranged 10; +28 vs. Reflex; 4d4 + 8 damage.
~ Blasphemous Word (minor; encounter) .. Psychic
attacks. While it has a target grabbed. it stays in the thick
Close burst 5: targets enemies; +28 vs. Will; 2d12 + 8 psychic
of combat to usc chaos word , making abyssal bolt attacks
damage. and the target is dazed until the end of the glabrezu's
while that power recharges. next turn.
A beholder eye of despair targets a different foe each ~ Chaos Word (minor; recha rge~)
round. It uses forced movement from its eye rays to place Close burst 5; targets enemies; +28 vs. Fortitude: 2d12 + 8
targets adjacent to the Death Gate. damage. This damage bypasses all resistances.
Arcane Fury (free, when first bloodied; encounter)
DEVELOPMENT The glabrezu teleports 8 squares, recharges its blasphemous word
and chaos word powers, and makes an abyssal bolt. blasphemous
A DC 30 or 35 Arcana check reveals the details ofEveriost word, or chaos word attack.
and the Red Hold noted on page 8 of Adventure Book One. Alignment Chaotic evil u nguages Aby5Sal. Common
The walls of the Red Hold cannot be passed or Skills Arcana +26, Bluff +21 .lntlmldate+21
breached by any means available to the adventurers. leav· Str 28 (+22) Dex 19 (+17) Wis 25 (+20)
ing the Death Gate as the only way in. The adventurers Con 20 (+18) Int 26 (+21) Cha 16 (+16)
taking damage.
Con 26 (+21 ) tht 21 (+18) Cha 28 (+22)
~ Acidic Retreat (standard; recharge :~ tlll) + Acid Str 20 (+18) Dex 28 (+22) Wis 25 (+20)
Close burst 2: +29 vs. Reflex; 2d6 + 7 damage, and ongoing 15 Con 25 (+20) Int 2 (+9) Cha 17 (+16)
acid damage (save ends). Effect: The kazrith swims its speed.
Acidic Seepage (usable only while bloodied) + Acid
The kazrith gains a +4 bonus to its swim speed, and at the start
of its turn creatures adjacent to it take 10 acid damage.
Slippery
A kazrith makes saving throws against immobilized, restrained,
and slowed conditions at the start of its turn as well as at the end
of its turn .
Alignment Chaotic evil Languages Abyssal, Primordial
FEATURES OF TH . AREA
Illumination: Dim light.
The Bloodstorm (hazard): This deadly moat
of bOiling blood surrounds the Red Hoki and c
blocks all access to its cight«c'ntrances. Where it
opens up into the interior and the Death Gate
courtyard , the Bloodstorm hangs suspended in
open air. Elsewhere. it is constrained within a
sealed conduit ofimpcnetrable stone 30 feet high
and varying from 30 to 50 feet wide .
Fighting within the Bloodstorm incurs the I
normal penalties for fighting underwater (Dun Z
::>
Beon Master's GUide. page 45). except that powers o
with the fire keyword do not take a penalty to
TACTICS attack rolls.
The kauith sentinels make bite attacks against lightly The thick ichor of the BIoodstorm limits Iinc of Sight to
armored foes, using their acidic retreat the first time they 4 squares, and it grants concealment.
take damage. Swimming deeper into the Bloodstorm, they Any creature that starts its turn within the Blood
emerge from the murky depths beside a different foe to set stOrm takes 20 fire damage . Additionally. the powerful
up their next attack . magiC of the Bloodstorm negates the magical effect of the
The achree stays in constant motion , hitting as many Water Breathing ritual and similar eIlCcts (though aquatic
targets as possible with its relentless attack. If forced into creatures can breathe within it). A creature within the
one-on-one me lee, it alternates bite and vicious rend Bloodstorm can hold its breath, but horrific heat and pres
attacks, flanking with one of its achree spawn. sure force it to make Endurance checks after 3 rounds
The achree spawn focus bite attacks on lightly armored rather than 3 minutes (DunEeon Master's Guide, page 159).
foes, swarming a single target to maintain combat advantage. A creature within the Bloodstorm takes a -2 penalty to
its speed. This penalty applies to all the creature's move
DEVELOPMENT ment modes, but it does not apply to teleportation or to a
If the kazrith sentinels are defeated, the adventurers can pull, a push, or a slide.
enter the Red Hold without alerting its residents to their Dispel maBic and similar effects have no effect on the
presence. A surviving kazrith does not pursue the adven Bloodstorm.
turers beyond the Bloodstorm and into the Red Hold, but Elemental Motes: Floating motes of elemental
it sounds a silent alert that gives the party an automatic energy fuel the bOiling heat of the Boodstorm. On its ini
encounter the first time a random encounter is checked tiative count, Id4 + 1 motes float out of the thick ichor
for (see Adventure Book One, page 10). The achrees do not to randomly target one or two adventurers. They float
raise any alarm if they are left alive. up adjacent to the target and let loose a burst of energy.
Once the adventurers pass through the Bloodstorm, Close burst 1; +30 vs. Reflex; 2d 10 + 8 fire and lightning
they emerge in the Red Hold soaked and reeking from the damage, and the target slides 1d4 squares.
foul ichor of that horrid moat. Inner Gateways: Within the Red Hold, open door
ways hold the bOiling Bloodstorm magicany suspended.
Each gateway can be seen by a creature within 4 squares
of it, and a gateway can be passed through freely.
Encounter Level 27 (58,000 XP) Vampire Lord (Human Figllter) (V) Level 18 Elite Soldier
Medium natural humanoid (und~ad) XP 26,000
Initiative +15 Senses Perception +19; darkvision
SETUP HP 408; Bloodied 204
Regeneration 15 (regeneration does not function while the vampire
Birik, vampire lord (V)
lord is exposed to direct sunlight)
I slaughter wight overlord (W)
AC 44; Fortitude 42, Reflex 41, Will 40
3 bonecrusher skeleton hulks (S) Immune disease. poison; Resist 20 necrotic; Vulnerable 20 radiant
Saving Throws +2
Unless the adventure rs have light sources in hand, they Speed 8, climb 4 (spider climb)
can approach this area undetected. The doors have a Action Points 1
narrow gap between them that allows a character to see CD Broadsword (standard: al·wlll) ... Weapon
through into the chamber beyond. and the me mbrane that +35 vs. AC; 3d10 + 5 damage, and the target is marked until the
separates the chamber from the Bloodstorm appears as a end of the vampire lord's next turn.
hazy glow. .J. Double Strike (standard; al·wlll) ... Weapon
The vampire lord makes two broadsword attacks .
As the adventurers approach the door, read: .J. Blood Drain (standard; requires combat advantage against the
target; recharges when an adjacent creature becomes bloodied )
\ Sl't Ilfslone double doors is dosrd ahead. bochIacrs can'cd
... Healing
with routlll wriCina in Abyssal. Tlu.' scrawl offt!rs lip benedicliortS +33 vs. Fortitude; 4d12 + 8 damage, the target is weakened
to o reus. amI 5talI'S that by his oru(!rs, allllCcess is {orbIJtl('n/o (save ends), and the vampire lord regains 102 hit points; see also
whatlil'5 beyond. combat advanta8e.
:r Dominating Gaze (minor; recharge l!I)... Charm
Perception Check Ranged 5; +33 vs. Will; the target is dominated (save ends, with
a -2 penalty to the saving throw). Aftereffect: The target is dazed
DC 26: The haulltinJJ music of a set of pipes can be heard
(save ends). The vampire lord can dominate only one creature at
Ihrouflh tilt! door~ (or oprnin,q) ahead. a time.
Combat Advantage
I f the adventurers enter this area through the Bloodstorm, The vampire lord deals 2d6 extra damage with its attacks against
their presence is noted and the guardians here attack at any target it has combat advantage against.
once . Vampire Lord's Mark
The vampire lord deals 2d10 extra damage with its attacks
When the adventurers can see into the forbidden
against any target it has marked.
court, read:
Mist Form (standard; encounter) ... Polymorph
The vampire lord becomes insubstantial and gains a fly speed
Beyond the dOOTS stands a dimb-lit hall. Illpcstrif!s lillt! the waiL
of 12, but cannot make attacks. The vampire lord can remain in
"",im' dl.'lnunil statues cun-ed ofjt'! and basnlt, all deplctill8 hor·
mist form for up to 1 hour or end the effect as a minor action.
rijl, 5(cnl.'s. OI'Crsi2l"cisllk cushiolls ure seateere,i across rltr.nom'.
Second Wind (standard; encounter) ... Healing
an,1 n pale ImfliunoidJ11Jure sill III the celller of tilt! room lI'ith
The vampire lord spends a healing surge and regains 101 hit
his back tel the dLlor. Pipes inllell1u, thefinurr plnJ's a hauntinfl.
points. The vampire lord gains a +1 bonus to all defenses until
IIIh!Clrthfy melody.
the start of its next turn.
Alignment Evil Languages Abyml, Common
Skills Acrobatics +18. Athletics +29, Intimidate +17
The Wight and the skeletons stand along the outside walls
Str 30 (+24) De x 28 (+23) Wis 20 (+19)
and cannot immediately be seen through the doors. Do
Con 12 (+20) Int 18 (+18) Cha 26 (+12)
not place the monsters until the doors are opened. Equipment chain armor, broadsword
This is the antechamber to Orcus's private sanctum,
and the rooms where the arcane moorings holding the
chaos ship can be found . The demon prince has forbidd e n
access to this wing of the Red Hold and stationed undead
guards here. The guardians here attack at the first sign of
any intrusion .
The door is set with a complex magiC lock (D C 31
Thievery check to open). If the adventurers unlock the
door without being noticed (DC 27 Stealth check), they
gain surprise on the guardians beyond . Uthe adventur·
ers' attempts to unlock the door are noticed , the skeletons
ning the doors ope n and attack immediately.
3 Bonecrusher Skeleton Hulks (S) Level 25 Soldier
Lar e natural animate (undead) XP 7,000 each
TACTICS
Initiative +22 Senses Perception +19; darkvision Birik hangs back, lIsing his dominatin8 8aze against the
HP 232; Bloodied 116 strongest·looking melee combatant. He then forces that
AC 41 ; Fortitude 38, Reflex 37, Will 36
Immune disease, poison; Resist 25 necrotic; Vulnerable 15 radiant
character to attack a lightly armored adventurer, moving z
into nanking position against the same target. ''''hen his
Speed 8
domination is broken. Birik faJis back to repeat the same
o
<D Crushing Blow (standard; at-will) + Weapon
Reach 2; +32 vs. AC; 4d1 0 + 9 damage, and the target is knocked tactic .
prone. The slaughter Wight overlord wades into melee against
+ Swift Retribution (opportunity action; whenever an enemy moves lightly armored roes with claw attacks, stayillg close to the
into or out of a square within reach of the bonecru~her skeleton) skeletons to nank and maximi ze the e ffect ofits bloodied
+ Weapon burst and death wail.
Reach 2; +32 vs. AC; 2d10 + 9 damage, and the target is dazed
The skeletons make crushit18 blow attacks agajnst the
(save ends).
closest targets, watching ror chances to make swift retribu·
Threatening Reach
A bonecrusher skeleton can make opportunity attacks against all tion opportunity attacks.
Z
enemies within its reach (2 squares). :J
Alignment Unaligned Languages FEATURES OF THE: AREA o
Str28 (+21) Dex26 (t 20) Wls 24 (+19)
U
Con 24(+19) Int3(t 8) Ch.1 8(+11)
Illumination; Dim light rrom hazy everburnillB torches. Z
Equipment greatclub
Ceiling; 40 reet high.
Bloodstorm Gateway: Magic holds the Bloodstorm
Slaughter Wight Overlord (W) Level 27 Brute within the bounds orthis gateway. Creatures can pass
Medium na lu ral humanoid (un dead) XP 11,000 through the gateway without restrictions.
Initiative +21 Senses Perception +13; darkvision Statues: Carved orjet and basalt. each statue stands 15
HP 304; Bloodied 152; see also death wail to 20 reet high and depicts demonic Creatures in horrific
AC 39; Fortitude 41, Reflex 40, Will 39 poses. A statue provides cover and can be climbed with a
Immune disease, poison; Resist 25 necrotic; Vulnerable 15 radiant
DC 20 Athletics check.
Speed 7
The statues are imbued with vile magic. All good and
(±J Claw (standard; at-will) + Healing, Necrotic
+30 vs. AC; 5d6 + 9 necrotic damage, the target loses a heal unaligned creatures take a -2 penalty to attack rolls, skill
ing surge and is weakened (save ends), and the slaughter Wight checks , and saving throws while adjacent to a statue.
regains 20 hit points. Cushions; Heavy silk cushions are set in piles across
<E- Bloodied Burst (when fi rst bloodied; encounter) + Necrotic the chamber. These areas are difficult terrain.
Close burst 1; targets enemies; +28 vs. Reflex; 4d6 + 9 necrotic Treasure: A locked strongbox beneath a cushion in
damage, and the target is pushed 1 square and immobilized (save
the southwest corner of the chamber (DC 26 Perception
ends).
check to discover, DC 31 Thievery check to unlock) con
<. +
Death Willi (when reduced to 0 hit points) Necrotic
ceals Birik 's treasure lO,700 pp and 35 astral diamonds,
Close burst 5: targets enemies: +28 vs. Fortitude; 4d6 + 9
necrotic damage. Undead allies in the burst can make a basic plus four mithral rings , an adamantine amulet set with
attack as a free action. diamonds, and a platinum torc studded with rubies and
Alignment Chaotic evil Languages Abyssal, Common
emeralds. Each orthe jewelry items is worth 50,000 gpo
Str 29 (+22) Dex 26 (+21) W isll (+13)
Encounter Level 26 (47,156 XP) Marilith Ward Keeper (K) Level 27 Elite Controller
lar e elemental humanoid (demon) XP 11,000
Initiative +11 Senses Perception +13; darkvision
SETUP Keeper's Aura (Charm) aura 5; each ally within the aura gains a +1
bonus to AC. While the marilith ward keeper is bloodied, the
Kaasneva, marilith ward keeper (K)
bonus is gained on all defenses.
