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Uldaman

Uncover the Titan's Secrets, Recover the Lost Artifacts

Overview
Prologue
For the Horde!
Excavation Site
Excavation Center
Dig One
The Sealed Hall
South Common Hall
North Common Hall
Hall of the Keepers
Reliquary Base Camp
Central Hall
Revelosh's Gallery
Dig Two
Map Chamber
Map Room
Chamber of Khaz'Mul
Central Tunnels
Winding Tunnels
Echomok Cavern
Annora's Camp
Temple Hall
Northern Tunnels
Scorpid Pit
Dig Three
The Stone Vault
Hall of the Crafters
Crafters' Courtyard
Altar of the Keepers
Khaz'goroth's Seat
Vault of the Lore Keeper
Treasure
Monsters
For the Alliance!

Created by James Wiken

Special Thanks to:


Blizzard Entertainment
Original dungeon design and characters, quest and adventure journal text, art assets, maps
wowhead.com
Dungeon, NPC, and item information, screenshots
Natural Crit
Developed using Homebrewery
Uldaman

U
ldaman is an ancient titan vault buried deep
within the earth. It is said the titans sealed Prologue
away a failed experiment there and then Since the discovery of Titan ruins, the Badlands have become
moved on to a new project, related to the a hotly contested archaeological site. Led by the charismatic
genesis of the dwarves. Tales of a fabled sorcerer, High Examiner Tae'thelan Bloodwatcher, the
treasure containing great knowledge have relatively young Reliquary looks to counter the long-standing
enticed would-be treasure hunters to dig Explorers' League in the discovery and reclamation of
deeper into the secrets of Uldaman, a task made perilous by magical artifacts of untold power. They look to use these
the presence of stone defenders, savage troggs, Dark Iron artifacts to find a cure for the magic addiction the blood elves
invaders, and other dangers lurking in the lost city. suffer from and return there formerly great race to glory.
The adventurers have come to Ulduar to uncover its From Bloodwatcher Point, the Reliquary has sent
secrets and recover its lost treasures. expeditions to explore the Titan ruins through the Badlands,
often coming into open conflict with their Alliance
Overview counterparts. Having discovered and claimed the Tomb of the
Watchers as their own, they now set their sights on the true
Uldaman is a dungeon designed for characters from levels 7 prize of the Badlands, Uldaman.
to 9. It is meant to be standalone and can be inserted into any Uldaman is an ancient Titan vault that has laid buried deep
campaign. within the earth since the world's creation. Dwarven
In this dungeon, the adventurers have been hired to assist excavations led by the Explorers' league penetrated this
with the Reliquary's expedition into the recently discovered forgotten city, releasing the Titans' first failed creations: the
Titan vault, Uldaman. The ancient halls currently hold Dark Troggs. These stone-skinned monsters drove away the
Iron dwarves, troggs, and Earthen defenders, all looking to unsuspecting archaeologists, reclaiming the halls of Uldaman
keep the Titan's secrets for themselves. Their unending as their own.
series of conflicts within the tunnels of Uldaman has created Legends say that the Titans created troggs from stone.
an opening that the Reliquary seeks to take advantage of. When they deemed the experiment a failure, the Titans
High Examiner Tae'thelan Bloodwatcher, leader and locked the troggs away and tried again - resulting in the
founder of the Reliquary, leads this expedition, himself. He is creation of the dwarven race. The secrets of the dwarves'
accompanied by a host of guards and archaeologists creation are recorded on the fabled Discs of Norgannon -
managed by the High Examiner's lieutenants Aoren and Lidia massive Titan artifacts that lie at the very bottom of the
Sunglow. The adventurers are to report to Tae'thelan ancient city.
Bloodwatcher who has established a camp just inside the Recently, the Dark Iron dwarves have launched a series of
Uldaman excavation if they wish to assist in the expedition. incursions into Uldaman, hoping to claim the discs for their
The secrets of Uldaman must be claimed for the Reliquary fiery master, Ragnaros. However, they found the troggs were
before anyone else can seize them for themselves. The Dark the least of their worries deep within the halls of Uldaman.
Iron dwarves already inside have a head start and the
Alliance's Explorers' League have dispatched forward
expeditions to the vault and are close behind.

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Protecting the buried city are several guardians - giant At the north end of the cavern is a massive stone arch
constructs of living stone that crush any hapless intruders leading into the Hall of Keepers. Ornamented pillars and
they find. The Discs themselves are guarded by a massive, masterfully carved stone statues of the keepers hold up the
sapient Stonekeeper called Archaedas. Some rumors even entryway to Uldaman.
suggest that the dwarves' stone-skinned ancestors, the From the overlook, a rickety crane hangs over the cavern
earthen, still dwell deep within the city's hidden recesses. below providing a potential, if risky, way down to the
Uldaman's guardians sent the Dark Iron excursion into Reliquary camp. Alternatively, a ramp leads south and
disarray, scattering their forces and allowing the troggs to downwards. Heading down this ramp leads to a fork in the
reclaim parts of the ancient vault. In this chaos, the High tunnel. Turning east will lead the adventurers into a set of
Examiner has sensed an opportunity. He led an expedition passages that continue on to the Sealed Hall and the South
into Uldaman, establishing a base camp from which to claim Common Hall. These passages have another fork. To the
the secrets held deeper within. He now calls on any willing southeast is the Sealed Hall currently held by Dark Iron
adventurers to assist in his bold expedition into the Titan's dwarves. To the southwest is the trogg infested South
vault and recovering the lost artifacts within for the good of Common Hall.
the blood elves and the Horde. Continuing south down the ramp, instead of taking the first
fork, leads down into the bottom of Dig One. Once down in
the bottom of the cavern the adventurers can speak with the
For the Horde! Reliquary guards who will point them towards the arch
This dungeon is written based on the Horde version of leading into Uldaman so they can speak to High Examiner
Uldaman. The Reliquary has sent an expedition to explore Tae'thelan Bloodwatcher. From the camp, another tunnel
and document the secrets held within the lost vaults of leads west to the North Common Hall and the Stonevault
Uldaman. If you would prefer to play the Alliance version, see troggs that inhabit it. The guards will warn the adventurers of
"For the Alliance!" at the end of this dungeon for a this fact.
description of changes.
1c. The Sealed Hall
1. Excavation Site In the eastern stretches of the excavation tunnels outside
Uldaman is the entrance to the Sealed Hall. In these naturally
Located in the northern Badlands, near the Maker's Terrace, cut tunnels, a Dark Iron expedition, cut off from their leader,
is the original dwarven excavation site that uncovered continues to excavate the area. Jealously guarded supplies
Uldaman. Inside is a twisting collection of tunnels leading to and uncovered titan artifacts are stockpiled in pockets of the
several excavated halls of titan origin arranged around a caverns.
central chamber known as Dig One. Within this chamber is Inside these tunnels are two groups of Dark Iron soldiers
the entrance to the Hall of the Keepers and the rest of that will attack any intruders. Roll from this section's Random
Uldaman proper. While the Reliquary currently hold Dig One, Encounter Table to determine each of these groups.
the rest of the tunnels contain warring factions of Dark iron
dwarves and troggs seeking to retain control of their holdings Random Encounter Table
within the ancient halls. Roll Monsters
1 1 Shadowforge Darkcaster, 2 Shadowforge
1a. Excavation Center Archaeologists
Surrounded by several massive titan-built pillars is the tunnel 2 1 Shadowforge Geologist, 2 Shadowforge
down into the Uldaman Excavation. Inside, a dug out cavern Archaeologists
is held up with wooden pillars and scaffolding and lit by 3 1 Shadowforge Geologist, 2 Shadowforge Darkcasters
magically glowing lanterns. Abandoned Explorers' League
tents and supplies ring the cavern, long since ransacked by 4 1 Stone Steward, 2 Shadowforge Geologists
either troggs or the Dark Iron dwarves. A few of these
dwarves remain in this chamber, pilfering the wreckage for 1d. South Common Hall
anything useful. Upon seeing the adventurers, they will flee
down a tunnel in the center of the cavern down into towards At the end of the southern tunnels is an uncovered titan built
Dig One and the Sealed Hall. The party can use this same chamber. The cavern before it is littered with the bodies of
tunnel to make their way down to Dig One and the Reliquary Dark Iron dwarves and troggs at various stages of decay and
waiting there. the guttural sound trogg speech can be heard from inside the
chamber.
1b. Dig One Empty stone shelves and benches line the interior of the
South Common Hall. Intricately carved stone pillars hold up
Tunnel leads to an overlook looking down into Dig One. A a jade and marble tiled roof. Identical tiling covers the floor of
massive underground chamber holds more supplies and the room. Ornamenting the chamber's walls are faded bas
tents. These, however, are adorned with the symbols of reliefs depicting ancient heroes long forgotten.
Silvermoon and the Reliquary. Elven guards and excavators
patrol the area, protecting their holdings from any potential
incursions from the Dark iron dwarves and troggs that
surround them.

