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Culture Documents
,~~~'m~lJl;loml~fi '
At its center stands a raised dais topped with statues of Athletics check. The crumbling stairs up to the dais are ~
exarchs and heroes ofBood. The vaulted ceilinB still soars over- difficult terrain but require no check. A lingering aura yr \
head, but sky is visible throuBh ajaBBed hole smashed throuBh of magical power grants creatures standing on the dais a
the roof The walls have been shattered in spots, attestinB to +1 bonus to attack rolls.
the battle that raBed here. Statues: The statues on the dais provide cover.
A burly orc twirlinB a wicked-IookinB battleaxe stands on Medium creatures (humans, elves, dwarfs, and the orc)
Buard in the center of the open space, waist deep in a 9foup treat squares containing a statue as difficult terrain. A
of swirlinB, skitterinB kobolds. At your approach, the orc medium creature takes a -5 penalty to attack rolls and
hefts its axe and roars. grants combat advantage if it remains in a square with a Y
statue. Small creatures (halflings and kobolds) can move
Place the monsters the characters can see as they are through and fight in a statue square with no penalty. ------,-+--y(--",----i'
described. Don't place the other monsters until the pes Rubble: The piles of rubble scattered throughout they
can see them. Only ten of the kobold tunnelers are pres- area are difficult terrain.
ent at the beginning of combat. Stairs: This stairwell leads down to the lower
Ask the characters to roll initiative and record the levels of the temple.
results. Then roll initiative for the monsters (even the
ones the characters can't see). CONCLUSION
The orc carries a pouch in which is found a potion of Y
TACTICS healinB and 10 gold pieces (gp). Give the players the Y y
The battletested orc attacks the most well-armed adven- second potion ofhealinB card (or make a note). ----c ,--i'--v------y-,
0
turer (typically the party's fighter or cleric), charging The stairs lead down to a long hallway with two -;t , (
whenever possible to maximize its speed and damage. double doors. The doors nearest to the stairs are wood set -'(- -iT-------
It uses hackinBfrenzy whenever it has two or more pes with inlaid bronze. They lead to Encounter 3. The doors
adjacent to it. The orc does not care about killing its at the far end of the hall are crafted from stone slabs
allies, so the pes might be able to trick it into using this bound with iron bands. A crude skull and the phrase
power while the kobolds are also adjacent to it. "Ded" are scrawled on the floor in front of these doors,
After the orc uses hackinBfrenzy, roll a d6 at the start which lead to Encounter 4. Both sets of doors open
of each ofits turns. On a 5 or a 6, the power recharges The adventurers can choose which way they want to go.
14 Kobold Tunnelers (T) Level 1 Minion Skirmisher 2 Kobold Slingers (S) Level 1 Artillery
Small natural humanoid (reptile) XP 15 each Small natural humanoid (reptile) XP 100 each
HP 1; a missed attack never damages a minion Initiative +5 HP 14; Bloodied 11 Initiative +3
AC 15, Fortitude 11, Reflex 14, Will 11 Perception +1 AC 13, Fortitude 11, Reflex 14, Will 11 Perception +1
Speed 6 Darkvision Speed 6 Darkvision
STANDARD ACTIONS STANDARD ACTIONS
(f:}Javefiri(weapon):+ At-Will G)Dagger(weapon) :+ At~Will
Attack: Melee 1 (one creature); +6 vs. AC Attack: Melee 1 (one creature); +8 vs. AC
Hit: 4 damage. Hit: 1d4 + 3 damage.
® JaveliJ) (weapon) + At-Will (3/encounter) .@Sling(weapon):+ At-Will
Attack: Ranged 10110 (one creature); +6 vs. AC Attack: Ranged 10/10 (one creature); +8 vs. AC
Hit: 4 damage. Hit: 1d6 + 5 damage.
MINOR ACTIONS ::r
Special Shot (weapon) + At-Will (3/encounter)
ShiftY + ~WilJ Attack: Ranged 10110 (one creature); +8 vs. AC
Effect: The kobold shifts 1 square. Hit: 1d6 + 5 damage, plus one of the follOWing effects (roll a d6).
TRIGGERED ACTIONS o
GJ Stinkpot: The target takes a -1 penalty to attack rolls
NarrPlO(Escape +.At-Will (save ends).