12 Iich vestiges (V)
HP 494: Bloodied 147
1 gulari (G) AC 41: Fortitude 39, Reflex 37. Will 37
Resist 10 acid. 10 cold, 20 fire
Kaasneva is used to the sounds of battle coming from the Saving Throws +1
Forbidden Court, and she ignores any combat there. As Speed 8
long as the adventure rs arc not carrying light, they can Action Points 1
approach unseen along the open balcony overlooking the CD Scimitar (standard; at-will) + Weapon
Reach 1: +31 vs. AC: 3d10 + 5 damage (crit 3d10 + 35).
wards chamber.
+ Kee per Strike (standard; usable only while wielding a scimitar;
at-will) + Weapon
Perception Check Reach 1: +31 vs. AC; 3d10 + 5 damage (crit 3d10 + 35). and the
DC 17: '1 la' soulld offlowllln wall'r mn be lJeard from beyond target is dazed until the end of the keeper's next turn.
,llc ed,lll' /1 rill' balcony. a/onll witlt nU1I1"rous mice.';. + Hacking Blades (free, when an adjacent enemy mis~es the marilith
with a melee attack; usable only while wielding a scimitar; at,wIII)
When the adventurers can see over the balcony, read: + Weapon
The marilith ward keeper makes a scimitar attack against the
\ IlI/11l11l1arlslr (OUrl.l'urJ 01'1.'115 up brlo\l', o"u1'11.'11 by a Il(Ircll:
triggering creature. If the triggering creatures is dazed. the mario
'~llidH.'s lIud d ~llIlari porinl' sl0ldn8 al01l8 Ihe wall. i\ mari/illt lith makes two scimitar attacks.
iilS urop a/all' throll{'. Sire I'PPCUr5 1'n!oC(ul'i£'d'l/GZilln into lite + Stunning Steel (standard; recharge ;:: ! II) + Weapon
bu/J/1lilliJfollt of ret/black idlOr spillj"B are"!' ill lite [ellCer of the The marilith makes six scimitar attacks. If two or more attacks
!o\\'cr chamher. l'our olowinn I1cms, set into the rillJ of Iltefoun · hit a single target. that target is knocked prone and stunned
rajll, send streams of ener8Y illto Ihe air that 'wist arulform a (save ends).
sin.q/e rope of arcane pawer rlUlt Jisllppe£ITsjust hejore reae/linl} -i:-Hypnotic Dance (standard; at-will) + Charm, Psychic
Area burst 5 within 10; targets enemies; +33 vS. Will; the target
Ihe erilill8 of 1/1(' chamber,
is pulled 6 squares and Immobilized (save ends).
Alignment Chaotic evil Languages Abyssal, Common
This is where the first of the four arcane moorings holding Str 29 (+11) Dex 16 (+11) Wis 10 (+18)
the chaos ship is bound. The adventurers must defeat the Con 13 (+13) Int 18 (+17) Cha 16 (+11)
guardians and deactivate the gems to disconnect the first Equipment 6 scimitars
wards.
There are four such ward stations scattered throughout DEVELOPMENT
the Red Hold . The adventurers must deactivate all four
To disengage the first wards. the adventurers must engage
stations to release the chaos ship from its arcane moorings
in a minor skill challenge or simply smash the warding
so that they can dive deeper into the Abyss.
gems (although this is actually more dangerous than the
skill challenge).
TACTICS Level: 27 (XP 11.000).
Kaasneva uses her hypnotic dance to draw foes close, pull Complexity: 1. (requires 4 successes before 3 failures).
ing them into the effluent channels if possible. She targets Primary SkilJs: Arcana. Religion, Thievery.
the most powerful·looking foes with keeper strike, reserving Arcana (DC 31. standard action): The character stud ies
stllnnin8 steel until she has at least two foes within reach. the wards and determines that there are four such stations
The gulari stays in the thick of combat, alternating bite in place throughout the Red Hold . All four must be disen·
and slam attacks against lightly armored targets, and using gaged to free the chaos ship.
shiftin8 assault to stay close to its foes. Arcana (DC 26, standard action): The character removes
Half Qfthe Hch vestiges Oank for combat advantage one of the gems from the ward matrix.
with their death's tOllch. The other half remain back to use Thievery (DC 31, standard action): The character removes
shadow ray or orb of obliteration. one of the gems from the ward matrix.
Success: The adventurers disengage this set of wards.
releasing one of the four mystic moorings binding the
chaos ship.
12 Lich Vestiges (V) Level 16 Minion
Medium na tur,ll humanoid (undead) XP 1.150 eac h
Initiative +14 Senses Perception +19; darkvision
Necromantic Aura (Necrotic) aura 1; any living creature that enters
or starts its turn in the aura takes 5 necrotic damage.
HP 1; a missed attack never damages a minion.
AC 40; Fortitude 36, Reflex 40. Will 38
Immune disease. poison; Resist 20 necrotic
Speed 6
CD Death's Touch (standard; at·will) + Necrotic
+30 vs. AC; 10 necrotic damage. and the target is weakened
(save ends).
@ Shadow Ray (standard; at·will) + Necrotic
Ranged 20; +30 vs. Reflex; 10 necrotic damage, or 15 necrotic
damage Ifthe target is an arcane power user (such as a wizard).
-i~ Orb of Obliteration (standard; encounter) + Fire, Necrotic
Two. three. or four Iich vestiges acting on the same initiative
count can use their standard actions to hurl a single orb of black
fire that detonates on impact. Make one attack roll: Area burst
5 within 10 of one ofthe lich vestiges; +30 vs. Reflex; 5 fire and
necrotic damage per Iich vestige making the attack, and ongoing
fire and necrotic damage equal to 5 per lich vestige making the
attack (save ends).
Alignment Evil Languages Abyssal, Common
Skills Arcana +24
Str11 (+13) Dex 12 (+14) Wls 13 (+14)
Con 14(+15) Int 22 (+19) Cha 18 (+17) FEATURES OF THE AREA
Illumination: Dim light in the lower chamber. The
Gulari (G) Level 15 Soldier balcony is dark.
l ar e elemental bcast (demon) XP 7.000 Ceiling: The ceiling is 30 feet high along the walls,
Initiative +21 Senses Perception +24; truesight 6 arching to a height of 50 feet at the center of the chamber.
HP 236; Bloodied 118 Fountain: This fountain provides cover. It te.atures a
AC 41; Fortitude 38, Reflex 36. Will 36
wide base of obsidian and a central spire sculpted as a cha
Speed 8. climb 8 (spider climb); see also shiftinB assault
CD Bite (standard; at-will) + Polson otic eruption of mottled red , green. and black stone. Each
Reach 2; +32 vs. AC; 4d6 + 6 poison damage, and the target is of its dozen steamingjets vents blood and black ichor into
dazed until the end of its next turn . the air.
CD Slam (standard; at-will) Any living creature that ends its turn adjacent to the
Reach 2; +32 vs. AC; 3d8 + 7 damage. and the target is knocked fountain or an emuent channel is weakened until the
prone. beginning of its next turn. Any living creature entering the
+ Shifting Assault (immediate reaction, when an enemy within 2
fountain or a channel (including the drains) is weakened
squares of the gulari shifts; at-will)
(save ends).
The gulari shifts to within 2 squares of the triggering creature
and makes a bite attad and a slam attack against the triggering Balcony: The balcony overlooking the lower chamber
creature. stands 20 feet above the floor and has no railing. A crea·
Alignment Chaotic evil Languages - (understands Abyssal)
ture falling from the balcony takes 2dlO damage.
Skills Athletics +2 3, Acrobatics +24
Secret Door: Only Orcus and his ward keeper use this
Str 22 (+18) Dex 25 (+19) Wls 2S (+19)
concealed door (DC 31 Perception check to spot, DC 31
Con 28 (+21) Int 2 (+8) Cha 20(+17)
TIl/' Ira:/! t~r!irh'L'r (IY'II smltlcnlyJ1aTes as u 11118(' fimn takes Con 18 (+12) Int 3 (+9) Cha 3 (+9)
~hape \\'ilhin ita weal Ilolrm rmcreill8Jrolll the Joor itself Equipment longs word
\IIOIIIl:r I/o/elll bl!Hins /0 ,uke slwpe withill rhe lit71lf el'en us Ihe
11rsl 'ur(ht'~JorwcmJ fa atlack.
DISABLING THE GHOST DOOR
The prolcctive wards ojthe 8host door attcmpt to destroy those
TACTICS who inadvertently discover it.
The iron golem juggernaut takes on the closest foes with
its cleave, falling back on iron blade attack if the adventurers The ghost door's magical wards blast the adventurers
spread out. It concentrates melee attacks on two targe ts at with arcane power and disgorge deadly constructs set on
a time, but uses its breath weapon whenever it can target destroying them. Some of the ski)) checks in the challenge
three or more foes . require the adventurers to be within the field of silver
A new iron golem juggernaut is conjured by the magic light, as indicated.
of the door every 5 rounds. Even if the adventurers leave Level: 26 (XP 18,000).
the area, the ghost door continues to conjure iron golems Complexity: 2 (requires 6 successes before 3 failures).
until a total offive have been created. The golems pursue Primary Skills: Arcana, Heal. Religion .
the party into any a rea of the Red Hold. Arcana (DC 26, standard action): The character taps into
Perception
Initiative + 19
Trigger
DEVELOPMENT
The adventurers should realize that the manirestation or
the ghost door is not a part orthe Red Hold . The bas·relier
s),lllhol is clearly a sign orthe Raven Quee n, but the mean·
ing of the aura or white flame is unknown . The Order or
White Fire arc operatives orthe Raven Queen working
within the' Red Hold (see Encounter R8 on page 24).
Encounter Level 28 (67,500 XP) 1 Retrievers (R) Level 27 Soldier
Hu e imlllorr.,1 ilnlm~tc XP 11.000 each
Initiative +24 Senses Perception +20; dark vision.
SETUP truesight 10
HP 248; Bloodied 124
1 immolith seeker (I)
AC 43; Fortitude 39, Reflex 40, Will 38
2 retrievers (H)
Immune charm. fear; Resist 5 to all damage
10 canoloth trackers (C) Speed 8
<±:> Claws (standard; atwill)
The manifestation of the ghost door has been felt within Reach 3; +34 vs. AC; 2d8 + 8 damage.
the Hcd Iiold. As the adventurers seek the wards hold <±:> Retrieve (standard; usable only while the retriever does not have
ing the mystic bindings of Sh eva it hall, Orcus's servants a creature grabbed: at-will)
Reach 3; +30 vs. Fortitude; 2d8 + 8 damage. and the target is
stalk them .
grabbed. The retriever can move a creature it has grabbed with
out making a Strength attack.
When the adventurers can see into this area , read: ~ Eye Rays (standard: one ray recharges each round- roll a d4 to
litis l'n(.lf ml'u" c Iwmbl'r lUIs l/t!' I1ppeOfl1l1CI' oJU undcrwouml determine which) + Acid, Cold, Fire, Thunder
IIMllt''', I"illtcel lc) tilt' ellertlles oj tltl' 1\11)'55. A foul rl.'l'k ri.~('!> The retriever fires all the rays as a single standard action , but
from 11 Irulf .(0:,'11 I'enls 10m in Ihe woulld Ukc BlIplniJ wounds. each must target a different creature: ranged 10; +32 vs. Reflex.
:")'~lcJllille bit",," Irc('s lIIl11811'irh blood redfrllil., lInin,,! paths 1-Acid Ray: 2d10 + 9 acid damage, and the target is blinded
(save ends).
rlrol/ca./lo another cntrallCc OPPOSilt!.
2-Cold Ray: 2d10 + 9 cold damage, and the target is immobi·
lized (save ends).
When the adventurers move into the garden, read : 3-Fire Ray: 2d10 + 9 fire damage , and ongoing 15 fire damage
Flrdinlu ~udlJCllh flarc} lit tlll'."Jr clltranre, and a horrid hOIl'I· (save ends).
ill8JIlIs thc air. Two r('/r/cwr~ lumber Illto the durk ljtlrden. t1 4-Thunder Ray: 2d10 + 9 thunder damage, and the target is
park "fllrmored (UUOIOlhs al tllefr sit/e./\s the rorrent off/ume stunned (save ends).
UUI'<lnce.., It ,akes IJrt' «Inn oj till flllmolith . UMarIa] wretches/" il Self-Repair (standard; recharges when first bloodied) + Healing
The retriever regains 20 hit pOints and gains a +4 bonus to AC
., hrieb. uYCTU rllllllllht to /It! unnoticed? In the nnnll' ofOrcus,.I'01l
until the start of its next turn .
wfll,1nyfor !'(lur/d" I Unerring Accuracy (standard; daily) + Teleportation
The retriever senses the general location of the target or nearest
Immolith Seel<er (I) Level 28 Controller creature of the type it was commanded to locate. The retriever
l al 'I' el"me nt al 111.1 ,i c.,1 be..!,t (de mon. fire. undead) XI' 13,000 teleports to a space that is within 10 squares of the target. The
Initiative +22 Senses Perception +19; darkvision target need not be on the same plane as the retriever when it
Flaming Aura (Fire) aura 1; each creature that enters or starts its uses this power.
turn in the aura takes 15 fire damage. Alignment Unaligned Languages -
AC 42; Fortitude 40. Reflex 38, Will 38 Con 24 (+20) Int 2 (+9) Cha 10 (+13)
Speed 6
Met/ium l'il'l1I l·nt.f l hea\t (del11on) XP J,l~O ";)( h
Reach 4 ; +33 vs. AC; 3d8 + 10 fire damage, and ongoing 10 fire
HP 1; a missed attack never damages a minion.
Resist 25 poison
the immolith and is grabbed . While grabbed, the target loses any
Reach 4 ; +18 vs. AC; 11 damage, and the target is dazed (save
resistance it has to fire . An immolith can hold up to five grabbed
ends). If the target is already dazed. it takes an extra 5 damage
creatures using this power.
instead.
~ Deathfire Curse (minor; at-will) + Fire
Alignment Chaotic evil Languages Abyssal
Saving Throws +1
Malfunctioning anarch sphere (hazard) 1M]
Speed fly 8 (hover)
Action Points 1
USl~ the poster map when running this encounter. <D Bite (standard; at-will)
+34 vs. AC; 3d6 + 7 damage.
As the adventurers approach this chamber, read: ~ Central Eye (minor l/round; at·will)
Ranged 10; +31 vs. Fortitude, and the target cannot use encoun·
Flrmmral cncrJtl· cmckb 100uill ahead. but a horrid shriek
ter attack powers or daily attack powers until the end of the
IfWlIlcn/a rily drowns our dl(~ $OUntl.
beholder eye of despair's next turn.