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CLASSIC | DUNGEONS | ULDAMAN
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A group of troggs infest this area. Roll from this section's
Random Encounter Table to determine their composition. 2. Hall of the Keepers
Roll Monsters The grand archway of Uldaman leads directly into the Hall of
1 2 Stonevault Pillagers, 1 Stonevault Brawler
the Keepers. Once a hall holding the Keepers and their
favored creations, this place now is overrun by their first
2 2 Stonevault Pillagers, 2 Stonevault Ambushers failed creations, the troggs. Revelosh, intelligent for trogg,
3 2 Stonevault Pillagers, 2 Stonevault Oracles leads a group of Stonevault troggs in the gathering of titan
forged artifacts, largely ignorant of their potential power.
4 3 Stonevault Ambushers, 1 Stonevault Brawler Within this ancient hall, The Reliquary have established a
base camp from which they plan to explore Uldaman further.
1e. North Common Hall This expedition is led by the esteemed High Examiner
Beyond the relative safety of Dig One is a low ceilinged tunnel Tae'thelan Bloodwatcher, himself, and is hiring adventurers
leading west. The tunnel is dotted with partially excavated willing to push deeper into the Titan ruins.
pillars and statues. Squeezing between the legs of a massive
statue leads the party into another titan built hall. Similar to 2a. Reliquary Base Camp
the South Common Hall, troggs inhabit this room filled with The antechamber of the Hall of the Keepers contains the
skillfully shaped stone but little else. In the back of the Reliquary Base Camp. Blood elves dressed in simple white
chamber are a pair of massive doors held shut by tons of solid clothing and leather armor mill about the room, their hoods
rock behind them. and masks pulled up to protect them from dust and debris.
A group of troggs infest this area. Roll from the South Their glowing eyes are busy inspecting various titan relics
Common Hall's Random Encounter Table to determine their they have already recovered from the Titan's vault.
composition. At the far end of the room stands two crimson Silvermoon
banners. Between them floats High Examiner Tae'thelan
The Reliquary Bloodwatcher, founder of the Reliquary, flanked by his
lieutenants, Aoren and Lidia Sunglow. These twin blood elves
"Greetings, my name is Tae'thelan Bloodwatcher. I have spent are skilled in titan lore and combat, respectively. Narrow halls
the better part of a lifetime training in the art of sorcery and manned by wary guards lead to the north and south, both
gather like-minded blood elves to form The Reliquary. ending in the Central Hall. The rough sounds of troggs echo
You see, there are ancient, powerful relics spread
down these darkened halls.
Assailed by the Dark Iron dwarves and troggs, not to
throughout this world that I plan to use them to free my mention Uldaman's guardians, the Reliquary are currently
people from their addiction and unify them again as the proud, considering their options before descending deeper into the
indomitable race we once were. Titan's vault. With the adventurers' assistance, however, they
Magic is something to be embraced and, I assure you, a may be able to overcome the obstacles that hampered their
force that can be utilized free of corruption with proper progress before.
teaching. Speaking to each blood elf leader will provide the party
As it stands, the other races of the Alliance and even the with quests to assist the Reliquary with uncovering the
secrets held within the guarded vaults of Uldaman. The
Horde mock our kind for our half-destroyed capital, still
adventurers should present themselves to the High Examiner
standing statues of Sunstrider, and blunder after blunder first to see how to get started with assisting the Reliquary in
across the world. their expedition into Uldaman.
No more."
High Examiner Tae'thelan Bloodwatcher
Tae'thelan has spent the better part of a lifetime training in
the art of sorcery. Recently formed at the behest of an
"unknown council" based in Silvermoon, the Reliquary has
been reformed under Tae'thelan's leadership.
He is dressed in ornate red and gold robes and wields a
golden staff capped with the sigil of Silvermoon. He floats a
few feet off the ground within a glowing blue aura, keeping a
watchful eye over his subordinates.
While welcoming of the assistance the party can bring to
the Reliquary, he will first test them by tasking them with the
opening of the Chamber of Khaz'mul. To do this, they must
first find and assemble the pieces of the Staff of Prehistoria
which are currently held within the halls and tunnels nearby.

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Aoren Sunglow
The Chamber of Khaz'mul Aoren Sunglow is dressed in the simple white cloth and
Description leather armor of the rest of the Reliquary diggers. He shares
"In the Map Chamber there is a locked door which I believe his twin sister's striking white hair and is currently inspecting
leads to the legendary Chamber of Khaz'mul. We do not yet an engraving on the wall of the chamber.
Aoren Sunglow is the Titan expert of the expedition, well
know what artifacts wait inside it.
versed in ancient histories and languages. He will task the
What we do know is that it is guarded by Ironaya, a Titanic party with defeating the Stone Keepers guarding the halls of
Watcher of immense size and power. You'll need to defeat her Uldaman. Collecting their power cores will provide a new
if you intend to progress any further into this place." source of knowledge and may be the secret of finding and
Mechanics and Rewards opening Archaedas's chamber.
To open the Chamber of Khaz'mul, the adventurers must
assemble the Staff of Prehistoria from its components. We Require More Minerals
Revelosh, a curious trogg, currently keeps the Shaft of Tsol in
his gallery. A Explorers' League expedition, currently trapped in
Description
"The Titans built two Ancient Stone Keepers to help protect
Dig Two, are rumored to be in possession of the Gni'kiv
Uldaman from would-be invaders and to oversee daily
Medallion.
operations while Ironaya and Archaedas slumber. One is still
Once the staff has been reassembled it must placed in the
fully operational in Temple Hall, but the one in Echomok
keystone in the Map Chamber to unlock the Chamber of
Cavern has been corrupted by something.
Khaz'mul. Defeat its guardian, Ironaya, to claim its treasures.
I suspect that one of the Old Gods is responsible for this,
Once this quest is completed, High Examiner Tae'thelan
and you're going to help me see if that is indeed true. Topple
Bloodwatcher will offer the quest, "Archaedas, The Ancient
both of the guardians and bring me their power cores. They'll
Stone Watcher".
tell us all we need to know."
Mechanics and Rewards
Lidia Sunglow Two massive Stone Keepers guard the central tunnels of
A female blood elf, Lidia Sunglow, dressed in golden armor
over white clothing stands guard beside the High Examiner. Uldaman. Defeat them and harvest the Obsidian Power Core
She is in command of the soldiers accompanying the and the Titan Power Core. Aoren will give the party 150 gp.
expedition. Most of her face is obscured by a simple white per power core they return to him. The power cores will be
cover and her short white hair matches her twin's who stands used later to power the Altar of the Keepers within the Hall of
nearby. the Crafters within which Archaedas awaits.
Lidia Sunglow will task the adventurers with taking down
the Dark Iron leader who is currently trapped within Dig
Three, deeper into Uldaman. Not only has he sent raiding 2b. Central Hall
parties to attack the Reliquary, he also stands in the way of a The two halls lead into open high-ceilinged chamber adorned
possible discovery. with jade and marble tiling. Tall stone pillars hold up the
ceiling and the tons of rock and dirt piled on top of the
Behind Closed Doors underground hall. Throughout the chamber, stone benches,
urns, and other ornaments are strewn about and on the far
Description end of the hall, the deactivated body of a golem lays broken on
"Galgann Firehammer and his band of Dark Irons are in Dig the floor.
Three guarding a door that we know nothing about! I've had it Troggs have reclaimed this part of Uldaman. The wander in
with their men getting in the way of our work here! The packs, gathering various relics and carrying them west into
two halls leading to the north and south. Roll from this
Reliquary is the only group authorized to handle the artifacts
section's Random Encounter Table to determine which troggs
throughout Uldaman! are currently in the room.
Go to the dig and dispose of him so that our work can These paths lead into Revelosh's Gallery in the western
continue undisturbed. I want to know what's behind that end of the Hall of the Keepers. In the southern hall, a tunnel
door!" forks south, leading to Dig Two.
Mechanics and Rewards Random Encounter Table
Lidia Sunglow has identified the leader of the Dark Iron Roll Monsters
dwarves, Galgann Firehammer. The former senator of
1 3 Stonevault Pillagers, 2 Stonevault Ambushers
Blackrock Depths can be found in Dig Three within the
northern tunnels of Uldaman. 2 3 Stonevault Pillagers, 2 Stonevault Oracles
Bring her proof of his demise and Lidia will reward the party 3 3 Stonevault Ambushers, 2 Stonevault Oracles
with 300 gp. 4 2 Stonevault Pillagers, 2 Stonevault Ambushers, 2
Stonevault Oracles

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2c. Revelosh's Gallery 3. Dig Two
Upon entering the westernmost chamber of the Hall of the Leaving the well constructed Hall of the Keepers behind
Keepers, the party finds itself in a museum of sorts. Revelosh, them, the party enters a natural cavern that was excavated by
an aspiring trogg collector, has amassed a collection of the original dwarven expeditions who first discovered
mostly useless but aesthetically pleasing titan relics. They are Uldaman. Now, abandoned mining equipment and supplies
displayed with no particular order in mind. Within this litter the cavern, torn apart by troggs or Dark Iron dwarves. A
collection is the first part of the Staff of Prehistory, the Shaft pair of massive stone doors can be seen on the east wall but
of Tsol. they are impossible to open given the tons of stone holding
In the center of the chamber is Revelosh who is flanked by them shut.
two Stonevault Pillagers and two Stonevault Oracles. He is On the far side of the cavern is a natural rise with a small
mistrusting of any intruders. thinking they are here to steal camp is centered around a fire perched on top of it. The
his treasures. He will be unwilling to give up anything his sound of three dwarves arguing about where they are rises
collection peacefully. from the camp. In the bottom of the chamber are more
Another massive archway to the west leads into a natural troggs, likely trapping the dwarves in their camp. Roll from
cavern, the Map Chamber. this section's Random Encounter Table to determine the
Revelosh
troggs in the cavern. All Stonevault Ambushers will be
Some luminaries in Ironforge's prestigious Explorers' League stealthed and not easily seen by the adventurers.
have theorized an ancestral link between their people and the Random Encounter Table
troggs, and pointed towards the troggs' hoarding of titan Roll Monsters
artifacts as a reflection of the dwarves' own reverence for
such wondrous devices. If that is true, the trogg known as 1 2 Stonevault Pillagers, 4 Stonevault Ambushers
Revelosh can be considered the trogg equivalent of an 2 6 Stonevault Ambushers
archaeologist, although any historically minded adventurers 3 4 Stonevault Ambushers, 2 Stonevault Oracles
who encounter him would be more inclined to call him a
thief. 4 2 Stonevault Pillagers, 2 Stonevault Ambushers, 2
Revelosh (marked by a green skull on the map) will defend Stonevault Oracles
his collection with his life. While quick to violence, he will
avoid being in melee combat. A ramp on the west side of the dig leads up to the dwarf
Once Revelosh has been defeated, the party can loot The encampment. At the top of the natural incline, a fat blue
Shaft of Tsol. shirted dwarf, Olaf, stands at a makeshift barricade wielding
only a battered shield. Behind him are two more dwarves,
Baelog and Eric, in green and red, respectively. They
suspiciously aim bow and slingshot at any who approach
Revelosh their camp.
Medium humanoid (trogg), chaotic neutral As proud dwarves and contractors of the Explorers'
League, They are wary of any Horde adventurers and will
Armor Class 14
Hit Points 58 (9d8 + 18)
refuse to give up any of their artifacts to them. They are in
Speed 30 ft.
possession of the second half of the Staff of Prehistoria, the
Gni'kiv Medallion.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 16 (+3)