Trigger: A dose or area attack hits or misses the kobold. lZl [;:;] Firepot (fire): The target takes ongoing 1 fire damage
Effect (Immediate Interrupt): The kobold rolls a saving throw. If it (save ends).
succeeds, it shifts 3 squares. ~ Ilil Gluepot: The target is immobilized (save ends).
Skills Athletics +4, Stealtlt+8, Thievery +8 MINOR ACTIONS
StrS (,1) l.)ex16(+~)'WiH2(+1) • "Shifty:tAt-Will
Con 11 (+1) Int9'(:1) Chal0 (+0) ~~"f ". Effect: The kobold shifts 1 square.
Alignment evil Languages Common, Draconic ~~~,;; Skills Stealth +8
Equipment leather armor, 3 javelins
'
~.'., ~::1~ll+1) ~:~ ~~1~+3) Wis 11(+1)
eha 10 (+0)
Alignment evil Languages Common, Draconic
Equipment leather armor, dagger, sling, 10 sling bullets, 3 rounds
of special shot
TACTICS
The orc savages throw handaxes before charging reck-
lessly into combat, hacking away at the PCs with handaxe
attacks until they are cut down. As each savage falls, its
savage demise allows it to make one last handaxe attack.
The savages charge whenever possible for increased
damage, but if they cannot, they flank with their allies.
The town guards use the savages as cover as they attack
foes 2 squares away with the reach they gain for their hal-
berd attack. If an adventurer marked by that attack then
attacks a blocking minion, the town guard can retaliate
with interceding strike. The town guards use powerful strike
whenever possible, trying to knock a target prone in an
active rune square. That power recharges on a 5 or 6 rolled
on ad6 at the start of the town guard's turn.
The orc archer flips the table up to gain cover. It then
uses clustered volley against groups of adventurers or
uses longbow to push a character onto lin active rune. It
engages in melee only as a last resort. When killed, the
archer makes a final attack (clustered volley if that power
has recharged) after its savage demise.
HP 1; a missed attack never damages a minion Initiative +3 HP 47; Bloodied 23 Initiative +5
AC 16, Fortitude 16, Reflex 14, Will 12 Perception +1 AC 19, Fortitude 16, Reflex 15, Will 14 Perception +6
6 S eel 5
This chamber was once enchanted with a complex As the skill challenge progresses, the adventurers
series of dangerous, magical rune traps to ward off tres- make skill checks until one of two things happen. If
passers. Blightborn subverted these enchantments, then the adventurers succeed on 6 skill checks before failing
corrupted their magic to his own ends. (This process 3 checks, they succeed at the skill challenge, and can
cost him a dozen or so minions, but Blightborn consid- disarm or gain control of the magical runes. If they fail 3
ers his allies expendable.) skill checks before succeeding at 6 checks, the magic of
the runes overloads dangerously. See "Success and Fail-
THE RUNIC DEFENSES ure" for more information.
At the start of the encounter, a number of runes are
activated as shown on the tactical map. In addition, at DISARMING THE RUNES
the end of each round (after the turn of the combatant Three primary skills can be used by the adventurers to
with the lowest initiative), one new rune appears. For defeat this skill challenge: Arcana, Religion, and Thievery.
each new rune, roll a d6. On a roll ofl-5, the new rune Arcana: A character who makes an Arcana check taps
appears beneath a random adventurer. On a 6, the rune into the arcane energy that powers the runic defenses,
appears under a random monster. (Blightborn has refo- and can attempt to redirect or disperse that energy.
cused the runes' magic to ignore his servants, but his Religion: An adventurer using Religion focuses on
control of the runes is not perfect.) the divine nature of the enchantment left over from
A new rune attacks when it first appears. An existing when this trap was created by the priests of Sunderpeak
rune attacks if a creature moves into it (whether inten- Temple. The character attempts to undo Blightborn's
tionally or by forced movement) or if a creature starts corruption with the proper benedictions and supplica-
and ends its turn on the same rune without moving off tions to the gods of good.
When a rune attacks, roll a d4 to determine the effect. Thievery: Characters utilizing Thievery use their qUick
1 Fire. Attack: Close burst 1 (creatures in burst); +3 touch and extensive training with magic traps to phYSically
vs. Reflex. Hit: Id6 + 3 fire damage. disrupt the runes and upset their arcane mechanism.