~ Eyes or the Beholder (free, w hen an enemy starts Its turn within
Two more orthe mystic wards binding the adventurers' 5 squares of the beholder eye of despair; at-will)
chaos ship ca n be found in th is area. Unfortunately, one The eye of despair uses eye ray against the triggering enemy.
of the slored anarch spheres has malfunctioned , and ~ Eye Rays (standardi at-will) • see text
it threatens to destroy t he chaos ship that is myst ically The beholder eye of despair uses one eye ray power chosen
from the list below. Using eye rays does not provoke opportunity
anchored to this chamber.
attacks.
1-Telekinesis Ray: Ranged 10; +31 vs. Reflex; 4d8 + 7 damage,
When the adventurers can see into this area, read: and the eye of despair slides the target 6 squares.
llJio; llll,qc c1'cJ1nbrr l~ lilh'tl with Ihe corpses ofenormous 2-Weakening Ray: Ranged 10: +31 vs. Fortitude; 4d8 + 7
tIl'1II01lS. tllcir d,arrcJ hodiL'~fUsctlln/o /lIe waIls. Sl'vcn (lIIorch damage, and the target is weakened (save ends).
sphcrrs across/lit' d,omh,'r urr locked II'fdlir1 donora/t' cradlrs 3-Despair Ray (Psychic): Ranged 10; + 31 vs. Will ; 4d8 + 7
,!fIllOHlecl SIOllt'. Tcntlrib of arcan~ clters.." risefrolll IWO of the psychic damage, and the target takes a -1 penalty to all attack
rolls (save ends).
Jdr~rh('r6,forminEl mystic ropr~ (hal dL'-Ilppcar CIS Ihcy r!.'(lc"
4-Maddening Ray (Charm, Psychic): Ranged 10: +32 vs. Will;
toword the (Cflilln- just like th!.' si"'ery cords bil1tlill8 _"OUT vessel. 4d8 + 7 psychic damage, and the target is dominated until the
C)l1e l!f O'l.' splwri'~j1m:.~ with uncOIl/rollcd POII'l'r, Two behold end of the eye of despair's next turn.
crs rl'~ronn a rilunl ol'('r Ihe broken spllt'r!.', II'/III!' a horde (if rot S-Confusing Ray (Psychic): Ranged 10; + 32 vs. Will; 4d8 + 7
hdTh"I}JCTSl>ock oway{rom /ht' destrllCI/ve werB.I' The n~l'slic psychic damage , and the target uses a move action at the start of
rOl'6 sct'm [(l be tunnleti in 111£' storm C?f cller.CJY rell/in/l t,bMe lite each turn to move its speed in a random direction (save ends),
IIW!fUIICtiollh18 ~T'lIere,un" s/rutld('rs oj drslructive power spo 6-Teleporting Ray (Teleportation): Ranged 10; +32 vs. Reflex;
4d8 + 7 damage, and the eye of despair teleports the target 10
radicalll trawl up rhe (ords-perhaps even toward your ship.
squares.
~ Ripple of Despair (when first bloodied; encounter)
Since discovering the power surge, the beholder eyes of Each enemy within 5 squares of the beholder eye of despair is
despair has been attempting to control it. The creatures in targeted by a random eye ray power as a free action and takes
this chamber are distracted, and the adventurers gain sur· a -2 penalty to all defenses (save ends). The eye of despair then
prise if they attack at once. If they wait in the hope that the teleports 6 squares as a free action.
malfunctioning sphere will finish these defenders off, they Alignment Chaotic evil Languages Abyssal, Deep Speech
are noticed after 1 round . That 's when one of the be hold ·
Con 26 (+21) Int 21 (+18) Cha 28 (+22)
DC 28: If,he mo!functiolllnB sphm: isn', disnblnl OT iflhl! Initiative +24 Senses Perception +22
nI)'stiL bintl/II8s anuc/lec/to your ship tlTen '1 CUI. tlu:n the build H P 1; a missed attack never damages a minion.
lnll ~torlll of el1er8J' (ould srl'ere/y ,/om081' or tlestroy tile chaos AC 44; Fortitude 39, Reflex 41, Will 39
·hip you /ra\'c (ollllll(mdl.'t'red. Time isn't all your side ill rllis Immune disease , poison, necrotic
+35 vs. AC; 12 damage, and the target is marked until the end of
the rot harbinger's next turn.
Alignment Chaotic evil Languages Abyssal
One of the anarch spheres within the chamber crupts with mil'
clemental power.
Initiative +8
Trigger
TACT1CS
The eyes of despair break off trying to stop the anarch
sphere and use their eye rays against random adventur
ers, moving into the thick of combat to gain extra attacks
from its eyes of the beholder aura. When their attacks create
forced movement, they move PCs into range of the mal Failure: The ward matrix unleashes a burst of necrotic
functioning anarch sphere's attack. energy, and each character in the chamber loses ont' heal
The rot harbinger reavers swarm the closest adventur ing surge. rfthis occurs, the gems must be smashed to
ers, flanking to make rottin8 claw attacks. break the wards.
Alternately, a gem can be smashed by any melee strike.
DISENGAGING THE WARDS When a gem explodes, characters within two squares lose
one healing surge. All four gems must be destroyed to dis
To disengage the second and third wards, the adventurers
able this set of wards.
must engage in a minor skill challenge or simply smash
the warding gems (although this is actually more dan
gerous than the skill chaJle nge). This challenge must be DEVELOPMENT
completed twice to disengage the wards. Give the adventurers time to take a short rest after they
Note that the wards are set into the frames of the two complete this encounter. Afterward, or if they attempt to
anarch spheres farthest from the entrance to this chamber. leave without taking a rest, go to the next encounter.
Level: 27 (XP 11,000).
Complexity: 1 (requires 4 successes before 3 failures). FEATURES OF THE AREA
Primary Skills: Arcana, Religion, Thievery.
Illumination: Bright light.
Arcana (DC 31, standard action): The character studies
Ceiling: 40 feet high.
the wards and determines that there are four such stations
Anarch Spheres: The massive anarch spheres in their
in place throughout the Red Hold. All four must be disen
cradles provide cover to any Large or smaller creature.
gaged to free the chaos ship.
Bodies: A host of rot harbingers and demon minions
Arcana (DC 26, standard action): The character removes
have already fallen to the power of the malfunctioning
one of the gems from the ward matrix.
anarch sphere. Areas containing bodies are difficult terrain.
Thievery (DC 31, standard action): The character removes
Areas containing piled bodies are challenging terrain, and
one of the gems from the ward matrix.
can be crossed only with a DC 18 Acrobatics or Athletics
Success: The adventurers disengage this set of wards,
check.
releasing one of the four mystic moorings binding the
chaos ship.
Encounter Level 30 (95,000 XP) Retriever Holocaust Level 30 Solo Soldier
Hu e imm orta l ~ n il11atc XP 95.000
Initiative +17 Senses Perception +24; darkvision, truesight 10
SFTUP Holocaust Aura (Fire) aura 5; each creature that starts its turn
1 retriever holocaust within the aura takes 15 fire damage. See also shield offire.
HP 1,104; Bloodied 552; see also self repair
When the filrces the adventurers fought in the Dark AC 46; Fortitude 44. Reflex 43, Will 42
Garden failed to report back to their posts, the most feared Immune charm. fear; Resist 10 all
Saving Throws +5
hunter in Orclls's arsenal was recaJled to the Red Hold-a
Speed 10; teleport 10
retriever holocaust. This ancient abomination once served Action Points 2
the primordials, but now it answers to Orcus and his top <D Claws (standard; at-will)
commanders. Reach 3; +37 vs. AC; 4d8 + 10 damage.
Usc the poster map when running this encounter. + O aw Aurry (standard: at·wlll)
The retriever holocaust makes four claw attacks, less one claw
When the adventurers have taken a short rest, or for each creature it has grabbed.
of White Fire appears to offer aid to the adventurers. Go Str 32 (+26) Dex 30 (+15) Wis 18 (+24)
on to the Interlude on the faCing page for details and infor Con 28 (+24) Int 18 (+19) Cha 14(+17)
mation regarding the Order and what they can offer to the
adventurers. terrain. Areas containing piled bodies are challenging ter·
rain, and can be crossed only with a DC 18 Acrobatics or
FEATURES OF THE AREA Athletics check.
Any squares containing bodies or piled bodies that
Illumination: Bright light.
the retriever holocaust moves through are ignited by its
Ceiling: 40 feet high.
holocaust aura, and remain burning until the end of the
Anarch Spheres: The massive anarch spheres in their
encounter. Any creature that moves into or begins its
cradles provide cover to any Large or smaller creature.
turn adjacent to or within a burning square takes 15 fire
Bodies: A host of rot harbingers and demon minions
damage.
have already fallen to the power of the malfunction
ing anarch sphere. Areas containing bodies are difficult
._._._-._-.---._.--.-._-.--.-.-._-.-.--.-._-.-.-.
w
INTERLUDE: THE ORDER OF WHITE F1RE ~ "u.
w
~
In the aftermath of the battle with the retriever, the adven Q: What is this place? How did you get here? 1:
turers find themselves in the company of unexpected "Tnfllberd is 1m t' tradirnensioncl! space whose I'ntrUrJCf opens to ~
allies-servants of the Raven Queen hidden within Orcus's rhose blessed by the Rllvell QUeen. M!IIenllfa 080. WI Ulty"'8uve
....
sanctum. her life la see a seed of the ,%adO\\1el/ secreted here. rrnm that o
seed. Taltlberelwas iJroWJT. Our force is d dozen stroll8 noll', bill
When the retriever holocaust is defeated, read:
many more have died in sen'ice to Ollr calise. However, 115/01111 as
EI'en as the retrieVI'T holocaustfalls,footsteps echo from nearby.
tlle Raven Queen's power endures. ollr sallctum is srife." ~
Eiyht!illures appear. IIII'll armed ami ready tofiyht- but Ihese arc
o
liD JI'IIWrtS. }\ force of an8cl~ 5tl1 res ill amuzernent, their swortls
Q: What do you do here?
bluzillt/ white, armor embossed \\lith the sl8il een on thi' 8'tost
"We en8u8e in skirmisll llJ1d sllboLa8l' oprratiOI15 Iltjainslthe er
rloor-tile rLII'en's head crownl'd wldl I\I/rilcfil'i!.
vants (ifLhe demoll prince, disruptin8lhrir plllns illla rorruplillJI
Olle ansel stel'~for\llord. "r am Ebantar.lord o{fhe \,vllile Iheir inrel1ilwn(e. We have been ullurtJe ill EverJost oflale, bUI U
Fire and servonl ofthe Haven Queen. You arc in wave peril. Ihe activalion of the tlh051 door's wards and t"~ disruptionll'itltin :J
o
Follow liS ifYOIl wish 10 live: tIle sphere IIC'XUS drew us back ro the Red Ifold ." ..J
0:
i.;J
If the adventurers balk at accompanying the angels, any Q: 'Vhat have you learned regarding Orcus's plots? f
Z
InSight check reveals that Ebantar's desire to help the "The .. email prillcl. hnSJlOlclll.ellcdll.itlJinlJis stlnctllmfor lalln
party is genuine. months, LIlld his custellan Hart/won is ahroad ill Everlosl. TIll'
/leI! hascoonllnuceJ Ihe luunch q{lwoweut chaos ship!> trwl
When the adventurers follow the angels, read: CVL'l1 now drop downward to the Fori'll' of Fou r "Varlds, butfar
Ebanrar leads thl' woup 10 on empI)' chamber Ilorth ofthe \VIla/ reason , we do 1101 know."
sphere Ilexus, where rite 8itosl door appears once lIlore. The
fie!el (if si/wr lit/ht}lares, bur Haluar rarries a cryslal roJ tllO/ Q: What is the Forge of Four Worlds?
he touches to tlte rm't n" IIl'aJ siJlil. With IJ pulse 0 shlH!m". the "/'Ile I-orne is lin (lnd1'1l1 is/allJ mole hunnhl}) hi lite tlbysstll
.loor Jfsllppeur to rev!.'ul tl 1'051 e.\ tmJimensional spOC!' beyond. dl'pl/is. 1/ ucts as u cOllduitJar elemental und urctlIll' encr8Y,
1\ counyartl I~fHolden-w(~ marble isIronreu. by tall archways focusl1l8IJnd slrellljtll£lIillf) the TtlII' cllIIOS 'if "II! ; \IIj55 to tW III!r
and ltan[fina 8ardt!lls. all biJthed in silver linhl. dte pOIVl'r bq"lJd irnu.<-/ination."
Unless they have a light source in hand , the adventurers Reach 3; +30 vs. Reflex; 3d6 + 12 damage, and the target is
knocked prone.
TACTICS
The high aspect ofOrcus throws itself at the strongest
looking melee combatant, counting on its tail lash and ing surge. If this occurs, the gems must be smashed to
lesser aura ofdeath to hold off other attackers . break the wards.
The storm devil thralls have their movement limited by Alternately, a gem can be smashed by any melee strike.
the chains that bind them to the walls (3 squares). They When a gem explodes , characters within two squares lose
try to push foes into contact with the throne. one healing surge. All four gems must be destroyed to dis
The mezzodemons swarm the closest intruders and able this set ofwards.
attack with restrainin8 breath, then set flanks .
FEATURES OF THE AREA
DEVELOPMENT Illumination: Bright light.
The angels show the adventurers where the Great Hall is, Ceiling: 50 feet high.
and then they depart to engage other demon hunting par Bronze Doors: Each flame -shrouded door is 3 feet
ties to give the adventurers time to deal with the wards thick and stands 30 feet high and 15 feet wide. A creature
and then make their escape. touching a door takes 20 fire damage.
Fire Pit: This elemental vent serves as the entrance to
DISENGAGING THE WARDS the kitchens 100 feet below (see Encounter R9). Charac
To disengage the fourth set of wards , the adventurers mnst ters can descend by flying or levitating, or can climb the
engage in a minor skill challenge or simply smash the walls of the pit with a DC 26 Athle tics check. However,
warding gems (although this is actually more dangerous any character that enters or starts a turn in the white -hot
than the skill challenge). flames takes 20 fire damage. A creature that falls down
Note that the wards are set into the stone lip of the fire the pit also takes IOdIO falling damage.
pit. Throne of Oreus: The high seat of the demon lord is
Level: 27 (XP 11,000). carved of a Single slab of black onyx . Any creature that
Complexity: 1 (requires 4 successes before 3 failures) . starts its turn within 5 squares of the throne takes 10
Primary Skills: Arcana, Religion , Thievery. necrotic damage.