Senses passive Perception 12


Languages trogg
Challenge 3 (700 XP)

Actions
Lightning Bolt. Ranged Spell Attack: +5 to hit, range
120 ft., one target. Hit: 18 (4d8) lightning damage.
Chain Lightning. Ranged Spell Attack: +5 to hit,
range 60 ft., one target. Hit: 10 (3d6) lightning
damage. This attack can be repeated up to two
more times using the current target as the spell's
origin point. This may not hit the same target more
than once per turn.

CLASSIC | DUNGEONS | ULDAMAN


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The Lost Dwarves
Seeking fame and, more importantly, fortune, the three Eric "The Swift"
brothers Eric, Olaf, and Baelog took on a contract from the Medium humanoid (dwarf), lawful neutral
Explorers' League to delve deep into the halls of Uldaman
and clear a path for a group of researchers. For these three Armor Class 14
dwarves, however, "clearing a path" unfortunately entailed Hit Points 54 (8d8+16)
"getting hopelessly lost in an ancient labyrinth." Proud Speed 40 ft.
dwarves to the end they fight to prevent the secrets of
Uldaman and the Explorers' League from falling into the
hands of the Horde. STR DEX CON INT WIS CHA
The Lost Dwarves (marked by a red skull on the map) each 14 (+2) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 10 (+0)
have their own strengths. Baelog is a generalist, skilled in
both melee and ranged combat. Eric can dart around the Damage Resistances poison
battlefield, delivering stones from afar or charge in for Senses darkvision 120 ft.
pushing headbutts. Olaf stands as a sentinel, defending his Languages Dwarven
friends and disrupting his foes. Challenge 3 (700 XP)
When the Lost Dwarves are defeated, the party can loot
The Gni'kiv Medallion. For each Lost Dwarf defeated, the Lost. Eric can't recall most paths he has traveled.
party can roll a d20. On an 11 or higher, the party can loot the
corresponding item in the table below. Rushing Charge. If Eric moves at least 20 feet
straight toward a target and then hits it with a
Lost Dwarf Item headbutt attack on the same turn, the target takes
Baelog Baelog's Shortbow an extra 9 (2d8) piercing damage.
Eric "The Swift" Horned Viking Helmet The Swift. Eric can use Disengage as a bonus action.
Olaf Olaf's All-Purpose Shield Actions
Headbutt. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d10 + 3) bludgeoning
Baelog damage.
Medium humanoid (dwarf), lawful neutral Slingshot. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 7 (1d8+3) bludgeoning
Armor Class 14 damage.
Hit Points 60 (8d8+24)
Speed 25 ft.
Olaf
Medium humanoid (dwarf), lawful neutral
STR DEX CON INT WIS CHA
Armor Class 16
14 (+2) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 10 (+0) Hit Points 67 (9d8+27)
Speed 25 ft.
Damage Resistances poison
Senses darkvision 120 ft.
Languages Dwarven STR DEX CON INT WIS CHA
Challenge 3 (700 XP) 16 (+3) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0)
Lost. Baelog can't recall most paths he has traveled.
Damage Resistances poison
Senses darkvision 120 ft.
Actions Languages Dwarven
Multiattack. Baelog makes two attacks. Challenge 3 (700 XP)

Longsword. Melee Weapon Attack: +4 to hit, reach Lost. Olaf can't recall most paths he has traveled.
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Protection. When a creature attacks a target other
Shortbow. Ranged Weapon Attack: +4 to hit, range
than Olaf that is within 5 feet of him, he can use his
80/320 ft., one target. Hit: 5 (1d6+2) piercing
reaction to impose disadvantage on the attack roll.
damage.
Actions
Shield Slam. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning
damage and the target must succeed on a DC 14
Constitution saving throw or is Stunned until the
end of its next turn.

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4. Map Chamber Ironaya
This natural cavern once occupied by the original Large construct, lawful neutral
expeditions, holds a detailed replica of Uldaman. A set of
sealed stone doors leading to the Chamber of Khaz'Mul are Armor Class 16 (natural armor)
built into the western wall with the keeper Ironaya waiting Hit Points 133 (14d10+56)
within. Speed 30 ft.

4a. Map Room STR DEX CON INT WIS CHA


The western exit of the Hall of the Keepers leads out to a
large natural cavern known as the Map Chamber. It gets its 21 (+5) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0)
name from the the stone replica of Uldaman built into the
middle of the cavern floor. More troggs are in this room, Damage Resistances bludgeoning, piercing, and
pilfering abandoned tents and supplies. Roll from the Central slashing from nonmagical attacks
Hall's Random Encounter Table to determine which troggs Damage Immunities poison, psychic
Condition Immunities Charmed, Deafened,
are scattered about the room. Exhaustion, Frightened, Grappled, Paralyzed,
Having gathered and reassembled the pieces of the Staff of Petrified, Poisoned, Stunned
Prehistoria, the party can use it conjunction with the map to Senses darkvision 120 ft., passive Perception 15
open the Chamber of Khaz'mul, whose massive sealed doors Languages Titan
are built into the western wall of this chamber. On the stone Challenge 7 (2900 XP)
map, the replica representing The Hall of the Keepers has a
socket in the top of it that can fit the reassembled staff. Immutable Form. Ironaya is immune to any spell or
Inserting it into the keystone activates the staff. An effect that would alter its form.
otherworldly blue beam manifests from the head of the staff
and begins to scan the replica. It ends its scan pointing to a Magic Resistance. Ironaya has advantage on saving
building on the northeastern end of the map. This structure is throws against spells and other magical effects.
labelled, the Hall of the Crafters. Magic Weapons. Ironaya’s weapon attacks are
The blue beam of energy the returns to the staff before magical.
shooting across the room to the doors of the Chamber of
Khaz'Mul. The energy channels into the doors, outlining them Actions
in a blue glow. They then rumble open and out steps a 20 foot Multiattack. Ironaya makes two attacks.
tall stone woman, Ironaya. She is dressed in flowing robes
made of pure copper and wields a 10 foot tall hammer. She Arcing Smash. Melee Weapon Attack: +8 to hit,
attacks any who would dare to invade Uldaman and interrupt reach 10 ft., all targets in front of Ironaya. Hit: 16
her slumber. (2d10 + 5) bludgeoning damage.
Once Ironaya is defeated, the party can enter the Chamber Knock Away. Melee Weapon Attack: +8 to hit, reach
of Khaz'mul. To the north, a tunnel deeper into Uldaman via 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning
the Central Tunnels. Through these twisting passages lies the damage and the target must succeed on a DC 15
path to the Hall of the Crafters. Strength saving throw or be knocked back 2d4x5
(25) feet.
Ironaya War Stomp. All creatures within 10 ft. must succeed
The titans did not construct the Uldaman complex directly, on a DC 16 Constitution saving throw or take 15
but utilized various servants to create its megalithic halls. (3d6+5) bludgeoning damage and be stunned until
The Pantheon entrusted the watcher Ironaya with overseeing the end of the golem's next turn. On a success, it
the construction and maintenance of Uldaman, but as time takes half as much damage.
passed, the once awe-inspiring vault fell to ruin. Within the
map chamber, Ironaya has spent millennia in a form of stasis,
analyzing the original master plan drawn up by Khaz'goroth
and attempting to find a way to restore the complex to its
original functionality.
Ironaya (marked by a blue skull on the map) is a fierce
melee combatant. She towers over her enemies, stunning
and knocking them flying across the room.
When Ironaya is defeated, the party can loot Ironaya's
Bracer.
4b. Chamber of Khaz'Mul
With Ironaya defeated, the wonders of the Chamber of
Khaz'Mul are opened to the adventurers. Upon entering the
vault, however, they are greeted only with empty stone
shelves and broken urns, filled only with cobwebs.