2 Lightning. Attack: Melee 0 (creature on rune); +5 Using one of these primary skills during the skill
vs. Reflex. Hit: Id6 + 3 lightning damage, and the challenge is a standard action. A successful DC 13
target is slowed until the end of its next turn. check earns the adventurers 1 success toward the 6 suc-
3 Radiant. Attack: Melee 0 (creature on rune); +5 cesses they need. A failed check instead counts toward
vs. Fortitude. Hit: Id6 + 3 radiant damage, and the the 3 failures allowed.
target is blinded until the end of its next turn.
4 Thunder. Attack: Melee 0 (creature on rune); +5
vs. Fortitude. Hit: Id6 + 3 thunder damage, and
the target is pushed 2 squares in a random direc-
tion and falls prone.
as horrid skeletons and zombies by the nightmarish <D Longsword (weapon) + At-Will
Attack: Melee 1 (one creature); +8 vs. AC
magical energy unleashed when the wards sealing the
Hit: 1d8 + 5 damage, and the target is marked until the end of
evil artifact were broken. Blightborn's servants now the skeleton's next turn.
avoid this chamber. Str.15 (+3) Dex17 (+4) Wis 14(+3)
Con 13 (+2) lnt 3 (-3) Cha 3 (-3)
When the adventurers enter the area, set out the Alignment unaligned Languages -
poster map (folded to show only this part of the Equipment longsword
temple), then read or paraphrase the following:
FEATURES
The stone doors swinB open to reveal a somber crypt.
Statues and carvinBs ofBods, saints, anBels, and forBotten OF THE AREA
heroes stand viBil over the tombs and Breat stone sarcoph- Illumination: The burning rune sheds
aBi that hold the temple's dead. To one side of the chamber, bright light throughout the area.
a Breat rune burns with divine power, its flickerinB flames Burning Rune: This massive divine rune
castinB dancinB shadows. burns with mystic power that aids nearby
Suddenly, the rattlinB scrape of bone on bone sounds out. creatures. A creature deals 2 extra fire
FiBures move in the shadowed alcoves that line the crypt, even damage with its attacks while adjacent to
as the heavy lids ofthe nearest two sarcophaBi wate open. or on one of the four squares of the rune.
Fleshless skeletons and horrid shamblinB corpses surBe forth Statues: These statues depict gods,
from the shadows, a cold liBht burninB in their dead eyes. angels, saints, and heroes. They provide
cover and are difficult terrain. The two
Ask the characters to roll initiative and record the fallen statues no longer grant cover, but they
results. Then roll initiative for the monsters. remain difficult terrain.
Sarcophagi: These huge stone coffins grant
TACTICS cover. A sarcophagus cannot be moved across
without first spending an additional
The zombies lurch forward to attack the nearest PCs
square of movement to climb onto it.
with zombie wasp. This can immobilize an adventurer
while it increases the zombie's damage.
The decrepit skeletons hang back and fire shortbows CONCLUSION
into melee, shifting beforehand to stay behind the cover The doors at the far side
of a sarcophagus or statue. Those close to the burn- of the vault lead to
ing rune take advantage of the extra fire damage their Encounter 5.
attacks deal (see "Features of the Area").
The skeleton moves forward to engage a lightly
armored PC and to protect its minions. It maneuvers
so that adventurers provoke its dangerous opportunity
attacks if they advance on its allies. If possible, the skel-
eton leads adventurers toward the burning rune to take
advantage of its power.