Arcana (DC 31 , standard action): The character studies Treasure: These offerings to Orcus consist ofeight
the wards and determines that there are four such stations onyx carvings set with adamantine and precious gems
in place throughout the Red Hold . All four must be disen (worth 50,000 gp each), 1,500 gems (worth 1.000 gp
gaged to free the chaos ship. each), 60 astral diamonds, and 13 ,000 pp of ancient vin
Arcana (DC 26, standard action): The character removes tage. The treasure pile is difficult terrain.
one of the gems from the ward matrix.
Thievery (DC 31, standard action): The character removes
one of the gems from the ward matrix .
Success: The adventurers disengage this set of wards,
releaSing one of the four mystic moorings binding the
chaos ship.
Failure: The ward matrix unleashes a burst of necrotic
energy, and each character in the chamber loses one heal
Encounter Level 28 (70,000 XP) Goristro Siavemaster (G) Level 27 Elite Brute
Hu c "'ernen l ~1 humilnoid (demon) XP 21 ,000
Initiative +21 Senses Perception +25; dark vision
SETUP HP 610; Bloodied 305; see also ra8in8frenzy
AC 39; Fortitude 41. Reflex 39, Will 38
1 goristro slavemaster (C)
Resist 25 variable (21encounter; see Monster Manual glossary)
2 me7.7.odemon watchguards (M)
Saving Throws +2
8 rot harbinger reavers (R) Speed 8
Action Points 1
To reach the slave kitchens beneath the Great HaU, the CD Flame Whip (standard; at·will) + Fire, Weapon
adventurers must descend through an open pit ofelemen Reach 3; +30 vs, AC; 3d10 + 9 fire damage.
tal fire and climb, fall. or ny 100 feet to the level below. + Double Attack (standard; at·will) + Fire, Weapon
The goristro makes two flame whip attacks.
See Encounter R8 on page 24 for details.
+ Goristro Stomp (immediate reaction, wilen an enemy moves adja·
cent to the goristro: at·will)
When the adventurers have descended into the The goristro makes an attack against the enemy: +30115. AC;
kitchen, read: 4d10 + 10 damage, and the target is knocked prone.
JIlt' Stl'l1fIJ oIfllth UJ1J rOt hil~ rikt· II hnnlll1er blow beyond tile + Goring Charge (standard; at·will)
hlll.:;n.IJ clt'mCl1tal venlthal Jl/l~ the tunnel ubove.\ lI1ultlll.'l·el The goristro makes a charge attack: +30 vs. AC; 3d10 + 10
CUI'fTII ~lIrrOIlIH1s tIJl" I'cnt. uiI'il/eJ b) what appear tll be hi/lit damage, and the target is pushed 2 squares and knocked prone.
Willis <?(8/0I1'1n11 bludl st(me/rc>m which a keeninll wail rises cmd + Raging Frenzy (Immediate reaction, when attacked by an adjacent
enemy while bloodied; at·will)
{tI/lS. On Ihe til!r below, IlllorlslrQ wieldin8 u,tlaminy brand is
The goristro makes a frenzied gore attack against the enemy:
II'hlprfn8 a quartet '!f rOllrarhilllJcrs. who ill !Urn arr tl'ndin8 +30 vs. AC; 3d8 + 10 damage, and the target is pushed 2
I.lrw mrs htlJlijillll OI't'f thejire. Sudd/ml.\'. a IIIe::zodL'Jnlltl rcars squares.
"I' 011 dlt' d[lfab.,w, $hrlckill8 oul un ,,/elml. Alignment Chaotic evil Languages Abyssal
Str 30 (+23) Dex 26 (+21) Wis 25 (+20)
The goristro slavernaster. the closest mezzodemon watch· Con 25 (+20) Int 12 (+14) Cha 17 (+16)
guard, and the four rot harbinger reavers attack as soon as
the first adventurer appears at the bottom of the elemental 8 Rot l'larblnger Reavers (R) Level 28 Minion Soldier
M edium ,,1"nlt'n l ~1 humanoid (unLie'H I) XP 1,1~O e<lc h
vent. The second mezzodemon watchguard and the other
Initiative +24 Senses Perception +22
(our rot harbinger reavers (currently watching over slaves
HP 1; a missed attack never damages a minion,
in the pens to the south) move to enter combat in the AC 44; Fortitude 39, Reflex 41, Will 39
second round. Immune disease, poison, necrotic
Speed 6. fly 8 (clumsy)
2 Mezzodemon Watchguards (M) Level 27 Soldier CD Rotting Claw (standard; at·will) + Necrotic
Mt'dIUlCll'h·I1H'Clt.1i hUCIldlluid (dt'IIHH1 ) XP 11.000 l'Mh +35 vs. AC: 12 damage, and the target is marked until the end of
Initiative +21 Senses Perception +19; dark vision the rot harbinger's next turn.
HP 245; Bloodied 112 Alignment Chaotic evil Languages Abyssal
AC 43; Fortitude 39, Reflex 37. Will 37 Str24(+21) Dex30(+24) Wls27(+22)
Resist 25 poison, 15 fire, 15 force Con 27 (+22) Int 21 (+19) Cha 19 (+18)
Speed 6
CD Trident (standard; at·will) + Weapon
Reach 2; +34 vs. AC; 3d8 + 9 damage.
TACTICS
+ Skewering Tines (standard: usable only while wielding a trident; The goristro slavemaster makes double attacks with its
at·will) + Weapon name whip against lightly armored targets, using its
Reach 2: +34 vs. AC; 3d8 + 9 damage, and the target takes ongo· reach and its goristro stomp to keep adventurers from get
ing 10 damage and is restrained (save ends both),
ting adjacent to it ifit can. Ifit needs to move to engage, it
~ Poison Breath (standard; recharge ~':. il) + Poison
makes a goring charge (against a striker or defender if pos ·
Close blast 3; targets enemies; +32 vs. Fortitude; 4d6 + 9 poison
damage. and ongoing 15 poison damage (save ends). sible). knocking the target prone and leaving it to its allies.
Alignment-Chaotic evil Languages Abyssal
The mezzodemon watchguards make poison breath and
Str 28 (+22) Dex 24 (+20) Wis 25 (+20)
skewering tines attacks against the closest adventurers,
Con 21 (+18) Int 11 (+14) Cha 16 (+16)
The rot harbinger reavers mob lightly armored targets,
Equipment trident
making rotting claw attacks with combat advantage when
ever they can.
All of these monsters try to force the intruders into the
fire pit in the center of the chamber (see "Features of the
Area"). They fight to the death .
FEAnlRES OF THE AR A
Illumination: Bright light in the lower part ofthe
chamber. Dim light in the upper cavern .
Ceiling: The rough ceilings or the caverns are all aver·
age or 50 fcet above thl' uneven floor.
Vats: Three iron vats hang over the central fire vent.
The vats contain a foul liquid knowll as essence of del1lon.
The adventurers can use the liqUid to mask their mortal
natures. Once administered. the masking age nt lasts for
three days, rading after a third extended rest.
Elemental Vent: A jet of white fire hlasts upward to fill
the tunnel leading to the great hall ahove. The PCs start
the encounter in this area, and l1lust move out ofit il1llne
diately to avoid the vent's deadly heat. The fin' is hotter
here than above, and any creature that l'ntt~ rs the elemen·
DEVELOPMENT
tal vent or starts its turn within it tah~ s 30 firc damage. z
Cliffs: These steep slopes rise to a height orlO feet.
'When the guardians or this area have been destroyed, dividing the cavern into tiers. Scaling a crumbling slope
the adventurers can get an expanded look at the horror or requires a DC 26 Athletics check. A creaturc that drops
these caverns, Read: down rrom above takes 2dlO raIling damage.
Slave Pens: Rough 8·root·high rences hem in Ihe hun·
"VI/hin tire eXl'unse of lave corrals ca n be -een what uppear 10 dreds or slaves kept captive within this roul kitchen.
be mule ancl fe rTlIlles of all (he morlal races, IndutlinlJ humClIb. Slaves within the pens are malnourished and filthy,
UWIITI'es. dad rill . ell·es. 111111 dmflonhorn. UrII Orl8 ollrer , 'l1rc) all huddling together in a haze or babbling voices punctuated
apl'l?ur IJullcn.',I. hunWY. unci dirt)'. by terrified wailing.
Burning Vents: The smaller elemental vents are diffi ·
Although the adventurers might be inclined to inspire the cult terrain. A creature that enters a burning vent takes 10
slaves to derend themselves or escape their dark captivity, fire damage and is weakened (save e nds).
these wretches have been tortured and terrified beyond Treasure: The goristro slavemaster carries a belt pouch
the point or speech or understanding. They show no sign containing 45 astral diamonds.
orrecognition irthe adventurers attempt to communicate
with them , and are even beyond asking ror aid . However,
see the "None Left Behind" sidebar.
From here, the adventurers can reach a gateway into
the Bloodstorm without rurther incident.
9, 10- Death Ray (Necrotic): Ranged 10; +29 vs. Fortitude; 2d8
their travels.
+ 10 necrotic damage, and if the target is bloodied it is dazed
(save ends). First Failed Savin8 Throw: The target is dazed and
FEATURES OF THE AREA
weakened (save ends). Second Failed SavinB Throw: The target is
irthe glabrezu summons them (see below). Skills Arcana +26. Bluff +21, Intimidate +21
As the chaos ship plunges deeper into the Abyss, Con 20(+18) Int26(+21) Cha16(+16)
or
file Fur8e four Worltls han8s ~IJSpended in tire abyssal
+
cent to the target after the target slides.
Fiendish Opportunist (immediate reaction. when an enemy is
dnrlmC5s. A CrI'StaIlUlt.' sphere pulsing with rm~1 (·Iemelltal und pushed, pulled, or slid into a square adjacent to the brazen devil;
urcune I'nl'rll)'. il5 ,uriacl' rises up tiS splill/ered s/U1rtls ofred lHld at·will) + Weapon
"'nel... Bul ahol'c IIsJructuretlJace. a shadow mOl'es, ,omln8 illw +35 vs. Fortitude; 2d8 + 10 damage, and the target is knocked
\/hlrprrf(lclL~ tiS ~hel'altltall plttngeS closer. prone.
TIll' Forlll' is untler auack. Del'ils heyond numba are swarm Infernal Assault (move: encounter) + Teleportatlon
The brazen devil teleports 20 squares and gains a +2 bonus to
hW rIll' hltlZllllJ sphere, rhroll'inH themseh'e5 Illlaillst a demollic
attack rolls until the beginning of its next turn. The brazen devil
host c1.felldill8 the allci('t)( sire.
can tele port into occupied squares. sliding any creatures occupy
ing those squares into the nearest unoccupied squares.
Show the players "View of Descent to the Forge" on
Alignment Evil Languages Supernal
page 28 of Adventure Book One. Skills Intimidate +26
Str 28 (+24) Dex 18 (+19) Wls 25 (+22)
SETUP Con 25 (+22) Int 23 (+21) Cha 22 (+21)
Equipment hell forged plate armor (destroyed if the brazen devil is
2 brazen devils (H) slain). halberd
10 legion devil vanguards (L)
Black door hazard
10 legion Devil Vanguards (L) Level 18 Minion
Medium imnlortal humanoid (devi l) XP 3,250 each
As the ad ve nture rs take in the sce ne be fore them, Slte
Initiative +11 Senses Perception +11; dark vision
vaithan crosses the proximity th res hold that activates the HP 1; a missed attack never damages a minion.
porta l between the ship a nd the Forge. AC 44; Fortitude 40. Reflex 38, Will 38; see also squad defense
Resist 15 fire
' wlt/lmly, (h.. inacth'c surrboard portal c1rde j1ares. pulsilln III Speed 7, teleport 3
time to the Bentle ebb andj10w of rhe FOf8c·sliy/lt.. CD Longsword (standard: at-will) + Weapon
+35 vs. AC; 12 damage.
Squad Defense
A DC 19 Arca na c heck confirms that the portal has COI1
The legion devil vanguard gains a +2 bonus to its defenses when
nec te d to the Forge of Four Worlds. Still fa r enough from adjacent to at least one other legion devil.
the fray to avoid de tec tion , the ship can be le ft in a holding Alignment Evil Languages Supernal
pOSition as the adventure rs c ross over. Str 28 (+23) Dex 25 (+21) Wis 18 (+18)
When the adventurers step through, read: Equipment plate armor, heavy shield.longsword
TACTICS
The brazen devil uses infernal assault to teleport into the
midst of the adventurers, forcing some over the ledge if
possible, then attacking with hellfire Bout. It makes halberd
attacks while it waits for hellfire Bout to recharge, saving its
furious assault for a striker or defender.
The legion devil vanguards swarm the adventurers in
groups of three, nanking for combat advantage.
The black door targets random creatures with bolts of FEATURES OF THE AREA
black shadow. Illumination: Dim light from the glow oftht: black
door.
z
Black Door Level 28 Elite Warder Ceiling: 30 feet high.
HMard XP 16.000 Bodies: Demons defending this area lell to the dt'vils
The haze ojblack enerm' shieldinB the door suddenly erupts into when the devils invaded. Squares containing bodies are
tendrils oJ psychicJorct'. difficult terrain.
Hazard: The devils' attempts to break through the door's Ledge: The uneven Ooor slopes down 5 Icet from the
protective field with brute force have caused the door's portal platform. It takes a move action to climb lip the
wards to flare up with deadly results. smooth slope. Jumping down can be done as part ora
Perception move action. Creatures more then 2 squares from opposite
No Perception check is necessary to see the black door sides of the ledge have cover against each other.
hazard activate.
Door: The door that exits the portal chamber is sealed
Trigger
In the second round of combat, at the start of the round, the behind ancient and powerful wards. Once the wards art'
wards on the door attack. disabled, the gear wheels can be turned to open the door.
Attack Gear "Vheels: These great iron wheels are set into the
Standard Action Ranged 10 stone wall. Turning both wheels at once allows the black
Attack: +31 vs. Fortitude; two attacks against two different doors to be open (Simultaneous DC 28 Strength checks),
random targets. but they cannot be turned while the wards protecting the
Hit: 3d8 + 10 psychic damage, and the target is dazed (save
door are active.
ends). Aftereffect; Ongoing 10 psychic damage, and the target
is weakened (save ends both).