CLASSIC | DUNGEONS | ULDAMAN


10
Whatever artifacts were here, if any, are here no longer. Wings in the Dark
With the Hall of the Keepers and the Map Chamber This stretch of tunnels has no lanterns or torches to
cleared, the Reliquary will make a new camp within this illuminate it. The sound of squeaks and wingbeats can be
chamber. Upon seeing that the vault is empty, the High heard by those with keen hearing. Within the pitch black
Examiner is disappointed but calm. passage, two Shrike Bats wait to swoop upon their blinded
In opening the Chamber of Khaz'Mul, the Staff of prey.
Prehistoria has also pointed the way to Archaedas' potential
resting place and the secrets that he guards. Horrific Sculpture Garden
High Examiner Tae'thelan Bloodwatcher will offer the Almost lifelike statues of troggs and dwarves are placed
quest, "Archaedas, The Ancient Stone Watcher" to the almost at random within this tunnel. Their poses are those of
adventurers. The Sunglow twins will offer or remind the fear and pain. Their sculptors, a pair of Jadespine Basilisks,
party about the quests they offered, "We Require More lay in wait for their next piece of art.
Minerals" and "Behind Closed Doors".
Scorpid Nest
A single Venomtail Scorpid patrols a hall filled with broken
Archaedas, The Ancient Stone mining contraptions. If attacked, it will let out a screech,
Watcher summoning 2d2 Swarms of Cleft Scorpid.
Description Tunnel Collapse
"The true goal in Uldaman is to obtain the Discs of The pillars and scaffolding holding up this section of tunnel
Norgannon. These platinum discs could grant our order have rotted with age. As the party moves through the tunnel,
unbelievable power. Countless secrets of the Makers are it begins to collapse. The party must make a series of
inscribed on them...their value is beyond any material wealth Acrobatics and Athletics checks to escape the cave-in. This
you could possibly imagine. tunnel will no longer be passable unless cleared out.
The only problem in obtaining them is that Archaedas, an
ancient and powerful creation of the Makers, guards the discs 5b. Echomok Cavern
with a venerable army at his disposal. I need you to defeat him THis cavern is occupied by a contingent of Dark Iron
and secure the discs for The Reliquary." dwarves. They have set up a camp consisting of tents and
piles of supplies. Unlike the rest the party has seen within
Mechanics and Rewards Uldaman, these tents and supplies are clean, well-ordered,
Undeterred by the disappointment found at the Chamber of and look almost new. Roll from this section's Random
Khaz'Mul, the Reliquary will push on towards their trul goal in Encounter Table to determine the dwarves residing in this
Uldaman. The party must delve deeper into Uldaman and find well-kempt camp.
the Hall of the Crafters where Archaedas awaits, likely guarding
Random Encounter Table
the Discs of Norgannon.
Roll Monsters
Defeat Archaedas and uncover any secrets he is guarding.
When the party enters the Vault of the Lore Keeper they may 1-2 2 Shadowforge Geologists, 1 Shadowforge
Archaeologist
immediately take the quest "The Platinum Discs".
3-4 1 Shadowforge Geologist, 1 Shadowforge Darkcaster
5-6 2 Shadowforge Darkcasters, 1 Shadowforge
5. Central Tunnels Archaeologist
A twisting series of tunnels connect the various areas of
Uldaman. These passages are not controlled by any one On the far end of the cavern stands the Obsidian Sentinel.
faction and also contain deadly beasts preying on any who It stands guard in front of another massive set of doors
venture too far from safety. preventing any but its masters, who now seem to be the Dark
Areas of interest include the Echomok Cavern which Iron dwarves, from passing through. Once the guardian is
houses the Obsidian Sentinel and the Temple Hall, the haunt dealt with, the party can exit through them to a cave with
of the Ancient Stone Keeper. more Dark Iron dwarves (roll from Random Encounter
Table). THis cave is exposed to the outside world and is
5a. Winding Tunnels located in the eastern Badlands. The cave is current filled
with material and titan artifacts being packed into crates. It
The Winding Tunnels contain many dangers. For every seems to be a back entrance that the Dark Iron dwarves are
section of the tunnels the party explores, you can choose one using to ferry supplies and treasure in and out of Uldaman.
of the follow encounters or design your own.
From these tunnels, the party can access many locations in
Uldaman (refer to the map). Heading southwest leads to
Echomok Cavern and the Obsidian Sentinel. To the northwest
are the Northern Tunnels. Turning north leads to Temple
Hall. Heading east also leads to Temple Hall but also passes
by Annora's Camp.

Wings in the Dark CLASSIC | DUNGEONS | ULDAMAN


11
Obsidian Sentinel
The Obsidian Sentinel was responsible for guarding Obsidian Sentinel
Uldaman's secrets until it was affected by corruption by an
unknown force. Originally crafted from the same stone as the Large construct, lawful neutral
halls of Uldaman itself, this keeper has had the majority of its Armor Class 16 (natural armor)
body replaced with dark glass capable of reflecting spells. Hit Points 123 (13d10+52)
Whatever was responsible for the Obsidian Sentinel's Speed 30 ft.
transformation must be incredibly potent, for it is not easy to
alter the enchanted stone of a titan construct.
The Obsidian Sentinel (markey by a gray skull on the map) STR DEX CON INT WIS CHA
has had its original form altered into solid obsidian. This new 20 (+5) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0)
form makes it able to reflect magical attacks back at its foes,
but makes it prone to fragmenting under sustained damage. Damage Resistances bludgeoning, piercing, and
When the Obsidian Sentinel is defeated, the party can loot slashing from nonmagical attacks
the Obsidian Power Core. Damage Immunities poison, psychic
Condition Immunities Charmed, Deafened,
Exhaustion, Frightened, Grappled, Paralyzed,
Obsidian Shard Petrified, Poisoned
Senses darkvision 120 ft., passive Perception 15
Medium construct, lawful neutral Languages Titan
Challenge 7 (2900 XP)
Armor Class 14 (natural armor)
Hit Points 30 (4d8+12)
Speed 30 ft. Immutable Form. The Obsidian Sentinel is immune
to any spell or effect that would alter its form.

STR DEX CON INT WIS CHA Magic Resistance. The Obsidian Sentinel has
advantage on saving throws against spells and other
16 (+3) 9 (-1) 16 (+3) 3 (-4) 11 (+0) 1 (-5) magical effects.
Magic Weapons. The Obsidian Sentinel's weapon
Damage Resistances bludgeoning, piercing, and attacks are magical.
slashing from nonmagical attacks
Damage Immunities poison, psychic Obsidian Reflection. When the Obsidian Sentinel
Condition Immunities Charmed, Exhaustion, would be hit by a spell targeted at a creature, roll a
Frightened, Paralyzed, Petrified, Poisoned d4. On a 4, the spell is reflected and instead hits
Senses darkvision 120 ft., tremorsense 60 ft. the spellcaster.
Languages Titan, Dwarven Obsidian Shard. When the Obsidian Sentinel is
Challenge 1 (200 XP) reduced to 100, 75,50, or 25 hit points, an
Obsidian Shard spawns next to it. The Obsidian
Immutable Form. The golem is immune to any spell Sentinel has its Strength ability score is reduced by
or effect that would alter its form. 2 and any damage dice are reduced by one (d12 to
d10, d10 to d8, etc.).
Magic Resistance. The golem has advantage on
saving throws against spells and other magical Actions
effects.
Multiattack. The Obsidian Sentinel makes two slam
Obsidian Reflection. When the golem would be hit attacks.
by a spell targeted at a creature, roll a d4. On a 4,
the spell is reflected and instead hits the Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
spellcaster. one target. Hit: 18 (2d12 + 5) bludgeoning
damage.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 3) bludgeoning damage.

5c. Annora's Camp


A narrow unassuming passage leads into this cramped
cavern . A decorated titan-built alcove forms the northern wall
of this otherwise natural. Up on a ledge of this alcove is a
human woman brandishing two torches, doing everything she
can to fend off 2d2 Swarms of Cleft Scorpid. The carpet the
cavern floor between her current location and her tent.
If the adventurers save her from the swarming scorpid, she
introduces herself as Annora, Enchanter Extraordinaire.
CLASSIC | DUNGEONS | ULDAMAN
12
As thanks for saving her, she will offer to enchant their
weapons with temporary boons. Each adventurer may pick
one of the following enchantments that all have six charges. Ancient Stone Keeper
One charge may be spent immediately before an attack roll to Large construct, lawful neutral
activate its effect. Once all charges are spent, it fades away.
Armor Class 16 (natural armor)
Enchantment Effect Hit Points 123 (13d10+52)
Crusader Gain a +1 bonus to either your DEX or STR Speed 30 ft.
modifier for this attack. If you hit, regain hit
points equal to your proficiency bonus.
STR DEX CON INT WIS CHA
Fiery If you hit, you deal 1d6 bonus fire damage
Weapon to the target 20 (+5) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0)
Icy Chill If you hit, the target's speed is reduced to Damage Resistances bludgeoning, piercing, and
15 and they cannot use bonus actions or
reactions until the end of their next turn. slashing from nonmagical attacks
Damage Immunities poison, psychic
Unholy If you hit, the target has disadvantage on its Condition Immunities Charmed, Deafened,
Weapon next attack roll, spellcasting roll, or saving Exhaustion, Frightened, Grappled, Paralyzed,
throw. Petrified, Poisoned
Senses darkvision 120 ft., passive Perception 15
5d. Temple Hall Languages Titan
Challenge 7 (2900 XP)
The Temple Hall is central to Uldaman. As such there are
many paths into it, all manned by Earthen defenders. At each Immutable Form. The Ancient Stone Keeper is
entrance roll from this section's Random Encounter Table to immune to any spell or effect that would alter its
determine the guardians there. form.
Random Encounter Table Magic Resistance. The Ancient Stone Keeper has
Roll Monsters advantage on saving throws against spells and other
magical effects.
1 3 Earthen Rocksmashers, 1 Earthen Stonecarvers
Magic Weapons. The Ancient Stone Keeper's
2 2 Earthen Stonecarvers, 1 Stone Steward weapon attacks are magical.
3 2 Earthen Rocksmashers, 1 Stone Steward
4 1 Earthen Stonecarvers, 2 Stone Stewards
Actions
Multiattack. The Ancient Stone Keeper makes two
The western entrance is through a small well-maintained slam attacks.
antechamber. Approaching from the north or south leads Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
through natural tunnels that the Earthen are furiously one target. Hit: 16 (2d10 + 5) bludgeoning
attempting to seal so as to protect Temple Hall from any damage.
invaders. Sandstorm (Recharge 5-6). The Ancient Stone
The main chamber of the hall depicts the Pantheon and Keeper conjures a sandstorm (20 ft. cylinder) at its
their exploits in grand murals painted across the walls. current location. It picks a hostile target and at the
Tapered pillars line the hall, leading towards a platform on end of the golem's turn the storm moves 20 ft.
the northern end of the room. On top tis platform is the towards that target. The storm lasts 30 seconds and
Ancient Stone Keeper, a centuries old guardian of Uldaman does not affect constructs.
and its wonders. It does not take kindly to those who would
trespass on its protected hallowed grounds. When a creature enters this storm for the first time
on a turn or starts its turn there, it must make a DC
14 Constitution saving throw. On a failed save, the
Ancient Stone Keeper creature takes 13 (3d8) slashing damage, its speed
One of many golems that staffed and operated the great titan is halved, and is Blinded. On a failed save it takes
vault, the Ancient Stone Keeper was part of a small group half as much damage.
that served as an intermediary between the watchers left in
control of the facility and their many servants. With the
corruption of the Obsidian Sentinel, the Ancient Stone
Keeper is the last of its kind, performing its duty by protecting
the secrets of the titans as best it can until its inevitable
shutdown.
The Ancient Stone Keeper (marked by a purple skull on the
map) is a powerful stone guardian of Uldaman. He harries his
foes with his punishing fists and by conjuring whirling sand
storms.
When the Ancient Stone Keeper is defeated, the party may
loot Cragfists and Titan Power Core.