HI' 1; a missed attack never damages a minion Initiative +3 HP 33; Bloodied 16 Initiative -1
AC 16, fortitude 13, Reflex 14, Will 13 Perception +2 AC 13, Fortitude 14, Reflex 11, Will 11 Perception -1
Speed 6 Darkvision Speed 4 Darkvision
immune Resist 10 necrotic; Vulnerable 5 radiant Immune
GAME DAY
Ander
Ander
MALE HALFLING ROGUE (THIEF) / LEVEL 2 / UNALIGNED
+5
STR 12 +2 AC 18 ACROBATICS +12
SPEED ATHLETICS +7
CON 18 +5 (in squares)
BLUFF +7
FORT 15 6 PERCEPTION +5
DEX 18 +5 VISION STEALTH +10
normal
INT 10 +1 STREETWISE +7
REF 17 LANGUAGES THIEVERY +12
WIS 8 +0 Common and Elven
CHA 12 +2 WILL 12
SENSES
Passive Insight 10, Passive Perception 15
HEALING value
SURGES 8
EQUIPMENT
Other Equipment
Melee Basic Attack Standard / Melee Weapon / At-Will
OTHER ABILITIES*
Requires dagger; +10 vs. AC; 1d4 + 6 damage. Bold: You gain a +5 racial bonus to saving throws against fear.
Nimble Reaction: You gain a +2 racial bonus to AC against
Ranged Basic Attack Standard / Ranged Weapon / At-Will
opportunity attacks.
Requires dagger; Ranged 5/10; +10 vs. AC; 1d4 + 6 damage. Sneak Attack: When you use an attack power with a dagger and hit
an enemy granting combat advantage to you, your attack power deals
Acrobat’s Trick Move / Personal / At-Will 2d6+1 extra damage to that enemy.
You can move your speed -2, and can move along vertical surfaces First Strike: At the start of an encounter, you have combat advantage
without penalty as part of this move. If you end your move on a against any creatures that have not yet acted in that encounter.
vertical surface you fall. You gain a +2 power bonus to your next Skill Mastery: During a skill challenge, whenever you roll a natural
damage roll this turn. 20 on a skill check that would contribute one or more successes to
the challenge, that check automatically succeeds and counts as one
Unbalancing Trick Move / Personal / At-Will additional success.
You can shift up to 2 squares. The next time you hit an enemy with a *Some character options not present on character sheet for brevity.
melee basic attack this turn, you knock it prone.
TM & © 2010 Wizards of the Coast LLC. Illustration by Jeff Easley. B8854.
WORLDWIDE
GAME DAY
Thia
FEMALE ELF ROGUE (THIEF) / LEVEL 2 / UNALIGNED
+9
STR 16 +4 AC 18 ACROBATICS +10
SPEED ATHLETICS +9
CON 12 +2 (in squares)
BLUFF +6
FORT 14 7 INTIMIDATE +6
DEX 18 +5 VISION PERCEPTION +10
low-light STEALTH +10
INT 8 +0
REF 17 LANGUAGES
THIEVERY +10
WIS 14 +3 Common and Elven
CHA 10 +1 WILL 13
SENSES
Passive Insight 13, Passive Perception 20
HEALING value
SURGES 7
EQUIPMENT
Other Equipment
Melee Basic Attack Standard / Melee Weapon / At-Will
OTHER ABILITIES*
Requires short sword; +10 vs. AC; 1d6 + 6 damage. Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial
bonus to Perception checks.
Ranged Basic Attack Standard / Ranged Weapon / At-Will
Wild Step: You ignore difficult terrain when you shift.
Requires short bow; Ranged 15/30; +9 vs. AC; 1d8 + 6 damage. Sneak Attack: When you use an attack power with a short sword or short bow
and hit an enemy granting combat advantage to you, your attack power deals
Tumbling Trick Move / Personal / At-Will 2d6 extra damage to that enemy.
You can shift 3 squares. The next time you hit an enemy with a First Strike: At the start of an encounter, you have combat advantage against
melee basic attack this turn, you deal 3 extra damage, to an any creatures that have not yet acted in that encounter.
adjacent enemy. Skill Mastery: During a skill challenge, whenever you roll a natural 20 on a
skill check that would contribute one or more successes to the challenge, that
Sneak’s Trick Move / Personal / At-Will check automatically succeeds and counts as one additional success.
You can move your speed -2. At the end of this move, you can *Some character options not present on character sheet for brevity.
make a Stealth check to hide if you have cover or concealment.
TM & © 2010 Wizards of the Coast LLC. Illustration by Larry Elmore. B8854.