Countermeasures
• The wards of the black door can be deactivated by one or
more characters adjacent to it making three successful DC
28 Arcana or DC 33 Thievery checks as standard actions.
DEVELOPMENT
The glyphs on the door are figures in an ancient dialect of
Supernal. Once the ward has been disabled , the adventur·
ers can be read the glyphs with a DC 28 History check.
The glyphs detail an overview of the Forge of Four Worlds,
paraphrasing the general information on page 12 ofAdven·
ture Book One.
Any adventurer investigating the teleportation circle
determines that it is inactive. A DC 28 Arcana check
confirms that a surge of energy from the black door's
protective wards has permanently disabled the portal,
requiring the adventurers to find another way to leave
the Forge .
Encounter Level 30 (106,000 XP) Forgeborn Stormstriker (5 ) Level 31 Controller (Leader)
l ar e immortal ma ical beasl XP 23 ,000
Initiative +21 Senses Perception +28;
S ETUP darkvision, blindsight 10
Defenders of the Forge (Cold, Fire, Healing, Lightning) aura 5;
1 forgeborn stormstriker (S)
each immortal ally that starts its turn within the aura regains 20
2 forgeborn darkslayers (D)
hit points. while each enemy that starts its turn within the aura
4 forge born chaos skulks (C) takes 15 cold, fire, and lightning damage.
HP 281; Bloodied 140; see also fury of the forBe
Beyond thc portal chamber, the adventurers get their first AC 45; Fortitude 43, Reflex 41 , Will 41
sense of the size of the Forge of Four Worlds. Immune charm. fear. sleep; Resist 15 cold, 15 fire. 15 lightning
Speed 8. teleport 8
When the adventurers enter this area, read: <D Touch of Chaos (standard; at-will) + Psychic
Reach 2; +35 vs. Will; 4d8 + 10 psychic damage. and the target is
\ hunt' chumbt'r (ll'C!"~ up bl'}olld tile dark prustllJl!woJfrom Ihe dazed until the end of the stormstriker's next turn.
p(lrhll drum",·r. j(~ \\'II/1s•./1oors. and ceil/1l8 a 'al/lcc.' ofltla::ln8. :r Arc LIghtning (standard; at·will) + LIghtning
JhllllOlhl hrilllll errslal The un('\'eI15I1rjaccs l!(t1le drrllnbc.'r Ranged 20; +35 vs. Reflex; 3d8 + 10 lightning damage plus
;t'em III slim Illul slrimllla. rryst,JlIirw pal/eTlls jirdin8 ond ongoing 10 lightning damage (save ends), the target is dazed until
./lurifllJ like fT(l~1 tIIl.'llllSs. AI rundom inlenorus, 8rl.'al "laSI~ of the end of its next turn. and the stormstriker makes a second·
lii/h/niHII anLJ whiterirr 111'151 lI'ith[n Ihr dl.'p1hs C!.fthe walls. flrr ary attack against two new targets within 5 squares of the initial
target. Secondary Attack: +35 vs. Fortitude: 2d8 + 10 lightning
power pu lsi 1111 lUll' elemelltal Mood throlllJh dear CTystal veins.
damage and ongoing 10 lightning damage (save ends).
A hll!(do:cll passuws Il'ad qffilllo shadow, hUllhefJoor of Ihe <. Fury of the Forge (when reduced to 0 hit points) + Cold, Fire,
rltnml'rr is Slrewn willi sk('wIIII rl'lTluins. LIghtning
Close burst 3; +33 vs. Reflex; 4d1 0 + 9 cold, fire, and lightning
A DC 33 Arcana check recognizes that the Forge of Four damage. Miss: Half damage.
Worlds is composed or a lattice of raw elemental and -t%- Coldfire Orb (standard; recharge [gI IT ) + Cold, Fire
arcane ene rgy, congealed and crystallized to solid matter. Burst 5 within 10: +33 vs. Fortitude; 3d8 + 10 cold and fire
damage. and crystalline growths make the area of the burst dif
The enormous chambers within it are not natural , how
ficult terrain until the end of the encounter.
eve r, but were carved out by unknown hands eons ago.
Alignment Unaligned Languages - (understands Abyssal.
Give the adventurers time to look around, claim the trea Primordial, and Supernal)
sllre here, and take i.l short rest if necessary. Str 30 (+2 5) Dex 22 (+21) Wls 27 (+23)
Con 25 (+22) Int 27 (+23) Cha 23 (+21)
When the adventurers prepare to leave the area,
read:
2 Forgeborn Oarkslayers (0) Level 28 Brute
from the twistinn corridors o/l around. a Brea l mOL1ninB rises.
lar e im mortal mol i(al he,," XP 13.000 e.1( 11
e(hol118 off tlte clTsIal. Poundil18foorfalls follolll tIS SCVCII
Initiative +22 Senses Perception +22; darkvision
jor8chorn- tllf al1cient abominlllioll$ thaI Huardlllb placC! HP 315; Bloodied 157; see also fury oftheforBI!
AC 40; Fortitude 42, Reflex 40. Will 40
IIr8cJorward 10 Llrtadl.
Immune charm, fear. sleep
Speed 6
TACTICS CD Shadow Sword (standard; usable only while wielding a
greatsword; at·will) + Necrotic
The stormstriker uses coldfire orb as often as possible,
Reach 3; +31 vs. AC; 3d10 + 10 necrotic damage, plus ongoing
laying down patches of difficult terrain . It makes arc liaht 10 necrotic damage (save ends).
nina attacks while coldfire orb recharges, staying in close ~ Fury of the Forge (when reduced to 0 hit points) + Cold, Are,
combat to take advantage of its aura . LIghtning
The darkslayers targe t m elee combatants with shadow Close burst 3: +29 vs. Reflex; 4d1 0 + 9 cold, fire, and lightning
sword attacks, unleashing shadow fren zy whe never they can damage. Miss: Half damage.
target two or more foes. ~ Shadow Frenzy (standard; usable only while Wielding a great·
sword; recharge ::;:1[111) + Necrotic
The chaos skulks stay at the edge of the fray, target
Close burst 3; +29 vs. Fortitude; 3d10 + 10 necrotic damage. and
ing groups with soul shroud or Single targets with soul slam the target is stunned (save ends).
attacks. The chaos skulks specifically target adventurers Alignment Unaligned Languages - (understands Abyssal.
attempting to deactivate the Forgesong. Primordial, and Supernal)
Str 30 (+24) Oex 27 (+22) Wls 27 (+22)
Con 25 (+21) Int 18 (+1 8) Cha 20(+19)
Equipment greatsword
4 Forgeborn Chaos Skulks (C) Level 27 Lurker
la r e il11morta l l11<l ieal beas t XP 11.000 I'aeh
Initiative +26 Senses Perception +22;
darkvision, blindsight 10
HP 193; Bloodied 96; see also fury ofthe forBe
AC 41; Fortitude 39, Reflex 41, Will 39
Immune charm, fear, sleep
Speed 8, climb 8
CD Soul Slam (standard; at-will) + Psychic
Reach 2; +30 vs. Fortitude; 3d8 + 9 psychic damage. and the
chaos skulk becomes invisible to the target until the end of the
chaos skulk's next turn; see also subtle strike.
<. Fury of the Forge (when reduced to 0 hit points) + Cold. Fire.
Ughtnlng
Close burst 3; +30 vs. Reflex; 4d10 + 9 cold, fire, and lightning
damage. Miss; Half damage. a::
<. Soul Shroud (standard; recharge Iftl) + Psychic w
!
Close burst 2; +30 vs. Will; Sd10 + 9 psychic damage, the target
Z
takes ongoing 5 psychic damage, and the chaos skulk becomes :>
invisible to the target (save ends both); see also subtle strike
Subtle Strike
o
The chaos skulk deals 3d8 extra damage on attacks when it is
FEATURES OF THE AREA 2
UJ
invisible to its target. Illumination: Bright light, emanating from the crystal
Alignment Unaligned Languages - (understands Abyssal. wall s.
Primordial. and Supernal) Ceiling: 30 feet high .
Str 21 (+18) Dele 28 (+22) W1s 19 (+17)
Crystal Pillars: These enormous shards of crystal
Con 25 (+20) Int 19 (+17) Cha 25 (+20)
thrust up from the floor of the chamber. A crystal pillar
provid es cover but does not block line of Sight. It can be
Forgesong Level 28 Warder
climbed with a DC 28 Athletics check, but it takes a DC
T r~ p XI' 13.000
19 Acrobatics check (a minor action) to remain standing
The 810win8 walls of the Forw o.fFour Worlds emit a sonorous
on the uneven top of a pillar.
field that debilitates intruders.
Skeletal Remains: Over untold centuries, a host of
Trap: The Forge of Four Worlds channels arcane power to aid intruders have been slain here by the guardians of the Forge.
its immortal guardians. T he remains include an incredible range ofcreatures
Perception devils. demons, elementals, mortal s-but arc little more then
• DC 28: The character notices that the light within the walls
bones, shattered exoskeletons, and the oxidized remains of
pulses in time to the steady ebb and flow of the moaning
that preceded the arrival of the forgeborn. weapons and armor. Areas containing skeletal remains are
Trigger difficult terrain.
The trap is triggered when the forgeborn guardians first Treasure: Any search of the skeletal remains turns up
appear. When any creature except a forgeborn subsequently a few items untouched by the ravages of time with a DC
moves within 2 squares of any wall (the active area), the trap 28 Perception check-two potions of life, three potions of
attacks. Once a creature has entered the active area, it can recovery, fOtlr adamantine amulets (worth 50,000 gp each),
remain in the area without suffering further attacks. The trap
2 ,500 pp, and 40 astral diamonds.
attacks again when another creature enters the area, or if a
creature leaves and reenters the area.
Attack
Opportunity Action Close burst 5 around the triggering
creature
making claws attacks every round. It saves both uses of + A character adjacent to the spire can disable it with a DC
33 Arcana check. A failed check causes the spire to attack
its abyssal void until it can target three or more enemies in
the character trying to disable it.
each burst.
The solamith hu nters stay atop the cliffs to target
enemies with soulfire. Each makes burst 3 attacks for maxi
mum damage as long as two or more foes can be targeted,
but uses only the burst 1 version of the power if the adven
turers spread out.
Shadow Demon Assassin (A) Level 31 Elite Lurker
Medium elell1e nl ,ll hum.m oiti (demon) XP 46.000
Initiative +29 Senses Perception +23; darkvision
HP 436; Bloodied 118
AC 45; Fortitude 41 , Reflex 43, Will 42
Resist 25 necrotic, 20 cold, 20 lightning, insubstantial; Vulnerable
radiant (if the shadow demon takes 25 or more radiant damage
in a single attack, it loses phasing and insubstantial until the end
of the attacker's next turn)
Saving Throws +2
Speed fly 8 (hover); phasing
Action Points 1
CD Claws (standard; at·will) • Necrotic
Two attacks; +34 vs. Reflex; 3d8 + 10 necrotic damage; see also
combot advanta8e.
+ Void Rake (minor; requires combat advantage against the target;
at·will) • Necrotic
The shadow demon makes a single claw attack.
<~ Abyssal Void (standard; recharges when first bloodied) •
Necrotic, Zone
Close burst 3; +32 vs. Fortitude; 4d8 + 10 necrotic damage. The
burst creates a zone of darkness that lasts until the end of the
shadow demon's next turn . The zone of darkness cannot be illu·
minated, and it blocks line of sight for all creatures that cannot
see in darkness. A creature that starts its turn within the zone
takes 2d8 + 10 necrotic damage.
Combat Advantage FEATURES OF THE AREA
When the shadow demon uses a claw attack to damage a target Illumination: Bright light.
it has combat advantage against, the target cannot spend healing
Ceiling: 50 feet high .
surges until the end of the shadow demon 's next turn.
Alignment Chaotic evil Languages Abyssal
hcJ,rrcHlu!~
Ranged 20; the war devil and an allied devil within range swap
positions.
~ Fiendish Tactics (minor; recharge I:':' III)
Pit Fiend Captain (P) Level 30 Elite Soldier (Leader) Ranged 10; affects up to two allied devils of the war devil's level
lar e Immollal humanoid Idevil) XP 38.000 or lower; each target can take a move action or make a basic
Initiative +24 Senses Perception +26; darkvision attack.
Aura of Fear (Fear) aura 5; each enemy within the aura takes a -2 Alignment Evil Languages Supernal
penalty to attack rolls , Skills Intimidate +23
Aura of Fire (Fire) aura 5; each enemy that enters or starts its turns Str 29 (+23) Dex 25 (+21) Wis 21 (+19)
in the aura takes 15 fire damage, Con 26 (+22) Int 17 (+17) Cha 18 (+18)
HP 550; Bloodied 275 Equipment trident
AC 46; Fortitude 43 , Reflex 39. Will 41
Resist 30 fire, 15 poison
Saving Throws +2 6 Legion Devil Vanguards (L) Level 28 Minion
Speed 12, fly 12 (clumsy), teleport 10 Medium immortal humanoid (devil I XP 3.250 each
Action Points 1 Initiative +11 Senses Perception +11; darkvision
HP 1; a missed attack never damages a minion ,
CD Flametouched Mace (standard; at-will) • Fire. Weapon
Reach 2; +37 vs, AC; 3d8 + 10 fire damage. and ongoing 10 fire AC 44; Fortitude 40, Reflex 38. Will 38; see also squad defense
damage (save ends), Resist 15 fire
Speed 7, teleport 3
'" Tail Sting (standard; at-will) • Polson
Reach 2; +37 vs. AC; 2d8 + 10 damage, and the pit fiend makes a CD Longsword (standard; at-will) + Weapon
+35 vs. AC; 12 damage,
secondary attack against the same target. Secondary Attack: +35
Squad Defense
vs, Fortitude; the target takes ongoing 15 poison damage and is
weakened (save ends both), The legion devil vanguard gains a +2 bonus to its defenses when
adjacent to at least one other legion devil.