CLASSIC | DUNGEONS | ULDAMAN


13
Inside the cavern, supplies and explosives are gathered in
6. Northern Tunnels small piles. The southern end of the chamber is dominated
A series of caverns connect the deepest stretches of the ruins by a set of sealed stone doors, blackened but unopened from
of Uldaman. The leaders of the Dark Iron dwarves, the repeated attempts to blow them open. In front of them is
troggs, and the Earthen all reside here. Galgann Firehammer, flanked by two Shadowforge
Areas of interest include Dig Three, currently held by Geologists. If the party has attacked any Dark Iron dwarves in
Galgann Firehammer, the Stone Vault, Grimlok's seat of Uldaman he will be hostile towards them.
power, and the Hall of the Crafters, resting place of
Archaedas. Galgann Firehammer
Reacting to the discovery of Uldaman by Bronzebeard
6a. Scorpid Pit dwarves, the Dark Iron clan mounted an invasion of the vault
to stop their ancestral foes from accessing the powerful
The Southernmost cavern is a nexus of tunnels leading to artifacts within. Galgann Firehammer, a senator from
nearly every part of northern Uldaman. This chamber, Shadowforge City, was sent to oversee the continued
however, has become infested with venomous scorpid. Their excavation of Uldaman so that the emperor may harness the
skittering and clacking drowns out all other sounds. Most of artifacts' destructive potential against the Dark Irons'
the room is a shallow pit, carpeted with the deadly creatures. enemies.
To avoid this pit, the characters must either traverse the Galgann Firehammer (marked by a yellow skull on the
cavern walls or use half-rotted scaffolding. Both of these map) wields powerful fire magic to burn away his enemies.
require succeeding on a DC 14 Athletics or Acrobatics check, He is accompanied by two Shadowforge Geologists.
respectively. If this check is failed, the 2d2 Swarms of Cleft When Galgann Firehammer is defeated, the party can loot
Scorpid will rise to attack those unfortunate enough to fall Galgann's Firehammer.
into their domain.
Successfully crossing the pit will lead the party to one of
two tunnels. The west tunnel leads to Dig Three. The sound Galgann Firehammer
of dwarves and mining echoes down the soot-stained
passage. Medium humanoid (dwarf), lawful evil
The northern tunnel forks to the west and east. The coarse Armor Class 14
sound of trogg speech and the smell of roasting flesh drifts in Hit Points 65 (10d8+20)
from both directions. To the northwest is the Stone Chamber, Speed 25 ft.
the residence of Grimlok, chieftain of the Stonevault Troggs.
Heading east leads to the Hall of the Crafters and the secrets
that await within its forgotten walls. STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 11 (+0) 16 (+3) 10 (+0)
6b. Dig Three
As the party nears Dig Three, they approach a short Damage Resistances poison, fire
barricade manned by two Shadowforge Archaeologists. They Senses darkvision 120 ft.
are watching for any approachers and have two dark iron Languages Common, Dwarvish
blunderbusses mounted on tripods pointed out into the Challenge 4 (1100 XP)
tunnel. A creature can use the following action while manning
these weapons: Dark Iron Resilience. Galgann has advantage on
saving throws against poison, spells, and illusions,
as well as to resist being Charmed or Paralyzed.
Blunderbuss. All creatures within a 45 ft. cone must Actions
succeed on a DC 15 Dexterity saving throw or take
16 (3d10) piercing damage. On a success take half Multiattack. Galgann may make two attacks.
as much damage. It can only be fired once.
Lava Lash. Melee Spell Attack: +5 to hit, reach 10 ft.,
one target. Hit: 11 (2d10) fire damage and the
target is dealt an additional 5 (1d10) fire damage
If the dwarves see the party they will raise an alarm rousing a the next time it takes fire damage within 30
group of their allies to rush to their aid. This group is within seconds.
Dig Three even if the guards do not warn them of the Fire Nova. All hostile creatures within 10 ft. must
oncoming adventurers. Roll from this section's Random succeed on a DC 15 Constitution saving throw or
Encounter Table to determine this group. take 13 (3d8) fire damage.
Random Encounter Table Amplify Flames. A hostile creature within 40 ft.
Roll Monsters must succeed on a DC 15 Wisdom saving throw or
is vulnerable to fire damage for 15 seconds.
1-2 2 Shadowforge Geologists
3-4 1 Shadowforge Geologist, 1 Shadowforge Darkcaster
5-6 2 Shadowforge Darkcasters

CLASSIC | DUNGEONS | ULDAMAN


14
6c. The Stone Vault The innermost chamber is the throne room of Grimlok,
chieftain of the Stonevault troggs, and his pet Jadespine
stonevault brawler, stonevault geomancer Basilisk. He sits upon a crumbling throne surrounded by the
In the northwestern reaches of Uldaman lies the Stone petrified bodies of troggs who had challenged his rule.
Vault, once a prison that held the Titan's failed creations, the
troggs. It was discovered by the first dwarven expeditions Grimlok
into Uldaman. In their ignorance, they opened the vault, In trogg society, the biggest, strongest, and most vicious trogg
freeing the imprisoned troggs who would be their doom. The often becomes chieftain through displays of power. Grimlok is
only reminders of that expedition is the broken crates and a comparative genius in that he has maintained control of the
threadbare tents within the cavern just outside the vault. Stonevault troggs through intimidation and what might be
Now, however, these tents are used by primitive troggs. considered crude psychological warfare. Having trained a
A group of 2d2 Stonevault brawlers stand around a roaring deadly basilisk, Grimlok uses the threat of petrification by his
fire, roasting the limbs of either dwarves or other troggs. beast to keep any would-be usurpers in line.
These stony creatures are significantly larger than those the Grimlok (marked by a red skull on the map) is a skilled
party faced in the Hall of the Keepers. Across the cavern are sorcerer who relies on his pet basilisk to keep enemies far
the broken doors of the Stone Vault, still ajar. from him. If he is surrounded, he will shrink his foes.
Descending into the vault leads to a chamber of similar When Grimlok is defeated, the party can loot Grimlok's
construction as the other halls throughout Uldaman. The Charge.
engravings on the walls have been marred and vandalized by
their current inhabitants. In this chamber, another group of
troggs mill about composed of three Stonevault Brawlers and 7. Hall of the Crafters
two Stonevault Geomancers. Upon seeing new prey, they fly At the northern end of Uldaman is the Hall of the Crafters,
into a frenzied rage. the grand hall of the titan's former research facility. Deep
within it slumbers Archaedas, the Ancient Stone Watcher. He
stands on an eternal vigil, protecting the secrets held within
Grimlok the Vault of the Lore Keeper.
Medium humanoid (trogg), chaotic neutral
7a. Crafters' Courtyard
Armor Class 14 Just outside the imposing doors of the hall itself is a massive
Hit Points 71 (11d8 + 22) cavern. It once was an stately courtyard, greeting those who
Speed 30 ft. came to the Hall fo the Crafters. Now, it has become a
battlefield, war torn and broken.
STR DEX CON INT WIS CHA The southern end of the chamber is held by hulking
Stonevault troggs. A group of 2d2 Stonevault Brawlers and
12 (+1) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 1d2 Stonevault Geomancers have erected a makeshift camp
behind a ramshackle barricade to protect them from the
Senses passive Perception 12 defenders of the hall. They are focused on watching for any
Languages trogg attacks from the north and may not notice the party as it
Challenge 5 (1800 XP) approaches from the south.
The middle of the cavern is littered with the broken bodies
Actions of Earthen defenders and crushed trogg corpses. Neither side
Lightning Bolt. Ranged Spell Attack: +6 to hit, range is willing to venture into this no-man's land without purpose.
120 ft., one target. Hit: 22 (4d10) lightning Across the broken expanse is the proud facade of the Hall
damage. of the Crafters. Standing guard behind a barricade built from
the broken stone bodies of their fallen brothers are the
Chain Lightning. Ranged Spell Attack: +6 to hit, Earthen and their stone protectors. No others are worthy of
range 60 ft., one target. Hit: 13 (3d8) lightning the titan's knowledge and they will fight to the death to
damage. This attack can be repeated up to two protect the secrets held within the structure behind them.
more times using the current target as the spell's
origin point. This may not hit the same target more
Roll from this section's random encounter table to determine
than once per turn.
the composition of the Earthen guardians.
Bloodlust. Grimlok and one of his allies within 30 ft. Random Encounter Table
may perform two actions on their next turn. He Roll Monsters
can't use Bloodlust on his next turn. 1 3 Earthen Rocksmashers, 2 Earthen Stonecarvers
Shrink. All hostile creatures within 5 ft. must make a 2 3 Earthen Stonecarvers, 1 Stone Steward
DC 15 Wisdom saving throw or be reduced by one
size and have disadvantage on Strength and 3 3 Earthen Rocksmashers, 1 Stone Steward
Constitution checks for 15 seconds. This effect 4 2 Earthen Stonecarvers, 2 Stone Stewards
does not stack.
Once the guardians are dealt with, the party can finally set
foot in the Hall of the Crafters.