WORLDWIDE
GAME DAY
Lucan
MALE ELF WIZARD (MAGE) / LEVEL 2 / GOOD
+7
STR 8 +0 AC 17 SPEED
ARCANA +10
CON 12 +2 (in squares) HISTORY +10
FORT 13 7 NATURE +11
DEX 14 +3 VISION RELIGION +10
low-light
INT 18 +5
REF 16 LANGUAGES
CHA 10 +0 WILL 17
SENSES
Passive Insight 14, Passive Perception 16
HEALING value
SURGES 6
EQUIPMENT
Other Equipment
Melee Basic Attack Standard / Melee Weapon / At-Will Illusory Obstacles Standard / Area Burst 1 within 10 / Encounter
Requires dagger; +3 vs. AC; 1d4 - 1 damage. Each enemy in blast; +5 vs Reflex; The target is dazed and
unable to charge until the end of your next turn. Miss: The
Magic Missle Standard / Ranged 20 / At-Will target is unable to charge until the end of your next turn.
One or two creatures within range take 6 force damage. Special:
You may use this power as a ranged basic attack.
Shield Immediate Interrupt / Personal / Encounter
Trigger: You are hit by an attack. Effect: Until the end of your next
TM & © 2010 Wizards of the Coast LLC. Illustration by Larry Elmore. B8854.
Beguiling Strands Standard / Close Blast 5 / At-Will turn you gain a +4 power bonus to AC and Reflex.
Each enemy in blast; +5 vs Will; 4 psychic damage, and you slide
the target up to 5 squares.
Elven Accuracy Free / Personal / Encounter
Trigger: You make an attack roll and dislike the result. Effect:
Ghost Sound Standard / Ranged 10 / At-Will Reroll the attack roll.
You cause a sound as quiet as a whisper or as loud as a yelling crea-
ture to emanate from one object or unoccupied square within range.
Fountain of Flame Standard / Area Burst 1 within 10 / Daily
Each enemy in blast; +4 vs Reflex; 3d8 + 4 fire damage, and you slide
Light Minor / Ranged 5 / At-Will the target up to 3 squares. Miss: Half damage. Effect: The burst
creates a zone that lasts until the end of the encounter. Any enemy
One object or unoccupied square sheds bright light until the end of
that enters the zone or ends its turn there takes 5 fire damage.
the encounter or until you use this power again. The light fills the
target’s space and all squares within 4 squares of it. Putting out
the light is a free action.
OTHER ABILITIES*
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial
bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift.
*Some character options not present on character sheet for brevity.
WORLDWIDE
GAME DAY
Korzon
MALE HUMAN CLERIC (WARPRIEST) / LEVEL 2 / GOOD
+2
STR 12 +2 AC 20 SPEED
DIPLOMACY +6
CON 16 +4 (in squares) HEAL +10
FORT 16 5 HISTORY +5
DEX 12 +2 VISION
INSIGHT +10
normal
INT 8 -0 RELIGION +5
REF 15 LANGUAGES
CHA 10 +1 WILL 17
SENSES
Passive Insight 20, Passive Perception 15
HEALING value
SURGES 8
EQUIPMENT
Other Equipment
Melee Basic Attack Standard / Melee Weapon / At-Will Echoes of Thunder Standard / Melee Weapon / Encounter
Requires bastard sword; +6 vs. AC; 1d10 + 1 damage. +9 vs. AC; 2d10 + 4 thunder damage. Effect: Whenever you or an ally
hits the target before the end of your next turn, the target takes 3
Blessing of Wrath Standard / Melee Weapon / At-Will thunder damage.
+9 vs. Will; 1d10 + 4 damage. Effect: One ally within 5 squares of you
gains a +3 power bonus to their next damage roll against the target
Heroic Effort No Action / Personal / Encounter
before the end of your next turn. Trigger: You miss with an attack of fail a saving throw. Effect: You gain a
+4 racial bonus to the attack roll or saving throw.
Storm Hammer Standard / Melee Weapon / At-Will
+9 vs. Will; 1d10 + 4 lighting and thunder damage. Special: When charg-
Create Water Minor / Melee Touch / Encounter
ing, you can use this power in place of a melee basic attack. Cause one empty cup, wineskin, or similar container to fill with up to 1
gallon of fresh water.