'" Pit Fiend Frenzy (standard; at·will)
The pit fiend makes a Jlametouched mace attack and a tail stinS Alignment Evil Languages Supernal
DEVELOPMENT z
Hthe adventurers convince Utarla to stand down, the pit
fiend is interested to find out whatever the advcnturers
TACTICS can tell her about Orcus's plans, as the devils do not yet
have a full understanding of what Orcus is doing at the
Utarla, the pit fiend captain,lIses pitfiendfrenzy to make
Forge of Four Worlds. The pit fiend's master is Asmodcus.
double attacks while applying point of terror against
who fears that Orcus's plans have something to do with
nearby enemies. She stays in the thick of combat to maxi
the Heart of the Abyss. Utarla knows that the demons have:
mize the erJixts of her auras.
transported tons of black rock to the Soulfire Furnace. and
The war devil spcarfighters attack lightly armored tar
she provides an overview of that location (see Adventure
gets, lIsing besie8ed foe to mark targets. They use fiendish
Book One, page 12). Hthe adventurers have not already
tactics as orten as possible to grant additional attacks to
done so, they should be able to deduce that restoring Time
legion devil allies.
SllS is Orcus's goal.
The legion devil vanguards split into groups of two,
Hthe adventurers tell Utarla that they mean to stop the
each fighting alongside a war devil. They Oank to main
demon prince, the pit fiend offers an alliance of sorts. Sh·
tain combat advantage and their squad defense.
will escort the party to the forgestorm bridge (see the ncxt
encounter), running interference against the forgcbofl1
IMPRESSING UTARLA guardians there while the adventurers make for the Soul
UtarIa's opening rant should tell the adventurers that the fire Furnace.
devil has information they need . A savvy party can cut the
combat short by negotiating a truce with the devils. FEATURES OF THE AREA
Level: 29 (XP ] 5,000).
Illumination: Darkness.
Complexity: 1 (requires 4 successes before 3 failures).
Ceiling: 30 feet high.
Primary Skills: Diplomacy, Intimidate, Insight,
Fractured Crystal: Patches of fractured crystal scat
Religion.
tered across the chamber vent an excess of elemental
Diplomacy (DC 28, standard action): The character
power. These areas are dimcult terrain . A creature enter
attempts to convince Utarla that the party is opposed to
ing a square containing fractured crystal takes 10 fire and
Orcus and his demonic horde.
lightning damage.
This skill can be used to gain 2 successes in the
Crystal Pillars: These enormOllS shards of crystal
challenge.
thrust up from the Ooor of the chamber. A crystal pillar
Intimidate (DC 33, standard action): The character hum
provides cover but does not block line of sight. It can be
bles Utarla with a display of sheer bravado.
climbed with a DC 28 Athletics check, but it takes a DC
This skill can be used to gain 1 success in the challenge.
19 Acrobatics check (a minor action) to remain standing
Insi8ht (DC 19, standard action): The character gleans
on the uneven top of a pillar.
inSight into Utarla's failure to prevent the demons from
activating the power of the Forge, inspiring the pit fiend to
find common cause with the party's goals .
Encounter Level 29 (77,000 XP) Forgeborn Stormstriker (S) Level 31 Controller (Leader)
lar c immortal mn kal hea~t XP 23.000
SETUP Initiative +21 Senses Perception +28;
dark vision, blindsight 10
1 forge born stormstriker (S) Defenders of the Forge (Cold, Fire, Healing. lightning) aura 5;
3 forgeborn firelashers (F) each immortal ally that starts Its turn within the aura regains 20
Forgestorm hazard hit points, while each enemy that starts its turn within the aura
takes 15 cold, fire, and lightning damage.
HP 281; Bloodied 140; see also fury of the forye
Deep in the heart of the Forge of Four Worlds, a great
AC 45; Fortitude 43, Reflex 41. Will 41
bridge stretches across a storm -chasm roiling with rawele Immune charm, fear, sleep; Resist 15 cold, 15 fire, 15 lightning
mental energy. This dangerous crossing provides the only Speed 8, teleport 8
access to the Soulfire furnace. CD Touch of Chaos (standard; at-will) + Psychk
Reach 2: +35 vs. Will; 4d8 + 10 psychic damage, and the target is
When the adventurers can see into this area, read: dazed until the end of the stormstriker's next turn.
~ Arc Lightning (standard; at-will) + Lightning
\ {fuLf II r!!ll span (If fT)ttJI J1l!c~t'a 8T('Y stone twis!.) out inCo the
Ranged 20; +35 vs. Reflex; 3d8 + 10 lightning damage plus
midSI o(u slartlt oj rtlW clemt:ntal chaas- a I'ortcx oflishlllhl8.
ongoing 10 lightning damage (save ends), the target is dazed until
ir("l1nd bluewhilc.fln·rhar ./1 rich with the "Diu af a hundred the end of its next turn, and the stormstriker makes a second
hurricallCS. Bar('~r helml ov.rr lite madslrom. IhcJoo~rails oj thc ary attack against two new targets within 5 squares of the initial
[orwborrt rise in tlw pasSOJll'wu., behulJ, even as 1II0re appfar target. Secondary Attack: +35 vs. Fortitude; 2d8 + 10 lightning
lIlIlh/? bricltlt' ahctlll. I lit' d.:jcndt'rs ofdle For8t' oJf-our Worlds damage and ongoing 10 lightning damage (save ends).
IItlm: inJar a nnal a~$auh. ~ Fury of the Forge (when reduced to 0 hit points) + Cold, Fire,
Lightning
Close burst 3; +33 vs. Reflex; 4d1 0 + 9 cold, fire, and lightning
The setup of this encounter assumes that the adventurers
damage. Miss: Half damage.
successfully completed the skill challenge in Encounter -i~ Coldfire Orb (standard; recharge ~;'-:l [fil) + Cold, Fire
F5: Deal with the Devils on page 42, and that Utarla Burst 5 within 10; +33 vs. Fortitude; 3d8 + 10 cold and fire
and her surviving devils are with them . Uta ria's forces damage, and crystalline growths make the area of the burst dif
keep the forgeborn behind the adventurers occupied ficult terrain until the end ofthe encounter.
while the party advances on the defenders guarding Alignment UnalJgned Languages - (understands Abyssal,
the forgestorm bridge (as described in "Setup" above). Primordial, and Supernal)
Str 30 (+25) Dex 22 (+21) Wls 27 (+2 3)
"Do what you have come to accomplish, mortals," Uta ria
Con 25 (+22) Int 27 (+23 ) Cha 23 (+21 )
shouts, "we shall keep the rearguard occupied." The devils
stay behind to guard the adventurers' backs. Neither they
1 forgeborn stormstriker
nor the forge born rearguard play any further part in the
8 forgeborn furies
encounter, though you should periodically describe how
one of the forgeborn rearguard or one of Uta rIa's devils
Whether the adventurers fight alone or in conjunction
falls to the heavy fighting going on at the mouth of the
with Utarla and the devils, the forgestorm hazard acti
forgestorm bridge.
vates when the first adventurer steps onto the bridge. It
lfthe adventurers failed the skill challenge and
attacks once per round , on its count in the initiative, tar
defeated the devils, they must deal with the larger force of
geting one of the adventurers on the bridge.
forgeborn. This increases the level of the encounter and
the XP to Encounter Level 32 (138,000 XP). Place the fol
lowing creatures in the passageway behind the party:
3 Forgeborn Firelashers (F) Level 28 Artillery Forgestorm Level 29 Blaster
Medii,," im morta l md Kal beast XP 11.000 eac h HMdrd XI' I ', 1)1)t )
Initiative +23 Senses Perception +22; darkvision o
A ra8in8 storm oj elemental enerBY swirls around the bridne_ cz:
HP 200; Bloodied 100
AC 42; Fortitude 40. Reflex 41. Will 40; see also fury ofthe forse Hazard: As the adventurers advance across the bridge. the a3
Immune charm. fear. sleep; Resist 1S fire] forgestorm lashes out. :;
Speed 8. fly 6 (clumsy) Perception cz:
tV OOirkfire Sluh (standard; at-will) + FIre No check is required to note the threat of the forgestorm_ o
~
Reach 2; +33 vs_AC; 3d8 + 10 fire damage. and the target is Initiative + 22
III
dazed until the beginning of its next turn_ Trigger UJ
® Flame Pulse (standard; at-will) + Are The forgestorm rolls initiative when any creature (excluding
a:
forgeborn) steps onto the bridge_
+
Ranged 10; +31 vs_ Reflex; 3d8 + 10 fire damage_
Defensive FIOIre (Immediate reaction, when the fire lasher Is hit by a Attack o
melee attack; at-will) + Charm Standard Action ..
\0
Reach 2; +31 vs_ Reflex; the target is dazed until the end of its Targets: One creature on the bridge. excluding forgeborn
next turn. A target already dazed is also weakened until the end Attack: + 32 vs. Reflex
of Its next turn_ Hit: 3d' 0 + '0 cold, fire, and lightning damage, and the target
:r Lash of Fire (standard; recharge~.!! ' ;~;lliJl) + Fire, Psychic is knocked prone_
Secondary Attack: Close burst 2 centered on the initial target;
Ranged 10; +31 vs. Reflex; 4d8 +10 fire and psychic damage. and
the target takes ongOing 1S fire damage (save ends)_ targets all creatures in the burst except the initial target; +30
~ Fury of the Forge (when reduced to 0 hit points) + Cold, Fire, vs_ Fortitude
lightning Hit: 1 dl 0 cold, fire, and lightning damage. the target takes
Close burst 3; +31 vs_ Reflex; 4dl0 + 9 cold. fire. and lightning ongoing' 0 cold, fire, and lightning damage (save ends). and
damage_ Miss: Half damage_ the target is pushed' square.
Alignment Unaligned LanguOiges - (understands Abyssal. Countermeasures
Primordial, and Supernal) + A character can make a DC 28 Arcana check each round as
Str 21 (+19) Oex 29 (+23) Wls 26 (+22) a minor action to gain advance warning of the forgestorm's
Con 26(+22) Int 23 (+20) Cha 18 (+18) next attack. If a character making a successful check is
targeted by the storm's primary attack, he or she takes half
damage. and the storm does not make its secondary attack.
TACTICS + A character targeted by the forgestorm's secondary attack
can make a DC 28 Acrobatics check as an immediate
The forgehorn stormstriker attempts to remian behind interrupt to lessen its effects. With a successful check, the
the firelashcrs . making arc lifJhtnins and coldJire orb attacks character takes half damage if the secondary attack hits and
while its deJenders oJthrJorfJl' aura heals its allies and hin no damage if it misses.
ders any adventurers rushing into m e lee .
The forgeborn firelashers make lash oJJire attacks
against a ranged combatant each time that power
recharges. hitting closer foes with flame pulse_
TACTICS
The creatures inhabiting the boarding level regard
anything that enters the area as food . They attack imme
diately, hoping to gain a fresh meal. They won't fight to the
death, but if they are winning they will follow the adven
turers to the next level of the tower. If severely injured. the
fathomals attempt to flee the tower.
Fathomal Gnaw (G) Level 28 Lurker Corruption Shard (C) Le ve l 3 2 Ar t illery
I a r '(' (' lcl1I(, III<11 beast (dernon) XI' 13,000 Mt'uiurn "'.. mental rn .. Iral l1 e,l \ 1 XP 17.nOO
Initiative +31 Senses Perception +26; truesight 6 Initiative +21 Senses Perception +17, darkvision
Self-Inflicted Wounds (Psychic) aura 1; each enemy that starts its Corruption Corona aura 2; each enemy that ends its turn within the
turn within the aura takes ongoing 10 psychic damage and ongo aura takes 20 damage and is slowed.
ing 10 pOison damage. HP 219; Bloodied 109
HP 205: Bloodied 102 AC 44; Fortitude 43, Reflex 43, Will 45 C
AC 42; Fortitude 38, Reflex 41, Will 38 Immune disease, poison, radiant: Resist 20 cold, 20 force, 20 light t::
Immune fear; Resist insubstantial; 25 fire, 25 force, 25 lightning ning, 20 thunder <:
Speed teleport 12 Speed 6, fly 6 (hover)
CD lash (standard; at-will) + Polson, Psychic CD Corruption Flare (standard; at-will)
Reach 2; +33 vs. AC; 4d8 + 10 pOison and psychic damage, and +37 vs. Reflex; 2dl0 + 12 damage.
the target is slowed (save ends) ~ Corruption Bolt (standard; at-will)
+ Blink and Strike (standard; recharge '::, .:{ I! Ii) + Poison, Psychic Ranged 20; +37 vs. Will; 3dl0 + 12 damage, and the target is
The fathomal gnaw teleports up to 6 squares and makes an blinded until the end of the corruption shard's next turn.
attack. Reach 2; +31 vs. Reflex; 5dl0 + 9 poison and psychic <~ Nauseous Form (minor; recharge I:·: II )
damage, and the target is immobilized (save ends). Then the Close burst 3; targets enemies; +35 vs Fortitude; the target is
fathomal gnaw teleports up to 12 squares. dazed (save ends).
Alignment (vII languages <~ Seed of Corruption (when the corruption shard drops to 0 hit
Skills St alth +32 points; encounter)
Str 29 (+23) Dex 36 (+27) Wls 24 (+21) Close burst 2; +35 vs. Will; 2dl 0 + 12 damage, and the target
Con 31 (+24) Int 24 (+21) Cha 30 (+24) takes ongoing 15 damage and is blinded (save ends both).
(save ends).
transfer feasihle) through Sigil and on to Doresain the
This is where Orcus's ultimate plan succeeded. Time Close burst 6; targets enemies; +32 vs. Fortitude; 7d8 + 11
Speed 7
1 nycademon repeller (N) ill Greatsworo (standard; at-will) + Weapon
1 goristo ripper (G) +34 vs. AC; 3d10 + 9 damage. and the target is marked until the
10 abyssal madness ghouls (A) end of the blackstar knight-commander's next turn.
+ Deathsword (standard; recharge [:.: Illi) + Weapon
The seque nce of sigils provided by the image ofVecna Requires greatsword; +34 vs. AC; 4d1 0 + 9 damage. and if the
target is marked by the blackstar knight·commander it takes
or an avatar of the same allows a Planar Portal ritual to
ongoing 10 damage (save ends).
link to a perma ne nt tdeportation circle in the courtyard
<~ Soldier's Duty (when reduced to 0 hit points)
outside tht' Haven (Lueen's throne room . In addition , the The blackstar knight·commander explodes; dose burst 2; targets
sigils provide the adventurers with a one-time benefit enemies; +32 vs. ReAex; 2d10 + 9 damage; marked targets take
passing thrQugh the portal also provides the benefits of an an additional 2d10 + 9 damage.
extt'nded rest. No Escape (move: at'will) + Teleportatlon
The blackstar knight-commander can teleport 10 squares as long
as it ends in a square adjacent to an enemy marked by the black·
When the adventurers arrive in the courtyard, read:
star knight-commander.