CLASSIC | DUNGEONS | ULDAMAN


15
7b. Altar of the Keepers
The party steps into a grand room. Intricately carved scenes Archaedas
cover the walls, depicting glories long lost to history. Large construct, lawful neutral
Towering statues of titans reach towards the cosmos painted
on the decorated ceiling. In the center of the room is an altar, Armor Class 16 (natural armor)
glowing with an otherworldly light. As the party nears it, any Hit Points 147 (14d10+70)
power cores they hold hum to life. Across the room are Speed 30 ft.
another set of masterfully engraved doors. They are sealed
and any attempt to open them, magical or otherwise, is met STR DEX CON INT WIS CHA
with failure.
The adventurers must place a power core on the Altar of 20 (+5) 9 (-1) 20 (+5) 14 (+2) 16 (+3) 10 (+0)
the Keepers, in the center of the chamber. Once placed, it will
channel energy from the dias to the sealed doors over ten Damage Resistances bludgeoning, piercing, and
rounds. However, if the Obsidian Power Core is used three slashing from nonmagical attacks
inactive golems rise out of the floor. One will activate every Damage Immunities poison, psychic
three rounds, attacking those that would bring the corruption Condition Immunities Charmed, Deafened,
Exhaustion, Frightened, Grappled, Paralyzed,
of the Old Gods into this hallowed sanctum. Petrified, Poisoned, Stunned
With the door opened, the party may descend down the Senses darkvision 120 ft., passive Perception 15
ramp into Khaz'goroth's Seat. Languages Titan
Challenge 7 (2900 XP)
7c. Khaz'goroth's Seat
The adventurers descend into a circular room ringed with Immutable Form. Archaedas is immune to any spell
concentric circles of statues of Earthen and golems. In the or effect that would alter its form.
center of the room stands Archaedas, still slumbering, before Magic Resistance. Archaedas has advantage on
another altar similar to the once in the halls above. Just like saving throws against spells and other magical
before, any power cores the party are carrying hum to life. effects.
They may place a power core on the altar to activate
Archaedas and over 20 rounds, open the Vault of the Lore Magic Weapons. Archaedas’s weapon attacks are
magical.
Keeper behind him.
His centuries long slumber has fractured Archaedas's Awaken Earthen Guardian. When Archaedas is
mind. Unaware of how Azeroth has developed, he views any reduced to 100 hit points, he immediately awakens
being with the curse of flesh as servants of the Old Gods. The the 4 Earthen Guardians in his chamber to assist
titan's knowledge must be protected and he will not be the him. They enter initiative at the current value plus
one to fail them. Once Archaedas is defeated, all of his one.
servants take 22 (4d10) psychic damage at the start of each Awaken Vault Warder. When Archaedas is reduced
of their turns. The Vault of the Lore Keeper and the treasures to 50 hit points, he immediately awakens the 2
held inside are open to the adventurers. Vault Warders in his chamber to assist him. They
enter initiative at the current value plus one.
Archaedas
"Who dares awaken Archaedas? Who dares the wrath of the Actions
Makers?" Multiattack. Archaedas makes two Slam attacks and
Deep within Uldaman is a chamber containing one of the uses Ground Tremor or Awaken Earthen Dwarf.
greatest treasures of the titans, created by Norgannon
himself. However, thus far no explorers have managed to gain Slam. Melee Weapon Attack: +8 to hit, reach 10 ft.,
access to the relic, for any attempt at doing so activates the one target. Hit: 18 (2d12 + 5) bludgeoning
damage.
great watcher Archaedas, an immense guardian who easily
dispatches treasure seekers through his powerful attacks and Ground Tremor. All creatures within 30 ft. must
a veritable army of servants. Crafted from some of the oldest, succeed on a DC 16 Constitution saving throw be
strongest stone taken from Uldaman's depths, Archaedas is a stunned until the end of the Archaedas's next turn.
foe as formidable as he is ancient. He may not use this action on his next turn.
Archaedas (marked by a green skull on the map) is an Awaken Earthen Dwarf. Archaedas awakens an
ancient servant of the titans and now stands guard over Earthen Custodian that assists him in battle and
Uldaman's greatest secrets. At his command is a veritable shares his initiative.
army of earthen waiting to be awakened. Before they are
activated, his soldiers are resistant to all damage.
When Archaedas is defeated, the party may loot the
Archaedic Stone.

CLASSIC | DUNGEONS | ULDAMAN


16
Earthen Custodian Vault Warder
Medium humanoid (dwarf), lawful neutral Medium construct, lawful neutral

Armor Class 11 Armor Class 14 (natural armor)


Hit Points 16 (3d8+3) Hit Points 52 (7d8+21)
Speed 25 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 12 (+1) 11 (+0) 12 (+1) 10 (+0) 17 (+3) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities poison Damage Resistances bludgeoning, piercing, and


Condition Immunities Charmed, Exhaustion, slashing from nonmagical attacks
Frightened, Paralyzed, Petrified, Poisoned Damage Immunities poison
Senses darkvision 120 ft., tremorsense 60 ft. Condition Immunities Charmed, Exhaustion,
Languages Titan, Dwarven Frightened, Paralyzed, Petrified, Poisoned
Challenge 1/2 (100 XP) Senses darkvision 120 ft., tremorsense 60 ft.
Languages Titan, Dwarven
Challenge 3 (700 XP)
Actions
Rockfist. Melee Weapon Attack: +4 to hit, reach 5 Immutable Form. The golem is immune to any spell
ft., one target. Hit: 5 (1d6 + 2) bludgeoning or effect that would alter its form.
damage.
Magic Resistance. The golem has advantage on
saving throws against spells and other magical
Earthen Guardian effects.
Medium humanoid (dwarf), lawful neutral Trample. The golem can move through hostile
creatures. If it moves at least 10 feet straight
Armor Class 13 toward a target and then hits it with a slam attack
Hit Points 26 (4d8+8) on the same turn, the target and all creatures the
Speed 25 ft. golem moved through must succeed on a DC 14
Dexterity saving throw or take 9 (2d8) bludgeoning
damage.
STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 15 (+2) 11 (+0) 12 (+1) 10 (+0) Actions
Multiattack. The golem makes two slam attacks.
Damage Resistances fire
Damage Immunities poison Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Condition Immunities Charmed, Exhaustion, one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 120 ft., tremorsense 60 ft.
Languages Titan, Dwarven
Challenge 1 (200 XP)

Magic Resistance. The dwarf has advantage on


saving throws against spells and other magical
effects.

Actions
Warhammer. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning
damage.
Whirlwind (Recharge 4-6). All creatures within 5 ft.
must succeed on a DC 14 Dexterity saving throw or
take 8 (1d10 + 3) bludgeoning damage.

CLASSIC | DUNGEONS | ULDAMAN


17
The Discs of Norgannon
"Salutations. My function is to offer access to and, when permissible, insight into informations regarding the Creators' synthesis of the
Earthen on the world designated as Azeroth. I am ready to share this information with you now at your leisure."
Who are the Earthen? — "The Earthen are a synthesized race engineered by the Creators, functioning as one of the seed races in the
initial population of the world designated as Azeroth. The Earthen were created to aid the Creators' efforts in shaping the deep
regions of this world. After the Earthen had been put into service for the Creators, unforeseen anomalies were discovered that
affected their synthesis matrix due to high-stress environments."
What are the anomalies you speak of? — " To understand the anomalies of the Earthen, it is first important to understand what the
Earthen represent in their design intent. They represent the Creators' attempt at improving the survivability paradigm of the standard
subterranean being matrix. This was done by incorporating a resilient foundation of construction inherent to the world into said
matrix rather than the typical biomass construction. Their design maximizes strength and stamina without sacrificing cognitive
processing power. Their skin and musculature are nearly impervious to physical damage, and with minor modifications the Earthen
display a remarkable resiliency to unwanted magical forces."
What are the Earthen's anomalies that you spoke of earlier? — "The Earthen's only anomaly in synthesis is the tendency for matrix
destabilization while being utilized in high-stress environments. There are two potential results when the Earthen's synthesis matrix
destabilizes. The first variant matrix is a degenerative product of synthesis, the "Trogg". This variant maintains strength and stamina
comparable to the Earthen, but its cognitive processing power has been almost completely compromised. Force of will and a strong
sense of cunning are the only driving factors in the psyche of the trogg. They procreate as per a standard biomass. By default it
consumes stone and anything else it can acquire, including other troggs. Cannibalism and this variant are considered unacceptable
by the Creators."
You mentioned two results when the Earthen destabilize. What is the second? — " The common nomenclature for the second resultant
variance of the Earthen matrix is "Dwarf". This variant retains strength and stamina inherent to the Earthen and in some cases, even
exceeds the cognitive powers of the Earthen's matrix. The dwarf, however, retains none of the physical composition of Azeroth's
various stone core compounds, instead reverting to a default biomass composition as seen in the standard subterranean matrix.
Dwarves eat and procreate through means typical to other standard biomasses. The Creators view the dwarf as an acceptable variant,
worthy of genesis in its own right."
Who are the Creators? — "The Creators are... the Creators. They are the beings that seeded and shaped this world by their own
design. They are the reason for this world's existence, as well as many other worlds. "
This is a lot to think about. — "The Creators are cognizant of the magnitude of the information housed in this repository.
Subsequently, a portable copy of the data stored here will be made available to your once you are attuned with the Discs of
Norgannon. Please consider your cursory requirements for the assimilation of this knowledge to be complete. At your leisure, access
the Discs of Norgannon to begin synthesis of your discs."