Smite Undead Standard / Melee Weapon / Encounter
One undead creature; +9 vs. Will; 2d10 + 4 radiant damage, and you
Lesser Aspect of Wrath Standard / Melee Weapon / Daily
push the target 6 squares and immobilize it until the end of your next +9 vs. Will; 1d10 + 4 radiant damage. Effect: You gain 10 temporary
turn. Special: This is a Channel Divinity power. You can use only one hit points. Until the end of the encounter, you gain a +1 power bonus
Channel Divinity power per encounter. to attack rolls, and any enemy that ends its turn adjacent to you
take 3 radiant damage.
Storm Surge Minor / Close Burst 2 / Encounter
You or one ally in the burst. The next time the target makes a damage roll
Resurgent Strength Minor / Close Burst 3 / Daily
with a melee weapon attack power before the end or your next turn, the You or one ally in burst. The target can spend a healing surge.
target deals 4 extra lightning damage. Special: This is a Channel Divin- In addition, the target gains a +4 power bonus to damage rolls
ity power. You can use only one Channel Divinity power per encounter. until the end of your next turn.
TM & © 2010 Wizards of the Coast LLC. Illustration by Jeff Easley. B8854.
WORLDWIDE
GAME DAY
Harbek of Forgekeep
MALE DWARF FIGHTER (SLAYER) / LEVEL 2 / GOOD
+2
STR 18 +5 AC 19 SPEED
ATHLETICS +8
CON 18 +5 (in squares)
ENDURANCE +10
FORT 17 5
DEX 12 +2 VISION
INTIMIDATE +5
low-light
INT 10 +1
REF 12 LANGUAGES
CHA 8 +0 WILL 12
SENSES
Passive Insight 12, Passive Perception 12
HEALING value
SURGES 11
EQUIPMENT
Other Equipment
Melee Basic Attack Standard / Melee Weapon / At-Will
OTHER ABILITIES*
Requires greataxe; +8 vs. AC; 1d12 + 6 damage. Cast-Iron Stomach: You have a +5 racial bonus to saving throws
against poison.
Ranged Basic Attack Standard / Ranged Weapon / At-Will
Dwarven Resilience: You can use your second wind as a minor action
Requires throwing hammer; Ranged 5/10; +8 vs. AC; 1d6 + 5 damage. instead of a standard action.
Stand Your Ground: When you are affected by forced movement (push, pull
Battle Fury Minor / Stance / At-Will or slide), you move one less square. If an attack would knock you prone, you
Until you assume a different stance or until the end of the encounter, you may make a saving throw to avoid falling prone.
gain a +2 power bonus to the damage rolls of melee weapon powers. *Some character options not present on character sheet for brevity.
TM & © 2010 Wizards of the Coast LLC. Illustration by Jeff Easley. B8854.
WORLDWIDE
GAME DAY
Brannus
MALE HUMAN FIGHTER (SLAYER) / LEVEL 2 / UNALIGNED
+8
STR 18 +5 AC 18 SPEED
ATHLETICS +10
CON 12 +2 (in squares)
ENDURANCE +7
FORT 18 5
DEX 16 +4 VISION
INTIMIDATE +7
normal
INT 10 +1 STREETWISE +7
REF 15 LANGUAGES
CHA 12 +2 WILL 13
SENSES
Passive Insight 10, Passive Perception 10
HEALING value
SURGES 8
EQUIPMENT
Other Equipment
Melee Basic Attack Standard / Melee Weapon / At-Will
OTHER ABILITIES*
Requires greatsword; +11 vs. AC; 1d10 + 9 damage. Heavy Blade Expertise: When wielding a heavy blade (greatsword) you gain
+2 bonus to all defenses against opportunity attacks.
Ranged Basic Attack Standard / Ranged Weapon / At-Will
*Some character options not present on character sheet for brevity.
Requires javelin; Ranged 10/20; +8 vs. AC; 1d6 + 7 damage.
TM & © 2010 Wizards of the Coast LLC. Illustration by Larry Elmore. B8854.
... L
'L_... L
i
Delve into a
Dangerous Ruin
Sunderpeak Temple, long a bastion of good on the edges
of the wilderness, has succumbed to an unknown threat.
You have been tasked to journey to the site of the temple
and find out what has befallen its residents, as the priests
are needed to destroy an enchanted skill imbued with
necromantic magic. Will you face down the dark denizens
that dwell within and learn the truth of the temple's fate?
.. :<:>
I I /
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