,\ mudstront of soul~ ~lI'lrls above tilis wand courtyard, scream Alignment Evil Lilllguages Primordial
'"Il'lk(' a cye/olle. Twu rtiflt'rrin8110ol, lainted wilh blood sirelch Str 26 (+21 ) Dex 24 (+10) Wis 26 (+21)
Ie.! ei"u~r side. Ruhhlefmmlllarble stalues mars the courtyard Con 22 (+19) Int 12 (+14) Cha 11 (+13)
I'
floor. MOrt, tJwn do::cn (Tcatmes, undead and dellloJl5. cavort Equipment greats word
W
~
Skills Stealth +15
The nycademon deals an extra 2d8 damage against any target it Z
Str 11 (+20) Oex 14(+11) Wis 18 (+19)
has combat advantage against. :J
Con 11 (+11) Int 14 (+17) Cha 16 (+18)
Alignment Chaotic evil Languages Abyssal, Common o
SkJlls lntimldate +23 , Perception +19 U
Str 25 (+20) Oex 26 (+21) Wls 13 (+14)
Z
TACTICS Can 26 (+21 ) Int 8 (+12) Cha 21 (+18)
uJ
If any creature not pledged to Orclls enters the courtyard, Equipment greataxe
the demons and undead stop feasting on the corpses and
attack. They have been ordered to keep the adventurers Reflecting Pools: The pools are 3 feet deep and
from reaching the throne room beyond. stained with the blood. Creatures who start their turns in
a pool take 10 necrotic damage.
FEATURES OF THE AREA Double Doors, Northern: These doors lead to the Haven
Illumination: Dim light. Queen's throne room. They are not locked-characters could
Magic Circle: This serves as a permanent magiC circle burst into the next chamber and trigger the next encounter,
and can be used as the endpoint of Planar Portal rituals but the demons and undead in this chamber foUow and add
for those who know the sequence ofsigils. their strength to the battle if the adventurers do so.
Encounter Level 31 (116,500 XP) 3 Dread Wraith Assassins (W ) Level 31 Lurker
Lar e shadow hUlllanoid (u ndead ) XP 13.000 each
Initiative +28 Senses Perception +21; dark vision
SITUP Shmud of Night aura 5; bright light in the aura is reduced to dim
Orcus (0) light. and dim light becomes darkness.
The Raven Queen (R) HP 206; Bloodied 103; see also death strike
3 dread wraith assassins (W) Regeneration 20 (if the dread wraith lord takes radiant damage,
10 abyssal madness ghouls (A) regeneration is negated until the end of the wraith's next turn)
AC 45; Fortitude 41, Reflex 43, Will 43
Immune disease. fear, poison; Resist 30 necrotic, insubstantial;
From the courtyard, the adventurers can enter this cham Vulnerable 20 radiant (see also reBeneration above)
ber through the unlocked double doors (from inside, there Speed fly 10 (hover); phasing; see also shadow B'ide
appears to be no ceiling in the throne room, but from the <D Dread Blade (standard; at-will) + Necrotic
olltside a norma I stone roof prevents aerial access). Reach 2; +34 vs. Reflex; 2dlO + 10 necrotic damage, and the
Here, the adventurers finally face the ultimate author target is weakened (save ends).
of the plot against the Raven Queen. This encounter is <. Death Shriek (when reduced to 0 hit points) + Psychic
Close blast 3; targets enemies; +32 vs. Will; 4d8 + 10 psychic
divided into three parts. Each part provides a wave of
damage, and the target is dazed (save ends). Miss: Half damage.
monsters and other hazards as the adventurers fight their Combat Advantage + Necrotic
way to the throne and the Raven Queen's side. The dread wraith assassin deals 4d6 extra necrotic damage
Place all of the creatures in the chamber. In the first against any target it has combat advantage against.
battle, only these creatures partiCipate: 3 dread wraith Shadow Glide (move; encounter)
assassins and 10 abyssal madness ghouls. The dread wraith assassin shifts 6 squares.
Spawn Wraith
The throne room Jeatures three encounters that build
Any humanoid killed by a dread wraith assassin rises as a
toward the climax: a battle with Orcus's servants. two skill
free-willed dread wraith at the start of its creator's next turn,
challenges, and the final battle against Orcus. appearing in the space where it died (or in the nearest unoc
cupied space). Raising the slain creature (using the Raise Dead
When the adventurers enter the chamber, show ritual) does not destroy the spawned wraith.
the players "View ofDeath's Throne" on page 31 of Alignment Chaotic evil Languages Common
jlre:. Relwcctl 1111.'01, allhr ((II' C!f a widr set ofstulrs. is CI smashed
rltronc. Beforl' Ihe Iltron,' slands Orcus. Del1lOl1 Princl.' oj lite
",'edd. When Orcus sees the adventurers, read:
.\ reaalwoman with TOI'(!I1 hair lies unmovina at Orcus·sJeet. The Demon Prillce oj the Undead roars with surprLsl'. lIe
f Icr cy('sllJld lips are black anelgloss)'. her skin pale. Aflashill8 5C'Tellnt.s (in Abyssal). ~How? Ncirhrr marCo I nor RoJ should
Ted shard oj aysLul pkrcesl1l'r chest anelfixes her tofloor. /\ lille "al'e been ablr to Icarn my plullS ull/if irwus much too lutc! No
of sih'ery rariiallce (oIInl.'cl5 the shard to Orcus. matter. Noll' that the trallSJer is llIosttv complele.you pose no
tllreal 10 mr. Indred.your souls shull he theJlr.or to beJmlYl'd by
The room IIppears 10 be orrll 10 tht' sky, in which swirls
a storm oIli/Jhl- tlll' soals oJthe dl'ad wait/ny their tum Jar Orms. GoJ oJDen/ltl"
jlllllJlllenr.
.1n obelisk. abolll 20/eet Itlnh. srands intlte cfnler oJthe RUNNING THE BATTLE
chamber. Others Like it stalld in recesses in each oJlhe room's/our The moment the adventurers arrive, Orcus orders his ser
rornt'Ts. Si8ils mrved on tlwfloor surround each oJlhe obc/ish. vants to attack. Note that Orcus doesn't enter the battle
bsen'ation platJonJ15, ~uprorted by pfllars. line Ihe walls. SC'I" until the adventurers get past the apathy obelisks (see
eral wraiths and nhouls stuncl 011 rhe plaiform5. watchilll] theIr Encounter L3: Throne Room Skill Challenge on page
l(lrd absorb Ihl' life LlI1J power o.fVeath. 60)_ The suggested way to approach this encounter and the
linked encounters that follow (Encounters L3 and L4) is
Religion Check as follows. Run Encounter L2 first. adding the alluring
DC 33: J hl' lilJl! oj radiance is rlH! l'islble 1111l1J!(estation oj rhe obelisks from Encounter L3 as the adventurers get close
shard suck i nfl the power oIthe Ral'en Q.ueen amI bequeutltirlH to them . Segue into the two skill challenges in Encounter
divinit)' and Dell lit 's P(lWl'T to Orcus. L3 as appropriate, adding the battle from Encounter L4
DC 35: In only millules. the process will be comple/e, and Orms as the adventurers work to save the Raven Queen.
wllIllUl'e 'subsulIJcd the pOIVa oJthe ROl'lm Queen.
10 Abyssal Madness Ghouls (A) Level 30 Minion The abyssalmadncss ghouls swarm the adventurers.
Medium el('mcnt~1 humanoid {undeadl xr 4.750 each
attempting to gain flanks and deal damage as the), fall to
Initiative +22 Senses Perception +19; darkvision
the intruders.
Unending Hunger aura 1; each enemy that starts its turn within the
aura takes 10 damage. The dread wraith assassins glide Ollt of the shadows to
HP 1; a missed attack never damages a minion. attack with dread blade strikes. They work to set up flanks
AC 44; Fortitude 41, Reflex 42, Will 39 with the abyssal madness ghouls to make the most of their
Immune disease, poison; Resist 20 necrotic combat advantage benefit.
Speed 8, climb 4 The abyssal ghouls and the dread wraith assassins fight
CD Claws (standard; at·will) + Necrotic to the death for the greater glory ofOrcus. the Demon
+35 vs. AC: 16 necrotic damage, and the target is immobilized
(save ends).
Prince of Undeath.
<~ Maddening Shriek (when the madness ghoul drops to 0 hit points)
+ Necrotic FEATURES OF THE AREA
Close burst 1; +33 vs. Reflex; 12 necrotic damage, and the target
is dazed (save ends).
Illumination: Bright light. The hraziers hurn eternally
Alignment Chaotic evil Languages Abyssal, Common
with blue· black spirit fires that arc cold and harmless.
Skills Stealth +25
They, and the glowing souls in the sky above. fully illumi·
Str 21 (+20) Dex 24(+22) Wls 18 (+19)
nate this area. Note that the dread wraith assassins reduce
Con 22 (+21) Int 14(+17) Cha 16 (+18)
the light to dim light due to their shroud of night auras
when they draw near.
TACTICS Raven Queen: The senseless body of the Raven C~ue e n
Orcus, initially surprised that his secret has been discov· is staked to the floor by a shard of the Heart of the Abyss.
ered before he has finished draining the Raven Queen's Ceiling: To someone inside the chamher. there is no
life and divinit y, rallies quickly. He orders his servants to ceiling; however, once a creature fli es more than 40 fect
deal with the adventurers while he continues the process up, they discover that they have left the building and that a
of absorbing the Raven Queen's power. roof has appeared below them .
Dais and Throne: Stairs (difficult terrain) lead
to a throne of carved bone (DC 35 Religion check
to identify them as the dead god Nerull's bones).
Observation Platforms: These elevated areas
are 10 feet above the floor. Pillars hold the plat·
forms up. Creatures can move under the platforms
on the lower level. The stairs to each platform are
difficult terrain.
Obelisks: The five obelisks are 20 feet tall.
See Encounter L3: Throne Room Skill Chal
lenge on page 60 .
Encounter Level 32 (152,000 XP) Alluring Obeli5ks level 30 lurker
Trap X1'1 9. 000
The adventurers have two skill challenges available to Five 20fool-lall obelisks arc positioned around rhe throne room.
them in the throne room of the Raven Queen . The first Glowir18 runes surround each one.
involves the obelisks that fill the chamber, as Orcus has Trap: Anytime a living creature enters a square within 4
turned them into a defense to protect him as he finishes squares of an obelisk, it is attacked by arcus's trap.
with the Raven Queen. In order to reach Orcl/S, the adven Perception
The second skill challenge involves the shard of the sort of necrotic trap.
Heart of the Abyss that has pierced the Raven Queen and Trigger
is draining her life and divinity into Orcus. To remove the When a living creature moves into a square within 4 squares
shard and save the Raven Queen, the adventurers must of an obelisk, the obelisk attacks.
sllccessfully complete a skill challenge. Special: arcus is immune to this trap, but can use the obelisks
to teleport from one to another as part of his move action.
Each of these skill challenges are described, in turn, on
When he teleports. he is not immobilized.
this encounter spread.
Attack
SKILL CHALLENGE Hit: 5dl 0 + 9 necrotic damage, and the target is pulled to
The fIvc obelisks-one in the center of the chamber. and an open square adjacent to the obelisk. While the target is
adjacent to the obelisk, it is immobilized, and at the start of
one in each corner-have been commandeered by Orcus
the target's turn it takes 20 necrotic damage. The only way to
to create a defensive shield to protect the Demon Prince as
end the immobilization is by disabling the trap using the skill
he works to complete the destruction of the Raven Queen . challenge described on this page .
Necrotic energy now infuses the obelisks, energy keyed to Miss: Half damage and immobilized (save ends).
would-be rescuers come to save the Raven Queen. • See the skill challenge for details.
As soon as an adventurer moves within 4 squares of any
obelisk. read: Success: I f the character or characters adjacent to an
obelisk earn 4 successes before 3 failures, this necrotic
The obelisk sudden ly I'u/srs with dark (,lIer8Y. srriklntj out at you magiC flOWing through the obelisk is disrupted and this
wlrll Il'ndrils as cold as uudea /h. portion of the trap is disabled .
From this pOint on, this obelisk no longer functions as
Level: 30 (XP 19.000) a trap. Any characters that were immobilized by the ohe
Complexity: 1 (reqUires 4 successes before 3 failures). Iisk are no longer affected by that condition. Further, the
Special: Each obelisk must be defeated using a sepa remaining obelisks in the necrotic web have the damage
rate skill challenge. The trap loses potency with each they deal on a hit reduced by 1d 10. For example, if one
obelisk that is disabled . obelisk trap is defeated, then the remaining four obe
Skills Used in this Challenge: Arcana, Athletics. lisks deal 4d 10 + 9 necrotic damage instead of 5dlO + 9
Religion, Thievery. necrotic damage.
Arcana (DC 30, standard action): The characters uses Failure: lfthe characters get 3 failures while attempt
arcane knowledge to begin to disrupt the flow of magic ing to disable one of the obelisk traps, the necrotic energy
through the obelisk. flOWing through that obelisk is released in a Single rush of
Athletics (DC 21, standard action): The characters uses power. Close burst 3; +33 vs. Fortitude; 3dlO + 9 necrotic
strength and physical power to damage the obelisk. This damage. In addition , any characte rs that were adjacent
effort also resu Its in a backlash of necrotic energy; the char to the obelisk when it explodes is randomly teleported to
acter takes 10 necrotic damage. an empty square adjacent to any still-active obelisk traps.
ReliBion (DC 35, standard action): The character uses The obelisk that exploded is no longer considered to be an
knowledge of religious ceremonies and his or her personal active trap for the rest of this adventure.
faith to disrupt the necrotic energy flOWing through the
obelisk.
Thievery (DC 30, standard action): The character uses
skill and specialized tools to disable the magical trap
imbued within the obelisk.
REMOVlNG THE SHARD Secondary Skills: InSight. Perception.