7d. Vault of the Lore Keeper With the Discs in hand, the adventurers can return to the
Reliquary. High Examiner Tae'thelan Bloodwatcher will
Unlike the Chamber of Khaz'Mul, the Vault of the Lore excited to hear of the party's success.
Keeper is full of powerful artifacts and riches. Piles of gold The knowledge and artifacts recovered here will ultimately
pieces (10000 gp. or whatever is appropriate for your help the Reliquary achieve their ultimate goal. Silvermoon
campaign) and ornamented weapons cover the vault floor. A will rise again and the blood elves may be finally free of their
stone chest contains two sets of +1 armor. addiction. Silvermoon and The Reliquary owe the characters
The centerpieces of this treasure chamber are four huge a great debt and will look to repay it however they can.
platinum discs, each adorned with numerous sigils of an
unknown origin. Touching them makes your hand tingle. Just
after touching the discs, the visage of a large stone watcher The Platinum Discs
springs forth. Description
The adventurers have uncovered a wealth of previously "Touching the Discs of Norgannon once again makes your
undiscovered worldly lore! This is surely the knowledge that hand tingle. This time, however, a strange grinding noise is
High Examiner Tae'thelan has been seeking. The party may
speak with the hologram to learn about the keepers, the heard from inside the discs.
Earthen, the dwarves, and the troggs. Once finished, he will Your backpack suddenly becomes heavier than it was
give the party a miniature version of the platinum discs before. Inside, you discover a miniature version of the discs!
containing all their information. If they accept the discs they No doubt, an item of this sort would be invaluable for
immediately are offered the quest, "The Platinum Discs". someone interested in the ancient history of Azeroth.
Someone would sure be interested in this!"
Mechanics and Rewards
Return the Discs of Norgannon to High Examiner Tae'thelan
Bloodwatcher. He will reward the adventurers with 3000 gp.
and offer them permanent membership in the Reliquary.

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18
Grimlok's Charge
Treasure weapon (lance), rare (requires attunement)
This section provides descriptions for the treasure found You gain a +1 bonus to attack and damage rolls made with
within Uldaman. The source of each of these items is given in this magic weapon.
the above sections. This weapon does 1d6 bludgeoning damage plus 1d6
lightning damage instead of the lance's normal damage.
Archaedic Stone When you hit a target using this weapon and have an attack
ring, very rare (requires attunement) roll at least 5 greater than its AC, all hostile targets within 15
This fragment of Archaedas imbues the wearer with feet of it take 1d4 lightning damage. This effect can only
Titanic power. While wearing this ring, you are able to read happen once per turn.
and understand Titan.
It has the following additional properties. When one of Horned Viking Helmet
these properties is used, it can’t be used again until it wondrous item, rare (requires attunement)
recharges. Only one property may be used at a time and per If you move at least 20 feet straight toward a target you can
short rest. At dawn, you may choose 2 of the following use an action to make a melee attack against it. On a hit you
properties to recharge. deal 2d8 piercing damage plus your strength modifier. You
Awaken Earthen Custodians. You may spend ten minutes and the target must succeed on a DC 15 Strength saving
to shape a 10 ft cube of stone into four Earthen Custodians throw or are Stunned until the start of your next turn. You
which follow your commands. The Earthen last for one hour have disadvantage on this saving throw if you have made it at
and fall inactive if they are further than 500 feet from the least once since taking a short rest.
Archaedic Stone.
Awaken Earthen Guardians. You may spend ten minutes Ironaya's Bracer
to shape a 10 ft cube of stone into two Earthen Guardians wondrous item, rare (requires attunement)
which follow your commands. The Earthen last for one hour The keeper's massive bracer can be worn as a belt and
and fall inactive if they are further than 500 feet from the imbues the wearer with her unyielding strength.
Archaedic Stone. While wearing this belt, your Strength score schages to 21.
Awaken Vault Warder. You may spend ten minutes to If your Strength is already equal to or greater than the belt's
shape a 10 ft cube of stone into a Vault Warder which follow score, it does not affect your Strength score. You also have
your commands. The keeper lasts for one hour and falls advantage on saving throws against spells or effects that
inactive if it is further than 500 feet from the Archaedic would alter your form.
Stone.
Protection of the Titans. You may use an action to cast Olaf's All-Purpose Shield
stoneskin on yourself. armor (shield), rare (requires attunement)
While holding this shield, you have +1 bonus to AC. This
Baelog's Shortbow bonus is in addition to the shield's normal bonus to AC.
weapon (shortbow), rare (requires attunement) When you fall while holding this shield, you descend 60
You gain a +1 bonus to attack and damage rolls made with feet per round and take no damage from falling.
this magic weapon.
When making attacks with this weapon, you critically hit Staff of Prehistoria
on a roll of 19 or 20. staff, rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a
Cragfists +1 bonus to attack and damage rolls made with it. While
wondrous item, rare (requires attunement) holding it, you have a +2 bonus to your spell save DC when
These gloves have the ability to grow into massive stone fists. casting transmutation spells.
Once per short rest, you may spend a bonus action to activate The staff has 3 charges for the following property. It
the Craigfists for 30 seconds. regains all expended charges daily at dawn.
While the gloves are active you gain a +2 bonus to AC Spells. You can use an action to expend 1 of the staff's
against melee attacks, advantage on Strength checks related charges to cast one of the following spells from it, using your
to grappling, and your unarmed strikes deal 1d8 bludgeoning spell save DC: enlarge/reduce, haste, slow.
damage plus your Strength ability modifier.
Galgann's Firehammer
weapon (maul), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with
this magic weapon.
This weapon does 1d6 bludgeoning damage plus 1d6 fire
damage instead of the maul's normal damage. When you hit a
target using this weapon and have an attack roll at least 5
greater than its AC, the target takes an extra 1d6 fire damage.
This effect can only happen once per turn.

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19
Monsters
This section includes stat blocks for all non-boss monsters
found in Uldaman. These monsters can be used either by
using the Random Encounter Tables found in each section or
building your own encounters.

Earthen Rocksmasher
Medium humanoid (dwarf), lawful neutral

Armor Class 14
Hit Points 45 (6d8+18)
Speed 25 ft.

STR DEX CON INT WIS CHA


18 (+4) 9 (-1) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

Damage Resistances slashing, and piercing from


nonmagical sources, fire
Damage Immunities poison
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 120 ft., tremorsense 60 ft.
Languages Titan, Dwarven
Challenge 2 (450 XP) Earthen Stonecarver
Medium humanoid (dwarf), lawful neutral
Magic Resistance. The dwarf has advantage on
saving throws against spells and other magical Armor Class 14
effects. Hit Points 52 (7d8+21)
Speed 25 ft.
Actions
Warhammer. Melee Weapon Attack: +6 to hit, reach STR DEX CON INT WIS CHA
5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning 14 (+2) 9 (-1) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
damage.
Damage Resistances slashing, and piercing from
nonmagical sources, fire
Damage Immunities poison
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 120 ft., tremorsense 60 ft.
Languages Titan, Dwarven
Challenge 2 (450 XP)

Magic Resistance. The dwarf has advantage on


saving throws against spells and other magical
effects.

Actions
Flame Buffet. Ranged Spell Attack: +5 to hit, range
60 ft., one target. Hit: 10 (3d6) fire damage and the
target is vulnerable to the next fire damage it takes
within 30 seconds.
Fire Shield. Surrounds a creature within 60 ft in a
shield of flames, granting it a +2 bonus to AC
against melee attacks. When a creature enters
melee range of the target for the first time on a turn
or starts its turn there, it must make a DC 13
Constitution saving throw. On a failed save, the
creature takes 7 (2d6) fire damage.

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Jadespine Basilisk
Medium monstrosity, unaligned

Armor Class 15 (natural armor)


Hit Points 52 (8d8 + 16)
Speed 20 ft.

STR DEX CON INT WIS CHA


16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

Senses darkvision 60 ft., passive Perception 9


Languages —
Challenge 3 (700 XP)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage plus
7 (2d6) poison damage.
Crystalline Slumber. All creatures within 10 ft. of the
basilisk must succeed on a DC 14 Constitution
saving throw or take 7 (2d6) force damage and are
Stunned until the end of their next turn. Shadowforge
Reflection. Until the start of the basilisk's next turn,
it is resistant to all damage dealt by spells. When Archaeologist
the basilisk would be hit by a spell targeted at a Medium humanoid (dwarf), lawful evil
creature, the spell is reflected and instead hits the
spellcaster. Armor Class 16
Hit Points 45 (7d8+14)
Speed 25 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

Damage Resistances poison, fire


Senses darkvision 120 ft., passive Perception 13
Languages Common, Dwarvish
Challenge 2 (450 XP)

Dark Iron Resilience. The dwarf has advantage on


saving throws against poison, spells, and illusions,
as well as to resist being Charmed or Paralyzed.

Actions
Warhammer. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
damage.
Disarm. A creature within melee range must
succeed on a DC 14 Strength saving throw or
anything it is holding is knocked 1d4x5 ft. away in a
direction the dwarf chooses.

Reactions
Shield Bash. If a hostile target attempts to cast a
spell within melee range, the dwarf may make a
melee attack against it (+4 bonus). On a hit, the
target takes 5 (1d6+2) bludgeoning damage and
the spellcasting fails.

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21
Shadowforge
Geologist
Medium humanoid (dwarf), lawful evil

Armor Class 12
Hit Points 39 (6d8+12)
Speed 25 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 14 (+2) 11 (+0) 14 (+2) 10 (+0)

Damage Resistances poison, fire


Senses darkvision 120 ft., passive Perception 13
Languages Common, Dwarvish
Shadowforge Challenge 2 (450 XP)
Darkcaster Dark Iron Resilience. The dwarf has advantage on
Medium humanoid (dwarf), lawful evil saving throws against poison, spells, and illusions,
as well as to resist being Charmed or Paralyzed.
Armor Class 12
Hit Points 39 (6d8+12)
Speed 25 ft. Actions
Lava Lash. Melee Spell Attack: +5 to hit, reach 10 ft.,
one target. Hit: 7 (2d6) fire damage and the target
STR DEX CON INT WIS CHA is dealt an additional 3 (1d6) fire damage the next
12 (+1) 12 (+1) 14 (+2) 11 (+0) 16 (+3) 10 (+0) time it takes fire damage within 30 seconds.
Flame Spike (Recharge 4-6). A 10 ft. pillar of flame
Damage Resistances poison, fire erupts within 50 ft. Any creatures inside the
Senses darkvision 120 ft., passive Perception 13 affected area must succeed on a DC 14 Dexterity
Languages Common, Dwarvish saving throw or take 13 (3d8) fire damage.
Challenge 2 (450 XP)

Dark Iron Resilience. The dwarf has advantage on Shrike Bat


saving throws against poison, spells, and illusions, Medium beast, unaligned
as well as to resist being Charmed or Paralyzed.
Armor Class 12
Hit Points 39 (6d8+12)
Actions Speed 30 ft., fly 60 ft.
Shadow Bolt Volley. Ranged Spell Attack: +5 to hit,
range 120 ft., three targets. Hit: 5 (1d10) necrotic
damage. STR DEX CON INT WIS CHA

Mana Burn (Recharge 4-6). A creature within 60 ft. 15 (+2) 11 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2)
must succeed on a DC 14 Wisdom saving throw or
take 1d4x5 force damage and lose a spell slot of Senses blindsight 60 ft., passive Perception 13
level equal to the result of the roll. Languages —
Challenge 2 (450 XP)

Echolocation. The bat can’t use its blindsight while


Deafened.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6+2) piercing damage.
Sonic Burst (Recharge 4-6). All creatures within 10
ft. must succeed on a DC 14 Wisdom saving throw
or take 10 (3d6) psychic damage. Affected
creatures are Deafened and unable to cast spells
until the start of the bat's next turn.

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Stone Steward Stonevault Ambusher
Medium construct, lawful neutral Medium humanoid (trogg), chaotic neutral

Armor Class 15 (natural armor) Armor Class 13


Hit Points 76 (9d8+36) Hit Points 32 (5d8 + 10)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 18 (+4) 3 (-4) 11 (+0) 1 (-5) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1)

Damage Resistances bludgeoning, piercing, and Skills Stealth +5


slashing from nonmagical attacks Senses passive Perception 12
Damage Immunities poison, psychic Languages trogg
Condition Immunities Charmed, Exhaustion, Challenge 1 (200 XP)
Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 120 ft., tremorsense 60 ft.
Languages Titan, Dwarven
Actions
Challenge 3 (700 XP) Deadly Poison. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
Immutable Form. The golem is immune to any spell damage.
or effect that would alter its form. Sneak. The trogg vanishes from view and has
Magic Resistance. The golem has advantage on advantage on stealth checks until It is damaged or
saving throws against spells and other magical deals damage.
effects.

Actions
Stonevault Brawler
Medium humanoid (trogg), chaotic neutral
Multiattack. The golem makes two slam attacks.
Armor Class 14
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit Points 45 (7d8 + 14)
one target. Hit: 13 (2d8 + 4) bludgeoning damage. Speed 30 ft.
Ground Tremor. All creatures within 10 ft. must
succeed on a DC 15 Constitution saving throw or STR DEX CON INT WIS CHA
be stunned until the end of the golem's next turn.
The golem may not use this action on its next turn. 16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1)

Senses passive Perception 12


Languages trogg
Challenge 2 (450 XP)

Enrage. The first time the trogg is dealt damage


each round, roll a d6. On a 5 or higher, he gains
Multiattack and a +2 bonus to his Strength ability
score until the end of his next turn.

Actions
Multiattack (only when Enraged). The trogg can make
two thrash attacks.
Thrash. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage and
the trogg may use its bonus action to make another
Thrash attack.

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Stonevault Oracle
Medium humanoid (trogg), chaotic neutral

Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 13 (+1) 12 (+1) 10 (+0) 16 (+3)

Senses passive Perception 12


Languages trogg
Challenge 1 (200 XP)

Stonevault Geomancer Actions


Medium humanoid (trogg), chaotic neutral Hammer. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) bludgeoning
Armor Class 12 damage.
Hit Points 39 (6d8 + 12)
Speed 30 ft. Healing Ward. The trogg can summon a ward at its
feet. This ward has 3 (1d6) hit points and at the
end of the trogg's turn heals all friendly targets
STR DEX CON INT WIS CHA within 15 ft. for 7 (2d6) hit points. The trogg can
only have one active ward at a time.
12 (+1) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 16 (+3)
Lava Spout Totem. The trogg can summon a ward at
Senses passive Perception 12 its feet. This ward has 3 (1d6) hit points and at the
Languages trogg end of the trogg's turn all hostile targets within 15
Challenge 2 (450 XP) ft. are dealt 7 (2d6) fire damage. The trogg can only
have one active ward at a time.

Actions
Fireball. Ranged Spell Attack: +5 to hit, range 120
Stonevault Pillager
Medium humanoid (trogg), chaotic neutral
ft., one target. Hit: 11 (2d10) fire damage.
Inferno Shell. Hostile creatures within melee range Armor Class 13
must succeed on a DC 14 Dexterity saving throw or Hit Points 32 (5d8 + 10)
take 7 (2d6) fire damage. Until the end of the Speed 30 ft.
trogg's next turn, if it is hit with a melee attack the
attacker is dealt 3 (1d6) fire damage.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1)

Senses passive Perception 12


Languages trogg
Challenge 1 (200 XP)

Enrage. The first time the trogg is dealt damage


each round, roll a d6. On a 5 or higher, he gains
Multiattack and a +2 bonus to his Dexterity ability
score until the end of his next turn.

Actions
Multiattack (only when Enraged). The trogg can make
two dagger attacks.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.

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Swarm of Cleft Scorpid
Medium swarm of Tiny beasts, unaligned

Armor Class 14
Hit Points 36 (8d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Damage Resistances bludgeoning, piercing, slashing


Condition Immunities Charmed, Frightened,
Grappled, Paralyzed, Petrified, Prone, Restrained,
Stunned
Senses passive Perception 10
Languages —
Challenge 2 (450 XP)

Swarm. The swarm can occupy another creature’s


space and vice versa, and the swarm can move
through any opening large enough for a Tiny
scorpion. The swarm can’t regain hit points or gain
temporary hit points.
Venomtail Scorpid
Actions Medium beast, unaligned
Stings. Melee Weapon Attack: +6 to hit, reach 0 ft.,
one creature in the swarm’s space. Hit: 7 (2d6) Armor Class 14 (natural armor)
piercing damage, or 3 (1d6) piercing damage if the Hit Points 39 (6d8 + 12)
swarm has half of its hit points or fewer. The target Speed 30 ft.
must make a DC 10 Constitution saving throw,
taking 14 (4d6) poison damage on a failed save, or
half as much damage on a successful one. STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)

Senses blindsight 60 ft., passive Perception 9


Languages —
Challenge 2 (450 XP)

Actions
Multiattack. The scorpion makes two attacks: one
with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Venom Sting. Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing
damage, and the target must make a DC 12
Constitution saving throw, taking 18 (4d8) poison
damage on a failed save, or half as much damage on
a successful one.

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25
For the Alliance!
This section describes the general changes from the written
dungeon if the party is playing from the Alliance side.
The adventurers have been hired by the Explorers' League
to help them uncover the secrets of Uldaman. The League's
primary goal is to determine the origin of the dwarves, and
they suspect the fabled Discs of Norgannon held within these
lost halls hold that knowledge.
Use the following table to replace references throughout
the dungeon:
Horde Alliance
The Reliquary Explorers' League
High Examiner Tae'thelan Lead Prospector
Bloodwatcher Durdin
Lidia Sunglow Olga Runesworn
Aoren Sunglow Kand Sandseeker

All quests are nearly identical in description and


mechanics. Just replace the quest givers using the above
table.
Dig Two
Since the Lost Dwarves are contractors of the Explorers'
League, they are not hostile to the adventurers.
Instead, the party must help defend them from several
waves of troggs (use the Dig Two Random Encounter Table).
Once the troggs are defeated, the adventurers can help the
Lost Dwarves return to the Explorers' League base camp.
They will be rewarded with the Gni'kiv Medallion for their
valuable assistance.

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