Insi8/tr (DC 25. minor action): The Raven Queen m.jght 2
SKILL CHALLENGE seem senseless and on the verge ofdeath. hut her mind
/\ Sf,lmtcr of raw, solldifled evil punClurr Ihe Hnllell Quem's watches all that goes on. If one keeps ber name at the fore
dust tlI1Ll pills her to tlrej100r oItlll! IlImn" room. TIll! Raven front of their mind while attempting to pull out the shard, J:
<l.ul!i!n is nol dead ),t'C, bill her Clll!r1J)' 15 "eirlll drullm'led by the her presence aids the effort. U
shard irllO OrmsJllIillBlrim willi Ihl.' power oj rhr God oIDl.'atlr. Succeeding on this check provides no success in this ..J
challenge. but grants the character a +2 bonus to subse
The adventurers must remove the shard of the Heart of quent skill Athletics and Religion checks made during this
the Abyss without killing the Raven Queen. challenge.
-
Perception (DC 28, minor action): The shard stinks of cor o
Level: 30 (XP 57,000) ruption. but handling it just so will allow whoever tries to Q
Complexity: 3 (requires 8 successes before 3 failures). do so to keep the corruption at hay, aud he less likely to c:::
Primary Skills: Arcana, Athletics, Endurance, Heal, accidentally worsen the wound. z
Nature, Religion. Succeeding on this check provides no success in thb
Arcana (DC 28, standard action): The fabric of magic is challenge. but grants the character a +2 bonus to suh a::
altered in the presence of the shard in lethal and corrupt sequent Endurance and Heal checks made during this
:r
ing ways . Incanting a basic magical formula helps calm challenge.
M
the roil of disrupted essence. Success: If the adventurers earn 8 successes, they
This skill can be used to gain 2 successes in this manage to remove the shard without killing the Raven
challenge. Queen. When the shard pulls free. Orcus takes 100
Heal (DC 33, standard action): The sha rd deals a severe damage. Unless Orcus gets his hand on thc shard again
shock to the divine physiology of the Raven Queen. To during this encounter. his plan for seizing neath's power
keep her alive as the characters work to free the shard, all fails. Once the shard is removed. the Raven Queen docsn't
possible healing lore must be brought to bear. revive until the encounter ends . See "Conclusion" on page
This skill can be used to gain 3 successes in this 63 for additional details.
challenge. Failure: lfthe adventurers get 3 failures, the Raven
Nature (DC 19, standard action): The shard is not part Queen dies. Her power is transferred to Orcus. It takes
of this reality, and its presence warps the Shadowfell. By time for him to digest his new divinity. but in the short
concentrating on the proper cycle oflife and death, the term he is fully healed and gains a +10 bonus to damage
influence of the shard is lessened that milch more. rolls. a +2 bonus to all defenses. and 400 additional hit
This skUI can be used to gain 1 success in this points. See "Conclusion" on page 63 for additional details.
challenge.
Reli8ion (DC 28. standard action): The perquisites of god
hood are being transferred in a slow but steady fashion
from Death to Orcus. Intoning special prayers sacred to
the Raven Queen helps nullify this connection and bolster
the failing God of Death.
This skill can be used to gain 2 successes in this
challenge.
Endurance (DC 19, standard action): Touching the shard
is difficult to do without suffering searing pain. A success
allows the character to resist this effect long enough to
make an Athletics check (see below).
The use of this skill doesn't count as a success or fail
ure toward the completion of the challenge. but a success
opens up the use of the Athletics skill.
Athletics (DC 28, standard action, after 8ainina a success
with an Endurance check): The shard doesn't want to be
removed. A success muscles the shard partially out of the
Raven Queen.
This skill can be used to gain 2 successes in this chal
lenge. but can only be employed by a character that first
succeeds at an Endurance check.
Encounter Level 32 (152,000 XP) Orcus Empowered (0) Level 34 Solo Brute (Leader)
G.lr ant uan eleml'ntal hUlllilnoid (dcmon) XP 195,000
Initiative +13 Senses Perception +19; darkvision
SrnJP Aura of Death (Necrotic) aura 10; each enemy that enters the aura
or starts its turn there takes 10 necrotic damage (10 necrotic
Orcus (0)
The Dead Rise aura 6; enemies (including flying ones) treat the
10 demonic skeleton defilades
area within the aura as difficult terrain, and any dead creature
within the aura at the start of arcus's turn (except those killed by
Orcus stays out of the fight until the adventurers manage
the Wand of arcus) rises as an abyssal madness ghoul to fight at
to get past the obelisk traps or once they begin to try to
arcus's command.
remove the shard from the Raven Q.ueen (see Encounter
HP 1,515; Bloodied 761
AC 48; Fortitude 51, Reflex 46, Will 49
L3). Conversely, he joins the battle as soon as the adven·
Saving Throws +5
read:
Speed 6, fly 10 (clumsy), teleport 6
Action Points 1
lhl~ Dl'IIILJn PrineI' rr,lelte's In10 a pouch hiln8in.9Jrom Itis beir CD Wand of Orcus (standard; at-will) + Necrotic, Weapon
tJrIIl pulls 1IIul/ll!rull~r slltllcthhlJlJrOtll it. \ Vith a wave oJ II is Reach 4; +38 vs. AC; 3dll + 11 damage plus 1dll necrotic
IImal, he ~Wrr4'rs the hondful before hl,", The small objects c1at damage, and the target is weakened (save ends); see also master
of undeath.
/c'r llcro~~ the stonl!jloor. lInd YOII see that Ihc), arc 5111all bones.
~ Sweeping Blow (standard; at-will) + Necrotic, Weapon
l\~ lhi! /:10m's COIllt' to rcs!, a srrun8e mettlmoTphosls takes place.
Close blast 4; +36 vs. AC; ldll + 11 damage plus 1dll necrotic
Fadt bone immec/inlriy /Vows into a human·sized skeleton, damage, and the target is pushed 1 squares and knocked prone;
complcle with a sword and ~hjeld. nll~ skeletoJls Jlttl'/! (I demonic see also master ofundeath.
cas/(' to rhe ~tTU(turc {if their bones, aI/jaBBed and slll/l1tb + Touch of Death (standard; recharge ~i!j) + Necrotic
lI1i5s/IClpen. Reach 4; + 34 vs . Fortitude; the target is reduced to 0 hit points
(resistance or immunity to necrotic damage does not apply). Miss:
The target takes necrotic damage equal to its bloodied value.
Place the skeletons within 5 squares ofOrcus. These
demonic skeletons serve as defenders for the mighty
+ Tail Lash (immedIate reaction, when an enemy moves or shifts into
a square adjacent to arcus; at-will)
Orclls, wading forward to attack the adventurers. As the +37 vs. AC; ld8 + 11 damage, and the target is stunned until the
skeletons advance, Orcus personally enters the battl e. He end of arcus's next turn and is knocked prone.
starts out by advancing on the adventurers closest to the <~ Necrotic Burst (standard; recharge [I.~) + Healing, Necrotic
fallen Raven Queen. Read: Close burst 10; +38 vs. Fortitude; ld11 + 11 necrotic damage,
and all undead in the burst regain 10 hit points.
Master of Undeath
W I am dose to m)' 80al. and soc/hood is within my wasp, Orcus K
At the start of arcus's turn, any creature killed by the Wand
TOem. "I will nat be hindered by the likes of.vou. Not ever o8Qinl" of arcus that is still dead rises as a dread wraith under arcus's
command.
10 Demonic Skeleton Defilades Level 30 Minion Alignment Chaotic evil Languages Abyssal, Common
M"diul1Il,It:II1CIlI,ll hlllll.Uloid (un de.,.!) XP ~ .750 cach Skills Arcana +19, History +19, Intimidate +31, Religion +19
Initiative +15 Senses Perception +11; darkvision Str 35 (+19) Dex 11 (+13) Wis 15 (+14)
HP 1; a missed attack never damages a minion. Con 33 (+18) Int 15 (+14) Cha 30 (+17)
AC 46; Fortitude 41 , Reflex 43. Will 41 Equipment Wand of arcus
Immune disease, poison; Resist 10 necrotic
Speed 6
CD Demon Blade (standard; at-will) + Poison, Necrotic TACTICS
+37 vs. AC; 15 poison and necrotic damage, and the target is Orcus readies an action to use his touch ojdeath attack (at
marked until the end of the skeleton's next turn and slowed reach 4) when a ny creature moves within 4 squares of
(save ends).
him . He uses touch ojdeath again as soon as it recharges .
Speed of the Dead
He doesn't have to remain beside the Raven Queen, but if
Whenever an adjacent enemy performs any action, the skeleton
makes an immediate demon blade attack and deals an extra 1 d8 the adventurers gain 4 or more successes in the RemOVing
damage on a hit. the Shard skill chaJlenge, he turns his attention to those
Alignment Chaotic evil Languages Abyssal
continuing to try to remove the shard.
Str 15 (+11) Dex 17 (+13) Wis 14 (+11)
Orcus normally would not fight to the bitter end . How
Con 13 (+11) lnt 13 (+16) Cha 13 (+16)
ever, he has spent many centuries seeing this particular
plan to unseat the Raven Queen through to fruition. The
Demon Prince of Undeath takes more chances with his
own safety, and lingers to fight on if things still seem touch ] f the adventurers are interested. they might also daim
and go all the way to the end. He won't even reserve an the Shard ofEvil and the Wand ofOrcus. Of course. these are
action point for escape-he'll use both offensively, in hopes both items ofevil. Adventurers are best served destroying
of bringing down the pes. them (especially the \"'and.lest Orcus one day return), hut .....
However, ifit becomes clear that the adventurers will it might be that they can find a short llse for them as the
succeed in their task to thwart Orcus, the Demon Prince seek the immortality each of their epic destinies promise.
recognizes that discretion is the bettcr part of valor. He After the initial thrill of victory. the adventurers should
flies up out of the throne room, and then down into the relish their accomplishments. TheY"ve saved the world
courtyard beyond, trying to make for the magic circle from a dark age under Orcus.
inscribed there. Ifhe can reach it, he triggers a pre-cast The time has come ft)r the adventurers to wrap up o
ritual which opens a temporary portal between the circle their careers. to seek the immortality their epic destillies
and his fortress Everlost. promise. The achievement of their destinies could playoff
Other allies ofOrcus in the chamber are not concerned events that occurred during their play in the epic tier.
about pes attempting to remove the shard from the Raven For instance. gods might well invite characters who have
Queen. They focus their attention on adventurers who the demigod epic destiny to join their court. Archmagcs
threaten Orcus. might look back on all the incredible places they've advcn
tured and decide to choose one as their sanctum sanctorul1l.
CONCLUSION The adventurers are. now among the Illost powerful
mortal creatures in existence. They will be counted as
Hthe adventurers are victorious, Orcus and his allies Z
heroes now and forever.
are slain or chased away, and the shard is successfully ::l
removed from the Raven Queen. When the Raven Queen
revives, she addresses the adventurers: FAILURE
Somewhere during the adventure, the player characters
z
· You·ve proven yourseh'es I:ate's true champIOns. I Iced Illy wards . were distracted, killed ofr. or corrupted . If the pes fail
TheJull rum oj lite future rested on your shoulders. And yOll did early enough, perhaps they can roll up new characters and
not ,Ii uppointl attempt the final few encounters to stop Orcus's ultimate
"TIle so1i1s o.{cvery lII(md l CYl'ut urc nnd nat afi·\\' immortal victory in the Raven Queen's throne room.
oneS c.lS well are in your dd". l IlItI Orcus r.J"lll'l'('d II I . no,ll. I'wn However, iffailure comes at the adventure's end. then
the W(/TSl depretidfi ons (if Nerull amI fh e r rimorrllal$ before /tim Orcus succeeds in his ghastly plan. The Haven Queen is
who col1slmled soulsJor enrr8Y would hal'l' pa.ll'd. Orcu$ pl.anncd killed, and in your campaign Orcus grabs control of the
a ll l10thilWlcss tha ll rccIIlinltltll18 "I'ery SOU/ lIS ' III line/end power and kingdom of Death.
solLlier. 1\11 dcuLl would bt!(oml' 1Indeud. llnd wirll an army of As promised, this ushers ill a terrible em. nathcr than
st'rdtoTS 1I'/I()St' size slI'!'IlPll by Il r/wusr.l I1(1 flmu and /!!Jch Jay. sending souls to their final fate. Orcus hoards them as
Orcu wauld !tIlV!' O ll ~ LlIl)' stan/led nil the aomutn.'i vI the 80 Is. animate undead in an army of ever-swelling numbers. I r
perhar>s be aminl/lhe soil' ,lil/ine bt'!Jll)' allowed to continue, the number of undead soon outnumber
"Perhups. Bur .1"-111 prc\'cl1ct'd thl~. Alltl Ja r Iltat. the rnu/th'crse the living, and Orcus moves forward with this vast force to
Is ('[cTnully wC1f~ful. ~ become the most powerful divine being in the l11ultiverse!
Opportunities for roleplaying within this new, darker
A HERO'S REWARD campaign are extensive, and potentials for redemption
would be abundant. should you wish it.
The Raven Queen can offer the adventurers a treasure of
incredible value, beginning with a level 30 magic item of
each character's choice, as well as a chest containing 160
astral diamonds.
WHAT IF THE PC
If the adv ntUfer succeed. It Is possible that they kill d
Orcus 1n th process.
If Orcus Is slain, It is local to your Glmpalgn-the cos
nE~T'R! Y THE WAND
1110logy of the D&D world does not change. The greater
:The Raven Que n Is s.tv d. Orcus is d' troyeel. and the I. story of the world or D&D a publish d In our b ok and
dyentur Is oncluded - unless th 'adventur rs are up for online articles will continue to assum thal Orcus remains
one final challenge as 30th·lev I heroes In full pass sslan an active threat.
of their epic dest ny powers. They can pledge to destroy However. in your own campaign. Orcu ...·s death creates an
th Wand {Orcus In order to make sure the Demon Prince Incr dlble p w r vacuum in the Abyss. Even gods are likely to
of the Undead can never return again. take note. especially Vema. who has desired to discover the
Destroying the Wand requires an eJCtraordinary effort, last few secrets the Demon Prince kept from him. For you.
and can take what ver form you desire. Check out www. Orcus's death offers many possibilities for your n D&D
dndlns ider.com for ome suggestions, campaign-who shall rise to claim th throne ofOrcu 7
FACE
THE
ULTIMATE EVIL
Orcus, the Demon Prince of Undeath, craves the power of the
Raven Queen and mastery of death's domain. The key to his
ascension-and the secret to his destruction-lies buried in
the heart of the Abyss. As heroes chase Orcus into the abyssal
depths, evil opposes them at every turn, and each victory brings
them closer to their final fate .
GfT MORE AT
INSIDERTU
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